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Books in the
What Can I Do Now? Series
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Animation
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What Can I Do Now?
Animation
Ferguson Publishing
An imprint of Infobase Publishing
What Can I Do Now? Animation
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Contents
Introduction 1
Section 1: What Do I Need to Know
About Animation? 5
Section 2: Careers 21
Animators 22
College Professors, Animation 34
Computer and Video Game Artists
and Animators 42
Computer and Video Game Designers 52
Directors 62
Editors 73
Producers 86
Sound Workers 96
Supporting Artists 105
Writers 115
Section 3: Do It Yourself 131
Section 4: What Can I Do Right Now? 139
Get Involved 140
Read a Book 170
Surf the Web 183
Ask for Money 189
Look to the Pros 198
Index 209
V
Digitized by the Internet Archive
in 2018 with funding from
Kahle/Austin Foundation
https://archive.org/details/animationOOOOunse
Introduction
There are many people just like you who paths if you’re one of those overachieving
want to pursue a career in animation— types. Wouldn’t you really rather find out
whether in an animation recording stu¬ sooner than later that you’re not cut out
dio, college classroom, editing room, or to be a producer after all, and that you’d
other setting. You may see an animation- actually prefer to be a director, or an ani¬
related career in your future and won¬ mation professor?
der how you can get started while still in There are many ways to explore ani¬
high school. There are countless areas mation careers. What we’ve tried to do
of the animation industry in which you in this book is give you an idea of some of
can work. All you need to begin is a gen¬ your options. Section 1, What Do I Need
eral interest in the field. Although many to Know about Animation?, will give you
animation careers require a combination an overview of the field, including a little
of formal training, creative ability, and history, where it’s at today, and promises
experience, there is absolutely no reason of the future, as well as a breakdown of
to wait until you get out of high school to its structure and a glimpse of some of its
“get serious’' about a career. That doesn’t many career options.
mean you have to make a firm, undying The Careers section includes 10 chap¬
commitment right now. Gasp! Indeed, ters, each describing in detail one or
one of the biggest fears most people more career options: animator, college
face at some point (sometimes more professor, computer and video game art¬
than once) is choosing the right career. ist and animator, computer and video
Frankly, many people don’t choose at all. game designer, director, editor, pro¬
They take a job because they need one, ducer, sound worker, supporting artist,
and all of a sudden 10 years have gone and writer. These chapters rely heavily
by and they wonder why they’re stuck on firsthand accounts from real people
doing something they hate, like being on the job. They’ll tell you what skills you
a scriptwriter rather than being an ani¬ need, what personal qualities you need to
mation producer. Don’t be one of those have, and what the ups and downs of the
people! You have the opportunity right jobs are. You’ll also find out about edu¬
now, while you’re still in high school and cational requirements (including specific
still relatively unencumbered with major high school and college classes), advance¬
adult responsibilities, to explore, to expe¬ ment possibilities, related jobs, salary
rience, to try out a work path. Or several ranges, and the employment outlook.
1
2 What Can I Do Now? Animation
In keeping with the secondary theme pursuing animation careers. You need
of this book (the primary theme, for those to be familiar with these because you’re
of you who still don’t get it, is “You can do going to need money for school. You have
something now”), Section 3, Do It Your¬ to actively pursue scholarships; no one
self, urges you to take charge and learn is going to come up to you one day and
about animation-related careers on your present you with a check because you’re
own and start your own programs and such a wonderful student. Applying for
activities where none exist—school, com¬ scholarships is work. It takes effort. And
munity, or the nation. Why not? it must be done right and often as much
The real meat of the book is in Sec¬ as a year in advance of when you need the
tion 4, What Can I Do Right Now? This money.
is where you get busy and do something. “Look to the Pros,” the final chap¬
The chapter “Get Involved” will clue you ter, lists professional organizations you
in on the obvious volunteer and intern can turn to for more information about
positions, the not-so-obvious summer accredited schools, education require¬
camps and summer college study, and ments, career descriptions, salary infor¬
other opportunities. mation, union membership, job listings,
“Read a Book” is an annotated bibli¬ scholarships, and more. Once you become
ography of books (some new, some old) a college student in an animation-related
and periodicals. If you’re even remotely field, you’ll be able to join many of these;
interested in an animation career, read¬ others, such as the International Game
ing a few books and checking out a few Developers Association, can be joined by
magazines or professional journals is the people of any age. Time after time, pro¬
easiest thing you can do. Don’t stop with fessionals say that membership and active
our list. Ask your librarian to direct you participation in a professional organiza¬
to more materials. Keep reading! tion is one of the best ways to network
While we think the best way to explore (make valuable contacts) and gain recog¬
animation-related careers is to jump right nition in your field.
in and start doing it, there are plenty of High school can be a lot of fun. There
other ways to get into the animation mind¬ are dances and football games; maybe
set. “Surf the Web” offers you a short you’re in band or play a sport. Great!
annotated list of Web sites where you can Maybe you hate school and are just biding
explore everything from job listings (start your time until you graduate. That’s too
getting an idea of what employers are bad. Whoever you are, take a minute and
looking for now), to animation festivals, try to imagine your life five years from
to educational requirements, to on-the- now. Ten years from now. Where will
job accounts, to sites that celebrate well- you be? What will you be doing? Whether
known cartoons and animators. you realize it or not, how you choose to
“Ask for Money” is a sampling of schol¬ spend your time now—studying, playing,
arships for people who are interested in watching TV, working at a fast-food res-
Introduction 3
taurant, hanging out, whatever—will have probably “nowhere." The choice is yours.
an impact on your future. Take a look at No one is going to take you by the hand
how you're spending your time now and and lead you in the “right" direction. It’s
ask yourself, “Where is this getting me?" up to you. It’s your life. You can do some¬
If you can't come up with an answer, it's thing about it right now!
-
SECTION 1
What Do I Need to Know About Animation?
6 What Can I Do Now? Animation
Walt Disney also got his start in the try during these decades, created the
business around this time. In 1923 he first animated feature film, Snow White
sold his first cartoon, Alice's Wonder¬ and the Seven Dwarfs, which debuted in
land, which featured a real child actress 1937. This animated film was so ground¬
in the cartoon, to a distributor. Soon breaking that the Academy of Motion
after that he founded Disney Brothers Pictures and Sciences gave it a special
Cartoon Studio (later renamed Walt Dis¬ award in 1938, stating: “to Walt Disney
ney Studio) with his brother, Roy. By the for Snow White and the Seven Dwarfs,
late 1920s “talkies” had replaced silent recognized as a significant screen inno¬
films and Walt Disney had created the vation which has charmed millions and
cartoon character Mickey Mouse, which pioneered a great new entertainment
still entertains young and old to this day. field for the motion picture cartoon.”
The third Mickey Mouse feature, Steam¬ Feature-length animations became
boat Willie, released in 1928, was the more common, and Walt Disney Stu¬
first Mickey Mouse film to use sound. dio went on to create many other ani¬
While not the first animated talkie, it mated feature-length classics, including
was among the early contenders and Pinocchio (1940), Fantasia (1940), and
was incredibly popular. The Fleischer Dumbo (1941). During World War II,
Brothers were also influential in the Disney and other Hollywood studios
1920s. They invented a process known used their talent to produce hundreds
as rotoscoping that is still in use today. It of war-related animated short features,
involves taking a filmstrip of live action, from pieces made to inspire patriotic
tracing it, and redrawing it as a cartoon. spirit in the American public to films
They used this technique in a series of used by the military to help train the
films released between 1919 and 1929 troops. The animated movies utilized
titled Out of the Inkwell. They tended popular cartoon characters of the time
to focus on more adult characters and and introduced new favorites. After the
plots, and were responsible for creating war, animation skills were refined and
the character of Betty Boop. creativity flourished, and other studios
The 1930s and 1940s are considered began to rival Disney.
the golden age of animation, and the These postwar trends continued into
United States dominated the innovations the 1950s. During this period, United
of this time, although animators were Productions of America studio embraced
certainly innovative in Europe and Asia new ideas and reimagined ways of using
as well. The advent of Technicolor—a animation, creating new characters like
special process of producing color cine¬ Mr. Magoo, and other studios soon fol¬
matography refined in the early 1930s— lowed suit. Disney returned to creating
allowed animation to advance to a new animated feature-length classics such as
level of color and imagination. The Walt Cinderella (1950), Alice in Wonderland
Disney Studio, which ruled the indus¬ (1951), and Peter Pan (1953). All studios
8 What Can I Do Now? Animation
feature animation in the 1980s was such as The Simpsons (debuted in 1989)
Don Bluth, who started at Walt Disney and South Park (debuted in 1997), and
Studios but eventually left to form his the global emergence of anime—Japa¬
own company. Bluth is known for many nese-based, high-quality animation in a
features, including The Secret of NIMH variety of genres that is geared toward
(1982), as well as for groundbreaking both children and adults (although the
animation for video games, an emerg¬ phenomena was already widespread
ing genre for animators. Music videos throughout Asia). Cable networks have
became another genre in which anima¬ been created, such as Nickelodeon and
tion was used. Notable examples include the Cartoon Network, that offer anima¬
the Rolling Stones’s video Harlem Shuf¬ tion as much or all of their programming.
fle (1986), and Peter Gabriel’s videos The Internet even became involved, as
for Sledgehammer (1986) and Big Time technological advances such as Macro¬
(1987). The decade’s first mainstream media Flash technology provided lesser-
use of computer-generated imagery established independent filmmakers the
(CGI) was in Walt Disney Studio’s Tron, means by which they could create cut-
released in 1982. However, it was Pixar ting-edge animation and find audiences
studio’s Tin Toy, released in 1988, that by distributing their works on the Web.
marked a true advance in digital charac¬ Perhaps the most prominent trend was
ter animation: the animated short won the ongoing advances in CGI, which
an Oscar in 1988, the first computer- allowed filmmakers greater ease in creat¬
animated film to do so. However, for all ing films that were a hybrid of live action
of their CGI ingenuity, neither Tron nor and spectacular animation, such as in
Tin Toy were huge successes at the box movies of the Lord of the Rings trilogy
office, and this likely slowed the expan¬ (2001, 2002, and 2003) and The Matrix
sion of CGI use in animation. trilogy (1999, 2003, and 2003). Advances
Many consider the release of Walt in CGI also went hand-in-hand with
Disney Studio’s Who Framed Roger Rab¬ its increased use in animation, allow¬
bit? (1988), which combined live-action ing animators infinite creative options,
and animation, as the beginning of a the ability to work in three dimensions,
renaissance in animation that continues and the ability to complete animated
to this day with highly popular animated features in far less time than by using
features such as Toy Story (1995), Find¬ traditional methods, such as cel anima¬
ing Nemo (2003), WALL-E (2008), and tion or stop-motion animation. In fact,
Up (2009). in the early-21st century, the traditional
There have been several major anima¬ methods had largely been abandoned by
tion trends over the last two decades in the major studios in favor of CGI.
the areas of audience, use, and technol¬ The computer and video game indus¬
ogy. They include the rise in popularity of try is another major area where anima¬
adult-oriented animation on television, tion is used. The industry didn’t begin to
10 What Can I Do Now? Animation
develop until the 1960s and 1970s, when designers made games with text-based
computer programmers at some large descriptions (that is, no graphics) of
universities, big companies, and gov¬ scenes and actions with interactivity
ernment labs began designing games on done through a computer keyboard.
mainframe computers. Steve Russell was Games called Adventure, Star Trek, and
perhaps the first video game designer. Flight Simulator were among the first
While in college in 1962, he made up a that designers created. They used simple
simple game called Spacewar. Graphics commands like “look at building” and
of spaceships flew through a starry sky “move west.” Most games were designed
on the video screen, the object of the for video machines; not until the late
game being to shoot down enemy ships. 1970s did specially equipped TVs and
Nolan Bushnell, another early designer, early personal computers (PCs) begin
played Spacewar in college. In 1972 he appearing.
put the first video game in an arcade; it In the late 1970s and early 1980s,
was a game very much like Spacewar, designers working for Atari and Intel-
and he called it Computer Space. How¬ livision made games for home video sys¬
ever, many users found the game diffi¬ tems, PCs, and video arcades. Many of
cult to play, so it wasn’t a success. these new games had graphics, sound,
Bruce Artwick published the first of text, and animation. Designers of games
many versions of Flight Simulator, and like Pac-Man, Donkey Kong, and Space
Bushnell later created Pong, a game that Invaders were successful and popular.
required players to paddle electronic They also started to make role-playing
ping-pong balls back and forth across games like the famous Dungeons and
the video screen. Pong was a big hit, and Dragons. Richard Garriott created
players spent thousands of quarters in Ultima, another major role-playing
arcade machines all over the country game. Games began to feature the names
playing it. Bushnell’s company, Atari, and photos of their programmers on the
had to hire more and more designers packaging, giving credit to individual
every week, including Steve Jobs, Alan designers.
Kay, and Chris Crawford. These early Workers at Electronic Arts began to
focus on making games for PCs to take
advantage of technology that included
the computer keyboard, more memory,
Did You Know? and floppy disks. They created games
like Carmen Sandiego and M.U.L.E. In
Women make up 40 percent of
game players in the United States,
the mid- to late 1980s new technology
according to the Entertainment included more compact floppies, sound
Software Association. cards, and larger memory. Designers also
had to create games that would work
on more than just one platform—PCs,
What Do I Need to Know About Animation? 11
Lingo to Learn
2D animation The creation of moving pictures in two dimensions, which can be accom¬
plished using computers or through the traditional method of hand-drawing hundreds or
even thousands of individual images, or frames. These frames are then transferred onto clear
plastic sheets called cels, colored by hand, and filmed in sequence over a painted background
image. Showing these frames at a rate of 24 or more per second results in the viewer seeing
what appears to be continuous motion.
3D animation The creation of moving pictures in three dimensions, with the additional
dimension of depth that is lacking in 2D productions. Early 3D animation essentially consisted
of stop-motion animation of 3D models, but the advent of computers has made it easier and
faster to achieve even more realistic 3D effects.
background A drawing, usually in watercolor, acrylic, or oil, which is the part of a given seg¬
ment in an animated film that is the farthest to the rear. A series of celluloid sheets, or cels, is
photographed over the background to create a scene or scenes in the film.
casual game A simple video game that is designed for a mass audience of people of all
ages.
cel A piece of clear plastic, also known as celluloid, containing the images that are placed
over a background to be photographed in succession to form the action of a completed
animated film. The outline of the image is applied to the front of the cel, while the colors are
painted on the back (although certain colors, such as black, are sometimes painted onto the
front for glare reduction).
