AnimSchool Graduate: Mark Tan at Blue Sky

We’d like to reintroduce AnimSchool Graduate Mark Tan!

Mark Tan was a star student we’ve interviewed in the past. Since graduating from AnimSchool, Mark has went on to work at Blue Sky Studios on the Peanuts movie. We got a chance to catch up with him to ask some brief experience about his journey so far!

Can you describe your experience at Blue Sky so far.

      
Blue Sky Studios is my first animated feature studio experience.  I have previously
worked on television shows and video games, but never at a place that housed so many 
animators.  There are currently over a hundred artists in the animation department creating performances that are seen by millions of people. 
The initial impression was intimidating, but the friendly environment was a good counter balance.  All of my Animschool instructors except for one (Matt Doble, Melvin Tan, Steve Vanseth, Trevor Young) are currently working at Blue Sky along with fellow classmates (James Kim and Jilmar Altamirano).  It was interesting meeting everyone in person for the first time. 



Animating here is both extremely challenging and rewarding.  Peanuts had a 2 week program (Van Pelt University) that involved being immersed in the unique style. The training program was followed by a test which involved creating a shot with Charlie Brown.  After the test was approved, we were moved into production.  I tried to put as much effort and time as possible to every shot I was given, regardless of the length or character.  Most the work I was assigned involved marketing promotional shots or background character animation in the movie.  I did get a small Snoopy/Woodstock shot and Red Haired girl shot, which I am very grateful for.  Currently we are crunching on Ice Age 5.  I have never animated quadrupeds professionally, so getting thrown into a show with 10+ main characters who are all creatures is forcing me to adapt and learn.  My skills have grown significantly since I first stepped foot in Blue Sky.






What’s your typical day at blue sky like?
      
A typical day at Blue Sky can involve different things.  Before starting you attend a kick off, which usually involves the directors showing you the layout or storyboard sequence and telling you what they want.  


 After getting kicked off, I plan either with reference or sketches and move into blocking my shots.  When the shot is blocked out (enough to get the feeling and point across), I show my lead, address the notes, then show the supervisors, and address their notes as well.  After it looks good to them, then you send off your shot to sweatbox, which is where the directors look at your shot again. 


 This process continues in a cycle until your shot is approved.  Sometimes I could get a shot with a lot of characters and the task gets split to two or three animators.  We communicate and try to keep each other up to date on our progress as we all  move through the process. 


How has AnimSchool prepared you for this role?
      
The obvious answer would be that four of my mentors currently work here.  Animschool gave me the closest thing to a first hand experience of what is expected of me as a professional animator.  The quality and sense have to always be present for every shot you get.  Also I understand a lot clearer what the directors/supervisors want when I get notes, so I finish each task promptly without confusion.



What advice would you give to current students?

      
My main advice would be to look at the work of the pros and not your fellow classmates.  The demo reels you see of people actually working in the field set the bar that you have to hit to be employed.  Be critical of your work, but don’t discourage yourself.  Learn to enjoy the process of being challenged so you are always improving.



Thank you, Mark!


Mark’s Demo Reel




Meet Scott Sava

We’d like you to meet the multi-talented, Scott Sava, who’s worked on everything from video games to television to feature film to comic books. He is now producing, directing, and writing his first full-length feature animated film, Animal Crackers.

Hello Scott! Can we start by getting to know how you became interested in 3D?

I started out in video games in the early 1990’s. At the time… it was Sega Genesis games (I worked for Sega of America) and everything was 16 bit (animating pixel by pixel).

As the years went on… 3D became the new thing… and I got to learn the medium as it grew in the industry. Eventually… I got to try my hand at films when I worked on a couple of the Casper the Friendly Ghost movies.

Most people would not think of creating a comic strip (which is usually considered 2D) from 3D models. What was the deciding factor when you chose to try that?

I’d always wanted to be the artist on the Spider-Man comics. Since I was a kid. I went to art school. I studied illustration. But I never really had a knack for traditional pencils and inks. So despite showing my work at every comic convention for years… I never got the call to work on Spider-Man.

Finally… I met comic legend Marv Wolfman (Teen Titans, Blade, etc) who suggested I try using my “day job” skill of 3D animation and apply it to comics.

One thing led to another and… whatdyaknow? I got the gig.

