The Big Picture

There is quite an intimidating reality check that comes with putting all your work together and making a portfolio for the world to see. For once, I have to be objective about what actually showcases skill and ability and which projects, no matter how dear to me, need to go. There are thousands of demo reels on the internet to be intimidated by, and the best way I have found to go about this is to show my work to professionals for advice.

I had put together showreel and portfolio website last summer for internships and I started to refine it this term. I had the chance to show my work to a number of professionals this term, including the amazing Aya Suzuki. She was very kind to go through my one minute film, my website and my showreel and meticulously give me feedback about what to include, what to remove, how to organise my work, what my perceived strengths were and also how to improve my animation skills. 

I have been debating for a while on how to compartmentalise my work since it is a mix of preproduction work, illustration, character designs, 3D and 2D animation, and while not every part is relevant for every application, I would still like to come across as versatile, curious, and well, skilled. She suggested categorising my work not as project case studies as I had, but by type, so I had a page for all the background painting, another for character design, another for storyboards and so on. It would be easier to direct someone to their relevant section. I felt very nervous to show my amateur work to someone so skilled and successful, but the experience ended up being validating, encouraging and also grounding.

What my website looks like right now

I also had a portfolio review session at the UAL graduate careers fair, and though they were not from animation, they gave me a good idea on what first impression my work seemed to create. It is hard to see your own style and what you take for granted among animators. They also advised me to care about my own presentation and confidence while talking about my work in person.

Business cards I printed for events and festivals, with a Linktree QR code

While editing my reel, my business card and making a new website, I was constantly worried about how to make an impact and how there are thousands of animators and artists like me doing the same thing and trying to stand out as well. At some point I looked at the artist cards I had collected over time and realised, well it just needs to be something I think is fun, because there are zero parameters past basic functionality, and no way of knowing what will appeal to whom. (I am partly validated by a talent rep from DNEG being delighted that my business card was pink since that was her favourite colour.)

Recently I had a chance to show my edited reel and website to Margeux from Moth Animation as well, and I looked for her reactions and what seemed to be interesting enough to click and explore and what seemed to be confusing or not just not appealing enough. She made the observation that currently my work in 3D animation is stronger than any of my 2D projects, which I did not expect, since I started 3D pretty recently. Also a lot of 2D clips I had were very context dependent, so unless I could include a sequence, they just didn’t have quite the impact I hoped. This too was an enlightening experience since she gave us insight into what recruiters and studios look for (and how long they look) in showreels. 

This is an endless process and I doubt I will ever be satisfied with my work, but I hope to develop an objective eye towards my work on my own. In the meantime, I am extremely grateful for having access to such amazing people and their honest and constructive feedback.

Look Mum, I’m Networking!

We hear this term so much, the creative industry, among others, seems to run quite a bit on networking. However in practice, networking for students like us felt very new and elusive. What do you talk about? How will one conversation grow into any work relationship or opportunity? In the last few months, I think I am beginning to get a grasp on what it means.

Screening of ‘Queer as F**k’ programme at Brighton International Animation Festival

One of the highlights of this term was being able to attend Brighton Animation Festival in April. It was an achievement to be able to get a festival selection for our sting and it is quite a different experience than visiting as a spectator. After our home screening for our one minute films in February, I now knew some of the Guildhall composers in person and I met them again at Brighton. Having known faces in the crowd made it feel less nerve wracking. The film screenings were incredible and I met some more new filmmakers and animators behind the films. Turns out its really easy to talk to someone when you are talking to them about their film, everyone appreciates their hard work and ideas being seen and validated. I approached someone because their outfit was cool and turns out they are studying filmmaking in my home city, we became online friends and I got to see her film later even though I missed her screening. 

Also being at the festival also gave me a context as to how selections probably work and what it is like having an audience react to your film. 