CGI Acronym for "computer-generated imagery," which refers to any artwork or animation
created with computers. The term CGI can apply to both 2D and 3D animation, although it is
most commonly used to refer to 3D.
character animation A specialized area of the animation process involving the depiction of
thought and emotion by characters in addition to mere movement, a process made famous
by the Walt Disney Studio in its productions such as Three Little Pigs, Snow White and the Seven
Dwarfs, Pinocchio, and Dumbo.
daymation One of the most common forms of stop-motion animation in which the objects
being photographed are made of clay; popularized by the Gumby animated series.
compositing The process of incorporating all of the elements of a scene in an animated
film together (the animation sequences, the background, and the overlays and underlays in
the scene are brought together and positioned correctly, the camera frame is set, and any
necessary computer-generated effects are added) before sending them to the next step of
rendering, or creating an image.
computer animation The creation of moving images through the use of computers. These
images can be created in either two or three dimensions and can be applied to Web design,
video games, movies, special effects, or cartoons.
(continued on next page)
12 What Can I Do Now? Animation
demo reel A collection of prior work by an artist or animator, compiled on VHS, CD, DVD,
or another medium; often provided by job seekers to potential employers in the animation
industry.
developer An individual who creates computer and video games.
Flash A multimedia platform (incorporating text, audio, video, animation, and interactivity)
distributed by Adobe Systems that has become a popular method of adding animation and
interactive features to Web pages; it is also widely used for broadcast animation work.
frame A single drawing or image that is placed in sequence with other drawings to create
the illusion of movement in an animated production.
gamer A person who plays computer and video games.
multiplayer game A game that can be played by more than one player at once.
platform A type of delivery method in which a game is played, for example, video game
system (e.g., Nintendo), computer (e.g., Macintosh), or online (Internet via subscription).
stop-motion animation Animation produced by arranging actual objects, taking a picture
of them, repositioning the objects with slight differences, then taking another picture of
them, and so on, with the end result being a series of consecutive images that create the illu¬
sion of motion when viewed in sequence.
storyboard A visual plan of all the scenes and shots in an animated production, it lays out
the story as well as dialogue and instructions regarding framing, action, camera angles, transi¬
tions between shots, music, and sound effects.
timeline A horizontal representation of the elements of a scene in an animated film; a frame-
by-frame layout of all animation occurring over a specific period of time in the production.
Timelines can be numbered by frame, by second (or other time interval), or both.
universal elements In a video game, rules for scoring, names of characters, sound effects,
etc., that occur every time something specific happens.
Apple computers, and 64-bit video-game ists, musicians, writers, and animators.
machines. Designers made such breakthroughs as
In the 1990s Electronic Arts started to using more entertaining graphics, creat¬
hire teams of designers instead of “lone ing more depth in role-playing games,
wolf individuals (those who indepen¬ using virtual reality in sports games,
dently design games from start to fin¬ and using more visual realism in rac¬
ish). Larger teams were needed because ing games and flight simulators. This
games became more complex; design new breed of designers created games
teams would include programmers, art¬ using techniques like Assembly, C, and
What Do I Need to Know About Animation? 13
create multimedia presentations, posters, Duty, Guitar Hero, and Madden NFL),
logos, layouts for publication, and many animated films (such as WALL-E, Happy
other objects. Feet, and Bolt), television shows (such as
Intellectual property lawyers in ani¬ Johnny Test and Family Guy), commer¬
mation-related industries focus on the cials, and animated training simulations
protection of creative thought. They may or other products that are used in the
work with copyrights to protect works military and a wide variety of industries
their clients have authored; trademarks (including health care and education).
to protect brand names and symbols asso¬ Software engineers create or customize
ciated with their clients’ businesses; and existing software programs to meet the
patents to protect their clients’ inventions needs of a particular business or indus¬
and discoveries. try, such as film and television studios
Marketing research analysts collect, that produce animated features or the
analyze, and interpret data to determine computer and video game industry. First,
potential demand for computer games, they spend considerable time research¬
video games, or platforms or audience ing, defining, and analyzing the prob¬
interest in animated films. By exam¬ lem at hand, then they develop software
ining the buying habits, wants, needs, programs to resolve the problem on the
and preferences of consumers, research computer.
analysts are able to recommend ways to Sound workers create the audio aspects
improve products, increase sales, and of computer and video games, animated
expand or market to customer bases. features and shorts, animations in com¬
Producers are responsible for the com¬ mercials, and other animated products.
pletion of a project, from the initial fund¬ Sound designers are responsible for all of
ing to its final delivery. They may oversee the sound used in a computer or video
the creation of a video game, a commer¬ game, animated film, or commercial.
cial, an animated training simulation for They create the squealing noise of a race
the health care industry or military, a car’s tires, the crack of a bat hitting a
music video, or an animated film or tele¬ baseball, the whizzing of a bullet, or the
vision show. Their administrative duties crunching thud of one football player
include coordinating all talent, managing tackling another. They are also respon¬
demands for equipment or supplies, and sible for any talking, singing, yelling, or
overseeing any staffing problems in order other sound that comes from charac¬
to keep the project on schedule. They ters in the game, film, or commercial.
work closely with other producers and Finally, they find recordings of all of the
the director to be sure that the project music to be used in the film or game,
runs smoothly; they report to studio or but they do not write or create music
game executives. themselves. All the sounds must fit with
Scriptwriters write scripts for com¬ the game’s action and setting in order
puter and video games (such as Call of to catch the interest of the intended
16 What Can I Do Now? Animation
are reported to supervisors in detail both tion writers work for game companies
verbally and in writing. Similar workers and animation studios and write content
test animated films and other products to for user manuals, marketing campaigns,
ensure that they function properly. and Web sites.
Animation writers who work for maga-
zines, newspapers, book publishers, game
and animation Web sites, and related EMPLOYMENT
employers write articles, reviews, and OPPORTUNITIES
books about computer and video games, According to AnimationMentor.com, the
animated films and television shows, top employment sectors for animation
game platforms, companies, industry professionals are: (1) computer and video
trends, and other topics. Other anima¬ games; (2) feature films; (3) advertising/
Flash Animation
commercials; and (4) television shows. next decade. The U.S. Department of
Employment opportunities for anima¬ Labor predicts that employment for
tion professionals are available at anima¬ multimedia artists and animators will
tion studios, game companies, software grow by 26 percent through 2016—a rate
developers, colleges and universities, that is much faster than the average for
advertising agencies, law firms, market¬ all careers.
ing research firms, publishing companies, The U.S. computer and video game
and many other employers. In addition, industry had software sales of $11.7 bil¬
many animation professionals are self- lion in 2008, according to the Entertain¬
employed, working on a freelance basis. ment Software Association. This was
Major entertainment software pub¬ an increase of more than 400 percent
lishers include Activision Blizzard, Atari, since 1996. Employment in this indus¬
Electronic Arts, Konami Digital Enter- try is expected to continue to be strong
tainment-America, Microsoft, Nintendo over the next decade as technology con¬
of America, Sony, Take-Two Interactive tinues to increase the number of plat¬
Software Inc., and THQ. Large anima¬ forms in which games can be played and
tion companies include Blue Sky Studios, improve the quality of the game-playing
DreamWorks Animation SKG, Lucas- experience.
film Animation, Pixar, Rhythm & Hues The number and types of animated
Studios, Sony Pictures Animation, Walt films and televisions shows have
Disney Animation Studios, and Warner increased as a result of technological
Bros. Animation Studios. In addition to innovations that have made these prod¬
these large companies, there are hundreds ucts easier and less expensive to make
of smaller companies with staffs ranging and allowed more people to view these
from one or two people to hundreds of creations. In addition to viewing in the¬
workers. aters and on television, animated fea¬
Many positions in animation-related tures and shorts are now available for
industries are located on the East and delivery by mail; for download onto
West Coasts (namely California, Wash¬ computers, MP3 players, and mobile
ington state, and New York City) and devices; and for streaming on the Inter¬
aspiring animation professionals may net. Two major trends in the industry
have to relocate to these regions to find are the increasing development of ani¬
top positions. Opportunities are also mated shorts and feature films for adult
available outside of these areas, but they audiences and the growing use of 3D
are not as plentiful. technology in animated films.
Animation will increasingly be used
in commercials and training simulations
INDUSTRY OUTLOOK used by a variety of industries, which
Opportunities should be strong in ani¬ should create new employment opportu¬
mation-related industries during the nities for animation professionals.
What Do I Need to Know About Animation? 19
While the future looks bright for work¬ pay workers lower wages has also reduced
ers in animation-related industries, a few demand for certain types of animation
factors may limit growth. Weak economic professionals, such as supporting artists.
conditions in the United States in recent Despite these developments, opportuni¬
years have caused some layoffs and con¬ ties are still good for highly motivated,
solidation in animation-related indus¬ creative workers with knowledge of the
tries. Outsourcing of low-skill positions latest technology and creative techniques
to companies in foreign countries that in their particular specialty.
SECTION 2
Animators
SUMMARY
22
Animators 23
for me. Another aspect of animation I “Bad Alien Productions (or BAP as we
enjoy is the craft of it. I love playing with call it),” Bob continues, “is a small, or bou¬
the tools and tweaking things until it feels tique, animation and effects house. It grew
just right. Let’s see, how would I summa¬ out of a users group that I started in Seattle
rize all that—I love using good tools to for the 3D animation package we use. At
make cool things that entertain people.” these meetings, I met another guy, David
Bob says that the visual and graphical Roomes, and we became good friends. We
arts are a second/side career for him. “I’ve thought about doing some animation proj¬
been a software developer for many years ects together and that grew into the idea of
(ahem...decades). It’s been a hobby all my starting a little company to do animation
life and in 19991 picked up a copy of a 3D and movie effects. We formed the com¬
animation package and things got seri¬ pany with my wife, Shawna. She handles
ous. I loved this stuff. the business side of things. We mostly do
our own animation projects and occasion¬ artistic talent, you must be able to generate
ally we do a client job for a Web site or ideas, although it is not unusual for anima¬
independent film. We collaborate with tors to collaborate with writers for ideas.
other artists on our own projects/’ You must have a good sense of humor (or
Since BAP is a side job for both Bob a good dramatic sense), an observant eye
and his partner, he says that a “typical to detect people’s distinguishing charac¬
day” often stretches into a “typical week” teristics and society’s interesting attributes
or even a “typical fortnight” if things get or incongruities, and excellent communi¬
busy in other areas of their lives. “We cation skills. “I think the most important
meet every Saturday morning over break¬ personal skill for animators is good com¬
fast for our production meeting,” he says. munication,” says Jamie Galatas. “You need
“We discuss the current projects and have to be personable, able to express yourself
wonderful brainstorming sessions over intelligently, and be able to give and take
story ideas, character design, animation criticism well. These skills are vital. Arro¬
design, and other creative elements of gance and an inability to adapt and flex as
the piece we’re working on. These meet¬ the job requires are the fastest ways to get
ing are usually very lively and ‘animated.’ bumped right out of a job—I don’t care
We have cultivated an open and honest how good you are. Personality matters.
culture around the art we create. We (try Professionally, I think the obvious answer,
to) detach emotionally from the art and broad though it may be, is that you should
provide respectful, but direct, critiques for be good at what you do. Understanding
everything we do. If a client job comes in, the medium is vital. Know the principles
all work on our own projects pause and we that make animation successful. Under¬
focus directly on that until it is complete. stand motion. Understand composition.
The working pace of a client job is typically Know your strengths and weaknesses,
much faster than on our personal projects. and be open to constantly improving your
Since there is primarily just the two of us, skills. Understanding deadlines is also
we both wear lots of hats. David is more vital. Many times you are going to be left
experienced with visual effects, composit¬ to your own devices to get a project done
ing, video, story writing, and mechanical by a certain time. You have to be able to
modeling. I specialize in character mod¬ budget your time well.”
eling, sound effects, and project manage¬ You also need to be flexible. Because
ment. We are both animators. It’s been a your art is commercial, you must be will¬
good complementary mix for us.” ing to accommodate your employers’
desires if you are to build a broad clien¬
tele and earn a decent living. You must
DO I HAVE WHAT IT TAKES be able to take suggestions and rejections
TO BE AN ANIMATOR? gracefully.
You must be very creative to be success¬ You should also have extensive knowl¬
ful as an animator. In addition to having edge of animation software and be will-
Animators 27
ing to continue to learn throughout your bled into a specific order to create ‘the
career since animation and computer product/ Through the process, the scope
technology changes almost constantly. of changes you can make gets smaller and
“Animation is best for people who are smaller until you are done. It's amazing
patient and detail oriented/ says Bob how parallel the disciplines are.”
Freeman. “Being able to observe how
things move and what things look like is High School
also critical. If you are looking for quick In high school, take art, of course, as well
results, you could easily get frustrated. as computer classes. Math classes, such as
Good animation takes careful planning algebra and geometry, will also be help¬
and precise attention to detail. If you love ful. If your school offers animation and
to tweak things until they look good, then graphic design classes, be sure to take
animation would be a good fit.” those.