After Spider-Man: Quality of Life (that was the series I did for Marvel to fulfill my childhood dream), I wanted to push the medium. So… Dreamland was born.



(The Dreamland Chronicles is available to read at http://www.thedreamlandchronicles.com/)

What do you think modelers, animators, or comic artists could learn from the unlikely combination of 3-D models in a 2-D format?

Well. You can photoshop a lot of your mistakes. That’s a plus.

But, the lack of movement makes the poses extra stiff looking. It’s very hard to get nice lines.

And, the fact that your readers can literally stare at a single frame for HOURS to spot every mistake is never fun.

But. You can tell a story MUCH quicker (and cheaper) than you would be able to in animation. So there’s that.

How long did it take you to get from your lowest professional point to where you are now?

I started professionally my junior year in college (Academy of Art in San Francisco) at Sega of America. That was 1990.

I don’t want to do the math. It would make me cry all over my keyboard.

You took a very unique path to get to where you are today. Could you identify the major stepping stones for you, and how you got to each one?

I started off wanting to draw comics in High School.

I went to Art school and learned Illustration.

My junior year of art school, I got an internship to learn animation for Sega games.

A few years later, my wife and I moved to Los Angeles to work for a comic company (Malibu Comics) where I did both games and comic book covers (Star Trek and Mortal Kombat).

A few years later, I got a chance to work on my first feature film (Casper: A spirited beginning) which got me doing character animation for film. (I was the lead animator for the uncle Stretch.)

This turned into a lot of work doing tv animation for Saban (Power Rangers, Digimon, Nascar Racers, etc).

All the while, I wanted to do the Spider-Man comic I’d dreamed of since I was a kid.

Then, Marv Wolfman introduced me to the concept of merging the two mediums (animation and comics) and I got my dream job.

From there… I did several years of comics. Mostly for my, then newborn, twin boys.

Suddenly, Hollywood studios were optioning (when they pay you a small amount of money to take a property off the market while they develop a film) my books.

After many years of nothing ever getting made… I decided I’d do it myself.

And here I am. Making my first animated film… Animal Crackers.

How did you get the inspiration and courage, as well as the funds, to turn your Animal Crackers and Pet Robots comic books into full-length feature animated films?

Inspiration was my kids. My twin boys. They were maybe 7 or 8 at the time. I write all my books for them.

The funds was tough. REALLY tough.

The way we got the funds was to put together an animated short to show the investors what the movie would look like. That’s what sold it. Showing them.


What is the most exciting part of producing an animated film from your own home?

I think the fact that I’m doing it from my own home. I love not having to deal with traffic or… well… just people in general.

🙂

I love being able to paint while talking on the phone. Or skyping in my PJs.


Here’s another amazing Sneak Peek from Blue Dream Studios Spain for Zoe Huntington (played by Emily Blunt).I’ll try to keep adding new snippets here and there throughout the production. Hope you enjoy.Emily Blunt Official
Posted by The Animal_Crackers Movie on Monday, May 4, 2015


What advice do you have for other people who dream of doing something very similar?

Learn and adapt.

I’m an introverted artist. I do not have the personality or tools to do this. So I had to study Hollywood producers. I had to pick up the mannerisms. I had to become a person completely alien to me.

It’s uncomfortable and scary (Xanax helps).

But it was this… or lose my house. So I did it.

As an artist. You can see the end result clearly. But no one else can.

You have to show them. You can’t say “trust me… it’s gonna be great’.

Show them. That sells it.

People have no vision. They lack any imagination.

It’s pretty pathetic, really.

Too Close…
This week’s sneak peek is with Brock (Patrick Warburton) and Owen ( John Krasinski)Can’t tell you how fun it was working with Patrick. He steals every scene he’s in. It’s hilarious.In fact. I don’t think we wrote any of this gag. Totally ad-libbed. EnjoyScott
Posted by The Animal_Crackers Movie on Monday, January 25, 2016

As a creative person and also a business person, how do you define success? For example, is it in the satisfaction with a completed project, from income generated, or something else?

I find success daily. Finishing an email. A painting. Getting the kids to bed without a crying fit.

Every day has little successes.

These build up to bigger ones.

Finishing the movie is the culmination of many years of little successes.

I’ve been working on painting the movie poster for 7 weeks now. Each day… I have a little success. Finishing a chimpanzee. Or just a hand or paw. But it’s a goal I set and accomplish for that day.

