HOW DAD WORKS

DAD isn’t a collection of classes. It’s a deliberately designed system for rapid growth. The point isn't just to make a great portfolio here, but to know how to keep making great work after you leave.

PROGRAM AT A GLANCE

15 MONTHS

5 QUARTERS

4 DAYS / WEEK

FULL-TIME

DENVER OR ONLINE

EVERY QUARTER BUILDS

The job changes every ten weeks.

We don’t teach the same thing five times and call it progress. Each quarter asks something different of you. You start by learning how to find an idea. Then you learn to make more of them, judge them harder, repeat the process consistently, and finally decide which work is strong enough to represent you. As the work gets harder, you need less direction and expect more from yourself.

START

3 MONTHS

6 MONTHS

9 MONTHS

12 MONTHS

15 MONTHS

Q1

10 WEEKS

THINK

Dissect big ideas in all types of art, not just advertising, what makes them interesting, the truths that are behind them, and start to develop your own thoughts on what is good and bad.

Q2

10 WEEKS

MAKE

Start creating your own ideas. Most miss, but that's the point. No pressure, no expectations yet, just practice. Learn to push past your first thoughts and create in quantity.

Q3

10 WEEKS

JUDGE

The briefs get harder, expectations rise, you start to spot what’s missing in your ideas and move to fix it. Still more misses, but you've got just enough hits to inspire confidence.

Q4

10 WEEKS

REPEAT

Hold the standard again and again, brief after brief, week after week. You're hitting more than missing. Each week you're consistently producing portfolio-worthy work.

Q5

10 WEEKS

BUILD

Together we put together all the pieces and craft your final portfolio. But you're experienced enough to make a lot of the calls yourself. You do you. Trust your gut.

 

HOW WE BUILD PORTFOLIOS

How your portfolio gets built.

Every Campaign Development class at DAD is done in pairs. Art Directors team with Copywriters, sometimes even Art Directors team with other Art Directors, all that matters is you've got a partner for that week's brief. Below is the journey your portfolio takes from beginning to end.

01 / START HERE

60 briefs

Across Q2, Q3, and Q4, you and a partner get a new problem to solve every week in each Campaign Development class. New brands, new categories, new partners, and new challenges that prepare you for the real thing.

CHALLENGE: get better with each brief
02 / MAKE A LOT

360 ideas

We ask you and your partner to bring in six ideas for every brief. Some are smart. Some are weird. Some are obvious. Some suck. That’s the point. The volume teaches you that only the best rise to the top.

CHALLENGE: KEEP GOING AFTER your first IDEA
03 / CUTDOWN DAY

400 all-in

At the end of Q4 you get together as a group and decide which of everyone's 360 ideas from every week are worth bringing to Cutdown Day. Then you deliver those to DAD Creative Directors who start cutting until they get to the best of best.

CHALLENGE: BE WILLING TO KILL YOUR FAVORITES
04 / SURVIVE THE CUT

50 left

More than 300 ideas are gone without mercy. Then we start our final cuts together as a group — and these aren't easy. Old favorites die. Forgotten ideas suddenly look better. Nothing survives just because somebody spent a lot of time on it.

CHALLENGE: defend what you believe in
05 / the final six

6 win

Everyone ends Cutdown Day with the six pieces that will end up in their book alongside their partners. Cutdown Day is the biggest event of your time at DAD, but it's also just the beginning... now you've gotta go make the damn things.

challenge: find the six you'll enjoy making
06 / the final stretch

10 weeks

Over the last 10 weeks in your final quarter, Q5, your final six get produced. Every piece is blown out, every thought is over-thought, and the final product is something you and the DAD Creative Directors are all happy with.

challenge: find the fun in the act of making
 

.

 
Drawn to the Abyss_wide.jpg

THE CURRICULUM

Every class has a job.

You’re not taking a random pile of creative classes. Every part of the curriculum is there to build a specific part of you as a creative — the ideas, the craft, the taste, or the ability to actually do this with other people for a living.

WHO TAKES WHAT

ART DIRECTION

COPYWRITING

SHARED

01

Ideas

Can you find something worth making? These are the classes where you learn how to solve briefs, build campaigns, and keep finding ideas after the first one.

SHARED

Q1

The Big Idea

Learn how to turn a problem into a simple, surprising idea that can become something bigger.

SHARED

Q2–Q4

Campaign Development ×5

Solve brief after brief with different partners, categories, and Creative Directors until finding campaign ideas starts to become second nature.

