About Alejandro Perez

I am Alejandro Perez Sanchez, an Assistant Professor at the Rochester Institute of Technology (RIT), specializing in 3D digital design for 3D films, visual effects (VFX), and video game arts. My tenure-track position at RIT allows me to unite my robust industry experience with my passion for academic research. Even to this day I still contract with top-end VFX studios for example in 2022/2023 I contracted as an FX artist at Framestore to create crowd simulations for a Superbowl commercial for Netflix and GM, I bring an understanding of industry practices to the courses I develop at RIT. My aim is to provide students with an education that is both rooted in theoretical understanding and directly applicable to the current industry.

My research extends into emerging technologies such as 3D Proceduralism, AI integration, augmented reality/virtual reality (AR/VR), and online platforms. I focus on exploring these tools for pedagogical applications, and their practical integration into creative production pipelines. I am passionate about sharing my findings and have presented at significant events like the AI@RIT Summit, a TEDx event, and the renowned SIGGRAPH conference.

My dedication to innovative learning is further evidenced by my work on the Character and Crowds Course Collaboration. This initiative, supported by the PLIG Grant, fosters interdisciplinary learning by providing students with a comprehensive understanding of crowd simulation workflows and a glimpse into current industry practices.

In addition to my roles in academia and industry, I have utilized my expertise to generate educational content on my YouTube channel, CGI Nerd. This platform enables me to reach a global audience, contributing to a broader educational context beyond the confines of a traditional classroom. It also gives my students additional high-quality supplemental content to use as resources for their projects.

In conclusion, my work is characterized by a unique blend of industry experience, academic research, and a commitment to shaping the future of 3D digital design. As a tenure-track professor, I am devoted to further reinforcing these connections and advancing the fields of 3D films, VFX, and video game arts. I look forward to the opportunity to share my work with external reviewers and receive their valuable feedback.

TEACHING PHILOSOPHY

I firmly believe in the transformative power of education and the potential for anyone to master any field with time, effort, and focused dedication. Over my two decades in the entertainment industry, both as a professional and an educator, I’ve seen this principle proven time and again.

I challenge the notion that individuals are exclusively “creative” or “technical.” Instead, I view these skills as capable of being cultivated and honed, regardless of a person’s initial inclination or talent. Natural aptitude in a particular subject can provide an initial advantage, but it’s by no means a predictor of ultimate success.

In my teaching, I strive to identify and nurture each student’s inherent strengths while also encouraging them to confront and conquer their perceived weaknesses. My objective is not just to guide students through what comes easily to them, but also to support them in tackling what they find challenging. I am committed to fostering an environment where difficulty is not feared but seen as an opportunity for growth and eventual mastery. This, I believe, empowers students to become stronger professionals in their chosen field.

My teaching methodology centers on project-based learning, with an emphasis on practical deliverables that reflect the professional setting. I implement swift project turnaround times to encourage efficient workflows, mirroring the pace of the industry. This approach allows for repeated application of concepts in various contexts throughout the semester, fostering a comprehensive understanding of how these principles can be adapted to different situations.

Critiques are an integral part of the learning process, providing students with valuable feedback that they can incorporate into their work. At the end of the semester, I require a portfolio or demo reel showcasing the student’s refined work, demonstrating their ability to learn, adapt, and improve over time.

While I encourage students to create all elements for their projects, I acknowledge that in certain courses this may be impractical due to time constraints. For such cases, I provide pre-made assets, offering students the choice between using these resources or creating their own. This flexibility respects students’ diverse capabilities and learning styles, while emphasizing the importance of personal artistic expression and design sensibility in their work.

My teaching methods aim to equip students with the skills, knowledge, and adaptive thinking necessary to thrive in the dynamic world of 3D digital design.

My approach to student engagement is fundamentally rooted in understanding the unique aspirations, backgrounds, and excitement of each student about the subject matter. At the beginning of every class, I solicit input about each student’s professional objectives and their specific interest in the course. This process allows me to adapt my teaching approach to the unique needs and dynamics of each class, fostering a learning environment tailored to the collective and individual aspirations of the students.