One day soon. It’ll be done.

Same for the movie… or pretty much anything we do.

The BIG stuff is always too big to just look at the end result and work towards it alone. You have to chop it up into manageable successes. Bite size.

As for the money? Nah. Artists don’t do it for the money.

We’re just happy to be able to pay the mortgage and feed the kids.

This doesn’t mean I’m not going to get paid well. Eventually. But it’s never the motivator.

As artists… we have to both be willing to sacrifice for our art… while also fighting for our right to be paid for it.

Everyone tries to take advantage of you. It’s just how the industry is.

You have done a lot of work (and a lot of different kinds of work!) in the 3D world. Over the years, did you ever make a major mistake that you learned an important lesson from?

Daily. It’s how you learn.

I don’t recall any one particular BIG mistake. Like my successes… I like to do mistakes daily. In bite size.

Hopefully they don’t add up to one BIG mistake one day. But art is trial and error. It’s exploring the paths less taken.

That’s the fun of it.

Do you have a specific philosophy or approach that you take to creativity and learning?

As above… I have found trial and error, little bites of success, and learn and adapt to be good ones I’ve followed.

My art and my profession have changed so many times throughout my career. From illustrator to video game animator to game designer to character animator for feature films to comic book artist to graphic novel author to movie producer/director/writer.

I’ve gone from exclusively using prismacolors to watercolors and now gouache to paint.

I once had a head full of hair. Now? Totally bald.

Life is change.

Don’t get hung up on one style. One profession.

Explore. Learn. Become more than the person you were yesterday.

Always try to improve yourself… while still being happy with the person you are.

I think that’s the toughest thing. Striving to be better… while still being happy of who you are and who you were.

Knowing that you did your best with what you had in front of you that day… and being content in that is good. Knowing that you can do better tomorrow is great too.

Hope that helps.

Scott

For more information about Animal Crackers and the team that’s behind it,
please visit http://bluedreamstudiosspain.com/

Critique time: Adding personality in loop animation

In this clip from Game animation program, Animschool’s instructor John Paul Rhinemiller talks about off sets and bringing personality in a game character even during loops.




For more useful tips like this one, please come and join us at www.animschool.com

AnimSchool Graduate Spotlight – Katelyn Roland

Hi Katelyn! Can you start by telling us a little bit about yourself and your previous modeling experience?

     Sure! I grew up in southern California and always had a passion for cartoons and animation. I stayed close to home and attended a film school, hoping to study animation there. When I first started at the university, I was actually planning on being a 2D animator! I didn’t know anything about 3D, but that quickly changed. I took some basic Maya classes at my university and really fell in love with CG animation.
     Coming into AnimSchool, I had a decent understanding of Maya and modeling, but nothing too advanced. I had never even used Zbrush before! Which I always laugh about cause I can’t imagine not using Zbrush now.

Do you remember the moment you realized that this was what you wanted to do?

     Yes! It was actually thanks to AnimSchool that I realized what I really wanted to do. I originally entered the character program with the intent of focusing on character rigging. I had always enjoyed both character modeling and rigging, but had somehow gotten it into my head that it was much more difficult to get a job in modeling and that I couldn’t do it. Since I also enjoyed rigging, I decided to focus on that more instead. But after taking the intermediate modeling class at AnimSchool, I had so much fun making my model, and got such positive feedback, I realized I could succeed at modeling if I actually gave myself a chance!



Was there any time while learning 3D that you felt overwhelmed or wanted to give up? How did you overcome it?

     Well like I said in the last answer, I originally intended to be a character rigger. I don’t think rigging was ever my passion, but I was trying to force myself to do it anyway. So I definitely started feeling overwhelmed in the rigging classes. The interest wasn’t there and nothing was making sense to me after a certain point. I really wasn’t enjoying myself and I did feel like I just wanted to give up. So I did! I know that’s not the positive, never-give-up response people want to hear, but that’s what I decided to do! And I think it was for the best. I knew even after I finished the rigging classes, it wasn’t going to be something I pursued, so I saved myself some stress and gave up on the rigging classes. It gave me more time to focus on modeling, the thing that was my passion, and I was happier that way!

Is there a particular lesson you learned during your time at Animschool or advice that you’d like to share with people just starting out?


     Apart from actual modeling techniques, I think the thing that stuck with me the most is that you really have to put the time in! As with all art forms, no one gets better overnight. And you can’t always finish your homework assignments with just one all nighter either!