Postsecondary Training
You do not need a college degree to
HOW DO I BECOME AN
become an animator, but there are a
ANIMATOR? number of animation programs offered
Education at universities and art institutes across
“The school of hard knocks is how I the country. You may choose to pursue
learned,” Bob Freeman responds when an associate's degree, a bachelor of arts, a
asked how he trained for the field. “In my master of fine arts, or a Ph.D. in computer
case, I did a lot of varied things. I hung animation, digital art, graphic design, or
out on forums where animators were and art. Some of today's top computer anima¬
stuck my work out there so they could see tors are self-taught or have learned their
and comment on it. I read books about skills on the job.
animation. I started a users group here in “There are a couple of ways that I
Seattle for the 3D software I used. I prac- trained for my career,” says Jamie Gala-
ticed. I worked on projects with friends. tas. “Of course, the first major step was
Lately, Fve been taking some drawing school. I had a wonderful foundation in
classes and have been practicing draw¬ school. I learned the principles of ani¬
ing so I can more easily communicate my mation. I got to share ideas with other
visual ideas and create better storyboards like-minded people. I attained experi¬
for my animations.” Bob says that his ence with equipment that I likely would
career as a software developer has taught never have encountered otherwise. Most
him many lessons that translate nicely to importantly, I met a lot of people and
animation. “Both fields involve the man¬ made many connections. This is the most
agement of projects with a huge amount important thing of all.”
of pieces and details,” he explains. “Those In addition to formal training, you
elements must be organized and assem¬ should learn as many software programs
28 What Can I Do Now? Animation
Animation Steps
Bob Freeman details the steps it takes to to shot. Some people will write the story
create an animated feature: directly in the storyboards. For a complex
story, we'll often put the drawings into an
Even a short animation requires many steps editing program to test timing of the shots.
to put together. Of course, the exact details
can vary from production to production, but D. Animated Storyboards
all these things could be done either explicitly Animated storyboards or animatics are
or implicitly. The bigger the project or team, simple animations using simple drawings
the more important these steps become. It's or models. This takes us one step closer
important to be organized or you spend way to seeing how the story and timing work
too much time redoing work. before getting into the final animation
process. Changes are much faster to make
A. Concept or Story than in the final process.
Story is an extremely important element of
E. Model Creation and Rigging
a good animation. The first step is to write
With many types of animation (for exam¬
the story. This is the time of the project
ple, 3D or stop-motion) you have to make
when changes are the easiest to make.
all the characters and props in advance
B. Character Development of animation. 3D characters have control
Good characters are equally important as systems called rigs that have to be put in
the story, maybe even more important. If the model. The rigs set the character up so
you don't have well-defined characters, the that it is easy for the animator to control
story can be lost or uninteresting. It's rare the model. With stop-motion animation,
to have a good story without good charac¬ characters are made with internal skel¬
ters. It's possible to have strong characters etons that allow the character to move in
with a weak story and still have a successful a reasonably natural way.
animation.This is the step where we decide
F. Set Creation
what the characters look like and who they
Sets, like in a movie or play, are where the
are. We often develop a backstory for each
story takes place. A background can be as
character that will help drive the acting.
simple as a photo like in Skeeters [his award¬
C. Storyboarding winning 3D animated short film] or as com¬
Storyboards are a series of still images that plex as a full movie set. Everything you see
show what the story looks like from shot has to be created or photographed.
Kevin Coffey has been a full-time free¬ 15, and did my first professional job at
lance artist and animator since 1983. Visit age 17—an animated insert for Bette
his Web site (http://cartoonlandanima- Midler's first very, very underground
tion.com) to learn more about his career feature.
and to view his work. Kevin discussed his
career with the editors of What Can I Do Q. Can you tell us about your anima¬
Now? Animation. tion work? What's a typical day like
for you?
Q. What made you want to become an A. I specialize in hand-drawn 2D ani¬
animator? mation. I have done a lot of work in
A. I was hooked on creating my own ani¬ Flash lately and just finished a four-
mation ever since I was a little kid. My minute Flash cartoon that explains
dad came home one day with an 8mm the process of solar energy. It can be
movie camera, and it had a true sin¬ viewed at http://www.youtube.com/
gle-frame exposure button that said watch?v=MvMZINGFOYc.
"animation" right on it. It was actually I will take almost any job I can—
printed right on the camera—"anima¬ book illustration, designing icons,
tion." That was the beginning. I was logo design—whatever pays the
10 years old. I was already a cartoon¬ bills. I check several job boards daily
ist, and my cartoons had appeared in and get a fair percentage of the work
school newspapers since early grade I apply for. I have been a full-time art¬
school. I was completely captivated by ist since 1983.1 usually work late into
early Mickey Mouse cartoons. When I the night, and sleep in in the morn¬
was a kid you could watch, over the ing. My alarm goes off at 9:15 a.m. I'm
weekends, local television stations generally dressed, showered, and
broadcasting endless black and white ready to go by noon and work until
cartoons from the 1930s and 1940s. 6:00, 7:00, or 8:00 p.m. with breaks as
I loved them, so I figured I would try I deem necessary. This can include
making my own cartoons. My dad said brisk walks around Golden Gate Park
it would never work, but it worked here in San Francisco and occasional
perfectly. I created my own animated visits to a local pub of my choice. If I
three-minute cartoons—the length goof off too much during the day, I
of an 8mm roll of film—all through work later at night. It helps that I'm
grade school and high school. Really, single.
I've never stopped. I created my own
sequences and stories, and also cop¬ Q. What has been one of your most
ied sequences out of the Walter Fos¬ rewarding experiences as an
ter Preston Blair book you could buy animator?
at any art supply store for $1—the A. I was fortunate enough to have worked
best animation value in history. I won on Henry Selick's classic feature The
an honorable mention in the Kodak
Teenage Movie Awards when I was (continued on next page)
32 What Can I Do Now? Animation
(continued from previous page) Survival Kit and really study it. Stay up-
to-date on software like Photoshop
Nightmare Before Christmas. I created and After Effects. Keep your computer
one of the very few 2D animated shots updated with plenty of RAM and stor¬
in that feature. I animated a bunch of age space. Learn how to get along
"ghouls" that appear around Oogie with people and be a people person.
Boogie when he's tormenting Santa. I That's important. Take a shower every
remember sitting in the theatre when day and wear clean clothes. Brush
the scene came on—it lasted a good your teeth. Have a "letter of intent"
long time and I could actually see my prepared for your clients—give them
work and study it. I was very happy three days to decide if they like the art
with the results. I had known Henry you submit, and after three days it's
from the days of the old Colossal Pic¬ considered "approved." If they change
tures studio in the 1980s. I had done their minds later and want changes to
some hand-drawn special effects ani¬ the art, they have to pay for it. Get
mation for a Pillsbury Doughboy spot half [of your payment] up front, and
that Henry directed, and he remem¬ find out ahead of time how long it will
bered me. take to get your final payment upon
receipt of your last invoice.
Q. What are the most important per¬
sonal and professional skills for ani¬ Q. What is the future employment out¬
mators? look for animators?
A. Historically, taking life-drawing classes A. It's all about creating something that
and/or drawing the human figure from will have value online, and figuring
life has been the number one way to out how to charge for it. I think TV as
keep your drawing skills honed. Draw, we now know it is dying, and soon it
draw, draw. I would recommend ani¬ will all be online content. There will
mators everywhere get a copy of always be a market for good work,
Richard Williams' book The Animator's whether it's 2D or 3D.
is a ‘democratization’ of hardware and “The game side of the industry has been
software tools occurring in the industry. In exploding over the last couple of decades,
other words, the hardware and software to and I expect that to continue,” predicts
do motion graphics, 3D animation, video Bob. “There is an unending appetite for
editing, etc., is becoming cheaper and good games and, due to advances in tech¬
more powerful every year. The good news nology, this is an area that has seen a lot
is that this allows more and more people of growth. Many areas of the industry
to do video and effects and audio. The bad are continuing to push for games to be
news is that the field is becoming cluttered a photorealistic, real-time rendering in a
with people of varying levels of quality and virtual environment. In addition, as the
it’s harder and harder to stand out. Profes¬ industry is maturing, we are seeing an
sionals need to work harder to stand out emergence of other artistic and anima¬
from all the static. Ultimately though, real tion styles that aren’t realistic. So there is
skill and talent rises to the top. Many tools still lots of room for growth on the game
that the pros use are still far beyond the industries side.”
budget of the average American hobbyist, More than 60 percent of all visual
but the trend of democratization of tools artists are self-employed, but freelance
is real and continues.” work can be hard to come by, and many
Animated features are not just for chil¬ freelancers earn little until they acquire
dren anymore. Much of the animation experience and establish a good reputa¬
today is geared toward an adult audience. tion. Competition for work will be keen;
Interactive computer games, animated those with an undergraduate or advanced
films, network and cable television, and degree in art or film will be in demand.
the Internet are among the many employ¬ Experience in action drawing and com¬
ment sources for talented animators. puters is a must.
College Professors, Animation
SUMMARY
professors may teach students how to are heavily involved in research programs
create computerized animations or digi¬ or creative work are sometimes assigned a
tal illustrations and encourage students smaller teaching load. College animation
to pursue their own aesthetic explora¬ professors publish their research find¬
tions in completing assignments. In ings in various scholarly journals such as
some courses, professors rely heavily on Animation Journal, Animation Studies,
computer laboratories and digital media or Animation: An Interdisciplinary Jour¬
to teach course material; other courses nal They also write books based on their
rely on more traditional art materials. research or on their own knowledge and
An important part of teaching is advis¬ experience in the field. Most textbooks are
ing students. Not all faculty members written by college and university teachers
serve as advisers, but those who do must or veterans of the computer or animation
set aside blocks of time to guide students industries. Publishing a significant amount
through the program. College professors of work—and creating animated films or
who serve as advisers may have any num¬ other types of creative work—has been the
ber of students assigned to them, from most important standard by which assis¬
fewer than 10 to more than 100, depend¬ tant animation professors prove them¬
ing on the administrative policies of the selves worthy of becoming permanent,
college. Their responsibilities may involve tenured faculty. Typically, pressure to
looking over a planned program of studies publish is greatest for assistant professors.
to make sure the students meet require¬ Pressure to publish increases again if an
ments for graduation, or they may involve associate professor wishes to be considered
working intensively with each student for a promotion to full professorship.
on many aspects of college life, includ¬ Some faculty members eventually rise
ing their growth as artists. They may also to the position of department chair, where
discuss the different fields of animation they govern the affairs of an entire com¬
(such as computer gaming or animated puter gaming, film, or animation depart¬
features) with students and help them ment. Department chairs, faculty, and
identify the best career choices. other professional staff members are
All college professors provide important aided in their myriad duties by graduate
services to their department, college, or assistants, who may help develop teaching
profession. Many college professors review materials, supervise computer laborato¬
research of their peers and participate in ries, conduct research, give examinations,
professional organizations related to their teach lower-level courses, and carry out
field of expertise. College professors also other activities.
serve on committees that determine the A college or university is usually a pleas¬
curriculum or make decisions about stu¬ ant place in which to work. Campuses bus¬
dent learning, among other things. tle with all types of activities and events,
Another responsibility of college and stimulating ideas, and a young, energetic
university faculty members is research population. Much prestige comes with
and publication. Faculty members who success as a professor and scholar; pro-
College Professors, Animation 37
I taught freshman writing at the University spend many years studying in school, but
of Southern California for two years and your whole career will also be based on
received training as a teacher there, and communicating your thoughts and ideas,
that has helped me with my instruction of as well as abstract concepts, to students.
writing. I also have to design exams and People skills are important because you'll be
grade papers, plus interact with students in dealing directly with students, administra¬
various ways. I have to research new films tors, and other faculty members on a daily
and design course teaching materials to basis. You should feel comfortable in a role
keep my courses fresh and interesting. of authority and possess self-confidence.
“The other part of my job as an educa¬ Dr. Furniss believes that the most impor¬
tor/' she continues, “is to help shape the tant personal and professional qualities for
institute as a whole through various ser¬ animation professors are “an interest in
vice duties, such as working on commit¬ history, research, and writing, and/or pro¬
tees. My biggest job is helping students duction activities; understanding of teach¬
when they are admitted to the school by ing methods, varied ways of learning, and
assisting with financial aid issues. I also course structures (teaching pedagogy); will¬
make a lot of recommendations to the ingness to travel (to conferences, festivals,
library for new materials to purchase.” etc.); interest in developing professional
Dr. Furniss says that interacting with contacts and working with colleagues; and
students is one of the best parts of her job. willingness to devote some time to the ser¬
“In general,” she says, “my most reward¬ vice of the institution and your field.”
ing experiences have been the times when
students have told me I've opened up new
avenues for them, or that my classes were HOW DO I BECOME AN
among their favorites. It has also been
rewarding to see some of my advanced stu¬
ANIMATION PROFESSOR?
dents take their research from term papers Education
to published articles, in part because it High School
makes them so proud, and I am happy to Your high school's college preparatory
have been a part of their success. Seeing your program likely includes courses in the
students go on to realize their dreams—this arts, computer science, English, science,
is what makes teaching great.” foreign language, history, and mathemat¬
ics. In addition, you should take courses
in speech to get a sense of what it will
DO I HAVE WHAT IT TAKES be like to lecture to a group of students.
TO BE AN ANIMATION Your school's debate team can also help
PROFESSOR? you develop public speaking and research
You should definitely like working with skills. Your high school may even offer
computers, animation, and computer introductory courses in drawing, painting,
games, but you should also enjoy reading, sculpture, computer gaming, or animation.
writing, and researching. Not only will you If so, take as many of these as possible.
College Professors, Animation 39
Postsecondary Training
WHO WILL HIRE ME?
