Otis College of Art and Design
Transcription
Otis College of Art and Design
02 14 18 25 Innovation and Real-World PrepaCtion This year marks the 10th anniversary of Otis’ Digital Media and Toy Design departments. At their inception, both programs were considered highly innovative. Toy Design today remains one of only three such programs in the country. The rise of these departments to the top of their respective fields within a decade is remarkable. Digital Media students have routinely swept top prizes at national and international competitions, and young Toy alumni have created industry trend-setting toys. This issue of OMAG features a look at Digital Media and Toy Design at ten, as well as success stories from our graduates. Several Otis trademark factors underpin the achievements of these departments: strategic development of new programs that respond to the needs of industry and society; a pedagogical balance between blue-sky creativity and workplace know-how that enables young professionals to innovate in a real-world setting; and active partnerships with industry leaders to provide our students with top faculty mentors, internship opportunities, and employment upon graduation. In addition to connecting students with professional opportunities, Otis is committed to providing students with a socially aware and diverse educational experience. This fall, Otis launches a new graduate program in Public Practice that explores new artistic strategies and practices based on social engagement and activism. At the undergraduate level, Otis’ Integrated Learning (IL) curriculum extends the classroom boundaries by requiring students from various departments to work collaboratively on sitebased community projects that involve experts from fields other than art and design. The undergraduate Fine Arts department offers the Artists, Community and Teaching (ACT) program for students interested in careers in art education. In addition, the Otis Teenagers Educators Artists Mentors (O TEAM) initiative offers low-income Los Angeles youth an afterschool academy in digital media that provides skill-based media arts education and a path toward higher education. These and other efforts have earned Otis a place in the inaugural group qualified for the Carnegie Foundation for the Advancement of Teaching’s Community Engagement Classification — as the only art and design college to be included. Otis’ educational mission and impact are recognized by major funders. Recent grants from the National Endowment for the Arts (NEA) and the Annenberg Foundation provide resources to offer scholarships to financially challenged students. The James Irvine Foundation has also awarded the College a grant for leadership advancement, including the research for a strategic diversity plan. An Otis education is distinguished by a fruitful combination of innovation, optimism, diversity, and opportunity. —Samuel Hoi, President Otis prepares diverse students of art and design to enrich our world through their creativity, their skill, and their vision. Founded in 1918, Otis is L.A.’s first professional school of visual arts. Otis’ 1100 students pursue BFA degrees in advertising design, architecture/landscape/interiors, digital media, fashion design, graphic design, illustration, interactive product design, painting, photography, sculpture/new genres, and toy design. Graduate Studies are offered in fine arts, public practice and writing. Alumni shape contemporary visual culture—from fine arts to the Hollywood screen, from the clothes we wear to the toys that engage our children. 2007 Vol.3 In This Issue: President Samuel Hoi with Scholarship Benefit Honorees Jaque Hall and Paul Fitzpatrick of Macy’s 02 Digital at Ten 12 Toy at Ten 18 24 Alumni Around the World Otis Monitor What Matters? Creative Economy Report Recipe for Collaboration Three Spots 26 College News Editor: Margi Reeve, Communications Director Co-editor: Sarah Russin, Alumni Director Photography: Kristy Campbell, Mark Caneso, Scott Canty, Jessica Hayes, Lee Salem, James Stiles Front Cover: Eric Urquhart (’07) Veggie Land, 2007, digital color print from the exhibition in the Ben Maltz Gallery, “SIMS: In the Hands of Artists,” July 14August 11. Students created work inspired by the popular game for a competition sponsored by Electronic Arts. Back cover : Commencement ’07 ACT Lessons More on Wikis and Podcasts Squint A Constant Presence Student Awards Commencement ’07 Public Programs Paliknoa in Kosrae The Story of Relics 32 Class Notes Entrepreneurs, Award-Winners, Cool Designers, Soloists, Entertainers, Alumni In Print, In Memorium Contributing Writers: Susan Martin and George Wolfe, Freelance Creative: Intersection Studio Design Direction: Greg Lindy Design: Mark Caneso (’04) © Otis College of Art and Design Publication of material does not necessarily indicate endorsement of the author’s viewpoint by Otis College of Art and Design Otis College of Art and Design Tenth Anniversary of the DigiAl Media DepaBment Digital Media has evolved over the last ten years as the industry changes and grows. The department’s primary goal is to strike a balance between traditional art and technology, and individual vision and teamwork. Video Game Design, the most recent addition to the curriculum, trains concept artists, modelers and animators. Motion Graphics express personality in all aspects of the entertainment industry. Visual Effects enhance narrative and immersive experiences. 2D Design emphasizes image and text manipulation, and 3D Design encompasses animation and model making. Together, these five elements of the curriculum prepare students to respond to rapid changes in technology. F E AT U R E F E AT U R E Chair Harry Mott interviews Lord of the Rings visual maDermind Jim Rygiel Making All audiences, even soap opera viewers, are used to the fantastic. Where do you think special effects are going? With the advent of boxtop renderers (PS3, Xbox, Wii), hardware is getting faster and faster, so that soon I can see sharing of assets around the globe, to create a virtual YouTube of real time animation ongoing in real time. What can the visual effects houses and artists do to keep wowing people? Has the industry reached a plateau? Software and houses come and go—it’s the artist and the idea that keep wowing us. It essentially all boils down to “a vision or idea,” and with digital filmmaking that vision is literally right at our fingertips. What would you recommend to students here and afar who want to become visual effects artists? Too often students come looking to learn software. We try to get them to learn the concepts and principles of art, design and storytelling. Real What would you tell students to learn in and out of school? What kind of studies should they undertake? Where should their concentrations be? What kind of people skills should they develop? Give me a piano, and I would be the worst piano player you could ever imagine; give the same piano to Chopin, and he would play a masterpiece. The point is the software is just a tool that can be technically mastered by anyone; it’s the internal visual concepts that are of greatest importance. Analyzing a shot in a movie to determine what is or is not working, in terms of its look, is where the concepts of design, color, and composition come into play. Alex Alexieff, who developed pin screen animation with his wife, Claire Parker, commented “You will find more inspiration, more suggestions in all fields outside your own. Look to poetry, science, music, psychology, astronomy. Anything. Anything. From these alien fields may come inspiration unexpected by you, which will enrich you and give you more raw material than thousands of screenings of your colleagues’ works.” I completely agree with this and, in fact, have based my life on it. I take this even one step farther. Apart from looking to the arts and sciences for inspiration, I also look to my everyday mundane tasks of gardening, cooking, cleaning, and paying bills, and attempt to find the aesthetic aspects. Art is Everywhere and Everything! What distinguished Lord of the Ring’s visual effects in the history of our industry? When I first met with Peter Jackson, I told him that I wasn’t a huge fantasy film buff, but that my goal would be to make the fantasy worlds real enough so that the viewer would wonder how to book an airline ticket to the world we were creating. It was a pivotal point in time where technology was advancing enough to allow us to create the level of worlds that we wanted. Gollum was a good example of this, where software and hardware allowed us to achieve a character not previously realized. Are sound and music areas for growth and cooperation? Sound and music certainly give the effects that we do the necessary impact needed to enhance the shot. For instance, if you saw a clip of an explosion, with ground-shaking sub woofer bass, and saw the same shot with the sound turned off, your experience of that clip would be enormously different! In terms of a component of visual effects, I rely on it but don’t necessarily utilize it. What are you working on now and what is in the future for you? I am currently directing commercials, and have just signed on as visual effects supervisor for The Voyage of the Dawn Treader, the 3rd in the Chronicles of Narnia series. What are some recent films that you especially enjoyed? Pirates, Casino Royale, and I am very excited about seeing Transformers! What are your all-time favorite films? 2001, Mad Max, Road Warrior, Shawshank Redemption, Fargo, Sling Blade and of course the Lord of the Rings trilogy! Nostalgia question from Sarah Russin: Can you share some of your early Otis experiences with video? Didn’t you collaborate with classmates Bruce Yonemoto and Jeffrey Vallance? We had the luxury of using the fantastic reel-to-reel portable. (pg. 2) I can’t remember a day that we weren’t helping each other out preparing for a show. When I went into digital animation, Jeffrey Vallance wanted a little help on a video he was putting together called Blinky the Friendly Hen, based on a book that he produced, so I was doing a little digital video animation for him on a $15 million Cray XMP supercomputer! Where does innovation come from in this field? Innovation is always driven by the idea. If films didn’t push the envelope in terms of effects and looks, technology would probably be 10 years behind. With almost every film I have embarked upon, we went in having no idea of how we were ever going to accomplish some of the things at we intended. But put a bunch of brilliant and creative artists and scientists together, and it’s magic! Jim Rygiel (’81, MFA) OMAG 04 05 OMAG F E AT U R E F E AT U R E Gaming for EduAinment By Brock Ramirez Gilbert Martinez, Brandon Martynowicz, Mike Lee, Chin Ko Geeks No More By Gilbert Martinez It’s been a little over a year now since I came up north to the Bay Area to work at LucasArts, and it feels great to be able to share my post-graduation experiences. LucasArts is the game development arm of Lucasfilm Ltd, located in the beautiful San Francisco National Park Presidio that overlooks the Bay and the Golden Gate Bridge. I am currently a 3D artist on the environments team for the game Star Wars: The Force Unleashed. Before this I spent a year working on the Indiana Jones game for the Playstation 3 and Xbox 360 (release date to be announced). My primary role as an environment artist is to create the digital 3D environments that players immerse themselves in when they play our games. For SW: TFU this means making the futuristic worlds of the Star Wars Universe: enormous imperial factories, deadly battle arenas, alien worlds and the artifacts that inhabit these spaces. I model them, paint them, light them, and place them in the game to ensure that they look good, feel right, and run efficiently. This is the most unique part of our jobs as game artists; we need both an artistic eye and a savvy technical left brain to ensure that we do not exceed the limitations of the engines that run our games. I have been a gamer since my early teenage years back in the days of Pong and the Atari 2600, and I have been playing games steadily ever since. The only time I stopped playing games was while I attended Otis so that I could stay focused on my studies. I classify myself as an old school gamer. I enjoy quirky action and puzzle games that don’t rely heavily on photorealistic graphics. Some of my recent favorites are Katamari Damacy, God of War, Bully, and the latest Zelda game on the Wii console. In the early days of games, being a gamer was considered geeky. Things have changed in the last few years. Everyone is enjoying interactive entertainment whether it’s on a PC, a home console, a handheld device, on the web, or even on a cell phone. The business has grown from the days when two guys in a garage could create a blockbuster. It can now take one hundred people, two-to-three years of incubation, and over 20 million dollars to create a headliner game title. What this means is that many of us can now make a decent living as game devel- OMAG 06 opers. Games have gone corporate! Although we don’t wear suits and ties, we do work in offices, have 