Category: AnimSchool Interview Page 2 of 3

Episode 003: Rise of the Guardians – Round Table

In this episode I sit down with 7 extremely talented animators. They all worked on the Dreamworks animated adventure film, “Rise of the Guardians.” Their positions rank from Character Animator right on up to Head of Character Animation.

 Podcast | Right Click to Download | Play in New Window | (80.3 MB)

Link to Podcast on iTunes

Gabe Hordos
Head of Character Animation
10 years at Dreamworks
Alexis Wanneroy
Lead Animator – Toothfairy
7 years at Dreamworks
Pierre Perifel
Supervising Animator – North
5 years at Dreamworks
Ben Willis
Character Animator – Jack
7 years at Dreamworks
Jacob Gardner
Character Animator – Jack
5 years at Dreamworks
Tyler Phillips
Character Animator – Bunny
4 years at Dreamworks
JP Sans
Character Animator – Pitch
2 years at Dreamworks

AnimSchool Interview: Animator Juan Pablo Sans

We’d like to welcome DreamWorks Animator and AnimSchool Instructor Juan Pablo (JP) Sans. JP, can you tell us a little about yourself and how you became interested in becoming an animator?

For me, it definitely started with drawing at a very early age, from the moment I picked up a crayon. I was born in Caracas, Venezuela, and like every other kid, I watched a lot of cartoons and animated movies, but I always thought it was “magic” rather than something that was made. It was when I was seven that I realized, thanks to my mom, that the credits were the names of artists who worked on the movies. Since then I knew I wanted to be part of that world, somehow. I moved to Florida when I was 10 without having a word of English in my vocabulary, and I think that only pushed me to draw more since I had no idea what the teachers were saying in class. My middle school books became animation paper as I made a habit of animating stick figures in the corners of the pages.

As I grew older, I took as many drawing classes as I could. In high school, I continued to take all the drawing classes available as well as some acting classes. I doubt I was any good at acting, but I really liked the idea of performing and becoming a new personality and character, which only strengthened my pursuit of animation. I continued my studies at the Miami International University of Art and Design. Once I began my studies there, I only fell more deeply in love with animation. As I started creating life and making characters think, I knew it was the stamp of approval indicating how I never wanted to do anything else with my life.


JP GRD REEL from Juan Pablo Sans on Vimeo.

Who are some of your favorite artists?

I definitely have to start with mentioning some of the pioneers of it all, the nine old men. It is truly inspiring to witness what they were able to accomplish. The early Disney movies were, and still are, my biggest inspiration. Movies like Sword in the Stone, Robinhood, and Alice in Wonderland are some of my favorites. To this day I look through their work in constant awe with what I see, not only with their execution and choices, but with their beautiful line quality and appeal. In animation, Glen Keane has to be another favorite of mine; he has always been one of my idols. His drawings and animation are beyond appealing and magical, and what is most inspiring is how humble he is about his accomplishments and his contribution to the industry. The more I animate the more actors and actresses I follow and admire as well; after all, we are “actors with a pencil”. One of my favorite actors that I follow and try to learn from is Gary Oldman. I believe he is one of the most diverse and talented actors we’ve seen in a long time. The way he delves into his roles and adds to his characters very specific and individual characteristics is truly amazing. His work is something that I would love to be able to achieve and bring more of into my work.

In Rio, you were one of the leads on the bull dog, Luiz, what were some of the challenges that arose with this character? What did you do to solve them?

Juan Pablo Sans Luiz thumbnails, Blue Sky Studios, Rio

I first have to give a shout out to Pete Paquette. I had the great pleasure and honor of working with him on Luiz. He was the true bulldog not only in the sense of the character, but also to the animation department. I learned a lot working with him and I genuinely thank him for his help.

I had one of the greatest times animating Luiz; he was such a fun character to animate. He was super energetic, which is what highlighted one of the biggest challenges- to keep him organic. As an animator in CG, you are always trying to keep your characters organic and alive, and that challenge will only increase if the character is “big” and “fleshy”. Add energetic and active to the mix, and you’ll have your work cut out for you. What makes a bulldog is all the extra skin that giggles and wiggles, and that is something that we had to keep a really close eye on when we animated him. We needed to maintain his fleshiness while keeping him heavily grounded and organic.

We accomplished this by really layering all his movements, as well as morphing the graphic lines within the silhouette of the character, specially on the face, while keeping him in model. Rigging did a great job giving us all the controllers we needed to be able to achieve this as well. We made sure we had control over the main masses, as well as the individual skin flaps like his jowls. I also watched a lot of traditional animation for inspiration. I wanted to bring the “inconsistencies” in the drawings to CG, and get that organic feel to Luiz, something that stayed with me which I’m still putting in my work today.

For Rise of the Guardians you were on the Pitch character team. Can explain the teams process and your responsibilities on the film?

Juan Pablo Sans Pitch Thumbnails, DreamWorks Studios, Rise of the Guardians

Rise of the Guardians had a character-lead system, which I think really benefit the film. Each character had a supervisor and a team to mainly concentrate on that character when possible. Pitch’s supervisor was Steven “Shaggy” Hornby; his experience and knowledge really helped the character grow. Our Pitch-team would meet twice a week to talk and discuss anything and everything about the character, from technical conversations to character development. So our responsibilities really branched out from just animating. We had a very collaborative workflow, and we really helped each other to make sure our choices and executions best represented Pitch. We helped each other on anything from meeting up for reference sessions to feedback and critiques. This was a great way to help us keep Pitch consistent, with his look and performance. Most importantly, it helped us keep a close eye on his character arc.

Can you talk a little about your experiences animating the villain, Pitch. What were your main thoughts you kept in mind when working with this character?

Juan Pablo Sans Pitch Thumbnails, DreamWorks Studios, Rise of the Guardians

Working on a villain was super fun, and completely opposite of what I was used to. Before Pitch, I would usually get cast cute, energetic characters, which were just as fun to animate. Pitch was equally as entertaining, but for the complete opposite reasons. Pitch is dark, internal, composed, and just downright creepy. I was surprised about just how much I liked animating him. There was something so intriguing about a villain, that I completely fell in love with. In every show you “find” the character as you animate the movie, sometimes not really “finding” the character until the very end. I think we got lucky in the sense that we found who Pitch was early on.

We had a lot of inspirations when it came to Pitch. We reference the Joker for his unusual movements and personality. We were captivated and inspired by Hannibal’s stare. I always watched Anthony Hopkins’s scenes and even podcast and interviews to help me bring that into the character. And lastly, my favorite, Gary Oldman’s Stansfield in Leon: The Professional. I loved watching that character, and trying to bring that randomness and aura to Pitch.