At least one advanced degree in computer Animation professors teach in undergrad¬
and video game design, computer anima¬ uate and graduate programs. The teaching
tion, film animation, fine art (including jobs at doctoral institutions are usually bet¬
drawing and painting), computer sci¬ ter paying and more prestigious. The most
ence, computer engineering, information sought-after positions are those that offer
management, information technology, tenure. To get tenure, faculty generally
or another computer-related field is need to have a terminal degree, such as a
required to be an animation professor at a master of fine arts or a doctorate. A master
college or university. The master’s degree of science or a master of arts is not consid¬
is considered the minimum standard, and ered a terminal degree; generally they are
graduate work beyond the master’s is considered preparation for the Ph.D.
usually desirable. If you hope to advance Hundreds of colleges and universities
in academic rank above instructor, most across the United States offer courses
institutions require a master of fine arts and degree programs in animation, game
or doctorate. design, and related subjects. The Interna¬
In the last year of your undergraduate tional Game Developers Association offers
program, you’ll apply to graduate pro¬ a list of schools at its Web site (http://www.
grams in your area of study. Standards for igda.org/breakingin/resource_schools.
admission to a graduate program can be php). You can also locate film-related pro¬
high and the competition heavy, depend¬ grams by visiting the College Navigator
ing on the school. Once accepted into a Web site (http://nces.ed.gov/collegenavi
program, your responsibilities will be sim¬ gator), which is sponsored by the National
ilar to those of your professors—in addi¬ Center for Education Statistics.
tion to attending seminars, you’ll research, You should start the process of finding
prepare articles for publication, and possi¬ a teaching position while you are in gradu¬
bly teach some undergraduate courses. ate school. The process includes develop¬
ing a curriculum vitae (a detailed academic
Certification or Licensing resume), writing for publication, assisting
No certification or licensing is available with research, attending conferences, and
for this career. gaining teaching experience and recom¬
mendations. Many students begin applying
Internships and Volunteerships for teaching positions while finishing their
You can develop your own teaching graduate program. For some positions at
experience by working as a volunteer at four-year institutions, you must travel to
a community center, as a teacher’s aide large conferences where interviews can
in a public school, as a tutor in various be arranged with representatives from the
subjects, or as a counselor at a summer universities to which you have applied.
camp. During graduate school, it is possi¬ Because of the competition for tenure-
ble to get some teaching experience while track positions, you may have to work
working as a graduate assistant. for a few years in temporary positions,
40 What Can I Do Now? Animation
SUMMARY
then scanning the work into a computer. backgrounds. In some cases, the back¬
Artists who create in-game art that has ground artist will create objects that are
a 3D look use special computer software part of the scene, such as the furniture in
to make the artwork inside a computer. a room, or items a character might use,
Some artists may also build models or like a sword or magic bracelet. In other
sculptures of objects and use a 3D scanner cases, another artist—a 3D object spe¬
to scan the model into the computer. The cialist or object builder—will create such
artist may then use software to touch up items. Once again, this artist must make
the image until it has the desired look. sure his or her work is in proportion to
Character artists, also called character the other artwork and matches the game’s
builders, character concept artists, and visual style.
stylists, are responsible for creating the Texture artists add detail to all the
characters in a game. They may draw a game’s artwork so that the surface of each
variety of sketches to plan out the char¬ element appears as it should. Texture art¬
acter, whether it is 2D or 3D. To create a ists, for example, make a brick wall in a
3D character, character artists work on a background look rough and brick-like,
computer and begin building the charac¬ make a character in a sandstorm look
ter from the inside out. To do this, they dusty, or make a treasure of jewels sparkle
use software that generates basic shapes, and shine. They work fairly closely with
which they manipulate to create a “skel¬ the background artists to ensure that the
eton” for the character. The artists add textures they create match what those
skin, fur, scales, or other types of cover¬ artists had envisioned. To build textures,
ing to the skeleton as well as colors and these artists may draw, paint, or pho¬
details, such as the eyes. tograph surfaces then scan the images
Background artists, sometimes known into the computer. They use software to
as environmental modelers or modelers, manipulate the texture image and “wrap”
create the game’s settings. For example, it around the object on which they are
they may need to create realistic city working.
scenes with various buildings, parking Animators are responsible for giv¬
ramps, and streets for different levels of ing movement to the game’s characters.
play in the game. They may also build They must have an understanding of
backgrounds for imaginary places, such human anatomy and often model game
as a planet in another galaxy. Background characters’ movements on actual human
artists are responsible for providing the or animal movement. After all, even if the
right setting for the game, and they must character is an orange, six-eyed alien with
make sure their artwork is in correct pro¬ wings, it still needs to move smoothly and
portion to other game elements. To do believably through a scene. In one method
this for 3D environments, they sketch out of animation, the artist builds a model or
their designs on paper, consult with other sculpture of a character, scans it into the
artists, and use the computer to build the computer, and then uses software to ani-
Computer and Video Game Artists and Animators 45
mate the character in the computer. In ing deadlines, he or she will be delaying
another method, which is typically used the production of the game and perhaps
with sports games to create the realistic putting the project in jeopardy. Few team
movements of athletes, actual people are members will want to work with someone
used as models. In this method, called like that. Additionally, artists and anima¬
“motion capture,” a person wearing body tors need to know how to use available
sensors goes through whatever motions technologies and techniques. Because
the game character will be doing—jump¬ this work is part of the dynamic computer
ing, kicking a ball, throwing a football, industry, new equipment and processes
running, dribbling a basketball, and so on. are always being developed and refined.
The motion sensors send information to Artists and animators must want to keep
a computer and the computer creates a learning throughout their careers so that
“skeleton” of the person in motion. The their skills are up to date.
animator then builds on this skeleton, Game artists and animators work pri¬
adding skin, clothing, and other details. marily indoors and at one location. They
Animators are also responsible for work with pens, pencils, and paper as well
getting characters' personalities to show as with scanners, computers, software,
through. They must use their artistic skills and other high-tech equipment. The envi¬
to convey feelings, such as anger, fear, and ronment is usually casual—business suits
happiness, through a character's facial are not required—but busy and often fast
expressions and body language. Anima¬ paced. Although artists and animators
tors may work closely with the character typically are required to work a 40-hour
artists and the game designers to get an workweek, there are often times when
understanding of each character’s per¬ they will put in much longer hours as they
sonality and goals. In this way animators work to fix any problems with a game and
can determine, for example, if a charac¬ complete it on schedule. Because this is
ter’s smile should be wide and friendly, a creative environment, artistic disagree¬
small and meek, or more like a sneer than ments come up from time to time and
a real smile. egos can get bruised. These artists and
All artists and animators must keep animators, though, also get great satis¬
practical information in mind as they do faction from their work and appreciate
their work. The type of equipment a game the opportunity to be in an environment
is designed for, for example, will impose where their creativity is valued.
limitations on such elements as the speed Many of the jobs in this field are located
of play and the details that will be visi¬ on the East Coast and West Coast, and
ble. Artists and animators must also be those just starting out may need to relo¬
able to work on schedule, meeting the cate to get employment. In addition,
deadlines set for their stage in the game artists and animators frequently move
development process. If an artist comes from one employer to another within the
up with great work but is always miss¬ industry. This helps them gain experience
46 What Can I Do Now? Animation
the day with actor Phil Hartman, who did sions after the screens are reviewed by
the voice of Captain Blasto. That was a my art director and producer. Then we
really incredible day.” send these static screens to the client for
Jo Claxton is a production artist and approval before getting into production
animator for Cricket Moon Media in of the application.
Seattle, Washington. Her company cre¬ “Once we have approval to go into pro¬
ates Web sites and computer and video duction,” she continues, “I start coordi¬
games for clients such as Disney, War¬ nating with an engineer who will program
ner Bros., Nick Jr., Hasbro, and Random the game or Web site. We figure out the
House. (Visit http://icecreambunny.com best way to incorporate my animations
to view some of her personal work.) Jo into the structure built by the engineer.
has worked at Cricket Moon for about Then we usually work simultaneously on
four years. "I attended art school origi¬ all the elements of the build. Our applica¬
nally to study painting and photography,” tions are all built in Flash and I mostly cre¬
she recalls. "I then became interested in ate art in Flash, but I often have to create
comics, and that interest evolved into art assets in Photoshop and sometimes
animation. I realized that animation was use Maya to animate 3D models given to
a combination of a lot of interests that I us by clients.”
had. To animate you need to be able to
act, be musical quite often, and of course
you need to be able to draw. I didn't actu¬
DO I HAVE WHAT IT TAKES
ally know if I would be able to make a TO BE A COMPUTER AND
career out of animating, but I enjoyed it VIDEO GAME ARTIST OR
so much that I began creating my own ANIMATOR?
short animated films and began learning Game artists and animators must be cre¬
as much as I could about animation.” ative and able to translate their imagina¬
Each project that Jo works on has sev¬ tive ideas into visual representations. They
eral stages. “First, I will do some research should have a keen sense of color, be able
on the project,” she says. “We mostly to visualize things in three dimensions,
make promotional sites for animated and work as part of a group. Tike all artists,
TV series for kids, so the client will send they are able to give and receive criticism
us images, a show bible explaining the in a fair and impersonal manner. Curiosity
premise of the show, and some video ref¬ and a willingness to learn are important
erences. I make sure to get familiar with traits that drive artists and animators to
the property before starting to sketch use new technologies or try different tech¬
out ideas for user interfaces, title pages niques to get just the right visual effect for
and icons, etc. When I have some rough something like a character’s shadow. Art¬
sketches of compositions and layouts, I ists and animators should also like to play
will build out static screens of the game games themselves. The enjoyment they
or site. It will often go through some revi¬ get from playing, and an understanding of
48 What Can I Do Now? Animation
munity College. “While I was there I are involved in the development of many
created my own animations and made a games at once. Major entertainment
portfolio site/' she says. “I didn’t do an software publishers include Electronic
internship because I got an animation Arts, Nintendo of America, Atari, Sony,
job while I was still finishing my degree Activision Blizzard, THQ, Take-Two
and I used my job to fulfill the internship Interactive Software Inc., Microsoft, and
requirement. One of the requirements Konami Digital Entertainment-America.
earlier in the course was to either be a In addition, some artists freelance, work¬
teaching assistant or to work on a project ing with a company for a limited time or
with an instructor. I chose to work on an on a particular project, then moving on
animated kiosk with one of my instruc¬ to another freelance job with a different
tors for the American Museum of Radio company.
and Electricity in Bellingham, Washing¬ Artists and animators, whether they
ton, which I was able to add to my portfo¬ are just starting out in the field or expe¬
lio. I think that when given this choice at rienced professionals applying for a job
school, it is best to participate in a project
unless you’re interested in teaching.”
that includes those working on computer the average for all occupations through
and video games. The median annual sal¬ 2016. “The state of the industry is stron¬
ary reported for all multimedia artists and ger than ever,” says Tom Tobey. “More
animators was $56,330 in 2008, according and more schools have animation pro¬
to the U.S. Department of Labor. Salaries grams and good animators are always in
ranged from less than $31,570 to $100,390 demand.”
or more. The International Game Devel¬ Those within the industry see a bright
opers Association reports that artists future as the demand for games continues
with one to two years of experience earn to grow steadily and technologies make
approximately $57,000. new kinds of games possible. Competi¬
Artists and animators working for small tion for jobs should be strong since many
companies and start-ups may have few creative and technically savvy people
if any benefits, such as health insurance want to be part of this business.
and retirement plans. Freelance workers One trend that may effect employment
must buy their own health insurance and for artists and animators is outsourcing,
provide for their retirement themselves. in which U.S.-based animation companies
Also, they are not paid during any time move their operations overseas in order
off they take for vacations or illnesses. to reduce labor costs. “A lot of the big ani¬
Artists and animators who work for large mation studios that produce films have
companies, however, typically receive closed their U.S. facilities and opened stu¬
benefits that include retirement plans, dios overseas that are cheaper to operate,”
health insurance, and paid vacation and says Jo Claxton. “But there are still a lot
sick days. of smaller studios that work on smaller
projects, television shows, commercials,
and games that find it much more cost
WHAT IS THE JOB effective to have an in-house studio in the
OUTLOOK? States. And the Web and other new tech¬
The U.S. Department of Labor estimates nologies just keep offering more oppor¬
that employment for multimedia artists tunities for producing applications that
and animators will grow much faster than require animation.”
Computer and Video Game
Designers
SUMMARY
52
Computer and Video Game Designers 53
as Electronic Arts, Nintendo of America, will the screen look like? What kinds of
and many others. Whether designers sound effects should the player hear?);
work alone or for a company, their aim is and what productivity tools (such as word
to create games that get players involved. processors, database programs, spread¬
Game players want to have fun, be chal¬ sheet programs, flowcharting programs,
lenged, and sometimes learn something and prototyping programs) the designer
along the way. intends to use to create these elements.
Each game must have a story line as Independent designers submit a product
well as graphics and sound that will idea and design proposal to a publisher
entertain and engage the players. Story along with a cover letter and resume.
lines are situations that the players will Employees work as part of a team to cre¬
find themselves in and make decisions ate the proposal and design. Teamwork
about. Designers develop a plan for com¬ might include brainstorming sessions to
bining the story or concept, music or come up with ideas, as well as involvement
other sound effects, and graphics. They in market research (surveying the players
design rules to make it fun, challenging, who will be interested in the game).
or educational, and they create characters The final game design details the basic
for the stories or circumstances, worlds in idea, the plot, and every section of the
which these characters live, and problems game, including the startup process, all
or situations these characters will face. the scenes (e.g., innings for baseball games
One of the first steps is to identify the and maps for edutainment games), and
audience that will be playing the game. all the universal elements (e.g., rules for
How old are the players? What kinds of scoring, names of characters, and a sound
things are they interested in? What kind effect that occurs every time something
of game will it be: action, adventure, specific happens). The story, characters,
“edutainment/' role-playing, or sports? worlds, and maps are documented. The
And which platform will the game use: game design also includes details of the
video game system (e.g., Nintendo), logic of the game, its algorithms (step-
wireless device (cell phone, PDA, etc.), by-step procedures for solving problems
computer (e.g., Macintosh), or online the players will encounter), and its rules;
(Internet via subscription)? methods the player will use to load the
The next steps are to create a design game, start it up, score, win, lose, save,
proposal, a preliminary design, and a stop, and play again; the graphic design,
final game design. The proposal is a brief including storyboards and sample art; and
summary of what the game involves. The the audio design. The designer might also
preliminary design goes much further, include marketing ideas and proposed
outlining in more detail what the concept follow-up games.
is (the story of the game); how the players Designers interact with other workers
get involved; what sound effects, graphics, and technologists involved in the game
and other elements will be included (What design project, including programmers,
54 What Can I Do Now? Animation
Martin Theyer is the studio outsource This includes, but isn't limited to, high-
manager working on the Ultimate Fight¬ res models, renders, textures for other
ing Championship projects at THQ Inc., models in the games, etc. Secondary
a large game developer. He has worked duties at this time involve doing pro¬
in the video game industry for about 15 duction work for the team, leaning
years. Martin discussed his career with the mostly on the side of the art depart¬
editors of What Can I Do Now? Animation. ment. This means grabbing reference
images, organizing photo shoots,
Q. What made you want to enter this communicating with our developers
field? and vendors, testing the game, giving
A. Prior to getting into the video game feedback, etc. While it might sound a
business back in the day, I was work¬ cheap way to cover it all, I wear many
ing at some health provider company, hats with an emphasis and focus on
doing administrative work in the the creation of our in-game models
worker's compensation department. externally. Being in a production role,
After two years of that, I knew I had not strictly an art role, means that
to get out of there. So, when I had a you need to be flexible, capable of
chance to jump on board with Activi¬ adapting to any change that pops up
sion during their return from Chapter (and they do pop up), while keeping
13 days, shipping Return toZork, I did focused on the biggest picture: ship¬
it! Then with the right connections and ping your product.
opportunities, I kept moving ahead.
I entered the video game industry Q. What do you like most and least
because I frankly have grown up playing about your work?
video games since the days of Apple lie A. The most? I love making games and
and IBM 8088s, when you had mono¬ the creative process which results in
chrome green or amber and eventually real-world creations. I'm a builder at
three colors in color/graphics adapter heart and have always enjoyed see¬
mode while there were barely any ing creativity turn into entertainment.
joysticks in the world. Flight Simulator The least? When there are pockets of
from Microsoft was fun, as were various time having to wait for the next sub¬
other Apple lie games, like Ultima I, II, missions and needing to find busy
and III. Heck, even some BASIC games work to keep the day from dragging
were fun. I recall when Wizardry I was on; note these days are very rare, but
entertaining for hours on end. I hate them nonetheless. I also hate
when we are limited by budget, not
Q. Can you describe a typical day on being able to create or do something
thejob? due to financial or schedule reasons.