401(k)s, make salaries, and have medical benefits. Otis was crucial in preparing me for life in game development. I came to Otis knowing next to nothing about what it took to be a working artist in this business. In fact, all I knew when I enrolled was that I wanted to learn 3D and work in games. I didn’t know what kinds of job opportunities were out there or what it took to get in the door. Throughout my stay at Otis I had a chance to read about, meet, and be taught by professionals from many different media companies who shared their experiences and advice. These individuals and their feedback helped me learn what it takes to be successful at what I do. At Otis I learned a mix of creative, technical and social skills necessary to perform my daily duties here at LucasArts. Beyond simply learning graphics programs, we were also taught how to problem solve and work together as a team—how to speak up, share, and listen became second nature. I have returned to campus each year with company representatives to recruit talent from the graduating classes. Last year I staged a major coup by referring three of the top graduates—Mike Lee, Chin Ko, and Brandon Martynowicz—who went on to make it, with flying colors, through LucasArts’ rigorous hiring requirements. Like Otis, this company is composed of individuals from all over the world and all walks of life. It will continue to grow as the medium of interactive gaming grows. And we are growing along with it. The opportunity to watch the company expand and the responsibility of working on two of the world’s most well-known franchises is both exhilarating and frightening at the same time. “I classify myself as an old school gamer. I enjoy quirky action and puzzle games that don’t rely heavily on photorealistic graphics.” When I graduated from Otis in 2005, my main focus of study was character animation. Currently I work for a company called Knowledge Adventure (KA) in Torrance, CA. I have been there since October 2004 of my senior year. KA is an edutainment company that produces products that contain elements of today’s platform games mixed with educational and learning content. Major current titles include Math Blaster and Jump Start. Past titles include Barbie Fashion, Jurassic Park, and American Idol. I am one of three animators, and act as the senior technical director, which puts me in charge of setting up rigs so that the other animators and I can properly animate the characters. A day in the life here at work can range from extremely laid back and goofy to energetic and stressful. We are all properly equipped with Nerf dart guns to execute office justice to unsuspecting coworkers, or (if team members prefer the non-human variety) inflatable animals and objects that are available for target practice. Also, every Friday ends with an all-out match on Counter Strike Source. The benefit of working on children’s games is that as an animator, I am greatly influenced by animation as a 2D cartoon medium. Most adult audience games require realistic animation that makes me yawn. With cartoon games, not only do I get to avoid unnecessary violence, but I also create fun, energetic, bouncy characters. There are no limits to realism when I want to make them do something. I am a huge advocate of pushing animation to make things seem “more alive” than reality. The only downside that I find in a child-oriented company is everything has to be politically correct to the extreme in order to avoid offending anyone. During the three years I have been here, I have hired four Otis alumni: three from my graduating class and major (Ty Viveiros, Chris Marsh, and Suzan Kim) and one from Communication Arts (Lance Thatcher). I have worked on four titles that have been released, and am currently working on four more. In all titles I am credited as animator and rigger. The greatest thing about my work is that I am one of the few people who, when asked what I do, can honestly respond with a smile and say that I love going to work each and every day (or at least I never regret going to work due to the type of work I do). Be sure that fact rings true with you. Chris Marsh, Suzan Kim, and Brock Ramirez, all ’05 07 OMAG OTIS MONITOR OTIS MONITOR Recipe for CollaboCtion by Parme Giuntini, Director, Art History Take two Otis faculty members: one art historian trained in 18th-century portraiture, gender and social history (but enamored with fashion and pop culture), and one fashion illustrator who is also a fine artist, a writer, and equally interested in fashion. Mix lightly at various Otis events for a few years, giving the two time to discover their mutual interests, time to bridge the gap between studio and Liberal Studies boundaries, and time to develop and team-teach a course on fashion and art. Add one large dose of creativity, three years of research and writing, and a commitment to collaboration. The result is "GARB: A Reader on Fashion and Culture," which features the combined work of Parme Giuntini and Kathryn Hagen, as well as a host of essayists (many of whom are Otis faculty members). Collaboration and interdisciplinarity are currently two key buzzwords on college and university campuses, and for good reason: They enrich our understanding of any issue in a globalized world that embraces a multiplicity of positions and options. Theoretically, faculty from different departments and disciplines should spend significant time engaging their colleagues in discussion pertinent to their interests — this will invigorate both their work and their students’ work. That is, of course, an ivory tower myth. The reality of faculty life anywhere is a haze of prepping for classes, teaching, working with students, participating in meetings, and handling ongoing departmental responsibilities; opportunities for faculty to indulge in purely intellectual conversation are rare indeed — and that’s within one department. It’s doubly difficult to find time to engage colleagues in other departments. So when it does happen, we cherish the interaction. From initial conversations about fashion, the myriad meanings that clothing can communicate, and the intriguing crossovers that we saw between fashion, design, culture and fine art, Kathryn and I proposed a team-taught art history elective that addressed these issues. Teamteaching is expensive — two salaries for a single class but, at its best, it offers some undeniable benefits: the opportunity to bring divergent points of view into the classroom and engage both each other and the students in a lively exchange of ideas. When it works, it is extraordinarily successful; but it depends on the ability of the instructors to share the classroom, to play off each other’s ideas and personalities, and to disagree in a collegial manner. Kathryn and I found it an exhilarating experience. We enjoyed the give and take and, after two years of teaching the class, we realized that many of the issues we were raising dovetailed with concerns that the students had about fashion and culture. We hatched the actual idea for the book at one of our innumerable breakfast meetings in the summer of 2003, and within a few months we pitched the idea to Kathryn’s publishing contact at Prentice-Hall. Although we made some changes in the conceptual framework of the book, we always intended to invite outside essayists from a variety of disciplines. Our writers ranged from poets to art critics, illustrators to art historians, folklorists to practicing artists. We decided on the title OMAG 22 GARB at our first meeting; and when I first walked into Kathryn’s house and saw her painting Armored Figure hanging on the wall, I knew that we had our cover art. Writing and editing a book together is a bit like co-habitating: To be successful living with someone else’s mind, there has to be sufficient space for sharing as well as independence, an ability to recognize and capitalize on each other’s strengths and expertise, and the flexibility to blend divergent positions into a cohesive whole without jeopardizing the critical (and often divergent) points. These factors are doubly important when the collaboration is interdisciplinary because incorporating different areas of expertise always means a negotiation of interests and priorities. I suspect that is why when we look back over the past three years of working together, our fondest memories — and the reason that we want to collaborate again — will always be those summer days when we pushed back from the computer and talked through different issues. They were challenging discussions and we often disagreed, but we always came to better conclusions as the result. “GARB: A Reader on Fashion and Culture” is a testament to our shared belief and determination that the ivory tower myth can become a reality. Parme Giuntini and Kathryn Hagen Three Spots Yamandú Canosa, born in Uruguay and now living in Barcelona, was the Jennifer Howard Coleman Distinguished Artist in Residence in Fine Arts in fall 2006. Otis thanks the Samuel Goldwyn Foundation for its support of this residency. Canosa's exhibition, “Three Spots,” at the Ben Maltz Gallery, included a site-specific wall mural as well as paintings and drawings that depart from his concept of landscape as perceptual experience. Below are excerpts from an interview done for Otis’ Web site, and responses from some of the Fine Arts students whose studios he visited. Where are you from? After years of living in Barcelona, the subject of identity has become more important. If you ask me if I feel like a Latin American artist living in Spain or a Catalan artist in Barcelona (since I have been there for 30 years), I don’t have an answer. I am always thinking about it. People in Barcelona notice something Latin American in my accent, and when I visit Uruguay, people think I am from Spain. Perhaps my accent comes from a big boat in the middle of the Atlantic! This could be a good metaphor of my experience and that of other artists who are immersed in a variety of cultural contexts. What music do you like? I listen to a lot of Brazilian music like Caetano Veloso’s, also flamenco music with jazz. I like the complexity that comes from mixing styles. What do you think of Los Angeles (since this is your first visit)? L.A. has this very mixed culture, but Barcelona is also a Babylon. All the big cities in the world are starting to have a multicultural atmosphere with immigrants from around the world, and it brings problems but it also produces a vital culture that grows. Here you have other populations that we don’t have in Europe, but I think it’s helpful for the immigrants to find their place. I believe that making sense in another place by asking big questions is what great artists do. What are the questions the work is asking you, and what is the quality of the questions? Fine Arts student responses • Yamandú brought an external perspective into my studio, and was able to focus on certain problematic aspects of my practice. All Otis students would benefit by more dialogues like this one, which introduce variety in context and substance. • Seeing Yamandú’s drawings and how simple and beautiful they were encouraged me to begin drawing again. He gave me feedback about how to push one of my unfinished pieces further. I also became interested in the idea of translation; how to make my ideas understood when there is a language barrier. • Yamandú spoke about painting as having a reference outside itself; the larger idea that is the context for work. • Our discussion of space and perception was of much use to me since I am also an installation artist. • I appreciated the fact that he is Latino, has lived in Europe, and is very worldly. He has a wise, informed, international point of view. • I was lucky to have a two-hour, one-on-one critique with Yamandú. His interpretation of my work was extremely helpful, and his words of wisdom and objective looking confirmed that I am right to follow my instincts. His thoughts and discussion as well as his reaction to my work in progress gave me confidence and helped cast away my shadow of self-doubt. • In five years, this was the first time I met with a Spanish-speaking professional artist about my work. It helped me to communicate eloquently to Spanish speakers. Yamandú Canosa (center) installing the exhibition “Three Spots” in the Ben Maltz Gallery. To purchase this exhibition catalogue ($25) and others, call (310) 665 6905. 