In the easter break, the lovely Xiaoyu had organised a studio visit to BlinkInk for some enthusiastic people in the class who had been to Nexus instead at the start of last term. We were joined by some more animation students from Middlesex University and we attended the talk and the tour together. Nicola Strinas and Jac Clinch hosted the introduction session and took us through some of latest projects and the wide host of departments under the production house. It was partly amazing to see the studio and see familiar names and projects on their house project board, at the same time it felt a little hopeless hearing them say they want applications to ‘stand out’ even referring to someone sending them a mug with their contact details on it. It is hard to play the game when you don’t know what the rules are anymore.

I also had a chance to attend the UAL graduate career fair in January and met studio founders and talent representatives from studios like DNEG and Sliced Bread Animation. I also had a chance to get a portfolio review as a part of the fair. It was a little overwhelming and while I had some valuable conversations, I felt very lost and confused as to what I am supposed to be doing.

However, I found a little bit more faith in the process when I had posted online looking for volunteers to help with the grad film, four people reached out enthusiastically and I happened to know one of them from my Indian college, and another artist I had met at last year’s The Line showcase. 

Attending the NFTS Animation Showcase, I worked briefly on An Opening Night by Rebecca Heath

The more artists and animators I encounter, meet and talk to, the less intimidating it seems to get. Hopefully soon ‘the industry’ will be more and more familiar faces and I will feel like I am a part of it.

Making a Film (Why a Film?)

One of my biggest goals while searching for masters programmes was to find an opportunity to make a grad film. Ever since I wanted to be an animator, I wanted to make a film and this term was my chance to properly develop a short film over 6 months. 

However, come January, I found myself debating whether it was worth developing dedicated portfolio pieces or work on someone else’s film. Would it be practical to make a film on my own just because I really wanted to or was there something more useful to do with this chance?

However I decided to go with a film for two main reasons:

  1. Because I really really wanted to 
  2. A completed animation student film would then grant me access to filmmaker spaces

From other filmmakers I have met and discovered, their directed animation films then gave them opportunities to apply for festivals, host screenings and also participate in talks and events to share their experience on working on their films. A collective of animation students called Ghost Animation, created 4 animated short films and went on a tour across cities hosting screenings and animation meet-ups. Having a film that I have directed and created would become my way of introducing my work to a lot of industry professionals, even if it is only the festival curators who see it.

Since I plan to veer towards filmmaking sometime in the future, I also wanted to try my hand at directing a film, specially one with moving parts, with dialogues and music. I was so excited about it, forgot it was going to be hard, and, well, it is really hard.

Recording dialogues with my friends with a makeshift set- up in my room

There are so many decisions, ‘is the theme of the film coming across’, ‘should I make my film in 2D or 3D based on what kind or portfolio I want to showcase’ or ‘these storyboard panels look nice but will I actually be able to animate this’. I started with just a faint image in my head and developing it into something that would be consistently interpreted the way I needed it to, was quite stressful, which is why it was rewarding when things started falling into place. 

The working schedule, or rather Plan A

Once I started working with the first year student, assigning her work and tasks meant I myself needed clarity on how everything is going to look, how many shots there would be, what brushes, what file settings and naming pattern to use, and so on. I needed to plan, schedule, co-ordinate availabilities and account for things to go wrong. Similarly when it came to recording dialogues or giving feedback on music, or working with a background painter, I realised I needed to have a solid idea of what the film is not, to be able to direct someone towards what it would be like.

Assigning shots and coordinating through the shot list

I don’t know yet what future this film will have, but being a director gave me indispensable experience and also a little insight into what directors and supervisors have to think about. Time will tell if choosing a film was the smart choice, but it is worth it simply because of how much fun I am having making it.

Building a career in the animation industry: Where, What and How III

Part 3: How

Now we come to the hardest question of all, how do we get there?

Reality is that it is incredibly hard to land a first project, get your foot in the door so to say, but now in recent years the road ahead from there also seems quite challenging.