By relating the course content to my professional experience, I strive to forge connections with each student, providing them with relevant insights that can directly contribute to their career goals. Furthermore, I adapt the course to accommodate the entire class, while maintaining flexibility for outliers to pursue their unique objectives. This approach demands a high level of mastery and continual content development, deviating from the ease of repeated projects, to ensure each cohort’s needs are met effectively.

To further engage students, I create live demos for each assignment, providing a practical example of how to complete the task within the given timeframe. These demos are refreshed each semester, tailored to the interests of the current class. During lab sessions, I make it a point to meet with every student individually, ensuring their understanding and tracking their progress.

Critiques form a crucial part of our learning process, offering students valuable, constructive feedback on their work from their peers and myself. The goal is not to dissect a student’s work, but to foster an environment of shared learning and improvement, helping each student create the best possible version of their project.

My approach to student engagement is characterized by understanding, flexibility, and a commitment to continual adaptation and development, all aimed at ensuring that each student has the opportunity to reach their full potential in the field of 3D digital design.

In my courses, assessments are primarily bifurcated into two categories: projects and participation. The lion’s share of the assessment is devoted to project work, which enables students to apply the techniques and skills acquired during lab sessions. For each project, I provide a comprehensive overview, which includes the focus skills, a selection of project prompts (students also have the option to propose their own prompt, provided it aligns with the focus skills), a detailed rubric outlining key evaluation factors, and the expected final deliverables.

Grading of projects is based on a clear set of standards: meeting the basic expectations of the project earns a grade of C; exceeding those expectations and achieving industry standards results in an A; while a lack of understanding or effort results in an F. Grades B and D serve as gradients between these evaluation points.

Participation is another crucial aspect of assessment, reflecting the time and effort students invest in their own projects and in enhancing the educational experience of their peers. This takes into account both individual diligence and collaborative engagement, rewarding students for their commitment to personal learning and to the class as a whole.

My professional development strategy is multifaceted, encompassing Pedagogy, Technological Updates, Personal Skill Enhancement, and Industry Experience.

Pedagogy: As an educator, I am committed to refining my teaching techniques to foster an engaging and effective learning environment. I strive to stay informed about the latest research in teaching methodologies and continually experiment with innovative approaches to instruction. I attend educational seminars, participate in teaching workshops, and seek feedback from peers to improve my pedagogical skills and practices.

Technological Updates: In the rapidly evolving field of digital design, keeping abreast of technological advancements is vital. I regularly explore new software, tools, and digital trends to ensure that my teaching remains current and relevant. I attend industry conferences, subscribe to technology-focused publications, and engage with online communities to stay up-to-date with the latest developments.

Personal Skill Enhancement: I firmly believe that lifelong learning is key to personal and professional growth. Thus, I persistently work on developing new skills and enhancing existing ones, not only in the realm of digital design and teaching but also in related areas that can enrich my professional portfolio. I take online courses, read books, and challenge myself with personal projects to maintain a continuous learning trajectory.

Industry Experience: Real-world industry experience provides invaluable insights, and I strive to stay connected with the professional world. I engage in freelance projects and collaborations with industry professionals, which allows me to stay in tune with the demands and expectations of the industry. This experience also aids in bringing a practical, industry-focused perspective to my teaching.

My courses strongly emphasize contextual relevance, drawing from two primary sources: my professional experience within the entertainment industry and my cutting-edge research.

Professional Experience: The structure and content of my courses are informed by my extensive industry experience and a clear understanding of its current demands. This context allows students to gain practical insights and skills that are directly applicable in professional settings.

State-of-the-Art Research: My research interests, particularly in procedural workflows, artificial intelligence, virtual reality, and online knowledge platforms, shape the other component of my teaching. These areas of exploration allow me to introduce students to the forefront of technological innovation and encourage them to think critically about the future of the field. This research context not only enriches the learning experience but also fosters an environment of intellectual curiosity and innovation.