I think the most challenging shots in animating Pitch was when he was in “control”. He had to be composed, yet feel threatening and powerful. To see him do nothing while his eyes screamed in emotion and rage was truly captivating. Pitch was a very challenging and difficult character to work on, but he was so much fun at the same time that I hope I get to work on another villain again.

Out of all the characters you’ve animated in your career, which one has been the most fun to work with, why?

I’ve been lucky to have been able to work on some really great characters, but I think the most entertaining one was the one that I only animated twice, Scrat. I only got to animate him in Ice Age 4: Continental Drift, but I enjoyed every second of it.

Scrat is a fun character to animate because he is sporadic and energetic. Emotionally and physically he is crazy and scattered. I always saw Scrat as having a bipolar personality- one second he can be in calm, and the next he is screaming and scattering all over the place in anger or fright. But, what made him the most memorable for me was being able to get away with almost anything. With Scrat you can choose not to anticipate anything, take away his follow through, add a crazy one-frame transition (if you even want one) – an animator’s dream. The less perfect and more dirty you can be with repetitive motions like a leg scramble, the better it comes out with him. He can even defy gravity.

I will never  forget a shot that Mike Thurmeier animated. Before directing, Mike had animated a shot where Scrat jumped and leaped higher and higher into the air to reach a nut, and only used air to jump from each time. It was crazy brilliant!

You still have to keep him on model of course, and there are still rules you have to follow, but after that, you are free to do anything. The less rules there are, the more possibilities you have which makes it more fun to animate, and Scrat is the perfect example of that.

Juan Pablo Sans Scrat thumbnails, Blue Sky Studios, Ice Age 4- Continental Drift

What has been the most challenging shot in your career? What made this shot more challenging then others?

For me, I almost want to say every single one. This is a hard one to answer; I really try to give my all in every shot. I try to explore every option and try to choose and execute it the best I can. I really think this promotes challenges and growth, so I hope I never think something is easy.

copyright DreamWorks, Rise of the Guardians

I guess the most challenging shot I’ve had to animate so far was a Pitch shot. Pitch crawling back with fear and revealing it was all an act (“You can have them back”). I think it wasn’t just one aspect but more of a combination of things that made this shot challenging. First of all, it was my first Pitch shot. So, not knowing the character fully and finding the look of him in the shot was always something I had to constantly keep an eye on. This becomes easier as you animate the character, but the first one is always like this.

Shooting reference was also a challenge, which I want to thank Shaggy for helping me with it. We explored different options and choices for hours, and finally went with something that best represented the character. The last thing was the amount of time I had on it. There was very little time to explore different ideas and choices which was what made it all the more challenging.

You’ve had a chance to teach a couple different classes at AnimSchool, including General Reviews. How has teaching changed you as an animator?

Teaching has been a great experience for me. Teaching is great because it forces you to talk about what you know, as well as to learn to share with your students and keep them growing as animators.
You forget sometimes how much you know, and it helps you to remember those things even more when animating at work.

What’s great about teaching is the learning that you receive from it. For one, I prepare as much as I can for my lectures, which forces me to do research and to form examples, which results in me finding and discovering new things.

The other great way you learn from teaching is by continuing to see work outside from your own, as well as seeing the process and the solutions for problems. The more you animate, the more you learn, and teaching for me is like animating multiple shots at a time. I also get inspired by the work I see, and the energy that the students bring every week. I love teaching and will continue to do it as long as I can.


JP Sans Reel from Juan Pablo Sans on Vimeo.

Lastly, what advice do you have for students trying to get into the animation field?

Work hard, never stop learning, and stay humble. After you graduate, learning doesn’t stop, so stay hungry! Keep animating and challenging yourselves. The more you animate the more you will learn. Keep doing your research as well. Listen to podcast, read books and watch behind the scenes to stay updated. Keep working and improving your reel. I always tell my students to pick your worst shot in your reel, and replace it with your best and newest shot. Always be on the look out for job openings. There are always open doors, you just need to keep your eyes wide open. I think the most important tip that I can give is to get your foot in the door, no matter where it is. It’s easy to just want your ideal job or company, but the best way to get there is within the industry. Any animation job, whether it’s gaming, freelance, or at start up studios, they’re all a great way to learn and grow. This is also a great way to increase your contacts. You’d be surprised how small the industry actually is. A lot of artists know each other in the industry which brings me to my last tip, stay humble. Know that you still have a lot to learn, and help others and let others help you in the process. Like your animation is important, your personality is just as important. The way you get along and work with others will really help you grow in the industry, as an artist and as a person. Never give up as well, perseverance and dedication will get you anywhere.

To view some of JP’s General Review and class sessions, visit the links below.

AnimSchool General Review: Min Hong by JP Sans

AnimSchool Interview: Animator Michael Richard

We’d like to welcome Blue Sky Animator and AnimSchool Instructor Michael Richard. Michael, can you tell us a little about your background and what made you want to be an Animator?

I never was the kid growing up, drawing Disney or WB characters and wanting to be an animator. My traditional art was me sitting in my room drawing still lifes of my Star Trek and jet plastic models. I also enjoyed the artistic Lego build of not following directions and constructing Mechwarrior robots. Going off to college I originally wanted to be an Aerospace engineer and for 2 years attended Embry-Riddle Aeronautical University until I met a professor who literally said to me, “why are you here?”. He could have said that because I was pretty bad at Calculus… but I really think he said that because I was using their solid modeling program meant for engineers and modeling/animating my Transformer toys. I took my extremely limited knowledge of fine art, animation and 3D and went to Pratt Institute. I taught myself 3DSMax and took the traditional fundamentals at Pratt, all the while playing video games (and yes I meet my wife in college, so being a geek wasn’t all that bad).

It was when I played Oddworld: Abe’s Oddesy that something clicked. I became even more fascinated with 3d modeling and animation, taking my Transformer toys to a new level of geekdom and modeling/animating them in 3DSMax. So in truth, video games really are what made me want to become an animator in the first place.


ia3_reel_2 from Michael Richard on Vimeo.

Since you’ve worked in the gaming and film industry, can you talk a little about the differences you experienced in the two industries?

When people ask me what the difference is between the game and film business, I usually talk about how I feel that making a game is more about solving a puzzle. While making a film is more artsy, i.e. design and quality. In games you have to work very closely with all aspects of the team, game design, rigging, tech, lighting, texturing to make a cohesive product that works. As an animator in games you have to be able to adapt more and learn new trades like text editing, digging into code a little, scripting. You have to solve that puzzle as to why your character is sliding around the floor (usually a feature =D). Where in film you main concern is design and quality of the animation.  Sure there’s the beginning phases of pre-production where you have to rig test, make pickers and other little odds and ends. But, when it comes down to what your 9-5 job is, it’s the 2D image that’s displayed on the big screen.