In the previous post, I mentioned I spoke to two professionals specifically about their roles and how to make it in the industry, Gaurav Wakankar and Bianca Ansems. Bianca mentioned how it is hard for even seniors to find work right now with less opportunities overall in storyboarding. In my recent visit to Inmotion, I had met and spoken with several graduates who were trying to find jobs in animation, and most of them had day jobs in unrelated industries, some moving to digital marketing or software coding entirely. Since animation jobs have become elusive and take so much time to come by, our alumni and us, we are all competing for the exact same jobs and entry level opportunities. If global recession was not bad enough, really powerful AI tools are now also competing in the same race. Not to be dramatic, but things seem really hopeless.

So what can we do now?

The answer seems to be trying anyway. 

Both Gaurav and Bianca advised that there is no linear path and if you keep working and developing your skills, opportunities come from unpredictable places. I had the opportunity to speak to Wesley Louis from The Line at their showcase recently and he also happened to iterate how unexpected the journey can be. He also mentioned things are harder now, but we have to keep trying and keep making things simply because we are here because we are passionate about animation. So I will have to simply keep drawing, keep watching movies, making things to build my skills, and keep approaching people in the industry to connect and share work with.

As I had mentioned in a previous post, I am here on a visa, the choices I make have to be very much rooted in the reality that I will need to make a certain income to continue to stay and build connections in this country. I have been keeping an eye on motion design roles as well, with some previous experience in the line, as a backup line which is related to animation and would allow me to still hone my skills and meet animators and producers. I am also expanding my search outside the UK.

In the last two years, I have been learning Maya and Blender alongside 2D to expand my toolset and be able to work in mixed-media projects as well. A few years earlier, 3D and 2D character animators were distinctly different roles, however motion design and gaming studios now also look for 2D/3D animators since they now extensively mix the mediums in their work.  I am also looking at learning popularly asked softwares from recruiters like Toon Boom Harmony or Storyboard Pro.

I intend to keep developing my own skills, sensibilities and gain more clarity on what kind of stories I would like to tell, as a personal practice alongside professional projects. An animator who has achieved this remarkably is Louie Zong who is a storyboard artist for Cartoon Network, and has his parallel set of short film productions, 3D illustrations and even several funktronica albums!

As you might have guessed in these posts, I have quite a lot of anxiety and uncertainty about my path ahead. In all this uncertainty, the only thing I can count on is to practice, make more work and not let my passion die out. At the end of the day, I am here for my love of animation and I have come far from where I started. I am constantly learning new skills and if resilience is another skill needed to be an animator today, I will have to learn it too.

Building a career in the animation industry: Where, What and How II

Part 2: What

Now that I have wrangled with the ‘where’ of the kind of work I wan to do, the next question is what roles in can I work in?

The part of animation that I had fallen in love with in the first place was preproduction. I would pore over behind-the-scenes videos from Lion King, The Incredibles and Tangled, to see how they came up with the characters, how they designed the world, how they developed the story. I would see footage of the story and concept artists put together sketches and thumbnails in meeting rooms, piecing together and arriving at the films I had come to love so much. 

I have identified my interests and abilities in two possible roles— storyboard artist or character animator. 

As an animator I could work in film, television or video games and as a storyboard artist I would also have the opportunity to board live-action projects alongside animation. Starting out I would prefer to compile portfolios for both kind of roles given the uncertainty of actually landing roles in the industry currently. 

I reached out to animators and storyboard artists online, and though I didn’t receive a lot of responses, I had the chance to speak to animator Gaurav Wakankar, and story artist Bianca Ansems. I had asked them about how they arrived at their roles, skills they had that helped them in their practice and advice on how to get work in the industry. They were kind enough to give very thoughtful answers and helped me ground my conjecture in reality.

Gaurav mentioned how he enjoyed animation because focusing on the motion was the part that gave him the most joy, rather than researching and designing characters or painting backgrounds. He had directed a short film and realised that directing was not his preference, and he would rather pursue animation roles. He also spoke about how there is no one set path, and he had initially started a studio before changing direction and working as a freelance animator.

