With the addition of new technologies comes the addition of new jobs. The transition between the role of artist and designer is a subtle one, for both careers require the same visual “eye” and understanding of art elements and principals. Bradley illustrates this idea by describing the connections between careers in theatre and video game design: “Many artistic endeavors, including theatre, film, literature, and video games, strive to create a believable world in which the observer becomes immersed. What fuels these creations is imagination; the logistics are just the assembly of bricks and mortar. The thinking behind the process is the same” (62).
With the addition of many electronic devices in which viewers can access videos, movies, and television shows from virtually anywhere, film and television is another example of a growing career field in which artists are needed. Lockwood’s interview with designer John Iacovelli is a perfect example of a traditional artist who turns his skills into a career in digital design. Iacovelli explains, “It's possible to have a career that spans the breadth of several media, that one can be successful in theatre and film and other design work. That the world of design is interconnected to other media. Those techniques I use in the theatre inform my film work” (Lockwood 30).
Another example of a growing digital design field is graphic design. Graphic designers can work with advertisements, web pages, and animation. One of the most beneficial aspects of digital media careers is the blurring of the lines which separate one career from another. A website designer can use their knowledge of fonts, colors, and lines to become a packaging designer for products; an advertising art director can use their knowledge of composition and simplification to create a logo for a company.
“Successful media arts education has been described as empowering students to become critical consumers of converging forms of media through inquiry that scrutinizes the human communications that play crucial roles in their lives” (Bequette and Brennan 330). The main use of technology is to make communication easier. Similarly, the main use of digital media is to use art in order to communicate to the viewer. Art is simply the tool used to gain the viewer’s attention in order to convey a larger message that one can express through digital design. Therefore, digital design teaches students to analyze their art in order to successfully convey a message. This method of transforming regular art into art with the purpose of communicating is important because it brings on a new role of art in a society run on consumerism. “Consumption is the means by which individuals invest meaning through manipulation of signs” (Flood and Bamford 92). This idea of art used in consumerism is illustrated through the use of advertising. Advertisements rely on artists to create eye-catching work which draws the viewer in to an idea or product.
Bradley’s article describes skills found in theatre production which can be translated into specific jobs in video game design. Artist Iacovelli found that his work in theatre prepared him for a successful career in filmmaking. Finding common skills in careers is a great way to find a job that suits each individual. These skills can also transfer from one form of art to the next, broadening the spectrum of possible career paths. Bennett suggests, “a core of skills encompassing performance (whether utilized in choreography, teaching or performance activities), small business skills and teaching was common to both the dance and musician cohorts and was utilized throughout the life-cycle of the career” (315). Creating art is the same process of creation no matter the media, which is why it is so easy to make the switch from paper to pixels.
However, with the transition of traditional art careers to technology-based careers comes the need for a shift in the education as well. Bequette and Brennan bring up the argument “that implementation of these benchmarks in state public schools has been hampered by inservice and preservice art teachers' lack of familiarity with the theory and practice of media arts education” (328). The need for more and better funded art programs is apparent throughout middle schools and high schools, and as art expands into the world of computers, the programs need to be expanded as well. Although this seems like another issue to deal with, this recent expansion of “art” means that the importance of having better art programs in schools is more evident now than ever.
The development of basic artistic skills is what is going to get students technology-based jobs in the future. Having a good set of skills and experience is what companies are looking for instead of a specific major: For example, Scott Sinclair, the art director for the game Bioshock, has a degree in illustration from an art and design school and worked as a successful illustrator for years before moving into web design and then video game design. The common theme in the training of most designers appears to be a solid portfolio as a visual artist, including non-digital media, as well as the ability to work with graphics software. (Bradley 67)
The tricky part of developing better digital design based courses in schools is making sure to incorporate traditional art skills as well. It’s important for students to learn the basic design principals primarily through the use of traditional media before they get their hands on new media. For example, it is much easier for a student to grasp the concept of composition when they are planning out a painting in which they have total control than to have the students take a photograph where they are required to search for the correct composition using permanent, unchanging subjects. Bequette and Brennan quote Randy Nelson, Dean of Pixar University: "Teach sculpture with clay first, and once students have clay under their fingernails ... [and] know you have to walk around a sculpture to experience it, they can start on 3D computer modeling, where you stand still and rotate the artwork" (Bequette and Brennan 331).
In addition to traditional art skills, artists must also develop skills beyond that of creativity because they have to. In order to be a successful artist, one must develop skills in teaching, performing, business, and technology (Bennett 315). According to Bennett’s study: “Participants confirmed that grant writing and acquittals, arts advocacy, self promotion and financial management are particularly important ‘to create and make the most of opportunities and to cope with the requirements of a sole trader/artist’ (S25D)” (318). These skills will, of course, vary slightly from different areas of art. Bennett emphasizes on the skills developed in performing arts, specifically dance and music, therefore, skills such as performing and communicating are more prominent and may not be as crucial as in other fields.
Incorporating media arts into art education programs is important not only because it expands art students’ educations concerning media, but also because it teaches them the other skills necessary to have a successful career. Along with a grasp on the elements of art and the principals of design, it is important for students to understand the different types of media they can also use for their work: film, photography, web design, animation, etc.
All of these career options mean nothing without the education to pursue them. Bequette and Brennan suggest that the Minnesota arts education policy and the CTE policy put in effect a media arts certificate program for licensed teachers as well as media arts prerequisites for admission to preservice licensure programs (339). Flood and Bamford express the need for a shift in education through the first person view of art educators: “By informing and educating individuals to understand these processes and products we can provide them with a clearer view of the imagined and constructed world, thereby enabling them to articulate their own visions through ever growing and changing technologies” (91). Through educating students about digital design and the career options that media art opens up for them, the possibilities of promoting careers in the arts are more realistic than ever before.
Works Cited
Bennett, Dawn. "Academy And The Real World: Developing Realistic Notions Of Career In The Performing Arts." Arts & Humanities In Higher Education 8.3 (2009): 309-327. Art & Architecture Complete. Web. 27 Oct. 2012.Bequette, James W., and Colleen Brennan. "Advancing Media Arts Education In Visual Arts Classrooms: Addressing Policy Ambiguities And Gaps In Art Teacher Preparation." Studies In Art Education 49.4 (2008): 328-342. Art & Architecture Complete. Web. 1 Nov. 2012.
Bradley, Catherine. "From Plywood To Pixels: Career Transitions From Theatre To Video Game Design." TD&T: Theatre Design & Technology 47.3 (2011): 61-67. Art & Architecture Complete. Web. 29 Oct. 2012.
Flood, Adele, and Anne Bamford. "Manipulation, Simulation, Stimulation: The Role Of Art Education In The Digital Age." International Journal Of Education Through Art 3.2 (2007): 91-102. Art & Architecture Complete. Web. 18 Nov. 2012.
Lockwood, Debra Garcia. "John Iacovelli, Production Designer." Td&T 40.1 (2004): 28-37. Art Full Text (H.W. Wilson). Web. 18 Nov. 2012.