That being said, I am the type of animator that likes solving those video game challenges. I also love having more communications with the other departments in developing the rigs and video game itself. There’s also the fact that in a smaller company (vs. larger film studio) your ideas are likely to go farther.

You’ve had the chance to work in pre-production on Ice age 4. Can you explain the duties/process of working on the film before it’s in full production?

When you are an animator and assigned to be in pre-production on an upcoming film your duties are to do rig and performance tests. Which means you need to find all the issues that break or hinder the rig from production use, as well as start to figure out how specific characters move. After their basic movement set is roughed out, your job is to start to define in more detail what kind of character they are. You work closely with the Anim Sups as well as the Director and show your performance tests. It’s really something I enjoyed because the tests didn’t necessarily need to be refined to film level, and I was able to test almost all the characters.


IA4 Reel from Michael Richard on Vimeo.


Out of all the characters you’ve worked with, which character was your favorite to animate and why?

That’s a hard question for me to answer. I really haven’t found too many characters that I’ve disliked to animate. I guess if I have to chose, it would be Captain Gutt from Ice Age 4. And you know, originally my pre-production work with him was not the strongest (I thought anyway). They decided to cast me on a few combat shots with him and Manny and I guess they liked it, because they continued to cast me physical shots. In the end I got to work heavily with Manny and Gutt’s final fight sequence. I was able to define the fight choreography and I had a lot of fun doing it.

What character have you found the most challenging to animate? What made this character more challenging than others?

To be completely honest, Manny! HA! I find characters with thin structures that are nimble, light and active to be easier to animate than thick, chunky (sorry, Manny) characters. More recently though, I enjoyed animating Bufo from Epic and opposing that, I found the mannerisms of the female lead, MK to be more difficult.

Lastly, What advice do you have for students studying animation?

The old time saying, practice makes perfect. Unless you’re a prodigy there’s isn’t anything in this world that you’ll automatically be awesome at. It’s going to take a lot of work, but at the same time I don’t think animation should run your life. You have to get out and experience things to relate and regurgitate that into animation. So, it’s a delicate balance and one that will be different for everyone.

Thank you Michael, for taking the time to answer a few questions for AnimSchool.

Episode 002: Mike Thurmeier – Co-Director of Ice Age: Continental Drift

In this episode we interview Mike Thurmeier, Director at Blue Sky Studios. Mike has been with the studio since the first installment of the Ice Age franchise. Mike recently co-directed Ice Age: Continental Drift. We ask Mike about his journey from being an animator to becoming a director.

 Podcast | Right Click to Download | Play in New Window | (63.3 MB)

Link to Podcast on iTunes

Show Notes:


Mike Thurmeier – Director at Blue Sky Studios
Ice Age: Continental Drift – trailer
Little Bear – television series
Chris Wedge – co-founder of Blue Sky Studios
Carlos Saldanha – Director at Blue Sky Studios
Galen Chu – Supervising Animator at Blue Sky Studios
Peter Dinklage – Voice actor for Captain Gutt
Patrick Stewart – Voice actor for Ariscratle

AnimSchool Interview: Story Artist Mike Daley

We would like to welcome Blue Sky Story Artist, Mike Daley. Mike, can you tell us a little about your background and how you became a Story Artist for Blue Sky Studios?

Well, I started out drawing on everything as a kid. I filled up every last inch of every paper place mat, with every crayon, at every local eating establishment in Southern California. I was the fastest drawer in the west. Then I was that kid in high school that was put in charge of drawing out the art posters for group projects. I was also asked to design a lot of really bad tattoos. I was thought of as someone who was artistically talented. I’m sure that most artists and animators start out this way, or at least have a similar story…

In high school, I was direction-less in my career choices. I worked in a warehouse and was (on occasion) attending community college. In the art department, I took a few life drawing classes that exposed me to a professional art community and I got the idea that I could actually make a living drawing! WOW! It sounded a bit better than getting your fingers crushed in the warehouse. After that I was a bit more focused, and I transferred to Cal State Fullerton to pursue animation.

Out of school, I struggled through a bad animation economy to intern at Cartoon Network and eventually to work in downtown LA at a small design studio. Life choices took me up to San Francisco, where I continued to freelance until I was hired at Leapfrog, a children’s educational company. I worked as an art director there until once again I decided to move into freelance.

I knew that I wanted to work in feature storyboards. I jumped on any and every story job that I could get! The pay was downright awful, but I needed to get the experience under my belt. This was on top of my animation work. I worked hard and was extremely lucky to eventually land an interview and a job with Blue Sky Studios as a story artist. Now I don’t have to work hard at all (kidding, kidding)!

Do you always board to a set script? What’s the process for boarding to a script and what’s the process to boarding without?

I have found that there is almost never a set script. But sometimes, there will be a very specific idea in mind for a scene. Other times, it may just be kind of a vague idea.

Since most of my work is in animation, there is a lot of leeway for the artist to add physical action and comedy. I find that it is easier to sell some ideas by showing in boards, rather than a description in the script. This is what makes the storyboard process for animation so fun, the amount of invention!

If there is no script, then the process that I use is to get an idea for the scene by having a discussion with the producer, writer and director. Once a direction has been set on, I will usually draw out basic beat boards to outline the structure of the scene before diving into full-on storyboarding. It really depends on the scope of your scene, and how well formed your director’s vision is for that scene.

If the scene is short and fairly self explanatory, then I feel confident in just jumping into the boards themselves.

How many Story Artists work on one film and how are the scenes broken up between you?

There are anywhere between 1-10 story artists working on any one film at any given time, based on where the production is. Story continues to touch a film from beginning to end. A story artist may be pulled in at the very beginning of a film’s production before there is a script to help block out the movie points. A story artist may be attached to the end of a project, boarding little bits here and there, adding jokes or little acting scenarios. I find that a lot of the other departments are surprised at how early and how late the story team is involved.

The scenes can be broken up in many ways, based on a story artist’s strengths, or lengths of scenes, or scope of assignments. Someone who is considered great at comedy may be put on a scene that needs to read as really funny. Or, if a story artist has exceptional draftsmanship skills, they may be placed on a scene with a lot of drama and or action. If it’s a few scenes or a story thread that needs to be tracked, a few artists might be placed on a small team to tackle that problem.

What are some key rules you have in mind when story boarding a scene/shot?