Bianca advised to apply to jobs of all kinds of roles to start with, even if I wanted to be a storyboard artist eventually. She spoke about how she had worked in a variety of positions which not only gave her a better understanding of the whole production process, but it helped her earn a living and brought her contacts. She kindly gave me a list of skills and resources that would help if I want to be a storyboard artist. 

Before this course, I have worked for a year at an animation studio, on a number of roles including  visual development, character design, storyboarding and 2D animation. Following Gaurav’s approach, I think I enjoy the processes where I can draw the characters in action and see the story unfolding. I also understand that standing here, I only have an idea of what I can do based on my existing experiences and I still have several specific skills I will need to learn to be better suited to the roles I want to have. While I am aware the chances of me getting to work in my preferred role from my first job after this course are not likely, it is important to identify which way to veer to. 

Building a career in the animation industry: Where, What and How

Part 1: Where

I will have to honest on this subject, my ambitions and plans will be coloured by the fact that I am an international student on an education loan, in a time when the political climate in the country is not in my favour. 

I had moved to the UK because of its prominent animation industry, where they actively promote the industry and nurture the growth of new artists, and where so many talented animators and agencies are based, which I didn’t see back home.

Turns out there really are tons of talented people in animation here, even just in London. And they are all looking for jobs at the same time and at the same places. 

So many animators and artists I have met in the past year have to juggle day jobs to still be able to earn a livelihood alongside their practice.

As you may imagine, this is more discouraging news and also a reality marker for me. My abilities are not suited for independent film-making, and while I would like to become a director in the future, I don’t think I am there yet. Ideally I would want to get recruited at a studio here and work with them full-time, however that seems almost impossible today. My current goal is to be able to get freelance work with animation studios and keep improving my skills, hoping that I can get consistent projects and get to meet and work with more and more interesting and talented people.

I first looked at opportunities in film and television animation. From online interviews with the artists onboard, the format seems completely contract based, where you’re with the studio or the production house only for the duration of the process, and then move on to the next project. While I will be applying and aiming for these opportunities, there is again an incredible lot of competition, and consistently getting signed for projects enough to earn a living is difficult.

Coming to commercial studios, I have been a fan of The Line Animation for many years, and I find their positioning in the industry very exciting. I think it would be vey interesting to work with studios who make commercial films, music videos as well as develop original IP.  I am also aiming for studios like Golden Wolf, Blink Ink, Passion who make a mix of diverse projects across subjects and mediums.

I have also been looking at how international projects work and how animators get signed by big names like Titmouse, Netflix, Passion Pictures, Sony Animation and the like on contract basis for projects remotely. Applying for and getting work visas in foreign countries is becoming increasingly expensive and harder, so being able to work in this format would mean access to a larger pool of opportunities. A lot of production work also gets outsourced to smaller studios, which would also be a way to gain experience of working on larger scale projects.

I have also been looking at game industry roles as well, and the work portfolio requirement are different. Given the softwares and formats are different I would try and give it a shot, but it will be harder competing with animators who have tailored their practice toward gaming.

I have really enjoyed the privilege of being in the thick of things here in London, being able to attend animation events, attend screenings, visiting studios and meeting people in person, after being an admirer from afar for so long. As dreary as the odds are, I still want to be based in  a place that is a hub of film and animation. In the long term, I would like to feel in the thick of things without moving a continent away from home, but till then I am open to relocating to cities as long as I can adequately sustain myself.

Adventures in Lip Syncing

Among all the animation exercises I wanted to try and experiment with at least one of them and it ended up being the Lip Sync exercise. Looking at last year’s compilation, I was struck by how each entry had a different style and treatment, and that motivated me to try and make this in Blender with grease pencil.

Though I had a few troubles with figuring out the method to achieve what I was going for, the primary hurdle seemed to be deciding what I wanted to do with the prompt in the first place. I admit I was trying really hard for it to be funny and spent a lot of time overthinking my line and my storyboard over and over again. For the prompt, ‘lost in translation’ I was talking about how my perceived personality changes when I switch languages, and had a moment when the character literally flips a switch and we see them change. It was all in English, but I received feedback that it would make more sense to actually change languages. My concern, I suppose, was that Bangla is structured very different from English and the line wouldn’t make any sense, and the joke might very literally be lost in translation.  