23 OMAG F E AT U R E Sleepless in L.A. By George Wolfe “All those years of not sleeping are definitely paying off now.” So says 2002 Digital Media alum Amy Kaufman Levy, who has recently been promoted to Head of Production at awardwinning bicoastal creative production company Stardust. But at times during her schooling, in addition to the 18 units she was pulling at Otis, Amy was also working 30-35 hours as a junior animator at a place called Hornet plus nine hours of interning at Fox Sports Net. Having already received a Liberal Studies degree at Grossmont College, and as a transfer student from Cal State Northridge (as opposed to coming to Otis fresh out of high school), Amy says her goal was to avoid a non-paying internship after graduating. She’d always had a sense that it was important to get to work early. And that’s exactly what she did. Taking a liking to sports graphics, she built her senior thesis around a Fox Sports Net 3D promo. With plenty of experience under her belt at two companies over the span of two years, she was in a prime position in terms of employment. Within two weeks of graduation, Fox promoted her to Graphics Coordinator/Producer. “It all sort of trickled into my lap,” she recalls. “I would recommend getting an internship early on. With me, sometimes I’d be learning things at work, and be ahead of the class; it would definitely help me problem-solve by simply applying what I’d learned in the workplace. I’d also advise students to focus on design that uses software as a tool—develop a strong background in design. Otis was an amazing experience. They teach you everything; but there’s a danger of spreading yourself too thin. Even though OMAG 08 the demand right now is high for animators and designers, if you want to do 3D animation, really just focus on that. Sometimes I hear people say ‘I want to design and edit and do sound and get talent and do motion graphics, etc.’ But it’s important to focus on your passion.” Then came the choice to freelance or stay with a staff job. Amy moved on to freelance work at 3 Ring Circus (as Graphics Producer), Exopolis, and Stardust (as Senior Producer). She got to the point of juggling roughly five commercials at a time, each with several million dollar budgets, sometimes composed of as many as 20 promos, and often filming around the world. “I just kept getting great jobs at Stardust, and getting the work done on time and within the budget. They finally hooked me in January ’06 as a fulltime employee, and I’ve been working there ever since. Over my freelancing years, and since, I’ve recruited a lot of talent and built a huge roster, many of them from Otis.” As Head of Production, her job no longer entails producing directly; rather, she makes sure things go smoothly, production-wise, in terms of creative. Or as she says, “Basically, I kind of have my nose in everybody’s projects.” Stardust’s particular appeal seems to come from the fact that a large number of employees are art school grads who deliver work that’s organic in nature, and which focuses on the fundamentals of color, design and composition. A lot of the resulting imagery is still hand-drawn and scanned in, creating a magical, ethereal quality that happens to be hot right now. As far as the future goes, despite the challenge of constantly adapting to new technology and software, Amy sees a constant appetite for advertising that’ll continue to propel jobs in this market. “Companies will always need to get product out there. In the next year or so, everything will be HD. A lot of work is going onto cell phones, like little promos and downloads onto iPods, and of course the Internet, and also in-demand. That opens up all kinds of doors since what we do can be useful with many different multimedia tools. In the next 10-15 years, we might not have magazines and fliers because everything will be online, but I don’t see motion graphics going the way of print.” “KorpenfeDer” Tours the Cosmos and the World Student Michael Tavarez, a Digital Media junior, created this animation, inspired by the typography of Phillip von Rhoden. He used simple neon-like shapes to explore the processes of decay and regeneration, expanding from the human molecular level outward to encompass the entire sweep of the cosmos. It was selected from 2,200 entries for Resfest, an international festival of pioneering film and digital arts which traveled to 43 cities and six continents. www.michaeltavarez.com/portfolio/Animation/ korperfenster_med.html 09 OMAG y o T at n e T Tenth Anniversary of the Toy Design DepaBment OMAG 12 by Deborah Ryan, Chair Over the past 10 years, the Otis Toy Design program has gained worldwide recognition as the place to go to find talented toy designers. Los Angeles, the hub of the toy industry, is home to Mattel, the world’s largest toy maker, and has spawned hundreds of other Southern California toy companies. As a result of the close proximity, the department faculty members are industry professionals who are experts in their field. The comprehensive design curriculum includes all the major toy design categories of plush, preschool, dolls, action figures, toy vehicles, and games. Classes in child psychology and development, marketing, engineering, model making, digital design, computer rendering, packaging, presentation, and conceptual drawing and illustration complement the design curriculum. Students use the newest technology available in the industry, including rapid prototyping, whereby they draw on the computer and a machine prints the actual model. The students also receive valuable practical experience in summer internships at toy companies. When they graduate, they have an extensive portfolio of work, and display their work at the end-of-the-year exhibition in a showroom setting much like the New York Toy Fair. Otis’ Toy Design Department has such a powerful reputation that hundreds of toy industry representatives come to this exhibition to recruit graduating seniors. With graphic, product, and digital design skills, the toy design graduates are prepared to work in almost any area of children’s product design. Some other colleges have offered classes in toy design, but they cannot compete with the comprehensive curriculum that Otis offers, combined with a liberal arts education. As the toy industry has grown in its size and the vast array of categories and types of products, there is a need for designers who have specialized skills. I began my career in toy design more than 20 years ago. Like others in the industry at the time, I did not go to college intending to be a toy designer. I graduated from the University of Cincinnati, College of Design, Architecture and Art, with a Bachelor of Science in Design. One of my internships was at Kenner Toys, where I designed plush characters and fashion dolls. After graduation, I had the amazing experience of designing women’s clothing for Gianni Versace’s ready-to-wear line. The job required that I travel to Los Angeles, and on one of my visits I saw an ad for a designer at Mattel. I applied for the position and was hired as a toy designer. There I was able to use my fashion design and industrial design skills to create toys with features. None of the designers I worked with at Mattel were trained as toy designers, nor did they think that this might be their career when they were in college. They came from a variety of backgrounds including automotive design, industrial design, fine arts, fashion design, graphic design, and engineering. We were self-taught or learned from each other, sometimes saying we were at “Mattel College.” In the past it took many years on the job to acquire the skills that toy designers at Otis have upon graduation. A career as a toy designer carries a great deal of responsibility because of the important role toys play in children’s lives. At Otis, we teach students that social consciousness is an important part of being a toy designer. Toys are an important part of our history and culture, and have existed since ancient times. Imaginative play is not only fun, but psychologists have proven that it is also crucial for the development of high-level human skills such as decision-making, socialization, and creativity. In primitive cultures where no manufactured toys are available, children play with everyday objects and make them into imaginary friends and enemies, and create games and puzzles. At the turn of this century, MGA introduced an ethnically ambiguous doll line called “Bratz,” which captured a huge market share of the A career as a toy designer carries a great deal of responsibility because of the important role toys play in children’s lives. At Otis, we teach students that social consciousness is an important part of being a toy designer. fashion doll business. The culturally and ethnically diverse student population at Otis is well prepared to express cultural and societal shifts in the toys they design. Our toy design students are an almost equal mix of males and females as well, and their designs reflect changing ideas about gender in our society. In the action figure class, students design female action figures that are strong, empowered heroes, equal to their male counterparts. Modern toys vary from the simple to the technologically complex, and provide children with fun and fantasy, while teaching social norms. The modern toy industry produces products that reach a worldwide audience, creating new trends in toy design. 13 OMAG F E AT U R E Dream Job: Q By Scott Derman (’05) From Santa’s Workshop to Pixar Cars Turbo Max Steel figure Press the buttons on his back to punch for lights and sounds. Build up his power and watch him unleash his Turbo strength! OMAG 14 quality and engineering. LEGO bricks that are generated today will stack with a brick produced in 1960. The secret is the high quality and attention paid to the tolerances in the molds. Design and production are done within a few square miles of each other to allow communication and synchronization with the factory. My everyday duties included wandering the two giant storehouses which house virtually every design of LEGO brick ever made. I stockpiled what I needed for the day, went back to my desk, ate some cake, and proceeded to build for the rest of the day. I learned that most designers do not sketch their ideas; they build them. When designers develop a new adventure play set, they create revision after revision of construction until the set is just right, altering colors, number of pieces, how fast it can be built and the way everything fits together. The time I spent in Denmark was some of the best of my life. I traveled a lot within the country while I was there. I even spent a week in London by myself while everyone at LEGO was on holiday. It truly was the life-altering opportunity I sought. The following year, I was offered an internship in Mattel’s games and puzzles department. I was eager to experience a company that is wildly different from the two previous ones. For me, internships were like dating. You get to know a company without any real commitments: Get in, test the water, poke around, learn a few things, and get out. If it happens to be a match made in heaven, you sign the marriage papers and earn a salary. When my Mattel internship was over and I was a college graduate, I stayed on as a temp. I began touring the design center and exploring other Mattel opportunities, and was offered a full-time position in the entertainment design group. Since my tour of duty began, I have worked on six different brands, received two patents, and have seen roughly 15 A with faculty members Mark Taylor & Candace Lavin What is unique about the L.A. toy design industry? CL To support L.A.’s toy companies and their designers, there are many model making and prototype studios. A toy design can quickly go from a thumbnail on a scrap of paper to a working sample in a matter of weeks. MT Toy design in the Los Angeles area differs from the Midwest and East Coast toy businesses largely because of the influence and proximity of the entertainment industry. Ruth and Eliot Handler, founders of Mattel, were the first to exploit this relationship by blitzing the American toy demographic with products from Disney’s Mickey Mouse Club TV show. These brands quickly outstripped the “old line” toy company products. The concept of designing brands instead of items was an outgrowth of this partnering with entertainment properties. Mattel, with their advertising agency Ogilvy Mather, led this trend, but all toy companies got on the licensing, branding and crosspromoting bandwagon. This partnership dominated the market through the late ’50s, ’60s, ’70s and into the early ’80s. The predominance of marketing throughout the toy development process (design) is stronger on the West Coast than anywhere in the nation. Toys are primarily designed for maximum visual appeal rather than extended play pattern. Every feature must pay its way in advertising results. Other toy companies see the product as the innovative core and depend on promotion (advertising) to find a way to sell it. Ten years ago I knew I liked to make art, but I really had no idea what realistic options I had to pursue my artistic ambitions. It wasn’t until my senior year of high school that I finally chose a path that would ultimately lead to my “dream job.” My teacher and mentor Barbara Katchen worked with me to develop my portfolio, and came to me one day with a brochure for Otis’ toy design program. Needless to say, I was very intrigued by the idea of combining my love of toys with my passion for design. After I was accepted, it didn’t take much convincing for me to pack my bags and drive 18 hours from Aurora, Colorado to Los Angeles. From day one, I knew my time at Otis would be an arduous journey that would test my devotion to the design process and the goal of a rewarding career. Early on, I saw firsthand just how exciting the toy design industry could be. Between