This is a good question, and I think that it’s always changing based on what kind of scene you’re working on. A rule that I keep in mind, is to tackle the larger problems first, and then work to the smaller problems. This seems like a basic idea, but its easy to forget, especially when you’re in the throws of production. I wold love to think that I always work in this way, but it’s not always true. Sometimes you’re forced to work outside of a set system that you’ve established.

Keeping open communication with your team is important. Having a good back and forth with the director is key, and leaning on your fellow story artists for brainstorming ideas can be incredibly beneficial.

You’re constantly posting new artwork online. How often do you draw outside of work, and where do you find your motivation to keep it up?

Hahaha, well, I have taken a bit of a hiatus from posting artwork online recently, my blog is full of cobwebs at the moment. But, as a freelancer this was my bread and butter. Employers and producers are always drawn to more self-motivated creative types. Updating a blog is a really a great way to keep in contact with the art community and to get jobs.

I still draw a ton outside of work. It’s not only my career but its also my passion. Nothing beats drawing an accurate caricature of a friend, or observing a moment on the subway and recording it with a simple sketch. I would say that the motivation comes from wanting to interact with the environment around me in a way that I know.

You mentioned that a lot of your inspiration comes from the environment around you. You’re able to take a situation, exaggerate it, and make a single image comic out of it. Did you always have this skill or is it something that came with a lot of work?

That is a skill that I will always be working on, probably for the rest of my life. There’s always room for improvement and growth, and that’s what makes it so fun. There is always a direction to grow and expand. Thats probably a better answer for the motivation question above, haha.

Of course, these skills do require work and dedication. It’s like a muscle group that needs to be exercised.

You’ve posted many images of a boy and a robot. Can you explain a little about this story and where it came from? Any future plans for it?

It’s artwork and exploration for a short piece that I was working on with a friend. It was a fun project because I had no idea where it was going and I was creating a few new pieces a week to push the story along. This was a very organic, and not necessarily a fruitful way of working, but it still was very fun and I wasn’t bogged down with deadlines or scope.  I’m taking a bit of a hiatus from that project, but it very well may develop into another idea.
 

Thank you for interviewing with AnimSchool, Mike. To view more of Mike Daley’s work, visit his website: http://www.biocreep.com/

AnimSchool Interview: Ty Carter, Director of “DreamGiver” and Visual Development Artist at Blue Sky Studios

AnimSchool would like to welcome Ty Carter. Can you tell us a little about your background and how you became a visual development artist for Blue Sky Studios?

I suppose, since I can remember, I always loved to draw. Through grade school I’d literally fill the borders of my homework with dinosaurs and machinery sketches until there was no space left. My teachers didn’t seem to mind and sometimes even asked for personalized drawings! It really pumped me up when people wanted my art. If not for the positive attention it garnered, I’m not sure where I’d be today…Maybe peanut butter and jelly salesman. Looking back, I am really lucky my parents and family always encouraged me to pursue art. Dad consistently opened doors for me to look into artistic careers. Mom put my work on the fridge! I used my first oil paints at age 7 with my grandpa. I’m certain at least half his paint was wasted that day! By the time I was in high school, I had narrowed down my “career options” to architecture, industrial design, and advertising although I had always wanted to work for Disney from a very young age. It was just difficult to envision a realistic pathway into the industry. Art schools were over-priced. My closest connection to the Walt Disney Company was a VHS tape. The competition was unfathomable. And above all, I didn’t know if I was good enough. Animation was something you dreamt about; how many people can say they go to work and get paid to draw pretty pictures? Luckily for me, my perspective was about to change. 

Just before high school graduation, I heard about the animation program at Brigham Young University. It was a new, successful experiment and tuition was cheap. So, my dad set up a few meetings for us to visit the campus. I still wasn’t sure which direction to go so we met with the heads of 3 departments: Industrial design, Advertising, and Computer Animation. Industrial design sounded so cool! Designing practical transportation, tools, and machinery sounded amazing! The creative track of advertising looked like a blast. I could totally see myself brainstorming and executing appealing campaigns to brand a product. Then we met with animation. It was like somebody took the best parts of industrial design, architecture, and advertising, and combined them into one! Before our conversation was even finished, I made up my mind.

“Grandpa’s Farm” Digital Photoshop      copyright Ty Carter

When I turned 19, I served a two year Spanish-speaking mission in Texas. It was a time of service, friendship, and introspection. I learned more about myself in 24 months than I ever realized before. I learned about setting long term goals and accomplishing them. I learned to manage time and large teams of people. I learned to work with those I didn’t get along with. It was a very rewarding time which prepared me for things to come.

When I returned home, I was accepted into the animation program at BYU. I worked extremely hard on all my assignments and especially focusing on one discipline. After my first year, I was invited to intern at Walt Disney Feature Animation. The internship was eye-opening! It gave me confidence that I could one day have a full-time job doing what I loved. The next year I was invited to intern at Pixar Animation Studios. There I had the opportunity to work on Toy Story 3. I never imagined being a part of Toy Story and it meant the world to me. It was so special to experience two historical studios; It was a memorable time.

“Cave Dwellers” Digital Photoshop  copyright Ty Carter

When I returned home from Pixar, I resumed a short film I had started 9 months earlier. For the next year I worked solely on completing the project. DreamGiver went on to receive awards and honors at The Academy of Television Arts and Sciences, Anima Mundi, Cannes, Comic-Con, SIGGRAPH, and many more.

When I graduated from BYU, I was invited to intern at Blue Sky Studios. I began on Ice Age 4 and then Epic. After a few months, I transitioned into a full-time job as a visual development artist. Blue Sky is an incredible place to work. The talented artists I work with make the job so rewarding.

While at BYU, you developed the story and directed the short film “DreamGiver.” When did you start thinking of the DreamGiver character?

The DreamGiver idea actually came from my own odd experiences with sleep walking when I was a boy. I slept walked almost every night. This is not an exaggeration. Sometimes I’d go to sleep in my bed and wake up on the front porch. In the morning, I’d be completely confused. Once, I woke up on the wrong side of a loft banister, 20 feet above the next floor. It’s baffling I didn’t fall! My mom almost started handcuffing my wrists to the bed posts because she was worried I’d get hurt. What was so odd about my sleepwalking was not the frequency, (many kids have similar experiences) but the dreams. Each time I slept walked I was dreaming. I was moving around an imagined dream environment and a real environment simultaneously!     

I explored this sleepwalking idea further with the DreamGiver character and the boy. We jump from a real and imagined world where even a dream seems life threatening. The DreamGiver is this fantastical creature who tells us where dreams and nightmares come from. The little boy is almost my clone. He’s unintentionally causing trouble as he sleeps.


