Digital Arts and Entertainment was born in September 2006.
The DAE curriculum is the result of several years of research in Belgium and abroad. The game business is experiencing a massive growth all over the world. The rapid expansion of this very specific and highly technological field is accompanied by a rising call for properly trained people. Many educational curricula couldn’t keep up with the speed and demands of this industry.
On top of this, due to the tough competition, deadlines and release dates have become more and more critical for the studios. Production timing needs to be monitored closely and a high level of efficiency is expected from everybody involved.
Due to the nature and structure of higher education institutions, most students still graduate with a more traditional art or programming profile. However, these worlds are so far apart that it often seems difficult to get these specialists to work together. Many companies have started looking for artists with scripting or programming knowledge, or developers with artistic and/or 3D skills.
From that starting point we have approached several national and international studios to enquire about their educational and staff needs: skills, knowledge and general competences. Based on this input we have created the DAE curriculum and our “technical artist” profile. This curriculum will further be shaped in close cooperation with several industrial and academic partners, in the form of guest lectureships, practical training, mutual visits, staff exchanges and curriculum content adaptations.
Due to the demanding nature of this industry, this degree programme is not attainable for just any student. Not everyone is able to combine and integrate this mixture of competences, and not everyone can devote an average of 60 hours or more per week on their education. However, for those who do succeed, a wonderful future is in store in one of the most challenging and innovative sectors: interactive 3D.
A few of the partners whose input has been (and still is) processed in this curriculum: 10Tacle Studios (BE), BGin (Benelux), Creative Conspiracy (BE), Digipen (USA), Disastergames (BE), Electronic Arts (USA), Eyetronics (BE – USA), FX-Motion (BE), Hoaxland (BE), Larian Studios (BE), Microsoft Game Studios (USA), Playlogic (NL), Streamline Studios (NL), VRT (BE).
More than games!
Game technology offers many other prospects and possibilities in different domains, like cultural heritage: virtual walks in historic landscapes and buildings. Flanders is definitely a great operating base for these projects due to its central location in Europe and its rich and diverse history. Several ancient sites have been brought back to life in game engines and are now enabling thousands of visitors to become immersed in the past.
Advertising is another field where 3D applications are growing and spreading. It is becoming difficult to imagine television, online media as well as print without photorealistic or completely fictional 3D creations, from monsters in films, cartoons to vehicles and characters in video clips.
In commercial as well as R&D environments, 3D simulations are being used for research, design and production purposes in order to be able to anticipate certain issues and develop better products.
For more information - check out the DAE brochure!