SHARED

Q4

Campaign Stunts & Social

Build ideas that can live beyond traditional ads through stunts, activations, social, and the places people actually spend their attention.

SHARED

Q4

Campaign Fire Drill

Work on compressed timelines and learn how to find strong ideas when there isn’t endless time to think about them.

02

Craft

Can you make the idea as good as the thinking? These classes are about writing it, designing it, shaping it, refining it, and making the execution stronger.

SHARED

Q1

Playing Tag

Take the big idea and sharpen how you communicate it, learning how a few carefully chosen words can make the thinking land harder.

COPYWRITING

Q1

The Craft of Writing

Build the fundamentals of writing clearly, deliberately, and with enough personality that somebody actually wants to keep reading.

ART DIRECTION

Q1

Design Foundations

Learn the fundamentals of composition, hierarchy, layout, and visual communication that every Art Director needs underneath the ideas.

ART DIRECTION

Q2

Art Development

Push the visual side of an idea further by refining the look, tone, composition, photography, design, and details that make it feel finished.

COPYWRITING

Q2

Copy Development

Take good writing further by revising, tightening, and finding the voice that makes the idea feel unmistakably itself.

ART DIRECTION

Q2

Adobe Photoshop & Illustrator

Build enough technical fluency to make what you see in your head instead of letting the software decide what your idea looks like.

COPYWRITING

Q2

Writing In Space

Learn how writing changes when it has to live in the physical world, from outdoor and environmental work to experiences people move through.

ART DIRECTION

Q3

Typography

Learn how type can create hierarchy, emotion, personality, and meaning instead of simply carrying the words.

COPYWRITING

Q3

Writing On Screen

Write for movement, timing, sound, dialogue, and all the things that happen when words stop sitting still on a page.

COPYWRITING

Q3

Writing with Tone

Learn how the same basic message can sound completely different depending on the brand, audience, context, and voice.

ART DIRECTION

Q4

Build-a-Brand

Create a visual identity system that can stretch across different pieces while still feeling like one coherent brand.

COPYWRITING

Q4

Writing for You

Develop your own voice as a writer and make work that feels less like an assignment and more like something only you would make.

03

Culture & Taste

Do you know what good looks like, where ideas come from, and what the world is talking about? These classes build references, judgment, curiosity, and a creative point of view.

SHARED

Q1

Tastemakers

Look closely at great creative work, build stronger references, and get better at understanding why you think something is good.

ART DIRECTION

Q1

Think Like an Artist

Learn to look beyond advertising for inspiration and start developing a broader visual point of view.

ART DIRECTION

Q2

Steal Like an Artist

Study the work that came before you, understand influence, and learn how references can become raw material for something new.

ART DIRECTION

Q3

Make Like an Artist

Turn looking and thinking into making, experimenting with visual approaches that expand what your work can look and feel like.

SHARED

AWARDS

The Art of Winning: New Blood

Take on D&AD New Blood briefs built around real brands, real cultural problems, and the kind of ambitious thinking that gets noticed outside school.

SHARED

AWARDS

The Art of Winning: Young Ones

Solve One Show Young Ones briefs with an eye toward culture, relevance, and ideas strong enough to compete on an international stage.

04

Professional Practice

Can you prepare, present, and sell the work professionally? These classes turn finished creative work into a finished portfolio and prepare you to take it into the industry.

SHARED

Q5

Campaign Assembly

Take the strongest campaign ideas you’ve made and push every piece until the campaign is ready to earn a place in the portfolio.

ART DIRECTION

Q5

Art Assembly

Refine, produce, organize, and present your strongest visual work so the portfolio looks ready to be shown professionally.

COPYWRITING

Q5

Copy Tuning

Revisit the writing across your strongest work, tightening every headline, script, description, and detail before it goes into the portfolio.

SHARED

Q5

The High Art of Selling

Learn how to present an idea, explain the thinking, read the room, answer questions, and make people want to come with you.

SHARED

Q5

Getting a Job

Learn how to take the finished portfolio into the industry, from presenting yourself and your work to navigating the actual job search.

WANT TO DIVE DEEPER INTO EACH PROGRAM?

WHAT CLASSES FEEL LIKE

YOUR WORK IS ON DISPLAY. THE ROOM sparks. THE CD lights the fuse. AND YOUR IDEA catches fire.

HERE’S THE DIFFERENCE

There are only a few lecture-style classes at DAD when you're learning the fundamentals in Q1. But most classes work differently. You do the work before class, put it on the big screen, pitch your ass off, and let your Creative Director push it. Then the next team goes, and the next, and so on. There’s a friendly competition to it, of course you want to pitch the idea everyone else wishes they’d thought of, but that pressure works in your favor. When someone raises the bar, everyone starts reaching higher.