DreamGiver from Tyler Carter on Vimeo.

How long did it take you to fully develop the story, and how long did it take to create the film from development to rendering?

The film production, including story and visual development, went from September 2008 until December 2010. That time period is slightly deceiving because production truly lasted only a year and 4 months. I started developing the film in Fall of 2008, right after my internship at Disney. I enrolled in a digital painting class to do the visual development for 4 months and at the same time tied down major ideas of the story. In January of 2009, I approached five students to begin modeling, rigging, and texturing. We planned to work through the summer but production went on hold when we all got internships! You could say we had the first university cloud studio! After interning at Pixar by day, I’d take to revising DreamGiver storyboards by night. When I returned to BYU in the fall, I ramped up production with new texture artists, lighters, and animators. Production management was always up and down with artists coming and going on internships, jobs, honeymoons and school; this is the nature of making a student film. You are dealing with countless interruptions and performing a balancing act with each artist. It prepares you well for a studio! 

On top of production, students at BYU are dealing with more diverse work loads than many art schools. The average DreamGiver artist took 14.75 credit hours per semester which included general education courses. This really forced us to organize our schedules and manage time effectively. We really put our whole hearts into this thing, but it wasn’t for a class. It was for ourselves. We worked through holidays, seasons, and whatever it took.



Can you talk a little about the process of gathering all the talent, including the composer?

Absolutely. To answer the question, let me explain how the Center for Animation is structured at BYU. It is housed under three colleges: The College of Fine Arts and Communications, The College of Computer Science, and the College of Mathematics. These three colleges allow animation students to fluidly move in and out of their courses, enabling students to explore all aspects of the medium as they please. For instance, if I was interested  in production engineering, I might take courses to learn computer science as well as advanced calculus coupled with figure drawing. Normally, this would be impossible, but BYU Animation creates an environment where artists can choose their own path, they can “cross-pollinate” into other disciplines. I believe for this reason students come out of the program being well rounded; they’ve explored most of their interests to be able to pinpoint their passion. Of course, if you are a lazy student, this type of infrastructure can work against you. 

Each year, hundreds of students apply with the hopes of being accepted into the program. 25 will be accepted and make up the new sophomore class. During their junior year, the group will have the opportunity to pitch stories and vote on one to become their senior film. They will choose a director, producer, and work together for the next year and a half to complete their project. So essentially, the Center produces one film each year. 

At the beginning of my sophomore year, I began exploring this story idea which later became DreamGiver. I was more and more excited as it developed. Visually it could be groundbreaking and the story could be a fresh take on an old idea. I feared throwing it into the democracy of our senior film pitch. When you pitched your film to the group, it became property of the group. Instead of just one voice, you’d have 25 artists tugging and pulling in different directions. Of course, the film could still be good but very different from the original vision. I didn’t want to risk losing something so close to me. So, I decided to act. I pitched DreamGiver to the professors. One teacher said the project would never be finished. Another thought it was too ambitious for a side project. Then to my astonishment, they gave me the green light!

Directing, Producing and writing the film put me in a very unique position. I had all creative and administrative control, and I liked it. I began to carefully choose artists from all different levels within the program. Age didn’t matter. I was after the most talented students. I wanted the artists out to prove something, the most driven people I could find. If I wanted to create my vision, I needed the best team possible. It was also tricky because DreamGiver came second to official senior films. Sometimes we had to give up our workspaces for other artists or give up artists entirely.

I organized a fundraiser to raise money for the film. I rented a clubhouse and held an “animation open house” where people could come and learn about the process of computer animation. There were animation stations throughout the building giving hands-on demonstrations explaining what we did.

I hand picked and managed a team of 46 artists. They ranged from freshmen to seniors. Some were computer science majors and others were pre-animation, having not yet been accepted into the program. Some were married with kids and others were single. It was all about selecting the right people to cultivate harmonious dynamics within the team.  

Sometimes I was wrong about people. A few times, I bent over backwards to get a student on the team who ironically turned out difficult to work with and failed to meet deadlines. When artists working on my film missed deadlines, I couldn’t afford to keep them around. The risk was too great to allow anything less than professionalism. So, if your production deadlines were not met, you didn’t stay on the team.

 Everybody knew they could rely on the artist next to them. We were a sort of family. We spent long hours each day working, ate meals together, and attended classes with one another. Each one of us wanted this project to be the best it could be.

As we approached the final months of production, I began looking for student composers on campus. I interviewed seven before finding Lance Montgomery. Once I met him, I was certain he was the one. He had experience, awards, and vision. When he began scoring sections of the film, I knew we had something special. The process was a lot of back and forth until just the right feelings came through. The only hiccup was that the music was all being created through his computer. It was synthesized. It was a small thing but it drove me crazy. One morning I approached the conductor of the BYU Philharmonic. I explained to him how we’d been working on this film for a year and how I wanted every aspect to be top notch. We wanted the recording done live not synthesized. After a little persuading and some academia politics, he agreed to lead the BYU Philharmonic and record Lance’s score using their facilities. It was one of the most memorable moments in my life to see this orchestra play our score.

What advice would you give to students who want to get a small group together for a student film?

The best advice I can give a student wanting to make a film is to really see it through. If you’re going to spend all this time working on a single project, make it worthwhile. Make it something you are proud of. Invest in it. Build a team around it. Look for ways to make it unique. Be proactive as you go about all aspects of production. It might seem daunting but it’s well worth the stress when the product is high quality. It is one of the most difficult things you’ll ever face but the payload completely makes it worth every minute.



You integrated the 2D animation beautifully with the 3D animation. Did you have the idea of using both mediums as a way to separate the worlds from the very beginning or was this idea something that evolved with the story?

Yes, from the beginning I wanted to separate the dream world with 2D animation. It was the most effective way to keep them different but also allow creative freedom for storytelling. As we ran our first pencil tests and pieced it all together, I realized the traditional process would be too lengthy. The time it took to do rough animation, clean up, ink & paint, and compositing was more than we had. We needed to eliminate one of these steps but still have the flexibility of dynamic 2D animation.

Jason Keyser pioneered a test with Adobe Flash. He created rough animation with the pen tool, cleaned up by blocking each silhouette in color, and dropped the finished animation cleanly over a rendered scene. The only step remaining was some subtle After Effects integration already scheduled into the production.

Jason’s 2D breakthrough saved us hours upon hours of time. Flash is vector based so we could easily enlarge the assets without worrying about pixelation. This allowed for easy zoom in zoom out manipulation. Flash’s cannon of transform tools made it possible for limited animation on a number of shots. This doubled our efficiency. Because Flash is digital we were able to composite almost simultaneously.