A. Atypical day on the job consists of get¬
ting in at 9 a.m. and working through Q. What are the most important per¬
the various tasks until 6 p.m. or later. sonal and professional skills for
Those duties basically involve manag¬ game industry professionals?
ing the creation of assets for the Ulti¬
mate Fighting Championship projects. (continued on next page)
56 What Can I Do Now? Animation
IVe always loved video games, always had to do. Then I enter the writing process
great memories of playing them over the while sculpting high-level designs. Next
years. It never really struck me as some¬ is motion-capture (which I cast, choreo¬
thing I could do to pay the bills, though. graph, and direct), and meetings with our
I wasn’t one of those kids with some big developers to ensure our game-play ideals
goal I was dead-set on pursuing. In 1999 are understood. After that is the review
I stumbled into a job at Game Informer process: first for audio and visual for the
magazine, which turned into an eight- cut-scenes (cinematic scenes that play
year career as a video game journalist. out like WWE segments), and later, when
During that time, I also trained and per¬ things are closer to completion, review¬
formed as a professional wrestler. When ing the game as a whole. Then comes the
I got the opportunity to meld three of bug-test, where I act as go-between with
my biggest passions into a career—video the quality assurance department and our
games, writing, and wrestling—there was developers to decide what things are really
no way I could pass it up.” bugs and what will be left as-is. And soon
Justin says that there is no typical day enough, preproduction edges its way back
in game design. “Duties cycle like the sea¬ into my life.”
sons for me,” he says. “First comes pre- Justin cites meetings and ancillary pro¬
production, figuring out what you want duction activities that are unrelated to
Computer and Video Game Designers 57
his work as the least favorite parts of his your feet and come up with multiple solu¬
job. Tm not a huge fan of the meetings, tions for potentially troubling issues.”
or the things that don’t involve me actu¬ Justin is also a big proponent of balance
ally writing or designing,” he says. “There in one’s work life. “That means being able
are so many things going on not related to to log out and take your mind off work to
the actual making of a game, and I don’t refresh yourself,” he explains. “I see a lot of
have a ton of patience for them. I think it’s people who intentionally overwork them¬
because my main concern is the quality of selves. Your stress level can be high, and
our game, but schedule and budget have to you need to allow it to get lower again so
play a large role, and we have more people you can be your best. Balance also means
employed to ensure they get their due dili¬ being confident in your ideas, but flexible
gence. What I enjoy most is the end prod¬ enough to change things when the need
uct. I love seeing this tangible thing, which arises. Changes happen too often to get
is the result of my hard work and that of married to your ideas.”
my coworkers. It will always exist as a tes¬ Designers must also have the endur¬
tament to that year or so of work.” ance to see a project through from begin¬
ning to end and also be able to recognize
when a design should be scrapped.
DO I HAVE WHAT IT TAKES
TO BE A COMPUTER AND
VIDEO GAME DESIGNER? HOW DO I BECOME A
One major requirement for game design COMPUTER AND VIDEO
is that you must love to play video and GAME DESIGNER?
computer games. You need to continually
Education
keep up with technology, which changes
fast. Although you might not always use High School
them, you need to have a variety of skill If you like to play video or computer
sets, such as writing, programming, and games, you are already familiar with
designing sound effects. them. You will also need to learn a pro¬
You must also have vision and the abil¬ gramming language like C++ or Java, and
ity to identify your players and anticipate you’ll need a good working knowledge
their every move in your game. You’ll also of the hardware platform for which you
have to be able to communicate well with plan to develop your games (video, com¬
programmers, writers, artists, musicians, puter, online, etc.). In high school, learn
electronics engineers, production work¬ as much as you can about computers:
ers, and others. Good problem-solving how they work, what kinds there are, how
skills are key to career success. “In my to program them, and any languages you
job,” says Justin Leeper, “the only thing to can learn. You should also take physics,
expect is unexpected problems: things go chemistry, and computer science. Since
missing, licensors require rewrites, and designers are creative, take courses such
budgets get slashed. You need to think on as art, literature, and music as well.
58 What Can I Do Now? Animation
ate and perfect these products. Oppor¬ more and more integration of interactive
tunities for game designers, therefore, entertainment into mainstream society.
should be good. Online development tools such as search
Game development is popular. The engines, graphic and sound libraries, and
Entertainment Software Association esti¬ programming languages such as Java will
mates that about 36 percent of American probably create opportunities for new
heads of households play computer and types of products that can feature game
video games. People in the industry expect components.
Directors
SUMMARY
62
Directors 63
company, the director may work as a staff • be able to work under deadline
artist in addition to handling managerial pressure
tasks. But generally, the director’s main • be willing to continue to learn
responsibilities focus on board meetings throughout your career
rather than on the drawing board.
Art directors must be skilled in and
knowledgeable about design, illustration,
computers, research, and writing in order staff that can accomplish these tasks.
to supervise the work of their depart¬ Because the visual aspects of a game are
ment. They need to be skilled in classic so important, the art department can be
art forms, such as illustration and sculp¬ quite large, even just for the creation of a
ture, and computer art tools. single game.
To coordinate all artistic contributions The process of creating a computer or
of a computer or video game, art direc¬ video game begins in much the same way
tors may begin with the client’s concept that a television show or film is created.
or develop one in collaboration with the The art director may start with the cli¬
executive producer. Once the concept is ent’s concept or develop one in-house in
established, the next step is to decide on collaboration with staff members. Once
the most effective way to create it. If the a concept has been created, the art direc¬
project is to create a sequel to a preexist¬ tor sketches a rough storyboard based
ing game, past animations and illustra¬ on the producer’s ideas, and the plan is
tions must be taken into consideration presented for review to the creative direc¬
and reevaluated for use in the new game. tor. The next step is to develop a finished
After deciding what needs to be cre¬ storyboard, with larger and more detailed
ated, art directors must hire talented frames (the individual scenes) in color.
64 What Can I Do Now? Animation
have to put in the long hours due to mis¬ have more involvement in the whole digi¬
takes that are made.” tal pipeline—making sure that our 3D
Webster Colcord is an animation super¬ animation gets through properly to the
visor, animator, and character designer lighting department. The core of my work,
who works in the feature film and game however, is overseeing the animation team
industries. Some of his feature credits and making sure that the performances of
include Legion, A Christmas Carol, Red the characters align with the director’s
Cliffy The Spirit, You Don’t Mess with the intentions. Artistically I contribute with
Zohan} Live Free or Die Hardy Grindhouse, initial testing of a character—doing cycles
The Hosty Night at the Museum, Pulse} and tests to work out the movement and
Superman Returnsy Matrix 3, Minority performance style—and working with the
Reporty AntZy James and the Giant Peachy character setup team to give us the tools
and Michael Jacksons Moonwalker. His and controls that we need. Later in the
video game credits include Tiger Woods process I make comments on the perfor¬
GolfNextGen, Tiger Woods Golf Lord of mance aspects of the animators’ iterations
the Rings: The Third Age, and Return ofthe of their shots. I also troubleshoot technical
King. (Visit http://webstercolcord.com to issues that might be blocking an anima¬
view his work.) “My father was something tor from achieving the director’s vision of
of a cinephile,” Webster recalls, “and my the performance. There are also manage¬
mother worked at the local public library. rial concerns that cannot be overlooked—
My father would check out films—this making sure that the team is working
was before home video—and show them smoothly and staying within budget and
at home and at birthday parties. So I grew time constraints, surfacing any grievances
up loving movies and I voraciously read that the team may have, giving perfor¬
the filmmaking books in the library’s cat¬ mance reviews, and keeping track as best
alog. I was also drawing and sculpting as a as possible of the animators’ career goals
child and making home movies through¬ and trying to help them out if I can.”
out my teenage years. Finally, I was given
the chance to join the Will Vinton Studio
a year out of high school and I worked DO I HAVE WHAT IT TAKES
on my first television production, A Clay- TO BE A DIRECTOR?
mation Christmas Celebrationy in 1987.1 To be a successful director, you need to be
have worked at many studios since and creative, imaginative, curious, and have a
made the transition from traditional ani¬ sense of adventure. You must be able to
mation to computer animation when I work with all sorts of specialized equip¬
took a job with DreamWorks in 1997.” ment and computer software. “As artists
Webster says that his duties as an ani¬ in the gaming field,” says Scott Fabianek,
mation supervisor vary based on the type “we have to not only keep ourselves on
of studio that employs him for a project. top of our game artistically, but techni¬
“At a smaller facility,” he explains, “I may cally as well. There is always new software
68 What Can I Do Now? Animation
being developed that gives us new tools to try ladder leading to the director’s job.
work with and allows for easier produc¬ At the very least, a high school diploma,
tion or new ways of doing things. Also, while not technically required if you wish
on the tech side of things, artists have to to become a director, will still probably
be aware of the technical restrictions of be indispensable to you in terms of the
the platform for which they are develop¬ background and education it signifies.
ing. The artists have to be flexible and As is true of all artists, especially those
creative to create the best environment, in mediums as popular as the computer
object, or character they can with limited and video game industry or the television
texture sizes or polygon counts. A video and film industries, you will need to have
game artist in many ways is much more a rich and varied array of experiences to
than just an artist and has to complement create works that are intelligently crafted,
that with an understanding of engine and entertaining, and accessible to people of
platform limitations.” many different backgrounds and ages.
The ability to work well with different In high school, courses in English, art,
types of people and situations is a must theater, and history will give you a good
for directors. Because deadlines are a foundation. Furthermore, a high school
constant part of the work, an ability to diploma will be necessary if you decide to
handle stress and pressure well is key. go on to film school or pursue a degree in
The visual aspects of a computer or video game design.
video game or animated film can be the
very things that make it sell. For this Postsecondary Training
reason, accuracy and attention to detail You do not need a college degree to work
are important parts of the director’s job. as a director in the computer and video
When the visuals are innovative and game industry, but with competition
clean, the public either clamors for it or increasing for employment in this popular
pays no notice. But when a project’s visu¬ field, it is a good idea to earn a degree—
als are done poorly or sloppily, people will or at least take a few classes—in game
notice, even if they have had no artistic design, programming, or related subjects.
training, and the game will not sell or the In addition to course work at the college
film will not be watched. level, many universities and professional
art schools offer graduates or students
in their final year a variety of workshop
HOW DO I BECOME A projects or internships. These opportuni¬
DIRECTOR? ties provide students with the chance to
work on real games, develop their per¬
Education
sonal styles, and add to their work experi¬
High School ence. Animation World Network offers a
Directors’ careers are rather nontradi- database of animation schools at its Web
tional. There is no standard training path site (http://schools.awn.com). Another
and no normal progression up an indus¬ good source of schools can be found at
Directors 69
the International Game Developers Asso¬ competitive. If you can’t get an intern¬
ciation’s Web site (http://www.igda.org/ ship or land a volunteer position, you
breakingin/resource_schools.php). should try to obtain as much experience
Film, television, music video, and creating video games or animated shorts
commercial directors do not need a col¬ or films as you can. Get a group of your
lege degree to enter the field. Some of friends together and create a basic game
today’s top directors are self-taught or or a two- or three-minute animated film.
have learned their skills on the job. But
since this field is very competitive, it is a
good idea to earn a degree or at least take WHO WILL HIRE ME?
some college classes that will teach you Directors working in the computer and
about directing. Film studies and anima¬ video game industry work all over the
tion programs are offered at universities country and the world for companies
and art institutes across the country. Tra¬ large and small. Major entertainment
ditional film schools may also offer spe¬ software publishers include Sony, Activi¬
cialized programs for aspiring animation sion Blizzard, Electronic Arts, Nintendo
directors. of America, Atari, THQ, Take-Two Inter¬
active Software Inc., Microsoft, and Kon-
Certification or Licensing ami Digital Entertainment-America. Jobs
No certification or licensing is available are available at these companies as well as
for this profession. with online services and interactive net¬
works, which are growing rapidly.
Internships and Volunteerships Employment as a director in the film
If you attend a college program, you will and television industries is usually on a
most likely participate in an internship freelance or contractual basis. Directors
at a game company or animation studio. find work, for example, with animation
An aspiring game director, for example, studios (both major and independent),
may land an internship at Nintendo and at television stations and cable networks
perform basic administrative tasks or (such as Nickelodeon and the Cartoon
product testing. While interns won’t get Network), through advertising agencies,
to direct games or animated features, with record companies (music videos),
they do receive extensive experience in and through the creation of their own
a professional environment and get the independent animation projects.
chance to make valuable contacts in the Since a director’s job requires a great
field. If they do a good job, their intern¬ deal of experience, it is usually not con¬
ship may turn into a regular position after sidered an entry-level position. Typically,
they graduate from college. a person on a career track toward direc¬
Volunteering at a game or animation tor is hired as an assistant to an estab¬
company is another way to gain experi¬ lished director. Recent graduates wishing
ence, but it will be difficult to obtain such to enter the game or film or television
a position since these industries are so industry should develop what is called a
70 What Can I Do Now? Animation
Chuck Jones, an animator, cartoon artist, By the 1960s Jones established his
screenwriter, producer, and director, was own animation studio, Sib Tower 12 Pro¬
an instrumental force in the animation ductions. One of the studio's first projects
industry. He is best remembered for work was a collaboration with Metro-Goldwyn-
on Warner Bros. Studio cartoons such as Mayer on the cartoon series Tom and Jerry.