THINGS YOU MIGHT HEAR IN CLASS FROM THE CREATIVE DIRECTOR

“What's the truth here?”

“Do you actually believe in this?”

“We need more tension.”

“Push that one.”

“Kill the rest.”

THINGS YOU MIGHT HEAR IN CLASS FROM THE STUDENTS

“Read #3 again.”

“We had similar ideas, but yours is better!”

“What if you did this instead?”

“That line is the whole campaign.”

“I saw something that might help.”

WHY THE WHOLE ROOM MATTERS

You learn when it’s your turn. And when it isn’t.

Then the room takes over. You hear everyone’s feedback, people jump in, ideas get pushed, defended, killed, revived, and your opinion can change three times in five minutes. If you’re engaged, you'll hear lessons in every conversation — sometimes the most useful feedback you hear all night wasn’t even meant for you.

FEEDBACK MAKES YOU BETTER

Great ideas need resistance.

Making something is only the beginning. Critique exposes what you can’t see, forces you to explain your choices, and pushes the work beyond where you would have taken it on your own. Great creatives don’t get great by being told everything works. They get great by being challenged to make it better.

WHY WE CRITIQUE

Critique exposes blind spots.

You’re too close to your own work to see everything.

It forces you to articulate the idea.

If you can’t explain why the choice is there, maybe it shouldn’t be.

It separates the idea from your ego.

The goal isn’t to protect what you made; it’s to make it better.

It teaches judgment, not obedience.

You don’t blindly take every note. You learn which notes reveal a real problem, which solution is right, and when to defend the work.

It raises your standard.

Once somebody shows you how much further an idea can go, “pretty good” gets harder to accept.

It makes you more independent.

The end goal is not needing a Creative Director to tell you what’s wrong. It’s learning to hear that voice in your own head.

 

.

 
Boy and Plane_wide.jpg

WORKING WITH PARTNERS

Portfolio school is the place to be poly.

Advertising is a team sport. Copywriters and Art Directors always work together in agencies and have to agree, disagree, compromise, defend ideas, kill ideas, divide the work, and share the credit. So in Campaign Development classes, we keep changing who you work with every week so when you get into an agency you'll be the ultimate team player.


WEEK 01
YOU
+
PARTNER A

Maybe you click immediately. Great. Don’t get too comfortable.

WEEK 02
YOU
+
PARTNER B

Different taste. Different process. Different way of getting to the idea.

WEEK 03
YOU
+
PARTNER C

Maybe this one is harder. That might be the more useful rep.

WEEK 04
YOU
+
PARTNER D

You learn when to push, when to listen, and when the other person’s idea is simply better.

WEEK 05
YOU
+
PARTNER E

By now you’re not just learning everybody else. You’re learning yourself.

AND SO ON AND SO FORTH, FOREVER AND EVER AMEN. THE POINT IS TO KEEP ROTATING AND WORK WITH EVERYONE, NOT FIND ONE PERSON YOU WANT TO MARRY. YOU'RE TOO YOUNG TO GET MARRIED.

WHO YOU LEARN FROM

Your teachers work where you want to work.

There are no career professors at DAD. Hell, most of us barely even want to be called teachers. We just happen to be agency people who have worked in the business long enough that we now want to help young people get to the level we're at. We're great at giving feedback in our agency jobs, which makes us especially qualified to give you feedback at DAD. If you want to work in an agency one day, doesn't it make sense to learn from the people who already work there?

DO YOU WANT YOUR TEACHERS TO CHECK THESE BOXES?

Works in the industry right now?

As an actual creative?

Has big agency experience?

Can give real creative feedback?

Knows the quality of agency work?

Wants to be called “Professor”?

WHY THAT MATTERS

Advertising changes too fast to learn it from someone who left it behind.

Your teachers bring the industry into class as it exists right now — what agencies are making, what creative directors expect, how ideas get sold, how the work gets produced, what technology is changing, and what it takes to get hired. You’re not learning the business from someone who remembers it. You’re learning it from someone who’s in it.

THE POINT OF ALL OF THIS

You came here to make a portfolio. You leave knowing how to make the next great thing.

That’s the system. Five quarters of missing a lot of shots, making the ones that matter, getting pushed, getting better, learning to judge your own work, and eventually trusting yourself to make the call. The portfolio proves what you can do today. We care just as much about what you’ll be ready to make tomorrow.