“DreamGiver”


Was there a part of directing your own short that was harder or more complicated than you expected? What were the challenges you had to work through?

One difficulty of directing a student film is keeping the production moving forward. By moving forward, I mean hitting deadlines to finish on time. In school, everyone is working for free so their motivations are somewhat out of your control. Sometimes momentum slows down and affects team morale. This was a difficult thing to control. When deadlines were being missed, the production wasn’t moving forward and that meant the movie wasn’t getting finished. It was a thought that scared me to death! To counterweight negative momentum, I started putting together crew nights. I organized social time for us to hang out as a team. It was a lot of fun. Artists brought their girlfriends, wives, and/or kids to the events. I’d take the crew to a midnight screening or throw a pizza party.  These unifying activities really helped. We weren’t getting anything done on the film but we were investing in our friendship. When we returned to the lab the energy always teemed positive. Having fun together always builds team morale. 

School projects are tricky because the team is constantly changing. As I mentioned earlier, students were coming and going due to internships, classes, vacations, graduations, honeymoons, and study abroad. There are also other factors slowing down a school production. Sometimes the render farm goes down or the computers stop functioning. There aren’t millions of dollars tied to student films so it might take time to be fixed.

DreamGiver was unique because I directed, produced, art directed and wrote the film. Those four jobs were extremely tough to balance at times. The daily communication from one artist to the next was always challenging. Keeping the vision consistent with so many people was ongoing. As the team grew bigger, especially during the final months of production, communication became really demanding. I was scheduling meetings, creating artistic notes, promoting the film, balancing the academia politics, creating my own art, organizing artists, and working to keep my academic scholarship at the same time.
 

How do you feel the internships at Disney, Pixar and Blue Sky helped you as an artist and making a film?

The internships were extremely insightful. They gave me realistic perspective on my goals and inspired me to reach higher. I made lots of great friends too! One way in which they helped my film was professional mentoring. I couldn’t offer the students working on my film money for their work but I could offer them networking opportunities. I tried to keep in touch with everyone I met at the studios. When a new student would join the DreamGiver team, I would connect them with an industry professional. It directly benefited the film and the student.

“Gunshot” Digital Photoshop   copyright Ty Carter

Looking back at your adventure making a film with your peers, do you have a favorite memory or moment that happened during production?

For me, the most exciting moments were when teammates got job offers. We all worked so hard and took huge risks. It’s almost miraculous to see where everyone is now. The results are the best part.   

My favorite memories are the ones late, late at night when people start to say funny things. There was one artist in particular who would begin a sentence and never actually complete it. He was so tired that he would trail off and then stop mid-word. Moments like these are too funny!

One of the most rewarding aspects of the film was working with so many talented artists. It was energizing to sit down together solving problems and making things work. You can build so much more working together than you can alone.

How has developing a student film influenced your creative process at Blue Sky? 

There are so many reasons to make a film! It really helped me understand the production pipeline on a deeper level. When you’re moving a project phase by phase you learn and appreciate each department’s role. The experience provides perspective which is absolutely relative preparation for a professional environment. You discover ways to make production more efficient, respective to your discipline. Everything you learn from a personal film can be directly applied to a studio. The experience helps me everyday.




On your website you frequently show painting studies. How do these studies support your role as a Visual Development Artist?

“Park City” Digital Photoshop   copyright Ty Carter

Studies are a great way to practice. They relax me when I’m stressed and allow me to try unconventional, bold ideas I otherwise might not try. As a Vis Dev artist, it’s important to conceptualize ideas very quickly but with accurate subtlety. When you plein air paint or draw the human figure from life, you are interpreting images into lines, forms, values, and shapes. Studies allow you to explore these elements of design, understanding the subtleties in life’s design. You literally store information in your brain and then release it on paper. What’s so beautiful about the human mind is that we’re able to recall this information and reinterpret it however we please. We are told to “draw what we see not what we think we see” for good reason. When we break our universe into smaller pieces, suddenly we understand it; we’re enabled to manipulate its beauty as we come to know it better. Good design is taking something from real life and emphasizing, exaggerating, and/or manipulating its characteristics to a new level of appeal. You must first observe life before attempting to capture life in a drawing.

A behind the scenes look at the making of DreamGiver


DreamGiver BTS from Wyatt Strain on Vimeo.

Thank you Ty, for sharing your experiences and process of making an award winning student film.
To view more of Ty’s work visit: 
Tycarter.com
Ty Carter Art Facebook 

AnimSchool Interview: Aju Mohan, Part 2

We would like to welcome back 11 Second Club September winner, Aju Mohan. How did you come up with the idea for your “Audition” shot?

If you see my August entry, I did more serious stuff with the dialogue, so I wanted to do something entirely different this time. But, the September dialogue was also too serious, which had me confused for a while. As I was racking my brain for ideas, my dear friend and colleague, Teju Alosyius, pitched me an idea of character doing an audio dubbing in a studio. From there I developed the idea of “Audition.”

Tell us about your planning process and what type of reference you used?

My planning for this shot was pretty straight forward.  I did lots and lots of thumbnails. I wanted to capture the correct expression and feeling in the intial planning stage itself. I researched a lot of audition videos from you-tube and that helped me immensely.

You were able to create an unique look to your entry to make it stand out. What process did you use to achieve this look?

From the initial stage itself I wanted to do something different visually. I was looking at some French 2D animations and wanted to achieve that feel. But, I’m not that much of a drafts man. So, I did the animation using Maya in 12fps, exported the play-blast, and drew on top of every frame so that I could maintain the volume. For rendering, I used the normal surface shader and imported it into a compositing software and merged all the layers. I did a video of my work in progress.

Lastly, where are you working now, and what are you working on next?

I recently began working as an animator at DreamWorks Dedicated Unit India. On my personal time, I’m concentrating a bit more on my drawing skills. Hopefully I will come up with a 2D animated short-film in the near future.

Thank you Aju, for your time and for sharing your work.

AnimSchool Interview: Aju Mohan, Part 1

Today we would like to welcome Aju Mohan. First of all, congratulations on your September win for the 11 Second Club. Well done! Can you tell us a little about yourself and your animation background?

Thanks a lot for having me here. I’m basically a Mechanical Engineer. By the last semester of my degree, I got introduced to a guy who was working as an animator. I got to see some of his work and it blew me away!!

From that instance onwards, I knew that I wanted to be an animator. After finishing my degree course, I went straight to an Animation academy and enrolled myself.