sophomore and junior years, I took a summer internship with Art Asylum, an action figure company in New York. I felt somewhat like a small child wandering through Santa’s Workshop. I had learned a few things the year before, but this was certainly an eye-opener. The designers who worked at Art Asylum were amazingly talented. And the deep well of knowledge they offered me whetted my artistic palette for things to come. The true excitement came when the internship postings came around the next year. As I perused the corkboard of job listings, I couldn’t help but feel like I was shopping for life-altering opportunities. I noticed one that only graduating seniors were applying for: a summer abroad working for LEGO in Denmark. After weeks of preparation and stressing through mid-morning downtown L.A. traffic, I learned that I had been offered a position at the top three companies on my list, including LEGO. Before I knew it, I was winging my way to the land of Tuborg beer and colorful stacking construction bricks. Living in Billund, Denmark was probably a lot what I imagine life was like in 1956: Everyone rode bicycles and was super nice. The company itself was an amazing machine of & of my designs make it to the shelf. I am currently working on Pixar’s Cars and helping to develop new exciting brands that are still in the works. Overall, my experience at Mattel has been an enormously positive one. This is a company that is brimming with talent, and simply being a part of it has taught me more than I could possibly convey. I am truly grateful for having the internship experiences that I did. It allowed me to explore my passion without the fear of complete responsibility. Having this attitude is what I think allowed me to succeed. Internships are a learning ground in which mistakes will teach you more than your successes. Naruto Quick-draw Kunai set Strap the satchel of kunai daggers to your thigh, then use the quick draw hand strap to fire them out in rapid succession. What are the objectives of sponsored projects such as the spring 07 “Hot Wheels” studio with Mattel, both for the students and for the sponsor? MT Students were able to work with a large, successful brand while maintaining their student autonomy, producing state-of-the-art creative, professional and exciting presentations to Mattel Hot Wheels, Matchbox and Tyco management. 1. Mattel management (Matchbox and Tyco) leaders saw fresh new vehicle concepts from designers who were close in age to consumers, with minimal prejudgment or bias. The designers were from wildly diverse cultural backgrounds. I am proud to say the girls did more than hold their own in this usually male-dominated brand; they kicked! 2. The Mattel managers were able to witness up-and-coming talent and judge the effectiveness and practicality of the methods for their own use. 3. The Mattel design team provided feedback that inspired students to explore new types of designs and consider new product possibilities. 4. Because the project was based in an educational environment with a “blue sky” thought process, the Mattel design team could look beyond the basics, and consider students’ design approaches that would not emerge in a “strictly business” environment. Product innovation and quality of concept were the important goals, without the myriad of pre-conditions that exist in a large corporate environment. 5. The competitive market research was open and extensive, and students often discovered and presented surprises and new business opportunities as part of the problem-solving process. CL They also meet 20 to 25 toy design students and discover a new, fresh pool of talent that will eventually be available to them as future employees. Thanks to the open and helpful attitude of the Mattel (Matchbox and Tyco) designers and their generous critiques, the students received a gentle touch of toy reality and a pat on the back. This is invaluable for their practical toy knowledge and their professional pride, and it served as a very positive boost to their creative spirit. How is toy design responding to interactive technology? MT Interactivity is the “Holy Grail” of play patterns and a constantly moving target. Finding the magic blend between the two camps of interactive technology is the trick. (The “Tech Nerd” camp values the complex, difficult, chancy to make happen, abstract and vague but very unique.) The “We kinda been here before” camp premiates features that have been done before so they can probably be done again (with a few new wrinkles). This approach evolves into a franchise blending into market mediocrity that encompasses many entertainment licensed toy products. continue » 15 OMAG F E AT U R E continued MT Is it magic? Is it fun? Does it have wonder? These are the real questions when looking for the “Grail.” If we study the digital game business as an interactive template with its mix of technology, icons and imagination, the standards are set. The digital game market (yes they are really toys) is so successful that it is the world’s biggest entertainment business. Why didn’t we all see it? The arcades were always jumpin’. What are the most significant innovations in toy design of the last few years? CL No longer is a child simply pushing an ON button somewhere on the toy and waiting till the batteries run down. The new trend is to place chips into toys that become activated once the child takes the new toy home. The complexity of the programmed information on the chip depends on the age level of the child. No matter how innovative the toy is, it must still allow for the child’s imagination to explore and discover new things. MT The innovative move toward animatronics and heroic action figures for preschool, and the iPod and iPhone (yes, they’re also toys) and “i” products that will continue to follow them “outside the nine dots” and beyond How do American toy companies differ from those in Europe or Asia? How different are the consumers? MT To my knowledge, no American toy company is subsidized, assisted by the government or insulated by import taxes or quota limitations against foreign competition. American toy companies only have three major retail outlets for injection-molded traditionally packaged toys: Wal-Mart, Toys R Us or Target. European toy companies have broader distribution networks from large toy store chains to “mom and pop” shops, and they sell across seasons. American toys are considered high priced and low quality by the rest of the world. When they are purchased, it’s usually because of a very popular license, such as a Disney entertainment property. American toy companies depend on huge quotas to support their brand marketing, license acquisitions and overhead. Because of the accelerated obsolesce of styles and demand for new, fresh product on the shelf by the retailers, tooling budgets are astronomical. European toy companies tend to be rather small, and they can keep a toy unchanged in their line for years. They sell very small numbers by comparison to the American industry. European consumers also perceive toys as durable, something to be passed down to another sibling. European and Asian markets are like our collector market: low profit, low quantities, high tooling and low A to S (advertising to sales) ratio. They do not rely on marketing to drive their business but consider point of purchase (packaging) their advertising. CL American toy companies design their toys in a manner that follows the latest trends happening fashion, technology and music. Asian consumers, especially in Japan, are often the people setting many of the new trends in technology. The American companies “shop the marketplace” in Japan and in Hong Kong a regular basis, always searching for newest look or idea. What advice do you give young people who want to become toy designers? CL First and foremost, you have to be able to still think like a child, Using your own imagination and making the emotional connection to remembering when you were a child and played with toys all the time. Is it fun, do you escape to another world when you play with it, does the toy keep pulling you back to play with it again? MT Feed your imagination with books, film and the internet. Most of all, learn to really listen and observe, and not just about toys. Let your imagination run wild and don’t let anything or anyone stop you. Find a good design school and completely lose yourself in your work. Just do it! Learn some stuff and then do it again. If you don’t like the doing of it, you’re in the wrong business. What was your favorite toy when you were a child, and what is your favorite toy today? If you have children, what are their favorites? CL Since I was very much the tomboy as a child, I always wanted to be outside escaping to an imaginary world—the Wild West, a Medieval Castle or Robin Hood’s Sherwood Forest. So I played with the rocking horse, cap guns, swords and shields and bows and arrows. I became characters from my favorite stories and comic books. Now I collect action figures and resin collectibles of my favorite comic book characters and imaginary creatures like dragons. When I look at these toys, I sit back, close my eyes, imagine that I “live in the world” where these characters come from! The three children I am with all the time are two, nine and eleven. The two-year-old loves ANYTHING Elmo, from Sesame Street, and Berry Bear. The nine-year-old loves her new American Girl Doll “Samantha.” She is even taking a summer school class about dolls. The 11-year-old boy takes his iPod with him everywhere and regularly downloads new music. MT When I was a child, it was a pencil and paper. My favorite toy today is my computer (yes, it’s both a tool and a toy). My all-time favorite toys are the skateboard, Frisbee, ““Big Wheel,” “Fast Traxx RC,” and “Masters of the Universe.” I have no children of my own but I have always tried to design wonderful toys, for all children, all over the world, of all ages. Toy Design graduates have fun brainstorming, designing, and developing new concepts for toys that they can see on the shelves at stores across the U.S. Otis thanks Mattel Inc. and Disney for their support as Otis Corporate Partners who provide important funding and resources to our students and programs. OMAG 16 Shopping for InspiCtion By Meleina Mayhew Since graduating from Otis in 2000, I have worked with many of the leaders in the toy industry including Mattel, Lego, Applause, and Equity Marketing. I have also worked on a vast array of character licenses such as Hello Kitty, Sesame Street, Scooby-Doo, Finding Nemo and other Disney licenses. While at Nakajima USA, I led a team of designers that developed key art and supplemental products for the Sanrio stores and other specialty retailers. We developed character stationery, gifts, jewelry and fashion accessories, even candy and chocolate! I worked with Gwen Stefani to launch a line of Hello Kitty-inspired accessories for her brand, Harajuku Lovers, which is sold in Urban Outfitters, Pacific Sunwear and other trend retailers. I also traveled quite a bit for Nakajima USA, to New York, Hong Kong, Shenzen, Shanghai, Quingdao, Seoul, and Tokyo building relationships with factory staff, and solving development issues. For the past year, I have been on my own, doing freelance and consulting work. I love being independent because it allows me to work on so many different brands and product types. Lately, I have been designing girls’ and women’s personalized jewelry, revamping a cat food brand, and helping to launch an empowering accessories line. My design process stems from what I learned in the toy design program. I have been able to successfully adapt its principles to design many other products. Design is like solving a problem, and in consumer products, it’s the consumer who gets to realize the solution. So I start out every project by doing tons of research. I scour the internet, looking at retailer sites, what DIY people are doing, and at runway fashion show images. I shop where my consumer shops. I skim magazines related to the subject. And as a sponge of information, I’m able to deliver to my clients what is on trend and show them where their product lines should be. From there, I begin sketching or creating design specifications that can be interpreted by a factory or vendor, then do several rounds of sampling and commenting back and forth until the product is suitable for shipping. As a designer or an artist, it is so important to stay inspired. If I’m not inspired, I just can’t do my job! So I surround myself with toys that I think are cool, keep on top of the latest gizmos and gadgets, check out local art gallery openings, see live music, travel and shop. Still, there is so much culture in L.A. that I can’t possibly tap into all of it. It’s hard to imagine that it’s been almost ten years since the toy program started at Otis. I am eternally grateful for the knowledge and wisdom that my professors shared with me. 17 OMAG OTIS MONITOR What MaHered about WHAT MATTERS? By Terry Lee Stone and N Silas Munro What MaHers? by Terry Lee Stone, Communication Arts faculty member, and N Silas Munro, MFA candidate in Graphic Design at CalArts In March, Otis