We can see from your beautiful 3D models that you’ve grown a lot since starting Animschool. How do you think you’ve improved as a modeler?


     I think I’ve improved in a lot of ways. I learned so much during my time at AnimSchool. First of all, as I mentioned earlier, I actually learned to use Zbrush for my models now! That alone has helped improve my models immensely. Also thanks to the modeling classes at AnimSchool, I learned a lot about appeal, which is arguably the most important thing for characters. I still have a lot to improve on, but AnimSchool helped me get up and going in the right direction!

Are there any particular artists or modelers in the industry who inspire you?

     My advanced modeling teacher, Dylan Ekren, is always inspiring! His models are gorgeous and I was very lucky to have him as a teacher. There are so many other modelers that inspire me, but I can’t remember the names of them all now. I really enjoy the work of Michael Defeo, Matt Thorup, Chad Stubblefield, and Brandon Lawless to name a few!

What have you been up to since you graduated? Any new projects that you’ve been working on?

     Not too much yet! After graduation I was mostly working on polishing up my reel and portfolio to start looking for jobs. Luckily a job found me! I started working at Ready at Dawn Studios at the beginning of this year, and that’s been keeping me pretty busy for the time being. 
     But I do have a personal project I want to work on! I’ve been talking about making a short film with some of the friends I made at AnimSchool for a while now. So maybe keep an eye out for that in the future! 😉

Where do you hope to end up from here? What’s the ultimate goal?

     Hmm. I’m not sure to be honest! Originally my goal was always to work in feature animation. Right now I work in games, which is something I wasn’t expecting, but I’m having a lot of fun doing! For my ultimate goal…I think I’d really like to work in television animation, but I know CG TV shows aren’t quite up to par. I’d like to get them there! I’d love to see more engaging and better quality animated CG shows.

Thanks for chatting with us Katelyn!
To see more of Katelyn’s beautiful work, check out her ArtStation: 
And her Demo Reel below:

Modeling Reel Summer 2015 from Katelyn Roland on Vimeo.

AnimSchool Graduate Spotlight: Jacob Van


Today, we’d like you to meet Jacob Van who is a recent graduate from Animschool Modeling Program. He is one of the most helpful, hard-working, down to earth and friendly artists that we have in our community who doesn’t mind going extra mile to help fellow artists. 

Jacob’s family
1: Hi Jacob. Tell us about yourself and your background.


I am 33 years old. I live in Long Beach, California, USA. I have been married for 11 years and have four crazy kids. When I first got married my wife was putting me through school. I was going to community college and my plan was to transfer to Cal State University of San Jose for Traditional Animation. 
I was just about to transfer when my wife told me she was pregnant. So, I quit school with just an AA and went to work full time. I got a job repairing machinery. I kept drawing on the side. I eventually participated in a 5 second animation contest and it rekindled my passion for this field. 

2: So how did your journey start in this medium?


After doing the 2D animation contest, I started doing quick little animations. They weren’t good, but I had a lot of fun. My friend told me to try 3D animation and he helped me getting started in that. I took some classes, but I think I lacked flavor. I wasn’t happy with my results.

Characters have such a strong pull on me. I moved onto modeling and started practicing Zbrush for a little bit.

3: Why did you decide to join AnimSchool’s modeling program?

After I had decided to learn how to model I started my search for online tutorials. There are a ton of tutorials out there for modeling a character or just objects in general. However, after following those tutorials, I quickly learned that everything was disjointed and I didn’t even know if the source of the tutorial was someone with experience in the industry or not. Sometimes, I would spend hours to find a credible working solution for some error I had encountered which made the whole process quite frustrating and time consuming.
One day I was looking at other modelers work and I stumbled upon Eyad Hussein’s website, a graduate of Animschool, I saw how appealing his work was and I decided that Animschool’s modeling program was worth looking into. 

4: Tell us about your workflow and how did instructors help you shape it.


My workflow between the intermediate modeling class and the advanced modeling class changed drastically. One of the main differences is that I started the model in Maya for the intermediate, and started the model in Zbrush for the advanced. 