When all my engineering friends were getting jobs and earning tons of money, I was drawing and animating my heart out. But I have to say, It was the best decision of my life!



11 second club entry, audition!! 🙂 from ajumohan on Vimeo.

 

Out of all the rigs out there, tell us why you chose AnimSchool’s modified Malcolm female rig for your animation, “Audition”?

It had been a while since I’ve animated anything at home, due to tight production schedule, so I wanted to try something out. I was hearing a lot about the Malcolm Rig from my colleagues and friends, and I thought I’d give it a try.  I was blown away by its flexibility, and I knew instantly, that Malcolm was the one for my shot!


Were there any challenges or difficulties you faced when using the rig, and if so, how did you overcome them?

Absolutely none. I used the Malcolm Rig before too (for my August entry). My only regret is I have not utilized its potential fully cause of lack of time!

You had many dramatic expression changes in your animation. Did the rig meet your expectations to push those expressions and get what you were looking for?

Yes, the Malcolm rig is fantastic for facial expressions, actually now when I look at my shot again, I think I could have pushed the expressions a bit more. But no worries.

In Part 2 of Aju’s interview, he discusses his planning process and how he created the unique look.  


AnimSchool Interview: Senior Animator, Jackie Tarascio

Welcome Jackie, can you tell us a little about your background and how you got into animation?

I went to school originally for Graphic Design in my home town of Vancouver, Canada. Upon graduating 4 years later, I entered a New Media and Technology 6 month program which was my first step into animation. I remember them showing us Jurassic Park to explain what animators could do. I was hooked. I completed the program and then took classical animation night classes for a year. At this point, I knew I needed to animate something new for a demo reel. So, I quit my non-animation job, gave notice on my apartment, put all my furniture in storage and moved into my sisters basement for 3 months to animate something for a demo reel. While not fabulous by today’s standards, that animation was enough to get me my first job! I was hired by Mainframe Entertainment in 2000. Mainframe began the first 6 years of my animator career where I worked in TV and Direct to DVD movies. I left Mainframe to do the “crunch jump.” Working on 3 different feature film crunches in a row which were ‘Happily N’ever After,’ ‘Night at the Museum’ and Blue Sky’s ‘Ice Age – The Meltdown.’ My temp job on ‘Meltdown’ eventually turned into a permanent offer, and I’ve been at Blue Sky ever since!

What is your favorite type of character to animate, and why? Do you have a favorite type of scene to animate?

I can’t say I have any one particular favorite character. My interests seem to change from film to film. Today, my favorite characters to animate are humans. I’ve worked on a lot of animal shows and its interesting to try something new. I’m enjoying searching for natural gestures and emotive body language and expressions.

My favorite scene to animate is emotional acting shots. The more I can feel and relate to the scene, the more I enjoy it.

On Rio you were the lead on Marcel. What were some of your thoughts when coming up with appealing poses for the villain?

I started my research & development on Marcel with Brazil. Marcel is from the Favelas, which are the shanty towns of Rio de Janeiro. I spent a lot of time hunting for information on the Favelas such as articles, documentaries and images. Once I had a grasp of where he came from, I started to think about who he was, how he carried himself, and what his background was. The best resource turned out to be the movie ‘City of God‘ and the ruthless gangster boss Mané played by Seu Jorge. Mané was a huge inspiration for Marcel. The way he carried himself, where his center of gravity was, how he held his head high so he could look down at others always with a relaxed but “tough guy” stance. Mané was a dark character with one of those unpredictable dangerous smiles. Great stuff!

What was the most challenging character you’ve animated? What made this character so challenging?

The most challenging character I’ve animated was Horton from ‘Horton Hear’s a Who’. I put a lot of pressure on myself to do well because I was still pretty new to Blue Sky (which was stacked with talented animators!) and was still in the first year or so of my feature film career. Horton was a beloved childhood character of mine, he was also very expressive and cartoony in the story boards and he had really juicy dialogue from Jim Carey. ‘Horton’ was both challenging and exciting at the same time.

There are many steps in animating, from planning/video reference to splining, what is your favorite step when doing a shot? Why? Do you have a least favorite?

My favorite step when working on a shot is the polish at the end. At this point, the idea is approved, the execution is there, now it’s just hunting for cool details to add to and plus the shot. My least favorite step of a shot is the first day or two of splining. Those couple days where I’m cleaning curves, poses and timing.

Out of all the films you’ve been a part of, what film have you had the most fun working on, and why?

I had a great time on our most recent film ‘Ice Age – Continental Drift’. I was the Lead on Shira, Diego’s rival and love interest. Jennifer Lopez did a great job on the read, and Shira’s sassy and strong personality was a lot of fun to animate.

Lastly, Do you have any advice for student animators?

Perseverance. That’s what I think students need most of all to succeed. Animation is a very complex theory to grasp, and the software is equally challenging when you are first starting out. Accept that you will spend hours and hours at this before you start to grasp it all. Keep at it, keep pushing yourself. The second most important thing is to learn how to take constructive criticism for what it is… constructive! This goes for school and work. Animators get daily critiques from Directors, Supervisors and/or Leads, the sooner an animation student gets used to critiques, the better.

We’d like to thank Jackie for taking the time to interview with AnimSchool. Check out her reel on Vimeo:

AnimSchool Interview: Disney Recruiter Matt Roberts

We’d like to welcome our friend Matt Roberts.  Can you tell us a little about your background and how it has helped you in your position as a recruiter at Disney?

I
was actually adopted by a family of astronauts who found me on the
doorstep of their lunar base and raised me as one of their own. Life
amongst the cosmos was swell–beautiful night skies, exotic breathing
helmets, food in tubular paste form. It was excellent.  But then when my
astrofamily brought me back to earth with them, things changed. I had
difficulty adapting to the new-found force of gravity and I subsequently
bounced from job to job:  ratchet hygienist, latter day viking, I even
used to dress up and scare people away from abandoned amusement parks
until a group of meddling kids put an end to that REAL quick. It seemed
like I was out of options when I came into the acquaintance of a mouse
in red shorts who decided to take a chance on me and the rest, as we in
the astro business used to say, is history.

