Digimentor Design Academy

Digimentor Design Academy

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Digimentor design Academy is the institute of the Multimedia ,Animation and Programming.Our main focus is to provide deep and meaningful education.we are not just teach the software but the focus is on techniques of the content and creating market ready professionals.

02/08/2013

AVATAR UNIVERSE EXPANDS TO THREE SEQUELS James Cameron Hires Writers to Collaborate with Him on the Films
August 2, 2013 at 6:21pm

LOS ANGELES (August 1, 2013) __ Marking a significant expansion of his already ambitious plans for the much-anticipated AVATAR sequels, Academy Award®-winning filmmaker James Cameron announced today that the films have grown in number from two to three.



Additionally, to help bring his growing AVATAR universe to life and to expedite the process, Cameron has hired screenwriters Josh Friedman (War of the Worlds), Rick Jaffa & Amanda Silver (Rise of the Planets of the Apes), and Shane Salerno (Savages, Salinger) to collaborate with him on the screenplays for the three films.



The three pictures will be filmed simultaneously with production beginning next year. The release of the first sequel will be in December 2016, with the second to follow in December 2017, and the third a year later. AVATAR 2, 3, and 4 will be produced by Cameron and Jon Landau through their Lightstorm Entertainment banner. Like the original film, Lightstorm will work with Joe Letteri and his team at WETA Digital to realize the worlds of the sequels.



Commented Cameron: “Building upon the world we created with AVATAR has been a rare and incredibly rewarding experience. In writing the new films, I’ve come to realize that AVATAR’s world, story and characters have become even richer than I anticipated, and it became apparent that two films would not be enough to capture everything I wanted to put on screen. And to help me continue to expand this universe, I’m pleased to bring aboard Amanda, Rick, Shane and Josh -- all writers I’ve long admired -­ to join me in completing the films screenplays.”



Commented 20th Century Fox chairman and CEO, Jim Gianopulos: “We at the studio have no higher priority, and can feel no greater joy, than enabling Jim to continue and expand his vision of the world of AVATAR. The growing breadth and scale of Jim Cameron’s plans for his magnificent fantasy worlds continue to amaze us all.”



AVATAR is the highest grossing film of all time, and is also the top-selling Blu-ray disc of all time. The film won Golden Globe® awards for Best Motion Picture and Best Director; and was nominated for nine Academy Awards, including Best Picture and Best Director, and won Oscars for art direction, visual effects and cinematography.



AVATAR was written by Cameron from an idea he nurtured for over a decade, while working on the technology necessary to realize its wholly imagined world. Working with WETA Digital, Cameron created a fully immersive 3D cinematic experience of a new kind, where revolutionary technology that was invented to make the film disappeared into the emotion of the characters and the epic nature of the story.



The three AVATAR sequels will mark Cameron’s latest collaborations with 20th Century Fox, a relationship that spans nearly 30 years and marks one of the most successful filmmaker-studio alliances in motion picture history. Cameron and Fox first joined forces in 1985 for Aliens, which became a sci-fi classic. Next came The Abyss, which revolutionized visual effects technology; then came the blockbuster, True Lies. In 1996, Fox greenlighted Cameron’s Titanic, which became the most successful film in history, and won a record-breaking eleven Academy Awards, including Best Picture.



About 20th Century Fox

One of the world’s largest producers and distributors of motion pictures, 20th Century Fox produces, acquires and distributes motion pictures throughout the world. These motion pictures are produced or acquired by the following units: Twentieth Century Fox, Fox 2000 Pictures, Fox Searchlight Pictures, Fox International Productions and Twentieth Century Fox Animation.

05/07/2012

Tips of Designing :
There is a thread on Forrst right now, asking people to share their top 10 design tips. So, I thought I’d write it out as a blog post and share with whoever can read this. I wrote this list fast, and probably could think of another 10, but lets start with this:
1. Get good at color.