The thought process is completely different in my mind. During the intermediate class I was constantly worried about topology and having things line up properly, I wasted a lot of time on that. In Zbrush I felt more free and focused on form first. You are always going to have topology changes along the way, so worrying about it is useless. 
At the end of my intermediate class, Brien Hindman really pushed me to take the Advanced Modeling course next. He said it would help my eye. I took his advice and had Dylan Ekren as my next instructor.


 

Form and appeal are Dylan’s strong points. He really tried to drive it home. He worked the whole body and head at the same time. Going from piece to piece to bring it to the next level. This process is the same as Animation-big to normal. Block things in and move on to the details. Get the blocking done really well and your details will go a lot smoother. 
I moved on to Juan Pablo Chen’s Environment modeling class and this idea really helped.  He really helped with organizing a scene with a lot of objects to prevent being overwhelmed. He is a solid modeller and a great teacher. He and Dylan put so much time into their classes. 


5: Tell us about you models.


The models I choose to do are based off of designs that make me want to model them. Models take so many hours and so much energy that you really need to pick something that inspires you. All of the designs I have chosen inspire me. I have always been a big fan of Disney’s art. So, when deciding on a design I try to find something that could fit in Disney’s world. Then while I am modeling I constantly compare my work to Disney’s art. 


6: Modeling is considered to be a very intricate job where you have to focus on all the details and capture all the nuances of a character design. Has knowing animation helped you in this process?


I actually thought knowing animation would help more, but it hasn’t helped much with capturing the design. I think it benefits you more on the rigging and topology side. You know, trying to predict whether the shape can be held when deformed. 

7: Are you currently doing a job in animation industry?


I don’t have a full time job in the industry. I currently work repairing machinery in the packaging industry. I am either in the office ordering parts and working on in house projects or out in customers’ warehouses to fix their machines. 
However, I just received a freelance job from Animschool. David requested a modern office setting for an animation. I had to model all of the pieces that would go in the scene and then place them around the animation sequence. It was a tight deadline, but really fun. I think it is really awesome that they feel that confident in their students, and graduates, that they would use them for work.

8: Modeling is also a very time consuming field for starters. How did you manage balancing your daily job and this program while also taking care of your family?


I have an excellent wife. Seriously, without her this would have been impossible. I spend most of my time at home trying to practice modeling or doing homework. A lot of times I feel guilty and ready to give up. But my wife would just say it’s only a year and a half for this program, just get through it and then you will have more time. Whether you are responsible for just yourself, or a whole family, you will need some support. I don’t think there is one artist, that I have talked to, that hasn’t been depressed about their work at some point. At that point is when we need someone the most. 
After a while I decided that at least one day a week I wouldn’t do modeling. I think I mostly stuck with that and that was the balance. To progress in anything requires sacrifice and learning modeling requires time. Without time you end up missing some of the polish and finalizing things on models. So, you have to be smart about your time and really rely on hot keys and your gut. One of the best things I can recommend is that people join their fellow students in a Google Hangout or some way of sharing the screen and motivate each other. Just having someone modeling on the other end of the computer helps you to do your work, even when you really do not want to. 
The good news is that the class does provide you with a lot of knowledge. Also, you can go back and watch the recordings and find a lot of things you missed the first time around. 

9: What is the best advice you received in your training?


The best advice is kind of funny. I heard multiple teachers say it. It is ugly until it is not, keep pushing it forward.
Basically, everything is ugly at first and you have to work to bring the right forms and volumes through model. It is a really simple thought, but it helps to know that your instructors aren’t satisfied with their work at the beginning too.

Great job AnimSchool student Jacob VanValkenburg! Personal project between terms.

Learn with us at:… https://t.co/5lg48FmPdy

— AnimSchool (@AnimSchoolTweet) January 18, 2016

10: What is your advice for people who have a passion like you for arts but are doing job in other fields?

My advice would have to be the same as the instructors. It is ugly until it is not. Life will be hectic, there will be a lot of stress and a lot of times you just want to give up. Keep pushing through, eventually you will have the skills to move into the field and that is a fun and exciting time. 
This is an investment of both time and money into your future. If it is worth something to you, then these teachers are the ones to help you through it. They are working in the industry and top names too. I mean Dylan modeled Hiro and Fred from Big Hero 6. Juan Pablo Chen modeled a ton of the environment in Kung Fu Panda 3. You can never go wrong learning from them.
I am happy to be at the end of that particular journey, a little sad, but this is a new season to be excited for.