I
wish any of the above were true but I don’t know how to finish this
sentence. Believe it or not, I actually come from an animation
background (a glorious, uproarious medium that I’ve wanted to go into
since I was in the 8th grade). Needless to say, coming from an artistic
background helps me as an artistic recruiter because I can use all my
training and experience to recognize appeal, entertainment, and solid
foundational skills and somewhat know what I’m talking about. Since I am
an artist, I can really relate to the artists that I represent as well
as the artistic leadership at the studio which really helps facilitate
communication to both sides of the review process. Before I became a
recruiter at Walt Disney Animation, I was actually a caricature artist
at Disneyland, a job that entails a lot of conversing with people from
all over the place which has definitely helped prepare me for the
outreach side of the job where I travel around to different conferences
and schools where I give presentations about our studio and just talk
craft in general with artists from all walks of life. I could go into
further detail about my weird, winding path of evolving from artist to
recruiter, but I’d say the above covers the broad strokes without boring
your readership with my autobiography.

What’s a typical day like for you at Disney?
Wow,
that literally changes by the day. There’s always a whole lot of reels
and portfolios to assess and of course a lot of answering emails.
There’s always a regular influx of candidates submitting their work and
at Disney we try to be as communicative as possible lending feedback and
keeping applicants up to date with our latest hiring needs. Even when
we’re not hiring, I keep in touch with many artists who we feel could
fit in well with our studio culture to both encourage their talent as
well as learn what’s happening in the industry today. I do a lot of
collaboration with our studio talent as well to discuss what our needs
will be for our current and future projects so I can anticipate
searching for the most compatible talent. We’re also very hands on with
our new hires and keep up an active dialogue to make sure their hiring
process is as smooth on them as possible.

How do you prefer an artist submit their work? Do you prefer an online portfolio format?
What is the process a portfolio/reel goes through when you receive it and what’s the average time the process takes?

These
days the bulk of our reviews are digital. Anyone interested in applying
with Disney Animation should create a candidate profile at 
www.disneyanimation.com and
either upload a digital copy of their reel or upload a link to an
already existing web reel. Once you’ve created a profile, you can
literally update it whenever you want so ideally, we should always have
your most up-to-date work and info handy.
Applications
are considered by both recruiters as well as the artistic leadership in
the studio. Candidates whose work interests our leadership are usually
contacted for an interview, and from there if all has gone well, we’ll
want to proceed to hire the applicant. The process really depends on our
hiring needs and the timing of the application. I’ve hired artists
within a week of applying with us, I’ve also tracked and held onto reels
for months until we’ve started hiring again.

Can
you say something about the timing of submissions and the hiring
process? How much of getting hired is due to applying at the right time?
How much time should one wait before reapplying?

Timing
is definitely part of the equation, but honestly, if we think you’d
make a marvelous addition to our studio, we’ll wait what it takes until
we can bring you aboard. There are so many great studios active in the
industry today that availability doesn’t always align with our needs but
that’s why it’s so important to maintain strong relationships out
there: to stay informed as to what’s going on in the industry and to be
prepared to apply for an opportunity once it comes along. Along with our
production hiring, we also have a summer internship designed for
current college students. We also have a 3-6 month long Talent
Development trainee program for newer talent that’s 0-3 years out of
school and happens twice a year: in the spring and the fall. We always
post our current positions on our website so check us out regularly to
make that timing align to your advantage! It’s always a good idea to
apply every 6 months; that way it’s more likely a new opportunity has
come along but even more important, it gives you enough time to
significantly update your reel with your best and latest work.

Are
you seeing more qualified applicants in the last few years than before?
Is the bar raising for everyone as the 3D animation industry matures?

I
would say the bar is definitely and steadily rising. Not only are there
more studios developing quality content, but potential animators have
more resources at their fingertips than ever before. From online schools
such as the very host of this interview, to books on art-of and how-to,
to affordable software, to blogging/tumblr/social media communities,
you have a lot of options in developing your craft and receiving quality
feedback to strengthen your craft.

How many modeler and rigger reels to you receive compared with animation reels?
We
really receive an equal amount of applications across disciplines. The
majority of reels come in response to posted open positions so the
number of submissions really varies depending on when we’re hiring and
for what.

Lastly, what are some tips you recommend for an animator to get his/her reel noticed? What are some tips for a modeler or rigger?

With
our studio, the 3 most important recommendations I can give to
animators are acting, acting, acting!!!!! A reel demonstrating a solid
versatility in performance and entertainment value are the best way to
get noticed. Don’t give us any gimmicks, don’t worry about putting music
to your reel, just show us your full range as an actor. Give us a
multitude of personalities on your reel that feel like genuinely
different, thinking characters that even ideally, come off as done by
different animators. Give us a variety of acting techniques:  broad,
subtle, comedic, dramatic, dialogue, pantomime, cartoony, realistic,
etc. Think in terms of subtext and making scenes with at least two
characters interacting with each other so that they can play off each
others personalities. A recommendation I often throw out there is that
if you have access to a quality quadruped rig, do an acting test with
that to show you can believably move a different set of anatomy yet do
so with attitude and expression. Give us genuine emotion and specific
nuance, not generic expressions. We’re looking for actors, so treat your
reel like an audition and wow us with your versatility.

For
modeling, the 3 most important recommendations are appeal, appeal
appeal! We have very high aesthetic standards at Disney so we need to
see that a modeler has a keen artistic eye and can tackle a multitude of
stylization from simple to complex. We want to see that you have a
strong grasp of anatomy and form but that you are very comfortable
sculpting stylization. Give us not only a variety of artistic styles,
but a variety of characters and/or environments as well. On your reel,
we definitely like to see turntables so give us the finished model, the
grayscale, and the wireframe so we can see how you go from topology to
completion. It’s also a good idea to include the original art your model
is based on in the corner so that we can see how you actively adapt
two-dimensional appeal into CG form (if you’re modeling from another
artist’s work, just accredit the art to them in the image). Since we are
such an acting centric studio, if you’re an organic modeler make sure
your characters show potential for acting and expression, something
appealing enough that once rigged, an animator can jump in and get a
full array of expression out of it.  Knowledge of ZBrush and Mudbox is
definitely a plus. For rigging, like the previous disciplines, show us
your versatility. Examples can be a human, a quadruped, a crab, a
bridge, etc. Remember that a Character TD’s job is really to service the
animator, so when showing off the articulation of your rigs, make sure
it’s in ways that are believable and appropriate to the character and
how it would move and show us that the articulation is efficient and
intuitive to an animator’s needs. We like Character TDs who are real
problem solvers, who anticipate issues even before they arise so showing
us custom tools you’ve built is also an impressive plus. I often
recommend making friends with animators and giving them your rigs to
play with; you won’t really know how efficient and smooth your rig is
until you let an animator test it to the point of breaking and embrace
their notes to make it all that it can be. Showing your rig in action
also helps demonstrate its full potential via applied use. Again, we
love acting so give us characters that are set up for a wide range of
expression and appeal.

We would like to thank Matt for taking the time to answer our questions.

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