Looney Tunes and Merrie Melodies. Jones also produced animated shorts
His first job in the industry was as a for television. He partnered with Theodor
cel washer and painter for the Ub Iwerks Geisel, otherwise known as Dr. Seuss, on
Studio, and later at the Walter Lantz a television adaptation of How the Grinch
Studio. He eventually found work at an Stole Christmas. His other important ani¬
independent studio that produced car¬ mated-short adaptations for television
toons for Warner Bros. It was there that include The Cricket in Times Square, The
Jones directed his first cartoon, The Night Jungle Book, and Rikki-Tikki-Tavi, as well as
Watchman. the Saturday morning children series The
Jones preferred stylized animation, Curiosity Shop.
or limited animation—using abstract art, Jones won three Academy Awards for
symbolism, and limited movement to cre¬ his animated films and received an honor¬
ate an image—a style vastly different from ary Oscar for Lifetime Achievement. The
Walt Disney's more realistic approach Directors Guild of America also presented
to animation. Using this style, Jones cre¬ him with an honorary life membership in
ated some of his most popular and best- recognition of his groundbreaking work.
regarded characters—Pepe Le Pew, the
Road Runner, and Wile E. Coyote. Source: Chuckjones.com
demo reel. This is a type of portfolio, only acquire credentials by working on vari¬
the work is interactive and shows moving ous projects. Starting out as an intern or
animations and backgrounds as opposed assistant is a good way to get experience
to pictures of static images. Demo reels and develop skills.
can show your skill in composition, color,
light, motion, presentation, and crafts¬
manship. It should reflect a wide breadth WHERE CAN I GO FROM
of styles and show work in more than just HERE?
one genre of game or animation style. Again, directors are not entry-level work¬
This will show that you are versatile as ers. They usually have years of experience
well as creative. working at lower-level jobs in the field
Remember that directors have done before gaining the knowledge needed to
their time in lower positions before supervise projects. This experience will
advancing to the level of director, so help them manage their artistic staff and
you must be willing to do your time and solve problems quickly when necessary.
Directors 71
While some may be content upon $68,000 or more, according to the Inter¬
reaching the position of director, many national Game Developers Association.
directors take on even more responsibil¬ Creative directors with six or more years'
ity within their organizations, become experience can earn up to $80,000. Skilled
producers or studio executives, develop directors with many years of experience
original multimedia programs, or create working with some of the larger game
their own games or animated features. developers can earn salaries of $200,000
Many people who get to the position of or more.
director do not advance beyond the title Earnings for film, television, music
but move on to work at larger game devel¬ video, and advertising/commercial
opers or on more prestigious projects. directors vary greatly. Most Hollywood
Competition for positions at companies film directors are members of the Direc¬
that have good reputations continues to tors Guild of America (DGA), and sala¬
be strong because of the sheer number of ries (as well as hours of work and other
talented people interested in the field. At employment conditions) are usually
smaller game developers or animation stu¬ negotiated by this union. Generally,
dios, the competition may be less intense, contracts provide for minimum weekly
since candidates are competing primarily salaries. The minimum weekly salary for
against others in the local market. feature-length animated film directors
In the motion picture industry, was $4,726 in 2009. This figure increases
advancement often comes with recogni¬ based on the cost of the picture being
tion. Directors who work on well-received made. Keep in mind that because direc¬
movies are given awards as well as fur¬ tors are freelancers, they may have no
ther job offers. The most well-known income for many weeks out of the year.
trophy is the Academy Award: the Oscar. Although contracts usually provide only
Oscars are awarded in a variety of cat¬ for the minimum rate of pay, most direc¬
egories, including one for best animated tors earn more, and they often negoti¬
film, and are given annually at a presti¬ ate extra conditions. Directors working
gious gala to recognize the outstanding under DGA contracts also receive paid
accomplishments of those in the field.
vacation days, lodging and meals while
The International Animated Film Soci¬
filming, and access to pension and health
ety, ASIFA-Hollywood also offers awards
insurance plans.
(called Annies) for the best animated film
The median annual salary of film direc¬
of the year.
tors and producers was $64,430 in 2008,
according to the U.S. Department of Labor
(DoL). Among this group, the lowest paid
WHAT ARE THE SALARY 10 percent earned less than $30,250, and
RANGES? the highest paid 25 percent earned more
Game industry art directors with six than $105,070. The DoL reports the fol¬
or more years of experience can earn lowing mean annual salaries for directors
72 What Can I Do Now? Animation
SUMMARY
“Working at Game Informer has afforded try functions, but I was also able to cram
me the chance to do some amazing things some touristy stuff in on my days off. The
and meet some fantastic individuals,” says trip was the best of both worlds.”
associate editor Meagan VanBurkleo.
“Not only have I had the opportunity to
meet industry innovators such as Shigeru WHAT DOES AN EDITOR
Miyamoto or Ralph Baer, but I have also DO?
been able to rub elbows with talent from There are two main types of editors work¬
other industries, including comic-book ing in animation-related industries: those
legends and music superstars. But travel who edit computer and video games and
is the biggest reward for me. My trip to animated films, television shows, com¬
Tokyo in October 2008 was particularly mercials, and music videos (referred to
memorable as it has always been a place I as animation editors in this article) and
wished to visit. Not only was I able to get those who edit animation-related articles,
a feel for how the Japanese game indus¬ reviews, books, game manuals, technical
73
74 What Can I Do Now? Animation
gave us cameras and lights and gear that work will almost always require more
nobody really knew how to operate and than a clocked 40-hour work week,” he
with no real understanding of how to says. “Most of the time, you’re working
produce content. Eventually the teachers in project-based situations and you will
gave up trying and said, ‘Everybody just be expected to deliver on deadline with
go make something.’ So we did—over and little to no exception, or the process fal¬
over again until we shaped what became ters and trouble dominoes to everyone
the first video yearbook most had ever down the pipeline (making you rather
seen. That intense amount of creative unpopular among your colleagues). I
freedom allowed us opportunity to expe¬ think most on the outside might con¬
rience many facets of live-action produc¬ sider this field full of nothing but laughs,
tion hands-on, and eventually gravitate to magic, and eye candy, but the reality is
what we enjoyed doing most. Personally, I that it’s a business, and you must consider
was in love with the endless creative pos¬ that at all times. It is true that it’s a cre¬
sibilities and story shaping that occurred ative field, but the goal is to sustain, and
in the edit suite during postproduction, that means becoming known and desired
and I was certain I wanted to spend my in the industry for your skill and talent.
life learning the craft.” That takes hard work, dedication, and
Brad says there are no typical days for practice. During production, you will see
animation editors. “Chaos is inherent many different personalities collaborating
in the business,” he says, “and the best- in many different capacities—from cre¬
intended plans often change daily if not ative to administrative—and a lot of fire
several times a day. Editing, like most can brew when they all meet. But when
creative works, is a process that involves it works, and it usually does, the results
several layers of responsibility. Perhaps are always unique and sometimes simply
the most important is understanding incredible.”
the vision behind the producers, writers, Despite the drawbacks, Brad truly
and creators that you will work with very enjoys his career. “The business, this craft,
closely over long periods of time. It is an has become a huge part of my life,” he
important relationship and you will often says. “I live and breathe it, sacrifice sleep
find the more experienced teams work¬ and stress over it, and I consider it all
ing together on many projects over the worthwhile. I don’t wake up in the morn¬
years. You have to be more than just an ing and consider my work as a ‘job.’ It’s a
operator to be successful as a broadcast lifestyle and I love being a part of it.”
editor. You need the ability to get inside Meagan VanBurkleo is an associ¬
your client’s head, understand what they ate editor at Game Informer Online, the
want, and then bring that vision to life.” most popular video game periodical in
Brad says that some of the drawbacks the world. “Video games have been an
of working as an animation editor are the important part of my life since the day
long hours and the tight deadlines. “This my dad brought home the original Nin-
Editors 77
tendo Entertainment System,” she says. at times, with the Web site helping with
“My brothers and I had a subscription the magazine and vice versa.”
to Game Informer for as long as I can Meagan travels often for her job. “Dur¬
remember and always fought over whom ing convention season we are usually out
got to read it first. One day I realized the of the office for at least a week per month,”
magazine was based in my home state of she says. “This is when we are touring
Minnesota. Right then I made my mind game development studios, attending
up to work for the publication someday. gamer's days, and making our way to inter¬
I attended college for both graphic design national events. While at these events we
and journalism, hoping to tailor my edu¬ attend press conferences and demos and
cation toward something in print media. conduct interviews from the show floor.
Immediately after graduating I applied for Then we immediately hunker down and
both a design and an editorial position at get our impressions online.”
the magazine, and was soon hired.
“Working primarily for the Web site,”
she continues, “I never really know what DO I HAVE WHAT IT TAKES
to expect on a day-to-day basis. How¬ TO BE AN EDITOR?
ever, the online team generally starts Animation editors should be able to work
off the morning looking for breaking cooperatively with other creative people
news. News can take the form of game when editing a film, television show, or
announcements, company mergers, video game. They should remain open
quarterly financial postings, and so on. to suggestions and guidance while also
Essentially, if we think it would interest maintaining their confidence in the pres¬
our readers, it goes up on the site. Media ence of other professionals. Successful
is also a priority, as the Internet culture editors have an understanding of the
has an appetite for visuals. Screenshots history of animation (or the video game
and video are posted to the Web site industry if they want to enter this field)
daily. After ensuring that the Web site is and a feel for the narrative form in gen¬
updated, we turn to larger-scale projects eral. Computer animation skills are also
and original features. This can involve important, as well as a desire to keep up
playing games for a preview, conduct¬ with the latest technology and editing
ing interviews, or brainstorming unique techniques in the field.
story concepts with the team.” Meagan VanBurkleo cites passion and
Meagan says that the print version of dedication as the two most important
Game Informer has a similar structure, personal skills for animation text editors.
aside from forgoing news for a more “Its easy to enjoy video games,” she says.
review-heavy focus. “The Web site popu¬ “But as a video-game editor you need to
lates with reviews from the magazine in be more than just passionate about games;
order to maintain a standard voice,” she you need to have an attraction to the
says. “However, we trade responsibilities industry as a whole. Being a video-game
78 What Can I Do Now? Animation
Meagan VanBurkleo details the pros and vey the gaming industry; after all, variety
cons of working as a game magazine edi¬ is the spice of life.
tor in the following paragraphs: As for cons, variety also inherently
keeps your schedule in the air. Some days
The pros are many. Everyone who works or months during the holiday season are
at Game Informer is first and foremost a dead in terms of news and announce¬
gamer. Having the opportunity to check ments. However, convention season can
out our favorite franchises or to get the result in a massive influx of content for
scoop on new games is very fulfilling. Pre¬ which you are obligated to stay late and
viewing and reviewing games (being paid address. Deadlines are concrete in this
to play) is an obvious perk. For me person¬ industry. Late nights aren't uncommon
ally, travel is the largest plus. Travel takes and neither are long weekends. Being a
us to gamer hot spots such as Las Vegas, video-game editor isn't always fun and
Seattle, Austin, and New York, as well as games, despite the subject matter.
international locations such as London, Additionally, constantly studying and
Leipzig, and Tokyo. Variety is the third dissecting games can leave a sour taste in
benefit. While at its core being an edi¬ your mouth. Sometimes after reviewing a
tor means spending lots of time on your game it's tough to sit down and just enjoy
computer, you never really know how a playing through a title. It's not always
day will unfold. Although we are privy to easy to shut down the analytical side of
much information before it is announced your brain. Still, the cons are far and few
to the public, even we can be surprised by between and are greatly outweighed by
an unexpected announcement. It's excit¬ the inherent benefits of working in the
ing to open your inbox every day and sur¬ video game industry.
editor requires you to be up-to-date not the early morning till well past midnight.
just on details of specific games, but also Not to say that these events aren’t fun, but
on the latest tech and specs, video game your obligation to get news to readers in a
legislation, and even the financial standing timely manner is important. If you don’t
of the big contenders. To be a successful they will just go find their game fix some¬
video-game editor you need to have a wide where else.
breadth of knowledge on the industry, and “On a professional level,” Meagan con¬
that takes time and motivation to obtain. tinues, “the ability to multitask is impor¬
Dedication becomes fuel when you are up tant. It’s common to have several projects
at 3:00 a.m. writing impressions from an on your plate at any given time. Then news
event that just concluded. Weeklong trips will break and throw a kink in your plans,
to events such as the Game Developers forcing you to drop everything and pick up
Conference or the Electronic Entertain¬ the pieces later. An affinity for words and a
ment Expo usually keep you working from strong written voice is also necessary. We
Editors 79
Maureen Furniss is the founder and edi¬ are of general interest (artist statements,
tor of Animation Journal, one of the most for example).
respected scholarly publications in the When I receive an article for possible
field. She is also an animation professor publication, I look it over and make initial
and historian at California Institute of the comments. Often articles return to their
Arts, president of the Society for Anima¬ authors for revision, but if they happen to
tion Studies, and author of Art in Motion: feel close to ready for publication, I will
Animation Aesthetics and The Animation then send the article to members of my
Bible. She provides an overview of her pub¬ editorial board.These people (usually two,
lication and the editing process for each sometimes three) read the essay without
issue in the following paragraphs: knowing who wrote it, and they give me
feedback. If the article is accepted for
I started Animation Journal in 1992, when publication, then I begin to work with the
I was finishing my dissertation in Critical author on any last revisions that remain.
Studies in the School of Cinema-Television Sometimes I am required to do quite a bit
at the University of Southern California. I of editing, especially for authors who are
started it because at that time there was nonnative English speakers. After I get four
no scholarly journal available to publish or five essays together, I lay them out using
research in this field. Animation Journal a template I've developed on InDesign, an
is peer-reviewed, which was important Adobe application. Authors get the rights
for giving credibility to it since animation to use images they want to include, and
was still viewed somewhat skeptically by I put these in as well. Although I am far
a lot of people in universities (on tenure from a graphic designer, I did take some
review committees, etc.). I publish Anima¬ journalism courses in school, and I learned
tion Journal myself, so it is unusual in that a little about layout design.
respect. Most journals are run through Animation Journal comes out once a
institutions, such as a university press. My year, usually in October. It is 96 pages long
journal publishes work on any aspect of on average. During its first eight years, it
animation, so it is not particularly special¬ came out twice a year, but I couldn't keep
ized. I also publish book reviews and short up the pace since I am also a full-time col¬
articles that are not peer-reviewed, but lege professor.
Editors 81
to producers of films, television shows, you look for your first job. Your school's
and advertisements, negotiating their career services office may also have list¬
own fees, and typically have purchased ings of job openings. Some studio work is
or leased their own editing equipment. union regulated. Therefore you may also
Animation editors may develop ongoing want to contact union locals to find out
working relationships with directors or about job requirements and openings.
producers who hire them from one proj¬ Text editors should contact their col¬
ect to another. lege career services office or journalism or
Text editors are employed by enter¬ communications department for help with
tainment software publishers, animation their job search. In addition, contacts that
companies, computer and video game you make during an internship or summer
companies, book and magazine publish¬ job may provide employment leads. Aspir¬
ers, newspapers, online publications, and ing text editors can also find job leads by
any other organization that requires the visiting Web sites that offer job listings.
skills of an editor. These include Gamejobs (http://www.