Its important, and hard (at least for me it was). Start reading books, something by Pantone, and while you are there, start understanding the Pantone palette, if you have Photoshop, its built in (look for color libraries in the picker). Also colourlovers.com is a great website to browse and get inspired by.
2. Start thinking about texture.

http://bjango.com/articles/noise/ Filters > Add noise, monochromatic, 1.8%, get a felt feel or play around with it and find a plastic feel. Texture and depth are powerful design tools in a two dimensional world. Shadows behind text, 1px horizontal offset, 1px vertical offset, 0px blur, embosses text, makes it slightly more readable depending on the colors and backgrounds. try light colored text shadows against dark text and medium color backgrounds, they will start to pop more.
3. Configure your tools properly.

http://bjango.com/articles/roundrect/ Want great rounded rectangles? You need to configure your Photoshop to give them to you. Not everyone realizes this, I didn’t.
4. Use a stylesheet framework/system.

(Sass/Compass) For some, Sass might seem confusing or weird to use, but it you are a dev/design hybrid, it starts to make immediate sense. Compass is a framework on top of Sass that has amazing goodies baked in, ie: “mixins” for your stylesheets to get you rounded corners, in every browser possible, using CSS. They have entire CSS3 support via mixins, read to setup for every browser, with 1 line of code. Killer.
5. Design with the grid.

http://www.bbc.co.uk/blogs/bbcinternet/2010/02/a_new_global_visual_language_f.html) That is an amazing article on how the BBC uses the grid to design their entire visual language. My personal belief is that good design is constrained design. Grids provide a design constraint/thought methodology/process to any design task, and that can help you start moving in a direction more quickly, than say, a blank canvas. Also, many grid systems are available for CSS, and Compass/Sass has native support for all the popular grid systems out there (960.gs, Blueprint, 1kbgrid, etc ..)
6. Make your personal design elements repeatable.

Another plug for Sass, but it really changes my workflow. If you create an aesthetic over time (which you will), Sass lets you encapsulate it into “mixins” or functions that you can simply invoke in your stylesheets, this gives you a ton of flexibility and head start when working with designs, and keeps your design thinking at a higher strategic level, rather than “ugh text-shadow, blah blah”
7. Read about design AND usability, as much as you can.

Books I recommend:

“Design of everyday things”
“Graphic Design, the new basics”
“About Face 3”
“Designing Web Forms”
Everything by FiveSimpleSteps.com

8. Follow great designers on twitter, and see what they are reading/thinking/doing/making.

, , , just to name a few. (also, not a great designer, but you can follow me :) )
9. Watch the documentary “Objectified”.

http://www.objectifiedfilm.com/ This is a great documentary about design, industrial design, and product design. I find, for myself, that thinking holistically about design is a great way to cross pollinate concepts/models into the web.
10. Go through a large body of work, and never stop.

The best way to get better is by doing. Don’t wait to do all of these things, just start designing, suck at it for a while, push through that gap between you being bad at design and you being happy with your design aesthetic. Its hard, you’ll feel discouraged, but its the only way to make progress.

I am done rambling, go make stuff.

Draw a Stickman 16/10/2011

Look at this.. Simply Amazing. !!!

Draw a Stickman Draw a stickman and watch him come to life!

20/08/2011

Get a B.Sc. Degree in Multimedia & Animation.
Learn Animation- Backed by University Degree.

B.Sc in Graphics & Multimedia.
Duration: 3 Years
Eligibility: 10+2

Admissions open.

24/07/2011

The Straight Dope: Why do cartoon characters only have three fingers? While at the bank machine last week, I noticed that the little cartoon graphic over the waste slot had a gloved hand with only three fingers. Which started me to thinking about three-fingered cartoon hands in general. What is the reason for this now-universal and anatomically-incorrect practice? Was

Sensi Soft 20/07/2011

Hi friends...Look at this amazing website.

Sensi Soft

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