hosted WHAT MATTERS?, the first triennial symposium produced in collaboration with the :OUTPUT Foundation, based in Amsterdam. Over the course of two days, professionals, academics, and students of graphic, product, and environmental design heard lectures presented by internationally recognized designers. The presentations explored the impact of design on a changing world and vice versa. In addition, the symposium featured FiFFteen, an exhibition of FontFont experimental typography. Following the symposium, the presenters judged :OUTPUT, the largest international competition for students of visual communication (extended to include architecture and product design student work). The entire event was organized by Kali Nikitas, Chair of Communication Arts; Steve McAdam, Chair of Interactive Product Design; and Linda Pollari, Chair of Architecture/Landscape/Interiors. The speakers offered a look at some of the provocative ideas that they explore in both their academic and professional lives. Laurie Haycock Makela - Graphic design and digital media designer, and former Director of the Design Department at Walker Art Center; now living and practicing in Stockholm Neil Denari - Professor in Residence in the Architecture and Urban Design Department at UCLA and principal of NMDA; Los Angeles Anne Burdick - Acting Chair of the Graduate Media Design Program at Art Center College of Design, and Design Editor of Electronic Book Review; Los Angeles OMAG 18 Fiona Raby - Partner at Dunne & Raby, and former Senior Research Fellow at the Royal College of Art; London Florian Pfeffer - Partner at jung und pfeffer, and Professor of Visual Communication at Hochschule für Gestaltung; Karlsruhe, Germany. Creator and Director of the :OUTPUT Foundation; Amsterdam/Bremen R.E. Somol - Professor in the Knowlton School of Architecture at Ohio State University, and Visiting Professor at Princeton University Reneé Veenhuizen - Partner with Tejo Remy, and Professor at Utrecht School of Art, Utrecht Elliot Earls - Designer in Residence, and Head of 2D Design at Cranbrook Academy of Art; Bloomfield Hills, Michigan Volker Albus - Author and curator, Professor of Product Design at Hochschule für Gestaltung; Karlsruhe Erik Speikerman - Founder of MetaDesign and FontFont, San Francisco/Berlin Florian Pfeffer Stone: According to Pfeffer, the theme of WHAT MATTERS? was instantly approved by all of the symposium organizers. They instinctively knew this was the right topic at the right time. A combination of fear and hope, coupled with ever-evolving issues brought on by technology, has made this theme the central question in many designers’ minds. At whatever career stage they are at, and in whatever arena or media they work, designers are asking themselves, their clients, their community, and the world “What Matters?” It was exciting to explore this volatile subject in a public arena, especially since there is clearly not one answer to the question. Laurie Haycock Makela Stone: Haycock Makela has long been a pioneer in the intersection of graphic design and digital media. It was her job at WHAT MATTERS? to open the symposium and set the tone. The note she chose was a pretty gloomy one. She seemed part Delphic Oracle, part Madwoman of Chaillot as she circled through a poetic reading of Paul Auster, tales of living in Sweden, and personal revelations about what life is like after having suffered a brain aneurism, to ultimately tell us: “‘What Matters?’ is relevant. Relevance is contextual. Context changes and changes.” Anne Burdick On New Modes of Literacy Munro: Anne Burdick presented several projects including “Writing Machines,” an interactive site for a book by N. Katherine Hayles that acts as a kind of index of the theoretical terrain of Hayles’ text. Next was “Die Fackel,” an online dictionary for Karl Kraus’ literary works that features an incredibly elaborate xml schema and is a rich source for linguistic scholars. Finally, she showed “The New Ecology of Things,” a trans-media publication project done with Art Center students, based on science fiction author Bruce Sterling’s book. Stone: What’s interesting is that Burdick is looking at the very nature of what precisely is a publication in this age of ubiquitous computing. She’s taken the random access qualities of the web and pushed them, shaping them into a whole new way of experiencing content, the act of absorbing information, and the use of the Web itself. Her active, complex databases create interplay in a dynamic environment. These are definitely not your father’s Web sites. Munro: Yes, but she’s also striving for an old fashioned editorial voice. Her question: “When do design choices become editorial choices?” really made me think. www.electronicbookreview.com Fiona Raby Stone: For me, Raby’s abstract product designs are all about the contradictory nature of human beings and the potentially scary results of tampering with nature through technology. www.dunneandraby.co.uk R.E. Somol Munro: Somol’s ironic presentation of the practice of architecture looked at life versus lifestyle, genetic versus generic factors, and a series of processes versus found cartoons as a metaphor for architecture itself. He observed that what matters in architecture has been an obsession with an idea of difference. Somol contrasted the “cool architecture” of architects like Rem Koolhaas in his Seattle Public Library with the “hot architecture” of geometric-obsessed practitioners like Peter Eisenman. Overall, I thought that he presented fresh notions, but his arguments got a bit muddled in over-theoretic language. Elliot Earls Munro: Earls’ audio/video performance illuminated his concept of “design as a post-disciplinary practice.” His advice to keep “analytical thesis second, and make work first” was affecting. I liked that he posed questions rather than providing answers in the interwoven films, musical performances, and (at times uncomfortably hilarious) spoken word. Stone: Although I found Earls’ refreshingly authentic, I didn’t appreciate this presentation at all. It felt like “The Emperor’s New Clothes” to me. I figure that if you come to L.A. and intend to show us films and music, you better bring your best game. Earls’ development and exploitation of his own mythical persona was tiresome. Sorry. On the other hand, isn’t it amazing that technology makes this stuff possible for an individual to do? Munro: Earls recently came to CalArts for another presentation that focused more on his new body of work, “Bull and Wounded Horse,” and his way of teaching at Cranbrook. More controversy ensued. I think you’ve just got to decide for yourself. www.theapolloprogram.com/ The bottom line on WHAT MATTERS? Munro: It was great to see visions of the cutting edge and the future of the practice from a broad range of design practitioners and educators. It was intellectually stimulating during the presentations and in the conversations between (and the spread was great, too). Stone: It was a mind-bending experience for me. The symposium allowed us to step away from the day-to-day practice of design, and imagine what it could be in the future. It’s great to have this high level of discourse happening at Otis. Stone: What was interesting to me was Raby’s exploration of the role of design in the debate about the future of human interaction with biotechnology. Her firm’s products, especially the “Hide Away” furniture that provides fearful people a place to hide while at home, had a terrible beauty. Munro: Her firm’s work is deeply human, and at times, irrational. Viewing it is a complicated pleasure. In the “Bone Ring” project, her Royal Academy of Art students explored the idea of commitment, as in marriage, to create a symbol for two people’s lasting union. The product they developed was a ring grown from the cloned bone of each lover (e.g. extracted wisdom teeth) or a tree implanted with their DNA. Stuff like this is a pretty sensational idea of what the discipline of product design may become in the future. 19 OMAG OTIS MONITOR OTIS MONITOR Groundbreaking Report shows Artists and Designers Drive the Largest Segment of Jobs and Sales Revenues in the Region L.A.’s Creative Economy by Susan Martin A ShoB liD of Products “Born” in L.A. Los Angeles’ creative economy has produced trends and ideas that have reached to Tokyo, London, and beyond: Audio-animatronic figures The modern bathing suit The fortune cookie SR-71 (high-altitude super sonic reconnaissance plane) The F-117, the first “stealth” fighter The B-2 “stealth” bomber (a flying wing) The Douglas DC-3, the first commercially viable passenger plane The Mars Exploration Rovers: Spirit & Opportunity The Space Shuttle The Internet The domain name convention for the Internet Cross-interleaved ReedSolomon coding (CD error correcting) OMAG 20 Bugs Bunny The new VW “Beetle” The Mazda “Miata” Talking movies “Snow White & the Seven Dwarfs,” the first feature length cartoon Barbie The first commercially successful TV station—now KTLA, Channel 5 Valet parking Tooth-whitening toothpaste Modern make-up (Max Factor’s pancake make-up) Implantable collamer eye lenses Epogen/Neuprogen (biotech blockbuster drugs) “Dancing” fountains Celebrity PR The electric guitar The multi-channel recording process Arc welding of natural gas pipelines The skateboard (Venice) The Cobb salad The Hula Hoop The strapless bra Shoulder pads (Adrian for Joan Crawford) Rhinestone and spangled western wear Nudies Bare midriffs Neoprene as sportswear (evolved into surf wear) The sarong (designed by Edith Head for Dorothy Lamour) The “stylist” Hot Wheels He-Man and Masters of the Universe Bratz Dolls All Disney characters that have become dolls, figurines, etc. The Plastic Frisbee The Eames Lounge Chair and Ottoman The Aeron Chair The “magic” 8-ball The modern theme park— Disneyland (the work of John Hench (’28), pioneer of Disney Imagineering See’s Candy (there was a Mary See, who moved to Los Angeles from Canada) The modern T-shirt (for USC in 1932) Otis commissioned the Report on the Creative Economy of the Los Angeles Region, which was released on March 1 to approximately 300 regional education, cultural, business, and political leaders. Prepared by Jack Kyser, Chief Economist of the Los Angeles Economic Development Corporation (laedc), the key findings are stunning, including one million direct and indirect jobs generated by the creative industries in Los Angeles and Orange counties. Far from being a “supporting player” in the L.A. economy, the creative industries lead the pack, surpassing the two longtime “traditional” leaders: international trade and tourism. The Report puts real numbers to creativity. In 2005, the creative economy accounted for 894,000 direct and indirect jobs in Los Angeles County alone and generated $140.5 billion in sales/receipts and more than $3.4 billion in state tax revenues. The data also has far-reaching public policy and business implications. Centered on new ideas and new approaches, it is clear that education is critical to maintaining competitiveness in a global economy increasingly built on innovation, sustainability, and good design. The Report offers a new, more accurate and useful economic definition for creative industries: Architecture and Interior Design; Art Galleries; Communication Arts; Digital Media; Entertainment; Fashion; Furniture and Accessories; Product and Industrial Design; Toys; and Visual and Performing Arts Providers (theater and dance companies; museums; performing arts companies). The Report also offers a deeper understanding of how creative industries form the hub around which the very fiber of the Los Angeles regional economy revolves. Until now, the perception has been that the creative industries’ strength and numbers lie in “Hollywood.” The Report indicates that the entertainment industry accounts for only 37.5% of the creative jobs. Another key finding is that Los Angeles leads New York as a creative economic center, with the advantage coming from fashion, toys, furniture, and the entertainment industries. Los Angeles County was first in the number of creative establishments with 27,121 in 2005, 13% higher than the 23,934 establishments in the New York Primary Metropolitan Area. In employment, Los Angeles was comfortably ahead with 346,000 creative workers, about 47% above such jobs in the New York area. Other key findings, by industry segment, indicate the total economic impact of the creative economy: Entertainment Architecture (including film, TV, and music) (including interior, 422,300 jobs $152.7 billion $ $ $ $ $ $ $ 265,200 jobs $72.3 billion $ $ $ $ $ $ 33,200 jobs $14.6 billion $ $ $ Toys $ $ 21,400 jobs $9.9 billion $ $ $ Art Galleries 2,500 jobs $463.2 million 58,000 jobs $8.2 billion $ Visual/Performing Arts Providers (including game design) $ Communication Arts graphic design, and display) $ 108,200 jobs $25.4 billion $ (including advertising, 34,300 jobs $14 billion Digital Media Fashion/Accessories Furniture/ Home Furnishings landscape design) $ $ $ 54,000 jobs $20.4 billion $ $ $ $ $ Product/ Industrial Design 1,800 jobs $299 million $ However, even these numbers don’t tell the full picture, as large numbers of people working in the creative industries are self-employed independent artists, writers, designers, and performers. Otis thanks Merrill Lynch, the California Community Foundation, the James Irvine Foundation, and the Department of Cultural Affairs of L.A. for their support of this project. 