With a minimum of a high school gamejobs.com) and Gamasutra (http://
diploma or a degree from a two-year col¬ www.gamasutra.com). Many people inter¬
lege, you can apply for entry-level jobs at ested in employment in the game industry
many film, television, or game studios. also attend the annual Game Developers
Most studios, however, will not consider Conference (http://www.gdconf.com) to
people for animation editor positions network and learn more about internship
without a bachelor's degree or several and job opportunities.
years of on-the-job experience. Larger
studios may offer apprenticeships for
animation editors. Apprentices have the WHERE CAN I GO FROM
opportunity to see the work of the anima¬ HERE?
tion editor up close. The animation edi¬ Once animation editors have secured
tor may eventually assign some of his or employment in their field, their advance¬
her minor duties to the apprentice while ment comes with further experience and
making the larger decisions him- or her¬ greater recognition. Some animation edi¬
self. After a few years, the apprentice tors develop good working relationships
may be promoted to animation editor with directors or producers. These editors
or may apply for a position as an editor may be willing to leave the security of a
at other studios. Those who have com¬ studio job for the possibility of working
pleted bachelor's or master's degrees have one-on-one with the director or producer
typically gained hands-on experience on a project. These opportunities often
through school projects. Another benefit provide animation editors with the auton¬
of going to school is that contacts that omy they may not get in their regular jobs.
you make while in school, both through Some are willing to take a pay cut to work
your school's career services office and on a project they feel is important. Some
alumni, can be a valuable resource when editors choose to stay at their studios and
82 What Can I Do Now? Animation
Brad Lee Zimmerman offers the following Listen. You have to listen to what
summary of the most important skills for your client needs and deliver only what
animation editors: they are asking. We're creative people and
we're lucky to get paid for our ideas, but
Organization! There's no way around it for you must understand where the client is
editors. Be organized. Take the extra time to coming from and what they want at all
set up properly and you will greatly increase times. It sounds simple but too often you
the odds for a smooth experience. I think a hear creative types attempting to explain
common rookie mistake involves rushing their "better" ideas when the producer
past organizational steps, perhaps to make already has a very clear idea of what they
up for a slower performance time. Maybe want. Imposing your thoughts without
the client is with you and you want to show being asked is an excellent way to upset
off your speed by skipping the slow and everyone in the room, and being overly
sometimes painstaking foundational steps persistent will probably get you replaced.
of organizing your elements. Learn to get Don't try to explain or argue your conflict¬
rid of that feeling. It's better to suffer the ing idea unless you are asked, and, occa¬
occasional huff of an impatient producer sionally, that does happen. Otherwise, you
than to watch your project slowly unravel are likely only doing damage to the rela¬
before both of your eyes. You need to know tionship. Give the client what they want,
exactly (or sometimes even just roughly) when they want it, and without resistance.
where the files are when the client wants If you can deliver that, you will certainly
to see them. This keeps confidence up and up your worth as an editor.
makes a positive experience for you both. Finally, seek a mentor or someone
Be personable and mindful to your cli¬ with experience that you can shadow and
ent. They are number one in your world. spend time learning from. It's invaluable.
You're probably going to spend a lot of Jay Edwards, Ned blastings, Dave Willis,
time together and you want them to enjoy and Matt Maiellaro are production cor¬
being with you. Make some small talk. Feel nerstones at Adult Swim and have been
them out for what they like and, more since it began. I can't begin to measure
important, what they don't like. Despite how much I've learned by working with
the hierarchy, you're both humans. Act them, and you can bet money that I listen
like it. You never know when a one-off gig when they say anything about making a
could turn into a long-lasting relationship. show.
employers are typically assigned a variety of offer stock-option plans. Freelance editors
duties and, as a result, learn many skills. A are responsible for providing their own
typical advancement path for editors might medical, disability, and life insurance. They
include the following steps: editorial/pro- must also fund their own retirement plans.
duction assistant, copy editor, senior copy
editor, project editor, first assistant editor,
managing editor, and editor in chief. Tech¬ WHAT IS THE JOB
nical editors advance by working on longer OUTLOOK?
and more complicated documents and by Employment of animation editors in
assuming managerial duties. Freelance or the motion picture and video industries
self-employed editors earn advancement
in the form of larger fees or work on more
prestigious publications as they gain expo¬
sure and establish their reputations. Rewarding Moments
is expected to increase faster than the are being produced, which will create a
average for all careers through 2016, need for qualified editors. Opportuni¬
according to the DoL. More animated ties should also be good in the gaming
films, television shows, and commercials industry, although some designers and
Brad Lee Zimmerman provides the fol¬ moves, and basic animation that may occur
lowing overview of the editing process during the scene. Eventually, this sets up a
for animated television shows: rough version of the show for producers
to see and to make adjustments on the fly.
Most people are understandably a bit con¬ Scenes are dropped, others are added, and
fused as to how an animated show is edited. gags get rearranged. Sometimes, depend¬
Traditionally, editing is known as a phase ing on the producer's vision, this happens
during postproduction, after elements are quite often. Typically, the editor will need
created. Animation editing is different in the ability to quickly shift between acting
that we spend the majority of our creative as an audio engineer and/or a video com¬
time on the front end of production, before positor while maintaining the focus and
animators begin to work. Some studios call feel of a long-form editor. All of this hap¬
it "pre-vis" or "animatic" editing. Essentially, pens within the nonlinear editing system
the goal is to map out as much of the show and doesn't need to leave the suite.
as we possibly can before spending tons After several weeks of repeating the
of hours and tons of money animating the process, the final animatic is approved and
final version. Enter the animation editor to the show is then delivered to the anima¬
create what can be summed up as a low- tors where they re-create your cut, shot by
resolution version of the final product or shot, adding lip-flap, final effects, and the
likened to a moving storyboard. magic and timing that only a professional
Once a show is written and revised animator can bring.
and the actors have recorded their parts, On the back end of production
the dialogue editing begins. We select (many weeks later), the editor will receive
the best or most appropriate takes from approved movies and clips from the ani¬
each character and create a "radio play" mators and ingest them for conformity.
(the term is a nod to radio programs made This involves placing these elements
before the advent of TV) with stand-in together with the master audio tracks cre¬
Foley, music, and sound effects placed for ated in the first phase and making certain
timing. that the show is in synch. Over time, tweaks
After a few weeks of tweaks and revi¬ are made and, with the blessing of the pro¬
sions, audio is approved and basic video ducers, the show is edit-locked and sent to
takes over. For each scene, the editor an audio engineerforfinal sweetening and
composites the backgrounds, characters, mixing. It's likely that the conforming edi¬
and props together in time with the mas¬ tor will see the show one last time in mas¬
ter audio track. Scene by scene, decisions ter assembly, where quality control, color
are made concerning the type of shot, the correction, and the [television] network's
blocking of characters, styles of camera final delivery specs are made.
Editors 85
SUMMARY
Animation producer Catherine Winder commercials; and other products that fea¬
says that she has enjoyed every animation ture animation. The following paragraphs
project she has worked on, but cites Ice Age provide more information on job respon¬
as her favorite. “At the time, we were doing sibilities for producers by industry.
something very unique in the industry/' Computer and video game producers
she explains. “We had relatively limited oversee and manage the development of
resources and few people with experi¬ video and computer games. While they
ence, but somehow through sheer hard do not generally handle the technical
work and determination the crew pulled aspects of projects, they are responsible
together and we managed to produce a for coordination, management, and over¬
movie that made us all very proud." all quality of the final product. At some
companies, however, the producer will
take on more technical duties, including
WHAT DOES A PRODUCER serving as the lead designer. Most often,
DO? the producer is the liaison or intermedi¬
Producers help create computer and video ary between the publisher and the game-
games; animated feature films, shorts, and development team.
86
Producers 87
client whose only interest may be the bot¬ story, art, music, budget, schedule, cost
tom line. Balancing these (often oppos¬ reporting, postproduction, and final
ing) priorities can make for a trying, but delivery. It is my job to liaise and com¬
also exciting, work environment. municate with key talent in addition to
the client financing and/or distributing
the final product. I typically collaborate
WHAT IS IT LIKE TO BE A with the director to ensure that he or she
PRODUCER? is clear about the applicable short- and
Catherine Winder is the president of an long-term goals, depending on where
animation studio. During her career she we are in the production. Directors need
has worked as an animation producer, an to feel they are getting what they need
executive, and a consultant in the feature to ensure that their vision for the story
film, home video, and television indus¬ and look of the project is on track. I also
tries. She had executive oversight on such work closely with my line producer, who
projects as Ice Age, Titan A.E., Johnny is dealing with the day-to-day scheduling,
Bravo, Power Puff Girls, Dr. Seuss’s Daisy- quota, and personnel issues on the floor.
Head Mayzie, A Flintstone’s Christmas I will read scripts and follow up with the
Carol, and Yogi The Easter Bear, to name writers to make sure we are getting what
a few. Her producing credits include Star we need and that changes and notes are
Wars: The Clone Wars and series such as being addressed. I may touch base with
Spawn (animated series), Spicy City, and my casting and recording director to
Aeon Flux. She was the overseas produc¬ ensure that a recording session is booked
tion manager on Once Upon A Forest. She and ready to go so that we have our voice
is also the coauthor of Producing Anima¬ track produced on time. I am only nam¬
tion (Focal Press, 2001). “When I gradu¬ ing just a few of the daily tasks as they can
ated from university, I was searching for vary tremendously depending on where a
a career that was international, creative, project is in the schedule. Suffice it to say,
and could allow me to use my organi¬ most of my day is filled with interacting
zational and communication skills,” with the crew to make sure everyone is
Catherine recalls. “Animation was that clear about their goals so that they can in
perfect mix as it is both a highly creative turn ensure that their teams know what
and global business. Producing a project they need to accomplish. One thing I have
requires that you be extremely organized learned over the years is that you cannot
and a good communicator, as everyone over-communicate as there is so much
looks to you for clarity on how to move information flowing in so many direc¬
forward to get the project done. tions that you need to be in touch with as
“As a producer,” Catherine contin¬ many people as often as you can. If not, a
ues, “my day-to-day work is incredibly project can easily go off the tracks.”
varied. I am ultimately responsible for Catherine says those seeking a tradi¬
every aspect of a project, including the tional, stable 40-hour job might want to
90 What Can I Do Now? Animation
reconsider a career in the field. “This is how animation can be a very successful
not a nine-to-five business, especially bridge-building tool across the globe.
during crunch times at the end of a proj¬ That aspect of animation has always been
ect,she says. “You need to assume that very attractive to me. As a producer your
you will work long hours, especially early job is to facilitate the making of great sto¬
in your career, to prove yourself and earn ries. I started as an art coordinator and
the trust of your employer. Animation is over time and numerous projects later,
project-based, so layoffs are very com¬
mon in the industry when a project is fin¬
ished. If you are looking for a stable job DreamWorks
at the same company for many years, this
Animation SKG
may not be the industry for you as that
is the exception versus the norm. With
Ever notice the unique logo that appears
that said, the great thing about working
before many of today's top animated
at a variety of companies and on many feature films—the little boy fishing off
different projects is that you are always a crescent moon? That's the logo of
challenged and learning. Experiencing DreamWorks Animation SKG, one of the
how different directors handle storytell¬ largest and most profitable animation
ing and how the various studios go about studios in the world. As an offshoot of its
parent company, DreamWorks Pictures,
producing is an excellent way to develop
this studio is known for producing top-
a rounded background, which will ulti¬ rated computer-generated animation
mately make you more valuable and help feature films such as Antz, Bee Movie,
you grow in your career/' Kung Fu Panda, and the series of Shrek
Zahra Dowlatabadi is a producer, direc¬ films, with Shrek 2 ranked as the 10th
highest grossing movie of all time. The
tor, and consultant in the feature film,
typical characteristics of a DreamWorks
home video, and television animation
Animation movie are a great story line
and live-action industries. Some of her coupled with incredible visual imagery.
credits include Quest for Camelot; Space Its movies are also popular because they
Jam; Land Before Time II, III & IV; Once can often be appreciated by both chil¬
Upon A Forest; Goof Troop; Peter Pan & dren and adults.
The company's founders, Steven
The Pirates; and Little Nemo. She is also
Spielberg, Jeff Katzenberg, and David
the coauthor of Producing Animation Geffen (hence the SKG), are some of
(Focal Press, 2001). “I grew up attending the most respected film industry pro¬
animation film festivals in Iran," she says, fessionals in the world. Their goal for
“and I vividly recall how the shorts from DreamWorks Animation is to produce
faraway places made an impression on and release two computer-generated
animated feature films a year.
me—be it from Czechoslovakia, Canada,
or Japan. We also had shows on televi¬ Sources: DreamWorks Animation SKG, Box
sion like Popeye the Sailor Man dubbed in Office Mojo
Farsi, of course! Over time, I discovered
Producers 91
I was given the ‘producer’ title. At this ducer is pulling the team together. I also
point the majority of my work is in a con¬ love the variety of the job as I am able to
sulting capacity so there is no one routine use both sides of my brain. Producing is
day. The goal is to find ways to creatively all about balancing both the creative and
expedite and troubleshoot so everyone on operational aspects of a project in order
the team has ample opportunity to put to get the most up on the screen. Produc¬
forward their best work.” ers work within the parameters of the
budget and schedule and the qualitative
expectations of whoever is financing the
DO I HAVE WHAT IT TAKES project. Each decision made must balance
TO BE A PRODUCER? the overall vision and limitations of your
While degrees can help get you in the final product.”
door of the larger companies, experi¬ “Making a film requires teamwork,”
ence is what really counts in the gaming says Zahra Dowlatabadi. “Producers must
industry. If you are a high school gradu¬ be able to focus on the ‘now’ but also have
ate with years under your belt as a game foresight so that they can guide the ship
tester, programmer, or production assis¬ in the best possible way. In a book that
tant, you might just get the job over a I co-wrote entitled Producing Anima¬
recent college graduate with no industry tion, there is an entire chapter devoted to
experience. Because the job of producer describing what makes an ideal producer.
includes much administrative work, Everyone has their own unique take on
producers should have working knowl¬ this topic, but the recurring qualities are
edge of basic commercial software, such the abilities to facilitate, support, and
as Microsoft Office programs and File¬ lead.”
