Dave Ginsberg is an analytical left-brained artist and a creative right-brained engineer. His artwork combines his passions for spaceflight, astronomy, science, teaching, and the visual arts. Dave has been a member of the International Association of Astronomical Artists (IAAA) since 2016.
His artwork has been displayed at the Kennedy Space Center in Florida, Seattle's Museum of Flight, the Corcoran Gallery of Art in Washington, D.C., Spacefest in Tucson, Arizona, The Art of Planetary Science exhibitions at the University of Arizona, the ASF Space Rendezvous in Houston, Texas, and the Digital Arts Festival in Redmond, Washington. Dave's 16-foot tall solar system mural was on permanent display at Seattle's Museum of Flight from 2007 to 2017.
His work has been published in the IAAA Pulsar magazine and Dennis Jenkins' book, Space Shuttle, Developing an Icon. Dave designed the insignia for collectSPACE which has been used as the website's brand identity since 2013. He created the logo for the National Association of Rocketry "Pay Forward" 2017 fundraising campaign.
Three of Dave's creations have made trips into Earth orbit and back, having flown on space shuttle Atlantis, the Russian Soyuz and Progress spacecraft, a SpaceX Dragon cargo spacecraft, and the International Space Station.
View Dave's complete Curriculum Vitae.
Dave chose aerospace engineering for his livelihood, but has always maintained his interest in art and has continued to develop his skills and style. His thirty-four year career in engineering began in 1983. Dave worked in the field of conceptual and preliminary design of aircraft ranging from helicopters to commercial airliners. Early in his career he became involved in developing software to assist in designing aircraft. It was while working on those tools that he was exposed to the capability of computers to create images.
In 2000, he began to experiment artistically with computer graphics and animation with a free copy of Caligari trueSpace3 that came with an issue of Computer Arts magazine. His first formal instruction in 3-D modeling, animation, and rendering came in the summer of 2004 when he completed a certificate program in game animation at the University of Washington. The class provided his first exposure to 3ds max. Two years later he took a follow-up class in advanced animation techniques which helped him deepen his knowledge and practice his skills.