21 OMAG COLLEGE NEWS ACT Lessons L.A. Culture Commencement 2007 Make MiEkes Artists, Community and Teaching Graduates its First Class Mayuka Thais Nagasawa and her painting of Billy Fred Guzman, Martini Birds By Jerri Allyn, Fine Arts faculty member In July 2004, I became Director of a new program in Fine Arts known as ACT: Artists, Community and Teaching. I started recruiting students by asking why they were interested in teaching. I wondered how many might tell me they wanted to minor in art education as a back-up to being an artist, but found myself incredibly moved to discover that they all had a story about teachers in their lives who made such a profound impact that they, too, were inspired to teach—or work in a variety of educational pursuits. Fred Guzman (’07) Fred, voted as commencement senior class marshal for his communitymindedness, created his own version of a the 2007 yearbook in a unique comic style. After graduating, he returned to the Imperial Valley to apply for an art teacher position at a continuing education high school. “Because of ACT, I go out of my way …(to do) …group projects that facilitate creativity.” Art projects that relate to students’ lives have been instrumental in reconnecting alienated teens to school and assisting with the development of life goals. Along with team-building through drawing and painting classes, Fred will introduce “The Art of Comics,” contemporary art lessons he developed during ACT. Abby Cosio (’07) Abigail Cosio, a Sculpture/New Genres major who is also a musician, has created inventive sculptures of instruments out of all kinds of soft and hard materials. “The coolest thing about the ACT Program is that is showed me how connected the art community really is, through internships. Some might not even consider art education part of the art community, but it has broken open the art world for me.” In her senior internship with the Los Angeles Chamber Orchestra (LACO), she developed art lessons that relate to the chamber music concerts for four elementary schools in different neighborhoods. She has been invited to apply for a museum educator position at the Getty Museum as a result of her successful internship. Abby also plans to continue touring with her band. Mayuka Thais Nagasawa (’07) Mayuka Nagasawa came to Otis with three years of teaching at an international pre-school in Japan under her belt, wanting to be a painter and a teacher. She has worked consistently as a teaching assistant, challenging herself to work with different age groups, but harboring a nagging desire to work with young ones, through children’s book illustration or children’s television (which she did in Japan), along with painting. While Mayuka has a history of serving various communities, she did not define herself as an “activist” until she met Billy, the sole surviving elephant at the L.A. Zoo, during an animal painting course there. His isolation and unhappiness have resulted in a neurosis that causes him to rock back and forth constantly. Mayuka spent a year painting portraits of Billy, and sold buttons of her portraits to support his release, as part of a long-standing campaign to free the elephant. Through funders she met at an Otis scholarship-winners luncheon who were impressed with her orating skills, she was invited to participate as the “artist activist” on an animal rights panel at the Reagan Library. This event resulted in a $100,000 donation, which has launched a campaign to build a ranch for Billy and others like him. She has been accepted to graduate school in animation, which will allow her to combine interests in art, education, book illustration, and children’s television. The career that will unfold for her will undoubtedly be informed by her social commitment as a world citizen and her critical eye to the equality and tolerance of all creatures in our increasingly interconnected world. Janice Yu (’07) In a moment of grace during her junior year, Janice Yu developed a highly imaginative conceptual art project about community gardens. It included an “artist’s book” of instructions on growing one’s own food, as well as a bartering market where community members could trade services and food with one another. This marked her transition, accompanied by a wellreasoned argument, from a career in the arts that she perceived as too self-serving, to a career in social justice. The sequence of integrated courses that Janice has traveled through gave her a broad view of creativity and education, incorporating a study of religions in graduate school through an anthropological lens. One possible future she envisions is that of curriculum designer in developing countries. She imagines drawing on the arts and indigenous spiritual beliefs as an empowering strategy for self-expression, and implementing innovative, student-centered education strategies for personal liberation. “My interest in the ACT Program is my belief in education. It’s a very important and fundamental part of self-liberation. Figuring out what is really right for you is something that everyone deserves.” On May 12, 255 students received BFA and MFA degrees. Honorary degree recipient Cheech Marin and alumnus guest speaker Khoi Vinh (’93) spoke to the graduates. Vinh, currently design director for www.nytimes.com, advised the new alumni to launch a rich and satisfying life by taking risks and learning from making mistakes. (honorary degree citation for Cheech Marin ) Your creative work as an actor, director, writer, musician, and comedian are legendary and celebrated throughout the world. Wideranging and sometimes provocative in nature, your sustained body of work has enriched and entertained millions. Students, educators, and community leaders have found leadership and inspiration in your humanitarian work and your continued support of the arts. Your important collection of art, which has been widely exhibited and published, has helped promote the voice of diversity in our culture. The dissemination of the collection has enabled you to share your life’s passion and contribute to the growing awareness of Chicano art and cultural identity. (excerpts from speech by Khoi Vinh. Complete text at www.otis.edu/vinh) When I look back at my career at Otis, I think I was a good student, but I probably wasn’t a spectacular student. I never would have dreamed that I would have been invited here to speak to you today, especially when I remember all the extremely talented people with whom I graduated at the time. (So that’s a little bit of encouragement for those of you out there who are as unspectacular as I was—there’s hope!) When I think about what got me here though, I can say with some certainty that I know at least part of the answer. That is: I know that I wouldn’t be here today, standing in front of you, if I’d just done everything right since I graduated from Otis. Which is to say that I’ve made a ton of mistakes. I graduated in 1993, so in a sense, you can think of this moment as the culmination of fourteen years of failure. Let me explain what I mean by that…. These are just some of the failures of judgment that I’ve made over the years. When I look back at them, I’m kind of astounded by my naiveté, or my bullheadedness, or my cowardice, or my general inability to see the forest for the trees. But I also realize that it was the mistakes that got me where I am today, just as much as it was that effort at making good, sound decisions. Mistakes teach you lessons that you might not have learned otherwise. Mistakes lead to opportunities that you might not have ever encountered, and they give a shape to your life that is richer and more satisfying than any premeditated plan could determine. It was my willingness to go out on a limb, to do things that I wasn’t sure about, to follow my instincts or to make rash decisions, right or wrong — and to have those decisions FAIL that allowed me to get to a point where, now, I feel as if finally, I’m doing the work that I was really meant to do. Led by Liberal Arts and Sciences faculty member Jori Finkel, students looked at Los Angeles and conducted research and interviews on topics of interest, including architecture, fine art, fashion and design. Working with graphic design students, they identified their audience and journalistic style for Squint. Experiencing the real world back-and-forth of writing and design, the writers collaborated with the designers to edit their content during the design phase. The full publication (pdf ) is posted at www.otis.edu/squint. Design by Brooklyn Brown (’07, Communication Arts) with Communication Arts Faculty Advisor Erin Hauber President Hoi, Cheech Marin and Khoi Vinh OMAG 26 27 OMAG COLLEGE NEWS Student Competition Winners AdveBising Design Elaine Goldsmith: A ConEnt Presence by George Wolfe More than 900 guests attended the annual Scholarship Benefit Fashion Show at the Beverly Hilton Hotel in early May, raising over $1 million for student aid. Recipients of the creative vision award were Paul Fitzpatrick and Jaque Hall of Macy’s. This year marked the show’s 25th anniversary, prompting Board of Trustees Chair Emerita Elaine Goldsmith to reflect on its history. Twenty-five years ago, Elaine Goldsmith, who joined Otis’ Board of Trustees as a young sculptor, joined forces with Founding Chair of Fashion Design Rosemary Brantley to create the first Otis [Scholarship] Fashion Show, thus beginning a fruitful professional relationship spanning more than two decades. As Mrs. Goldsmith recalls, “Rose and I sold tickets for that first show [1982] at the new Hard Rock Café. The school made the runway out of tables with red checked cloths to match the Café. I think we charged about $100, and had about 100 people; we had box suppers, and it was a great show.” The following year, the fashion show was at The Palace, a Hollywood nightclub, and catered by Wolfgang Puck — one of his first catering jobs. After that, the venues generally shifted to hotels, with The Beverly Hilton being in the schedule for the last 22 years. “In the beginning [of the fashion shows],” says Mrs. Goldsmith, “Helen Rose was wonderful for us. She showed a lot of her clothes, as did Jean Louis and James Galanos. We did mostly designers at first; later, we tended toward companies — one of the first being Georges Marciano of GUESS?. He underwrote the whole dinner and took a few tables. And there were others like Nike, Mossimo, Nordstrom, Mattel and Rampage. Fred Hayman was honored, but has also been a generous friend of the school for some time. Michael Gould has been a big friend — he was head of Bloomingdale’s here, and after he was honored, he went to his clients and they helped us raise money. Dan Romanelli brought in his whole Warner Brothers team and did a great cocktail party. When Bob McKnight [Quiksilver] was an honoree, lots of people were there. Everyone loved Bob; it was a rousing evening — he came on our Board after Communication Arts ’07 graduate Jesse Kersey won the Heineken USA/American Advertising Federation Public Service Advertising Competition, a national program for advertising students that addresses underage drinking prevention by developing a public service announcement advertising campaign for print, radio and Internet. Her winning campaign was based on traditional games— word search, mazes and trivia—that reinforce how judgment and cognitive skills are impaired by alcohol. Campaign elements included tear-off cards, coasters, online pop-up ads and a radio public service announcement. Student Arlene Fontanilla won an honorable mention. Elaine Goldsmith, Trustee, (left), with model and student award winner at the annual Scholarship Benefit that. And then Bob brought in Dick Baker [Ocean Pacific], who’s also become very involved. Same with Susan Crank [Lunada Bay], who’s now on the Board and helping the school so much.” “[The honorees] often end up helping us. And anything that helps the kids is what I care about. Once these fantastic people get on the Board, they see what goes on and want to help more and do what’s best for the school. Their hearts just really go out to the students. It’s a lovely circle.” A Benefit Committee (led by Lisa Janian and Joyce Arad) now oversees the event. But as Elaine humbly sums up her original working relationship: “Rose still does the fashion show. I can’t rave about her enough; no one has a more buoyant personality. She’s brilliant, a real pied piper. I work with the Committee — along with the Board — on the fundraising. I’m kind of there as a backbone consultant.” Personal philanthropy aside, “consultant” is certainly an understatement for Mrs. Goldsmith’s stalwart, tireless dedication. In fact, she is yet to miss a single year of the fashion show. Then again, who could stand to miss out? “Each year has just been so fantastic,” beams Elaine. “And at the end of each event, we always say ‘Oh, my goodness. What can we possibly do to equal it?!’ Last year the mentor Cirque du Soleil helped make it a truly memorable year, but each year gets better and better. This year, of course, we’ve got Bob Mackie again, who never disappoints. Each time he’s been involved, it’s been very dramatic, and there have been beautiful clothes. One year, he featured each of the twelve months, and Wolfgang Puck’s wife, Barbara, bought the month of April, which was gorgeous: a picket fence with flowers, which she ended up wearing to Spago.” And as for the future of the fashion show, say, 25 or 50 years from now? “Well I’m sure it’ll be the current fashion, very au courant, and I assume by then we’ll have people underwriting everything so there isn’t a student in the school who can't get a scholarship to go to Otis.” Architecture/ Landscape/Interiors Seniors Matt Gilio-Tenan and Eunice Yoon won second place and a $6,000 scholarship in the 2007 Los Angeles AIA Interior Committee’s “1:2” Student Competition. Competing against teams of students from eleven other schools, they created an interior design for a 17,000 square-foot truck stop in a six-hour charrette. A/L/I students also won three of five prizes awarded in the 2006 “Launch Your Career in Exhibit Design” International Competition hosted by the Exhibit Designers and Producers Association. Gary Garcia, Kevin Lee, and Jesus Aguilar won 1st, 3rd, and 5th prizes respectively, and will receive tuition scholarships. They designed an exposition booth for the debut of a hand-held gaming device. EPDA Competition entry by Jesus Aguilar OMAG 28 29 OMAG CLASS NOTES EXHIBITIONS Stuart Arends (’81, Fine Arts) Sonia Boyajian (’01, Fashion Design) Zdenek Balcarek (’98, Fine Arts) Scott Zaragoza (’03, Fine Arts) photos courtesy of LA Louver Camille Rose Garcia (’92, Fine Arts) “Doomcave Daydreams,” Merry Karnowsky Gallery, L.A.; “Tragic Kingdom,” San Jose Museum of Art www.sanjosemuseumofart.org Alex Donis (’94, MFA Fine Arts) “Pas de Deux,” Sherry Frumkin Gallery, Santa Monica www.frumkingallery.com Trine Wejp-Olsen (’94, Fine Arts) Nancy Margolis Gallery, N.Y. www.nancymargolisgallery.com Yong Sin (’95, Fine Arts) “This is the Same but Different,” Andrew Shire Gallery, L.A. www.andrewshiregallery.com Gajin Fujita (’97, Fine Arts) “Zephyr: Paintings by Gajin Fujita,” Kemper Museum of Contemporary Art, Kansas City, MO; “Twilight Blush,” LA Louver Gallery, Venice www.lalouver.com Scott Zaragoza (’03, Fine Arts) “Detached,” The SaLon Gallery, London www.salongallery.co.uk Zdenek Robert Balcarek (’98, Fine Arts) COMA Gallery, California State University, L.A. Entertainers Joe Sola (’99, Fine Arts) “3’s,” p|m Gallery, Toronto, Canada; “let’s go do some watercolor painting,” Bespoke Gallery, N.Y. www.pmgallery.ca/ Sandow Birk (’89, Fine Arts) Dante’s Inferno, puppet-animated film with voices by Dermot Mulroney and James Cromwell, screened at Silverlake and Newport Beach Film Festivals www.dantefilm.com Robert Rainey (’03, Digital Media) “Two Way,” Chicago Cultural Center, Chicago, IL www.robertrainey.com Timothy Tompkins (’03, Fine Arts) “Leftovers,” Studio La Citta, Verona, Italy www.studiolacitta.it Anita McLaughlin (’71, MFA Fine Arts) Senior Artist: Buena Vista Games Joe Strasser (’95 Communication Arts) Look Development Lead: SONY for Matrix 2 & 3, The Polar Express, Open Season, and Beowulf (Look Development = realizing 2D concept art in the 3D computer world) Diana Miao (’97 Env. Arts - now A/L/I) Color and Lighting Supervisor (Visual Effects): CIS, Hollywood, for The Fast and the Furious: Tokyo Drift, X-Men: The Last Stand, and Poseidon Bao Tranchi (’99, Fashion Design) Costume Designer: Journey from the Fall (Imaginasian Pictures); Prince’s 2007 Superbowl appearance, and Kelly Clarkson concert tours. Included in Smithsonian exhibition featuring VietnameseAmerican designers www.journeyfromthefall.com Chris Payne (’02, Digital Media) Digital Effects Supervisor: Hydraulx, Santa Monica. Supervised a team of 13 people for Frank Miller’s 300 and Fantastic 4 2 In Print Kim Gordon (’77, Fine Arts) Member of indie band “Sonic Youth,” artist and curator. Author: Kim Gordon: Chronicles Vol. I and Vol. II (Nieves), December 2006 Steve Rachwal (’87, Communication Arts) Graphic Designer of over twenty titles including Jon and Nancy WIllkman’s Picturing Los Angeles (Gibbs-Smith), 2006 Bao Tranchi (’99, Fashion Design) (costume design, Journey from the Fall) OMAG 34 Andrew Brandou (’90, Communication Arts) Kathryn Hagen (’99, Fine Arts) Fashion Design Faculty Member. Co-Editor with Parme Giuntini and Illustrator: GARB: A Fashion and Culture Reader (Prentice Hall), 2007 Mario Ybarra (’99, Fine Arts) “Reflecting the Street”, Los Angeles Times (Hugh Hart), September 3, 2006.; “First Take: Mario Ybarra Jr.” ( Jens Hoffman), Artforum, January 2007. Exhibitions: California Biennial 2006, Orange County Museum of Art, Newport Beach; “Bring me the head of…, ” Anna Helwing Gallery. L.A. www.annahelwing.com Robert Dobbie (aka Rob Dob) (’01, Communication Arts) Bob Dob: Painting Collection Volume One (Murphy), 2006 www.murphydesign.com Rogue Wave 2007 Top: Eduardo Sarabia, A Thin Line Between Love and Hate, installation, 2007 Bottom (L - R): Timothy Tompkins, Eagle; Sandeep Mukherjee, Burnt Sky Of the twelve emerging L.A. artists selected for this annual exhibition, three are Otis alumni: Sandeep Mukherjee (’96), Eduardo Sarabia (’99), and Timothy Tompkins (’03) LA Louver Gallery, Venice, CA, June – September 2007 Tofer Chin (’02, Fine Arts) Flaunt magazine, cover and four-page spread, November 2006 Blaine Fontana (Hogg) (’02, Communication Arts) “Blaine Fontana’s Vision Quest”, Juxtapoz magazine cover story, August 2006; “Sedimental Promises” (Upper Playground), 2006 In Memoriam Anthony Kwan (’95, Communication Arts) lost his battle with lung cancer on December 22, 2006. He is survived by his wife, Mimi, and 6-year-old daughter, Leslie. He passed away at San Gabriel Hospital, CA, with his family at his bedside. Those interested in donating to a fund for Leslie can contact Sarah Russin in the Alumni Office for more information. Multiple VanAge Points: Southern California Women ABiDs 1980-2006 Otis women artists were well represented in “Multiple Vantage Points: Southern California Women Artists 1980-2006,” curated by Dextra Frankel, at the LA Municipal Gallery, Barnsdall Park, February 16-April 15. It included work by alumnae Alison Saar (’81 MFA) Carrie Whitney (’96 MFA), Camille Rose Garcia (’92), Pattsi Valdez (’85 Fine Arts) and Sarah Perry (’83) along with work by faculty member Carole Caroompas and former faculty members Lita Albuquerque and Betye Saar. Installation view with sculpture by Alison Saar, courtesy of LA Municipal Art Gallery 35 OMAG CLASS NOTES This is a small sampling of recent alumni accomplishments. To keep up with Otis’ ever-active alumni, and to see the fully illustrated monthly news archive, click on “Class Notes” at www.otis.edu/alumni. To submit news and images, contact Sarah Russin, Director of Alumni Relations at otisalum@otis.edu. To receive a monthly message with a link to the most up-to-date news and Class Notes, click “Register”at www.otis.edu/alumni. It’s easy and we don’t spam you! Also, feel free to call Sarah in the Alumni Office at 310.665.6937. Regular readers of the online alumni news reconnect with old friends, and take advantage of opportunities for professional development. If you haven’t already, we hope you will join the Otis alumni online community! Digital Media Alumni Participants: Natasha Lee ’04, Manasi Patel Ashish ’06, and Levan Tkabladze ’05 Jeunes Talents Ruben Ochoa (’04 Fine Arts) photos courtesy of Susanne Vielmetter Los Angeles Projects Mario Ybarra (’99, MFA Fine Arts) Entrepreneurs, Award-Winners, Cool Designers, SoloiDs, EnteFiners, In Print, In Memorium Entrepreneurs Eunice (Jo) Feller (’90, Fine Arts) Chef/Owner: Bread & Chocolate Bakery Café, Newton, MA. www.breadnchocolate.com Amber Noland (’90, Fine Arts) Co-founder: Artslant Web site and online community www.artslant.com Jennifer Eckstein (’91, Fine Arts) Owner: Milo Gallery, L.A. www.milogallery.net Keryn (Glendenning) Dizon (’95, Fashion Design) Owner/Designer: “Elijah,” N.Y. www.elijahfemme.com Eric Stevens (’97, Communication Arts) Owner: Vintage Chrome Tours, Sonoma, CA (wine country tours in classic cars) www.vintagechrometours.com Koh Byoung Ok (’98, Fine Arts) Owner: S1F Gallery, L.A. (MacArthur Park). www.s1fgallery.com OMAG 32 Sonia Boyajian (’01, Fashion Design) Jewelry designer www.soniabstyle.com Allison Whitney (’04, Fine Arts) Owner: Sixteen:One gallery, Santa Monica www.16to1.com Award-Winners Gary Macheel (’81, MFA Fine Arts) Sound Editor: "Men in Trees” (ABC Thursday night), starring Anne Heche. Motion Picture Sound Editor award for Stephen Spielberg’s Into the West Ruben Ochoa (’97, Fine Arts) Rockefeller Fellowship: New Media, 2006. Creative Capital Projects: “Extracted” Billboard Project (La Cienega Blvd. between Venice and Washington) and Public Project (Eastbound on the 10 Freeway) www.laxart.org Manasi (Patel) Ashish (’06, Digital Media) Film Anuttara selected for KCET’s student film competition “Final Cut,” www.kcet.org/finecut (Episode 4) Cool Designers Angie Furlong (’83, Fashion Design) Design Director: Morphine Generation, L.A. Silas Hickey (’91, Communication Arts) Filmmaker and Producer: Happy Ending Productions, Toyko, Japan. www.happy-ending.tv Justin Reed (’96, Env. Arts - now A/L/I) Project Manager and Designer: St. Louis architecture firm, working on GUESS? flagship stores in Toronto and Vancover, and Boogaloo, a Cuban/Creole restaurant, St. Louis www.boogaloorestaurant.com Kassie Maurer (’97, Fashion Design) Snowsports Product Developer: The North Face, a division of VF Outdoor, Inc., San Leandro, CA Henry Steingieser (’97, Fine Arts) Co-founder: Backward Heroes Recent Projects: www.number23 movie.com and www.battlestargalacticadvd.com/game David Sams (’98, Communication Arts) Lead Designer: Graphic design team, iTunes Store Henry Escoto (’99, Communication Arts) Senior Information Architect: Yahoo!, Santa Monica Mikki Tam (’99, Fine Arts) Designer: TPG Architecture, N.Y., working on graphic design, tradeshow/exhibition design, architectural design and advertising and retail branding projects. Owner: “Yutopi” design business www.tpgarchitecture.com Mark Caneso (’04, Communication Arts) FontFont designer. Three upcoming typefaces to be published and distributed by FSI International Maria Troconis (’04, Communication Arts) Senior Designer: mun2 (NBC Universal) www.holamun2.com Andrea Ehret (’05, Toy Design) Product Designer, Design & Development, Girls Toys, Hasbro, RI. “Littlest Pet Shop” toys at Toys'R'Us, Target, Limited Too, WalMart, Kmart, Kay Bee Toys Sarah Coon (’06, Fashion Design) Senior Assistant Designer: “Roxy Girl,” Quiksilver Anthony Zepeda (’73, MFA Fine Arts) "I have seen things,” ANDLAB, L.A. www.ANDLAB.com/art Ryan Ford (’06, Communication Arts) Senior Designer: Strata, Costa Mesa Font design reached bestseller status on MyFont and will be released soon with Veer. www.myfonts.com/fonts/ryanford/ fonce-sans-pro/www.liquisoft.com/ portfolio.html Stuart Arends (’81, Fine Arts) “Wedges,” Bjorn Ressle Fine Arts, N.Y. www.ressleart.com Jammie Fung (’06, Communication Arts) Content designer for TV and Movies: iTunes, Cupertino, CA Traci Larson (’06, Communication Arts) Design and Production Assistant: April Greiman/Made in Space, L.A. www.madeinspace.la Marcus LeBlanc (’06, Fashion Design) Assistant Designer: John Varvatos, N.Y. Soloists Stanley C. Wilson (’71, MFA Fine Arts) “Stanley C. Wilson: Retrospective 1973-2007,” W. Keith and Janet Kellogg University Art Gallery, Cal Poly, Pomona www.csupomona.edu/~kellogg_gallery Alison Saar (’81, MFA Fine Arts) “Duped: Prints by Alison Saar,” Delaware Center for Contemporary Art, Wilmington, DE www.thedcca.org/saar.html This year twelve young filmmakers from Southern California and New Orleans were invited to France for two weeks to seek inspiration from the regions of Alsace, Brittany and The Midi-Pyrénées. Students and recent graduates were selected from four American schools: Otis College of Art and Design, Art Center College of Design, California Institute of the Arts and University of New Orleans. Since their return, these young artists have created short films, expressing their vision of the regions they visited. The trip was sponsored by Maison de la France USA/The French Government Tourist Office and the Cultural Services of the French Consulate in Los Angeles. Cynthia Harper (’87, Fine Arts) “Applied Landscape,” The Gallery at Penn College, Pennsylvania College of Technology, Williamsport, PA Bari Kumar (’88, Communication Arts) “In Absentia,” Jehangir K.S. Nicholson Gallery of Modern Arts, National Centre for the Performing Arts, Mumbai, India www.barikumar.com/2006/inabsentia Andrew Brandou (’90, Communication Arts) “As A Man Thinketh, So He Is,” Cory Helford Gallery, Culver City Monica J. Brown (’91, Fine Arts) “The Cycle and the Search,” African-American Cultural Center, U.I.C., Chicago, IL www.monicajbrown.womanmade.net Corrie Gregory (’91, Fine Arts) “Tales from the Root Cellar,” Metro Gallery, L.A. Sarah Perry (’83, Fine Arts) “The Bird