By blending these elements, I strive to create a classroom environment that is both grounded in industry realities and forward-thinking in its exploration of emerging trends and technologies.

SCHOLARSHIP

Research Interests

My research interests primarily lie at the intersection of emerging technologies and creative workflows within the domains of 3D films and games. This includes the integration of Artificial Intelligence (AI) into these workflows, procedural methodologies for modeling, 3D FX, and crowd simulations, and the exploration of Virtual Reality (VR) in storytelling and filmmaking. Concurrently, I have a keen interest in leveraging online platforms as modern conduits for content dissemination. These platforms not only provide an expansive audience for immediate feedback and improvement but also serve as testing grounds for pedagogical content. The insights garnered through these platforms significantly inform my approach to teaching, ensuring my coursework is comprehensible, current, and engaging.

Technology | Art | Design Course Design Grant

2023

In Progress

 

Introduction to Characters and Crowds Course

Collaboration with Shaun Foster to develop a course examining the intersection of technology, Art, and Design as it relates to rapid 3d character generation and crowd simulations.

Faculty Evaluation and Development Grant

2023

In Progress

Facial Motion AI Capture Prototype

Recipient of the Faculty Evaluation and Development (FEAD) Grant, awarded for my research in leveraging artificial intelligence to enhance creativity and developing a software prototype capable of analyzing facial expressions from video footage and applying them to 3D character models.

Provost Learning Innovations Grant

2023

In Progress

Character and Crowds Course

Received a grant in collaboration with RIT’s 3D Digital Design Program Director Shaun Foster to develop a course examining procedural tools for generating characters and crowd simulations using Houdini and Unreal Engine for storytelling narratives in films, games, virtual experiences, and 360 videos.

AI@RIT Summit

2022

Poster Presentation

Presented research on AI integration in the creative field, focusing on text-to-image and image-to-image AI image generation. Currently working on a computer vision AI solution to capture facial performance and translate it to 3D character facial animation.

Allendale Columbia TEDx

2020

Interactive Session

 Invited to discuss research on VR at RIT and provide a VR experience for attendees.

One Take Film Festival

2018

VR Experience

“Down & Up Stairs, Roots & Trees Grow,” an interactive VR experience created in collaboration with colleague Shaun Foster, was accepted and screened at the festival.

SIGGRAPH

2017

Birds of a Feather Talk

Presented research on computer graphics education and the use of internet video in teaching at SIGGRAPH 2017.

Frameless Labs VR Symposium

2016

The Good the Bad and the Ugly, A VR 360 Perspective

Presented research on Virtual Reality content creation and culture with Professor Shaun Foster

PLIG Poster Presentation | Characters and Crowds | 2024 Sumer Institute + AI Symposium

Presenting the results of the PLIG Grant with CO-PI Shaun Foster

Talk | Creative Overload : How AI is Supercharging Design Education I 2024 Sumer Institute + AI Symposium

Talk on leveraging AI to save time on prep work and enhance the Creative Design Classroom

AI Demonstration | Face It: AI in Motion I 2024 Sumer Institute + AI Symposium

A demonstration of the AI Computer Vision Facial Motion Capture Prototype I created for the FEAD Grant I received last year.

PROFESSIONAL EXPERIENCE

With a professional journey spanning across various roles in education, visual design, game design, and film , I bring a unique blend of technical expertise and creative vision. My experiences range from working as a Technical Director at Image-Metrics, where I automated facial rigs and developed modeling tools, to managing graphics production for Channel 62 KRCA at Lieberman Broadcasting Inc. I’ve also contributed to post-production VFX at D-Right Image, and have played a key role in compositing for music videos and films. My work has consistently involved leveraging cutting-edge technology to create compelling visuals and solve complex problems, demonstrating my proficiency in Python, rigging, simulation, and visual effects.