Ideating with the visualisation of the dialogue

Eventually the deadline meant I had to get out of my own head and just make it, tweak it later. 

I had hit a similar bump with the Silent Movie acting exercise where I felt like I had spent too much time just overthinking what my idea was, being generally very indecisive and unsatisfied with whatever I could come up with. In one our lectures where Sue Tong was here, she mentioned being stressed about whether an idea is good enough and the best thing to do in the scenario is to just take a call, even if ends up being the wrong call eventually.  Things can be fixed later, and it would be far more productive to have something than nothing at all. 

Once I started, I sketched out a simple character who obviously looks one way, making it funny when she switched behaviour.  I realised I am far more comfortable in Maya than Blender (the shortcuts and formatting difference really gets frustrating), so now I had to find a way to model and rig a character in Maya but then bring it into Blender to use Blender’s grease pencil feature.  After a failed attempt and consulting Pat Robinson, I realised Maya and Blender have different logics for constraints, and so rigs are not easily transferable.  So I have to animate the body language for the character in Maya, bake the animation to the joints and then carry it into Blender just for the texturing, grease pencil and render part. 

Adding expressions and mouth shapes in Blender grease pencil

While this method meant I got to try out a style I had wanted to try for a long time but did not  have someone to troubleshoot with, it did mean I had lesser time left for the expressions and lip sync part of the exercise.  I made a chart and drew out mouth shapes for the whole line word by word in my notebook, which made my life much easier. 

Chart of mouth shapes for the line

There are still things to tweak and things I would like to do differently when I make something like this again, but I’m still glad I simply went ahead and made it, failed and tried again instead of being paralysed.

Work Experience in Character Posing

For a few days in this term, we got a sneak peak into the process of helping someone else realise their vision of their film. Magdalena and I were paired with Ashwitha de Mel to work on her film Rotten Work. The film tells the story of a relationship, how it began sweet, but slowly started to decay from the inside, with an unnerving yet very tangible parallel of teeth rotting.  

We sat with Ashwitha and divided our roles,  I was tasked with the character sheet and exploring the main character’s poses from her initial sketches and the animatic, while Magdalena looked at the environment and layouts. 

Unfortunately, soon after we started, I sustained a hand injury and my working timeline got compromised. However,  Ashwitha was very accommodating and we co-ordinated online to see how much I could get done.

Ashwitha’s style and drawing skills were much different from my own, and tasked with adapting her character into different poses and angles, I had to spend a day of practice simply to study the character references and making rough sketches till I got a hang of the base shapes and the proportions looking similar. I used a rough turnaround (even though the final treatment is not locked in yet) just as a guide for myself.

Rough sketches trying to get a hang of the character’s proportions

I had only done character development for my own characters before, and my next challenge was to look at the animatic and try to gauge what kind of body language and expressions the protagonist girl was going to have.  Picking off of the mood of the film, the drawings in the animatic and the reference images from the mood board, the main character seemed to have a gentle and graceful manner and in the story, she initially appears very at ease and domestic around her partner, though slowly we start to see frustration, anger and despair from her as well. However even her frustration needed to feel like the same gentle person losing patience, without being uncharacteristically loud or expressive.

I searched for reference images that would match the situations, sometimes going out of the animatic to see if there were more poses or expression that could show off her nature.  I kept checking in and sharing my progress with Ashwitha and she seemed to really like the way the poses were going.

I was very surprised and glad to find I had managed to be on the same page as her, and I would credit that to the animatic and how well it captured the mood of the film, peaceful and uncomfortable at the same time.  Ashwitha’s way of organising information on what she envisioned, yet giving us room to try out our interpretations felt very effective. It was a new challenge working on someone’s project while they are also still figuring out the details, but I would guess having someone else’s interpretations of your story would also help seeing how the film might be perceived eventually.  This role was a good way to start seeing how our own workshop in character design helped me see characters in shape language, as well as how life drawing had prepared me to read gestures and body language more clearly. I would say, my drawing skills still felt limited, and I need much more practice to make rough sketches more solid and coherent. 