and Bone Art of Joyce Cutler-Shaw and Sarah Perry,” USC Fisher Gallery, L.A. www.fishergallery.org Patssi Valdez (’85, Fine Arts) “Turn the Tables,” Patricia Correia Gallery, Santa Monica; “The Enchanted Worlds of Patssi Valdez and ‘Majgu’”, Carlotta’s Passion Fine Art, L.A. http://carlottaspassion.com Cindy Kolodziejski (’86, Fine Arts) “Reversal of Fountain,” Frank Lloyd Gallery, Santa Monica www.franklloyd.com Lawrence Gipe (’87, MFA Fine Arts) “Zirkus und Varieté,” Hunsaker Schlesinger Gallery, Santa Monica Mark Caneso (’04, Communication Arts) 33 OMAG COLLEGE NEWS Visiting Artists and Designers 2006-07 Chicago & Lacy Speaking to a sold-out crowd, Chair of the new Graduate Studies: Public Practice program Suzanne Lacy and artist Judy Chicago continued a student/ teacher conversation that began in 1970 at Fresno State. As Chicago characterized it, “Hope and change were in the air” when she moved from L.A., after receiving her graduate degree in fine arts from UCLA, to start the Feminist Art Program. Her goal was to reunite her impulses as a woman with a professional art practice by helping young women reconnect to their own femininity and create a new kind of art-making. Lacy was a 25-year-old Psychology major who joined the Program. Chicago and Lacy recounted stories of the costumed “Cheerleaders” greeting NOW President Ti-Grace Atkinson at the Fresno airport as a group of Shriners observed; the move to Cal Arts; and the launching of feminist art practice through Women House and the Women’s Building in L.A. — all underscored by dozens of performances and the wearing of work boots. As Lacy explained, “We developed courage as women became more powerful. Private experience became public, used as a subject for art.” The shared goal was to build a feminist iconography, putting women at the center, as counterrepresentation—not to critique male art. “Our intention was not to replace patriarchy with matriarchy, but we didn’t mind being given a chance since the boys had messed things up pretty badly,” Chicago posited. Both artists spoke of their projects in terms of the responsibility to share their gifts in order to give voice to feelings and experiences of people around them who lack a platform to speak and be heard. Chicago sees her “Dinner Party” in the continuum of work that seeks to expand the role of artists to create different kinds of art. Lacy’s work uses the city as a frame, transforming public awareness, and equating art and life. In closing, Chicago mentioned what she now sees as the error of the ’70s: “We should have cast the dialogue on values rather than gender, and as a result we alienated a lot of men who could have been our friends. Moving into the future requires men and women working together to build a different kind of society.” In fall ’07, things came full circle when Lacy launched Otis’ new MFA Program in Public Practice in the same Santa Monica 18th St. studio in which Chicago and hundreds of other women artists collaborated to create The Dinner Party, thirty years ago. In Lacy’s program, graduate students will develop new strategies and approaches to artistic production in the public realm. Inside the Designers Studio Francisco Costa (rear, fourth from right), Creative Director, Calvin Klein Collection for Women, joined Fashion Design Chair Rosemary Brantley for “Inside the Designer’s Studio,” co-sponsored 2007 Fashion Design Mentor Francisco Costa spoke with Fashion Design Chair Rosemary Brantley about his youth in Brazil, where his family had an apparel business. He had dreamed of becoming a designer in America, and arrived in New York in the early ’90s. Beginning with only enough money for English lessons and a few fashion classes, he embarked on a rapid journey to success. His first stops in N.Y. included designing for Bill Blass, and he went on to spend five years in Paris with Oscar de la Renta and Pierre Balmain, and then four years with Tom Ford at Gucci before finally joining Calvin Klein in 2003. Costa has been compared to an architect for his fine tailoring and precision, which result in classic lines and refined dresses in geometric grids and patterns. When the Council of Fashion Designers of America (CFDA) awarded him Womenswear Designer of the Year in 2006, they cited his “skillful tailoring and attention to minutest detail on dresses ranging from power suits to chiffon gowns.” Otis Speaks Public Lectures Yamandú Canosa, artist Judy Chicago, artist Roger Gastman, author Guillermo Gómez-Peña, performance artist Nico Israel, theorist Charles Kriel, DVJ Suzanne Lacy, public artist Legacy Project, photographers Dalia Levin, museum director Guy Maddin, filmmaker Yvonne Rainer, artist Julien Robson, curator Steve Roden, artist Alexis Smith, artist Smadar Sheffi, critic Susan Silton, artist Cindy Smith, artist subRosa, feminist art practice Joan Tanner, artist Architecture/Landscape/ Interiors Steven Ehrlich, architect Elias Torres, architect Matthew Coolidge, environmental educator Hagy Belzberg, architect Communication Arts Sean Adams, graphic designer Philippe Apeloig, graphic designer Brad Berling, graphic designer Kathy Bleck, illustrator John Boiler, art director David Clayton, graphic designer Sean Donahue, graphic designer Agustin Garza, graphic designer Savoy Hallinan, marketing/ advertising creative manager Erin Hauber, graphic designer James Jean, illustrator Geoff Kaplan, graphic designer Joe Leadbetter, illustrator Harmen Leimburg, graphic designer Harmine Louwe, graphic designer Henri Lucas, graphic designer Tony Luna, consultant, new media Mark Murphy, designer Yuko Shimizu, illustrator John Stein, marketing/ advertising consultant John Sueda, graphic designer Davey Whitcraft, graphic designer Nancy Popps, video artist Alison Saar (’81, MFA), sculptor Alan Sekula, photographer/ writer/critic Bruce Yonemoto (’79), video artist Fine Arts Edgar Arceneaux, installation artist Jessica Bronson, video artist Yamandú Canosa, artist Carter, artist Sean Duffy, artist Lauri Firstenberg, curator Andrea Fraser, performance artist Charles Gaines, artist Alexandra Grant, installation artist Katie Grinnan, sculptor Emilie Halpern, artist Michelle Jager, artist Soo Kim, photographer Alice Konitz, installation artist Joey Kotting, artist Graduate Studies: Writing Brian Blanchfield, poet Ann Cefola, author/translator Jeff Clark, poet Ben Ehrenreich, journalist/critic Lynn Emanuel, poet Andrew Sean Greer, author Paul La Farge, novelist Suzanne Jill Levine, author Michael Lowenthal, author Carol Maier, author John McManus, author Maggie Nelson, author Claudia Rankine, poet/editor Elizabeth Robinson, poet Hélène Sanguinetti, poet Aaron Shurin, poet/essayist Paul Vangelisti, poet/ translator/editor Catherine Wagner, poet Marianne Wiggins, author Matthew Zapruder, author Charles Kriel, DVJ Jonathan Levine, gallery owner Monica Mayer, artist Ann Meredith, artist Renaud Proch, curator Adam Putnam, artist Alma Ruiz, curator Paul Shambroom, photographer Cindy Smith, artist Monique van Genderen, artist Tyler Vlahovich, painter Lisa Wainwright, educator and artist Amir Zaki, photographer Graduate Studies: Fine Arts Linda Bessemer, painter Yamandú Canosa, artist Tami Demaree (’03), painter Mari Eastman, artist Alex Farquharson, curator/critic Judy Fiskin, photographer/ videographer Ken Gonzalez-Day, artist Colin Gardner, film historian Doug Harvey, critic/curator Lisa Lapinski, sculptor Tania Mouraud, video artist Kori Newkirk, installation artist “Social Change and Media” (Perry Chasin, Liberal Arts and Sciences faculty coordinator) Ed Begley, Jr., actor/activist Ian Ruskin, writer/ producer/actor Jefferson Miller, director of photography Sherry Simpson, producer David Leaf, writer/director and Arlene Wszalek, coordinating producer Ken Kragen, entertainment lawyer/activist Judy Arthur, publicity director Vicki Beck, health communication specialist Rafael Agudelo, media consultant Rosemary Welden, casting director More on Wikis and iTunes The Library’s Faculty Teaching and Learning Center has spearheaded two recent initiatives in applying new technologies to teaching: hyperlink wikis and iTunes podcasts. At its annual conference in July, The New Media Consortium recognized these achievements by presenting Otis with a Center of Excellence Award for “demonstrated excellence and outstanding achievement in the application of technology to learning or creative expression.” At the end of May, the iTunes Store added a new feature, iTunesU, prominently featuring podcasts on color and design created by faculty member Christian Mounger. Apple reported that viewership to iTunes U skyrocketed from 38 to 5,001 views in its first week on line. Faculty member Guy Bennett’s “Hyperliterature” course, focused on electronic literary works featuring hypertext and/or hypermedia technologies, was the perfect subject for a wikibased class. “With a technology grant from the Library’s new Teaching and Learning Center, supported by the Fletcher Jones Foundation, I presented the wiki project to my students on the first day of class. I told them that they could contribute as much or as little as they liked to any of a number of pages, provided they reached the required word count. For the most part students had no trouble inputting their information and formatting it correctly. One of the benefits of the wiki is that it does not disappear at the end of the semester, like term papers, and the student work remains online as a resource for the Otis community and the public, and could be expanded in future courses.” Bennett concluded that the students were excited about exploring this relatively new technology, and stimulated by the opportunity to do scholarly work collaboratively. by ELLE magazine at the Pacific Design Center. OMAG 30 31 OMAG The first faculty interview in the series The ‘O’ Files, produced by the Library’s Faculty Teaching and Learning Center, includes the following quote. For the full interview, go to www.youtube.com/watch?v=e2qt5n0hdhU “But the work that I am most proud of is my work as a professor. I think that I have affected more lives, in more ways, over a number of years, and it comes back to me in nice ways. My students have won academy awards, and shown in the best museums… Karmically, being a professor, and doing good work, and having people go out and be successful, that’s the best.” Eden’s Edge: FiGeen L.A. ABiDs Grieger’s humor on April Fool’s Day Ken Price (’57), Rebecca Morales (’86), and Liz Craft (’94) (banner above, Ballad of the Hippie, 2003, bronze and peacock feather) are represented in this exhibition, which includes a range of generations and methods of working. Organized by Gary Garrels, Chief Curator and Director of Exhibitions and Programs. installation at Patricia Faure Gallery Hammer Museum, L.A., May 13 – September 2, 2007 www.hammer.ucla.edu/exhibitions/120/ (comments from alumni) Otis celebrated Scott Grieger, one of its most beloved faculty members, on the occasion of an exhibition of his work from 1969 to the present at Patricia Faure Gallery in Santa Monica. Currently Painting Program Director, Greiger has mentored alumni for more than 30 years, and many of them attended this closing reception. The event took place on April Fool’s Day, underscoring the comments of Los Angeles Times art critic Christopher Knight, whose review compared Grieger’s ability to combine humor and potent social meaning to the work of comedians Mel Brooks, Carl Reiner and Sid Caesar, all of whom “embrace unadorned entertainment as an artistic vehicle.” OMAG 36 I wish I had been there to honor Scott. Most of the stories I have about him shouldn’t be shared with the public! But I will say that, whenever I could make the time, I loved to drop in on Scott’s painting crits. Even at my ripe old age, I always walked away with something to think about. I especially admire the way that Scott can find something positive to say about any piece of work. He always leads the student to a deeper approach, finding meaning that the student often never intended. River Montijo (’76), Registrar, Va. Commonwealth Univ., Doha, Qatar Way back in the ’80s he would challenge us, both in what and how we thought. He once asked the class: Did a male or female make this painting? Needless to say, it made everyone think. Ed Engel, (’88) The one thing that sticks from my classes with Scott Grieger was his ubiquitous advice during painting class: “If you keep pick'in at that thing, it’ll never heal!” He was always a positive influence during my education at Otis, and one of a handful of teachers that inspired me to continue. John Haines (’87) I remember something Scott said very well: There are NO Art Police!!! That statement has kept me loose in my art all these years, and I quote him often. He was a great teacher. Also, my very first day in class, I was timid and we had a model. He said: He’s got a penis, draw it! Janet Makare (formerly Sorell) (’84) Ken Price Rebecca Morales
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achievements of our alumni around the world (see pgs. 20-23 as well as Class Notes on pgs. 28-30) are directly enabled by this unique education.
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