Rochester Institute of Technology Tenure Track Professor (09/15-Present)
At RIT, I have been teaching both graduate and undergraduate levels in the 3D Digital Design program, focusing on technical 3D courses. These courses include Programming Python Tools and Automation for Production, VFX in Houdini and Maya, Procedural Workflows in Houdini, Advanced Rigging Techniques, C++ and Blueprinting in Unreal Engine, Motion Capture, and Node-Based Compositing in Nuke. My responsibilities also include advising, conducting research, participating in committees, and serving as a Senator in the Academic Senate. My research areas at RIT encompass AI integration into creative production pipelines, AR/VR, and the use of online platforms for pedagogical applications.
Art Institute of California-Los Angeles Instructor (11/12-7/15)
At the Art Institute, I taught game programming courses in C# for Unity and developed simple game engines. Additionally, I taught technical art courses in character rigging, MEL/python scripting, dynamics and simulations, and node-based VFX compositing, along with creative courses such as 3D Character Animation and Capstone Project.
Platt College Lead Instructor (11/07-4/13)
I developed curricula for the 3D program and taught courses in performance capture using the Vicon motion capture system, Character Rigging, Python/MEL Scripting, and 3D Foundations.
Mt. Sierra College Online Curriculum Developer (06/08-09/08)
I developed the curriculum for the 3D Animation Online Program and recorded video lectures for the Character Rigging and Character Animation Courses.
ITT Technical Institute Instructor (09/05-04/06)
I taught courses in the 3D Animation and Game Design programs, focusing on development in Unreal Engine 3 for the Game Design Program. In the 3D Animation Program, I taught Character Rigging, Character Animation, MEL Scripting, and 3D Foundations.
Image-Metrics Technical Director/Performance Analyst (09/05-04/06)
I utilized Python to automate facial rigs and troubleshoot/debug any issues occurring during production for face rigs. Additionally, I developed modeling tools used during production to model blendshapes for facial rigs. In my free time, I analyzed performance capture data with proprietary software and performed clean-up animation for the performance capture. While at Image-Metrics I worked on projects like Foodfight!, Juiced 2, and Devil May Cry 4.
Lieberman Broadcasting Inc. Graphics Lead/Chyron Operator (09/04-11/05)
I managed graphics production for Channel 62 KRCA, including station identity graphics, motion graphics, digital graphics, and print graphics. I also led the team producing motion graphics for in-house show promotions, title sequences, commercials, and bumpers for external clients. Moreover, I was responsible for the Chyron team, creating graphics for live broadcast and live Chyron operation.
Deluxe Media Inc. Dustbuster/Quality Control (09/05-11/05)
I used proprietary software to clean dust and scratches from digitized film. For shots with multiple frames or significant damage, I cleaned up or recreated the shots in Combustion. While at Deluxe Media I worked on many projects including, The Illusionist, Aeon Flux, Ultra Violet, Inside Man, Failure to Launch, Rent, and The Producers.
Hill & Brand Entertainment Camera Matchmover/Compositor (03/05-07/05)
I worked on the film Gamebox 1.0, matchmoving 3D camera movements to live-action camera movements using Boujou and hand matchmoving cameras for more complex shots. I also composited 3D environments with live-action actors.
Two Headed Monster Compositor (07/04)
I worked on VFX compositing for the music video "Mind on the Road" by Rev Run.
Shadow Motion Productions Technical Director (08/04-12/04)
I contributed to rigging bird characters for an animated short and worked on several VFX shots for the film Chasing Papi, transitioning from traditional 2D animation to live-action. Additionally, I collaborated on a sequence matching actions and elements in 3D from multiple security camera videos to recreate a crime scene in 3D for use by a lawyer in court.
D-Right Image VFX Artist (03/03-07/03)
I was responsible for post-production VFX and motion graphics for movies, music videos, and infomercials broadcast on Spanish television.

DEMO REEL

This demo reel showcases a curated selection of projects that I’ve created and presented to my students as exemplars of class assignments. Each clip serves as a practical demonstration of the concepts and techniques we explore in class, embodying the kind of work students can expect to undertake. From complex 3D modeling to intricate motion design, these examples exemplify the technical and creative challenges my students engage with as they learn and grow in the field of digital design.

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