For more of Jacob’s work, please visit https://www.artstation.com/artist/jacob_van



Facial Expessions for Rigging with Niko Sanghrajka

In this clip from AnimSchool’s Advanced Rigging class, instructor Nico Sanghrajka shows us that it is just as important to study facial expressions for rigging as it is for animation.

For more useful tips like this one, please come and join us at www.animschool.com

Class lecture on Timing by Ben Rush

In this lecture for Body Acting class of AnimSchool’s 3D animation program, Pixar animator Ben Rush touches the following important points regarding Timing::


a: Why the bouncing ball is crucial to understand timing.
b: How it helps bringing all the elements in a scene together. He gives example of an orchestra.
c: What does “floaty, swimmy animation” mean and how you can avoid it.
d: How crucial timing is to help deliver a comedic punch.

For more useful tips like this one, please come and join us at www.animschool.com

Head Modeling with Adam McMahon



In a lecture from AnimSchool’s ZBrush Modeling class, Blue Sky Studios Modeler and our instructor Adam McMahon shows us his method of creating a base head model. 


While the fun may come later, it is very important to have a simple, accurate base to start from. Correctly blocking out the main forms early can eliminate the need for any major changes down the line.







For more useful tips like this one, please come and join us at www.animschool.com

AnimSchool’s New Game Character: Griffon

 

United States – Jan 18, 2016 — AnimSchool is proud to
present our newest game character, Griffon, exclusively for AnimSchool
game animation students.

AnimSchool is the leader in appealing, flexible characters. Our students
animate with the most refined, advanced characters, using the popular AnimSchool Picker.

Griffon was designed by designers EliOli.

AnimSchool game rigs are built to export to the Unity engine for animation testing.

To use Griffon, apply to an AnimSchool program or individual class with game emphasis.

AnimSchool characters and the AnimSchool Picker are used by more
than 20,000 users worldwide, and have been used to win numerous
animation contests and for commercial needs. AnimSchool is known as the
most trusted name for appealing 3D characters.

With over 200 students, AnimSchool
was founded in 2010 to bring character-focused 3D animation instruction
to students all around the world, through live online sessions with the best film and game professionals.


AnimSchool
admissions@animschool.com
555 South State Street, Suite 315
Orem, UT 84058
801 765-7677

AnimSchool’s New Malcolm 2.0

United States – December 8, 2015 — AnimSchool is delighted to announce the public release of our new Malcolm 2.0 rig. Our crowdfunding backers and students have been using him for
months, and today we release Malcolm 2.0 to the
community. This is possible because of the generous support during our
crowdfunding campaign.

Animator Cody Lyon

Malcolm 2.0 is a free 3D animation character rig for Autodesk Maya available from AnimSchool. Malcolm 2.0 was re-rigged to accommodate wardrobe changes. We’ve
added tons of wardrobe and hairstyle options to him, giving him all
new geometry to support all kinds of configurations, including bare feet.

(Mad scientist and Cowboy outfits are exclusively for crowdfunding backers and our students.)

Malcolm
has been an industry icon for years — possibly animators’ most popular
free 3D character in the world. The face is very advanced, very
malleable — yet he plays nearly in real-time. He’s been used for school
assignments, to win awards, short films, and even commercial projects.

We’re so happy to see Malcolm used by so many around the world.

More than 20,000 people have downloaded Malcolm and the AnimSchool Picker–and they’ve always been free.

AnimSchool is the leader in appealing, flexible characters. Our students
animate with the most refined, advanced characters, using the popular AnimSchool Picker.

Animator Cody Lyon

AnimSchool rigs are built with each part and control being tested to extreme levels, making the strongest poses possible.

You can see the range of motion and poseability you can achieve with Malcolm 2.0.

To use Malcolm, download him from our site and install AnimSchool Picker.
To learn more, apply to an AnimSchool program or individual class.

AnimSchool characters and the AnimSchool Picker are used by more
than 20,000 users worldwide, and have been used to win numerous
animation contests and for commercial needs.

With over 200 students, AnimSchool
was founded in 2010 to bring character-focused 3D animation instruction
to students all around the world, through live online sessions with the best film professionals.

Malcolm 2.0 Introduction animation by Jean-Luc Delhougne.

Images courtesy of Animator Cody Lyon.


AnimSchool
admissions@animschool.com
555 South State Street, Suite 315
Orem, UT 84058
801 765-7677

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