Manga Course

Training path
Duration: Classes 32 - 96 hs
Start Date: 2020 April
Days and hours of study: Tuesday and Friday from 15: 00 18 to: 00 hours.
tentative completion: July 2020.
Watch the informative talk

Manga Course

Training path
Duration: Classes 32 - 96 hs
Start Date: 2020 April
Days and hours of study: Tuesday and Friday from 15: 00 18 to: 00 hours.
tentative completion: July 2020.
Watch the informative talk

What do you learn ?

Knowing the origin and meaning of the manga, and the various existing genres.

Handle with ease the different types of tools for drawing manga.

Designing characters from the simplest to the most complex, male and female, of different ages, with emphasis on facial expressions, gestures and movement.

Draw complex garments, pleated and other accessories.

Knowing the proper way to add volume and texture to create interesting scenes and backgrounds climates.

Understanding the rules of composition in the sleeve, that allow you to build images of great plasticity and dynamism.

Find your own manga style.

Requirements: No requirements.

Send us your question

Graduate Profile

Manga studying at Image Campus, lets you work as a creator of comics for publishers or own projects as an illustrator and character designer (concept artist) in manga style, performing the following tasks:

  • Design of complex characters, with strong expressive charge.
  • Composition of scenes and backgrounds.
  • expressionist handling of light and shadow in black and white.

At the end of the attended one, you will make a professional portfolio of your work that will serve as a presentation to a publisher.
YOU WILL RECEIVE APPROVAL CERTIFICATE (approving all evaluation instances) or ATTENDANCE CERTIFICATE (crediting the 80% of assistance).

Employment Center

Image Campus has a EMPLOYMENT CENTER where he publishes periodically JOB SEARCHES requested by the most important companies in this industry. We also have a system INTERNSHIP in companies targeting the most advanced students of the race.

Design Content

Area Educational Campus Image Management
Our curriculum, developed in collaboration with companies and leading professionals from the main creative industries are the most recognized in the areas of Design, Animation 2D and 3D, Video Games, Programming and Applied Development.

Companies and / or professionals who collaborated in the design of the curriculum:

Teacher

Samanta Niz

Visual artist, digital illustrator and mangaka. He published his first manga in manga and anime magazine "Komikku" during 2009 and 2010. He participated and won various manga and illustration contests in Argentina and Latin American countries. Work creating pets for business and anime events within the country. In the 2012, was finalist of the international contest of manga organized by Editorial Norma with sleeve "Gary Blood". He won along with his group the manga contest Ymir 2012, where he had his first great publication of the hand of the publishing Larp with his work "Na! Ne? Ni ... love". Being so grateful his work as draftsman and scriptwriter, in the 2013 returned to publish without necessity to participate. He was part of several drawing exhibitions in Argentina and at 2013 he gave a manga workshop at the children's book fair. In 2014 goes to market its first serialized sleeve "somy login game game" under the seal of the publishing Larp, a series that continues publishing. His latest work was published in the 2016 with the planet editorial with the manga "The Sacrifice of Deigamer". He is currently working on new manga.

Infrastructure and Resources

  • Classrooms equipped with the latest technology: I7 processors, GTX and RTX video cards, SSD discs, 20 inch LED monitors.
  • One PC per student, with the software required for that submitted.
  • HD projectors and HD Smart TVs to follow the instructions and instructions of the teachers.
  • Classroom Workshop with an animation board, a computer and a Wacom tablet per student.
  • Materials for illustration and animation, Wacom tablets, scanners and sound.
  • Audience.
  • Cafeteria.
  • Wi-fi throughout the school.
  • New Technological Resources available to our students and teachers: Virtual Reality Experiences, with the new Oculus Cristal Cove, HTC Vive, Leap Motion, Eye Tracker (Virtual Reality experiences); Ultimaker 2 + and Makerbot in their Replicator model, which will be available to all students of Image Campus to materialize the 3D prototypes they develop; Motion Capture (new Motion Capture system) and Video Game Consoles (PlayStation 4 among others).
  • The Virtual Classroom (online platform) will support your daily physical working: you will find study materials uploaded by teachers, evaluations items to raise TPs, qualifications, educational quality surveys.

Payment Methods:

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