Taking a look at 2D and 3D hybrid animation

A lot of the recent films and series I have been watching have been called ‘2.5D Animation’ or ‘Hybrid Animation’. As an admirer of the works, I have been researching how these were made, what techniques were used, and what exactly is this ‘2.5D animation’ that makes them look so interesting.

Hybrid animation seems to be a product of using a blend of 2D and 3D animation methods together, using one medium’s advantages to counter the challenges of the other. Initially seen in The Great Mouse Detective (1986) or Beauty and the Beast (1991), 3D models and cameras were used in an otherwise 2D animated film to be able to get more dynamic shots and realistic movement which would be very time consuming and expensive to do by hand.

Game animation has had an impact on this development as well. With the rise of open world navigation games like the initial Maze Wars, Legend of Zelda and Tomb Raider, video games had started building their games in 3D instead of the previous 2D sprite method. With Luxo Jr. and Toy Story, Pixar had developed the possibility of photorealistic 3D rendering, which led a trend of studios producing 3D animated films trying to be as realistic as technology would allow them.

However in the year 2000, Japanese gaming company Sega released Jet Set Radio, the first project to have attempted a cel shaded ‘flat’ rendering on 3D models and environments. In 2002, Nintendo released Legend of Zelda: The Wind Waker, which also used a cel-shaded, simplified and hyper-styled look for the 3D game. Moving away from realism also meant a more efficient way to offer live rendering views in the extensive open worlds of these games.

More recently we have seen 2D techniques being used in 3D animation to make it look more hand-made and purposefully messy. Quoting an article on VFXApprentice,’What is 2.5D?’–

” The common thread between the case studies here, Spider-Verse and the new TMNT film, is that the source material began as comic books. Hand-drawn, hand-colored illustrations on physical paper lend themselves to a certain look and feel. What 2018’s Spider-Verse did was take that idea and translate it to the silver screen in a moving, breathing, art form that re-invented how animated movies can look and feel. 

3D Render engines tend to use physically based simulations for calculating form, materials, lighting and movement, which are aimed to mimic physical reality. To bring more 2D feel into CGI, the software needed to  also generate line art, painted stroke and effects, flat colour  and even the imperfections and wonkiness of printed or hand-drawn art. Even the character modelling style evolved to can achieve more graphic looks and move away from realistic proportions.

Visualisation of the rendering style for Spiderman: Into the Spiderverse (2018), from Vox’ s video article

The goal of blending techniques vary depending on the styles.  While projects like Arcane (2021) and Prince of Egypt (1998) aimed to make it look as seamless as possible, works like ‘The Amazing World of Gumball’ (2011) and ‘Smiling Friends’ (2022) intentionally make the styles contrast, not unlike a collage.  It is using the visual difference in 2D drawn and 3D realistically rendered elements to create juxtaposition between two ideas or themes, sometimes even between the characters and their environments.

The rise of new ways of animating reminds very much of art movements like Impressionism and Expressionism creating a new place for painting after the introduction of photography competed with Realism painters. After a decade of CGI films trying to get closer and closer to simulating how reality looks, the new goal for technology seems to have shifted to experimenting and being expressive over achieving realism. The blending of mediums now allowed by technology now goes beyond drawn or realism into something coined as ‘enhanced realism’.

I have a further detailed study of the specific effects used in these films and which tools and techniques were used to achieve them. I am linking the extended technical research here.

Apart from big budget productions, I have also been admiring animators online, including Louie Zong and Andry Dédouze. A lot of initial conversations when I have been applying for animation schools as well as looking up job roles seem to ask, ‘what are you specialising in, 2D or 3D?’, like an exclusive divine path that needs to be decided.  It is very interesting now to see the lines blurring and more scope for experimentation and diversifying as an animator.