Maker Pro. Familiarity with industry soft¬ Communication and mediating skills
ware used in game development is also are a must in this job, since all producers
often a requirement, since producers are are often forced to solve problems among
heavily involved in the work of designers, staff members and make decisions based
programmers, and testers. on varying opinions and priorities, such
Animation producers should have as those of the developer/animator and
comprehensive knowledge of the anima¬ those of the client.
tion industry and a keen sense for what
projects will be artistically and commer¬
cially successful. They also need strong HOW DO I BECOME A
leadership and management skills. “The PRODUCER?
role of producer is all about being a leader,
Education
and ensuring that your team understands
the goals and vision of the project they High School
are working on,” says Catherine Winder. While an interest in playing video games
“One of my favorite parts of being a pro¬ is obviously a requirement if you want to
92 What Can I Do Now? Animation
Individuals with more experience will find ated animation business continues to grow
it the easiest to land jobs. However, with and boom thanks to so many successful
the industry's growth, individuals who films at the box office over the past several
are hard-working, flexible, and passionate years."
about gaming should be able to find entry- Though opportunities may increase
level jobs in computer and video game with the expansion of cable and satel¬
production. lite television, video and DVD rentals,
Employment for producers employed online rental and purchase options, and
in the motion picture and video game an increased overseas demand for Ameri¬
industries is expected to grow faster than can-made animated films and television
the average for all careers through 2016, shows, competition for jobs will be high.
according to the U.S. Department of Labor. Some positions will be available as cur¬
“There is, and continues to be, a tremen¬ rent producers leave the workforce.
dous amount of opportunity in our field, Employment for producers who work
especially for animators, technical direc¬ in the advertising industry is expected to
tors, editors, and all sorts of artists," says grow about as fast as the average through
Catherine Winder. “The computer-gener¬ 2016.
Sound Workers
SUMMARY
96
Sound Workers 97
They create the squealing noise of a race to do research to find out what musical
car's tires, the rapid clip-clop of a gallop¬ instruments were used then and then find
ing horse, the zap from an alien's weapon, ways to reproduce their sound.
or the crunching thud of one pro wres¬ Sound designers also frequently work
tler body-slamming another. They are with artists and animators. To enhance
also responsible for any talking, singing, the game, sound designers must make
yelling, and so on that characters in the sure the characters' voices somehow
game, film, or commercial do. Finally, complement their looks as well as match
they find recordings of all of the music up with the artists’ and animators’
to be used in the film or game, but they visions of their personalities. For exam¬
do not write or create music themselves. ple, the sound designer needs to know if
All the sounds must fit with its action a large, bear-like character should have
and setting to attract the interest of the a deep, slow-speaking, friendly voice or a
intended audience and increase their squeaky, fast-speaking, unpleasant voice.
emotional experience. Voices also need to match up with the
To understand the work of a sound character's actions. In some sports games,
designer, let’s take a look at the responsibil¬ for example, a commentator may speak
ities of a sound designer who is employed during much of the game but will need
in the computer and video game industry. to adjust his or her voice—from fast and
The first team members that sound design¬ excited to disappointed to surprised, and
ers usually consult are the game design¬ so on—to suit the events. Sound design¬
ers. It is the sound designer's job to find ers also work with game programmers
out what look and feel the game designers to ensure that the final sound produced
want. To do this, the sound designer may is what was desired. Although sound
study concept sketches and ask the game designers generally don't have to write
designers questions. Who is the intended the programming code, those who have
audience? How many levels of play will coding knowledge are at an advantage
there be? Where will the game be played because they have a good understanding
(for example, on the Internet, in an arcade, of both the programmer's job and how
or on a console)? Does the game take place to achieve the best sound style.
in a particular time period, such as 100 Sound designers employed in any
years in the future or during the height of animation-related industry usually have
World War II? Answers to questions like access to a “sound library," recordings
these give sound designers a framework of many different sounds. But they must
for their work. For example, if the game also know how to create and record their
will be played in an arcade, the designer own sounds for use in a product. This
will know to make sounds louder and sim¬ can mean recording sounds that will be
pler than for a game played on a console at used realistically in a game or animated
home. If the game takes place in the past, feature; for example, recording the noise
for example, the sound designer may need of a passing jet fighter to use in a war
98 What Can I Do Now? Animation
scene. It can also mean recording sounds kicked, a bomb exploding, and so on—as
to go with imaginary action; for example, well as background noises, such as rain
recording a rotten orange hitting a brick falling or two cats fighting far away.
wall to use for the sound of a monster Composers are sound specialists who
being punched in the stomach. focus on creating the music for a game,
Game designers and animation direc¬ animated feature, or commercial. They
tors sometimes ask the sound designer to need to be able to write music in many dif¬
use music that has already been produced, ferent styles—techno, rock, and even clas¬
such as songs from a popular band. For sical—for different products and to create
example, Tony Hawk’s Pro Skater incor- many different moods. Frequently com¬
porates music from well-known punk posers know how to play an instrument
rock bands such as Motorhead and the on their own, and many find that know¬
Ramones. The popular animated feature ing how to play the piano, synthesizers,
film Shrek featured music from Smash or samplers is particularly helpful. Some
Mouth and The Proclaimers. Music composers in the animation industry are
licensors are the professionals who nego¬ well known. For example, the singer/song-
tiate with music labels and up-and-com¬ writer/composer Randy Newman wrote
ing bands for the rights to use music in the music for the animation smash hit Toy
games, commercials, and animated films Story. Musicians perform, compose, con¬
and television shows. In that case, either duct, and arrange music. They may work
the sound designer or a music licensor alone or as part of a group to create music.
needs to get permission to use the music Some composers and musicians may also
from the recording label. Sound designers have additional duties as sound design¬
also record the actors who do the voice¬ ers or sound effects designers. To create
overs for the game characters. Again, the various types of sound and music that
sound designers are sometimes respon¬ appear in animated creations, compos¬
sible for finding actors to do this work, ers and musicians may work from story¬
or they may do some of the voice-overs boards; a finished game, animated feature,
themselves. or commercial; or nothing but an idea or
The extent of sound designers’ respon¬ concept for the product.
sibilities depends a great deal on fac¬ Sound directors are responsible for
tors such as experience, the size of the managing sound workers such as com¬
employer, and the budget for creating the posers, musicians, singers, audio record¬
product. In an environment that offers ing engineers (who oversee the technical
the opportunity to specialize, such as at end of sound recordings), sound design¬
a large company, there may be sound ers, and recording mixers (who combine
designers who work only on sound effects. music and sound effects with an animated
These sound effects designers concentrate film or video game’s action).
on creating the noises for specific events Working conditions vary for sound
in a game, animated feature, or com¬ professionals. Sound designers work in
mercial—a car crash, a soccer ball being recording studios that are usually air-
Sound Workers 99
WHAT IS IT LIKE TO BE A
To Be a Successful SOUND WORKER?
Cal Scott is the owner of Cal Scott Music
Sound Worker,
in Tigard, Oregon. He composes music
You Should... for the film and television industry. (Visit
• be very knowledgeable and pas¬ http://www.calscottmusic.com to learn
sionate about music more about his career and listen to sam¬
• have artistic talent ples of his work.) “I’ve been writing music
• understand recording technologies
since I was a kid,” he says. “I was born
into a musical family and it’s what I’ve
• be self-disciplined
wanted to do my whole life. I took piano
• have excellent communication when I was seven, trumpet when I was 11,
skills
and bought my first guitar when I was 14.
• be able to work with many types of I got my start composing for film quite
people
by accident. I was playing in a band and
• be flexible and patient when deal¬ writing a lot of the music when a friend
ing with suggestions from your of mine who was a radio disc jockey rec¬
employer
ommended me to a new filmmaker for
• be willing to continue to learn a possible film score. One project led to
throughout your career
another, and it became my career.”
• have good listening skills Cal has worked on a number of ani¬
mation-related projects during his career.
“With animation, since there’s no 'natural’
conditioned because of the sensitivity sound, you get to invent the sound of the
of the equipment Studios may be loud world that the film occupies,” he explains.
or cramped, however, especially during “That’s great fun and a big challenge. I’ve
recording sessions where many people are done a number of theater trailers where
working in a small space. Some design¬ I got to do the sound design as well as
ers may be required to record off-site, at the music, and it allowed me to sculpt
live concerts, for example, or other places each side to balance the other. For those
where the recording is to take place. projects, I receive the film with no sound
The physical conditions of a composer’s effects and no music. The first meeting
workplace can vary according to personal with the director is called the spotting
taste and what is affordable. Some work in session. We decide where the music goes
expensive, state-of-the-art home studios, and what the basic nature of the sound
others in a bare room with an electric effects will be. Then I go to work. These
keyboard or a guitar. Musicians working are very short films, usually under a min¬
on animation-related projects may work ute, so it’s possible for one person to do
in recording studios, home studios, or at the whole thing. Obviously with a longer
concert halls and other venues. project this would be impossible.”
100 What Can I Do Now? Animation
Mike Weiser is a composer for film, tracks used in the game. The more infor¬
television, animation, games, the Web, mation I have from the client, the less time
and advertisements. He is also a piano it takes to compose the right music.
teacher and musician. (Visit http://www. “I can really go to work once we have
mikeweisermusic.com to learn more about the general direction. I try to find themes
Mike’s career and listen to samples of his or sections that can fit together in different
work.) Tve been composing music for ways. I experiment with different sounds
more than 20 years and playing music for and instruments. I do most of my compos¬
30 years,” Mike says. ‘In high school and ing at the computer using audio software
college I started writing for singer/song- (Logic, Ableton Live, Digital Performer,
writers, jazz, and rock bands. I became MOTU MachFive, etc.) and my MIDI key¬
interested in composing music for films boards. MIDI keyboards are such a great
and animation about six years ago. One of way to interface with a computer.
my close friends was producing and direct¬ “When the compositions are approved,
ing films and animated shorts. I felt that the live recording, mixing, and mastering
my diverse musical background might be process begins. 1 often get an audio engi¬
a good match for the schizophrenic world neer involved at this point because then I
of music for media. My interest extended can focus more on the composition.
to games when I downloaded the iPhone “Lastly, the digital files need to be pro¬
application Zen Bound. The music was so vided in the proper format. This can vary
cool. I said, 1 can do that!’” drastically depending on the platform,
When Mike is composing for a video developer, etc. When working long distance,
game, iPhone game, animated film, or it’s necessary to have a Web site where you
other product, he begins by having a gen¬ can upload larger files for clients.”
eral discussion with his client about the Mike says that one of the best parts of
project. If the project feels like a good fit, his job is the creative collaboration pro¬
he signs a work-for-hire or licensing con¬ cess and the results that are generated.
tract. “It’s good to get this taken care of “A great soundtrack can enhance a great
before the creative work begins,” he says. game (or movie, TV show, Web site, etc.),
“Finalizing the contract usually involves a and vice versa! I feel great when the client
fair amount of faxing, emailing, and send¬ says, your music fits perfectly!’”
ing legal documents.
“Next,” he continues, “I find out what
type of music the client wants. Since many DO I HAVE WHAT IT TAKES
clients are not musicians, it may take a TO BE A SOUND WORKER?
while to narrow the possibilities. This Sound designers need to be able to use
can be done by finding preexisting music the latest technologies to record, edit,
that the client likes or by providing short and “sweeten” their work. Workers in
samples of original material that could be this field are continuously updating their
developed into full-length tracks. Some¬ skills, learning how to use new tools or
times these samples are expanded into full techniques to create the sounds they
Sound Workers 101
Many industry experts consider Mel Blanc his breakout success at Warner Bros. Soon
(1908-1989) to be the inventor of cartoon Blanc was closely associated with many of
voice acting. He was nicknamed the "Man the studio's biggest cartoon stars as well
of a Thousand Voices" for his ability to as characters from Hanna-Barbera Studios.
create distinct and entertaining charac¬ His longest running voice-over was for the
ter voices in films and radio and television character Daffy Duck—about 52 years.
shows. Among his most famous character Mel Blanc's success can be attributed to
voices include Woody Woodpecker, Bugs his vocal ability and expressive range;
Bunny, Tweety Bird, and Barney Rubble. he also created an entire persona for a
Blanc began his career in 1927 as a character, not simply a voice. Blanc was
voice actor for a local radio show. The pro¬ extremely protective of his work—screen
ducers did not have the funds to hire many credits reading "Voice Characterization
actors, so Mel Blanc resorted to creating by Mel Blanc" were always an important
different voices and personas for the show stipulation in his contracts.
as needed. He became a regular on The Mel Blanc died in 1989, and accord¬
Jack Benny Program, where he provided ing to his last wishes, his tombstone is
voices for many characters—human, ani¬ inscribed with the words of his famous
mal, and nonliving objects such as a car in character, Porky Pig—"That's All Folks."
need of a tune-up. The distinctive voice
and stutter he created for Porky Pig fueled Source: Toonopedia.com
want. Composers and musicians need to the role of music is in film. It's not the star.
have a passion for music; an interest in It's part of the support. You need a continu¬
computer and video games, animated fea¬ ing sense of curiosity to learn how music
tures, or commercials; and a high degree works. Maybe you're good at folk music
of dedication, self-discipline, and drive. and you get hired to write a score in that
All sound workers should also have style. The director likes what you did and
strong communication skills in order to he or she comes back to you for the next
work well with a diverse group of indus¬ film, but wants something with piano and
try professionals. They also need flexibility cello. Are you willing to study a bit about
to work with a variety of musical genres. those instruments so you can compose for
“Working in film is a collaborative pro¬ them? If you want to write music for film,
cess/' says Cal Scott. “You have to be able to I’d suggest you learn to play at least two
enjoy working as a team member. Your job instruments, one being the piano. These
is to help the director fulfill his or her vision will serve as your window into all the other
of what the film should be. This may not instruments you'll need to write for."
always be the same as your idea of what's “I think successful composers are good
best for the film, so you have to be flexible. listeners," says Mike Weiser. “It's a field
You need to have an understanding of what that requires a lot of listening to music and
102 What Can I Do Now? Animation
SUMMARY
105
106 What Can I Do Now? Animation
in certain spots or using rough effects animated feature. Inbetweeners are super¬
to indicate where an explosion or fight vised by animators or animator assistants.
might take place. These layouts aren't This entry-level position is a great way to
part of the finished product. Instead, they break into the animation industry.
serve as a guide or stage for the animation When a film's schedule or operating
team and other departments to do their budget cannot accommodate the costly
work. setup of complicated sets, directors often
Modelers use storyboard sketches and turn to the talents of matte painters.
the writer's script to create a 3D version of Matte painters create foreground, mid¬
a character, animal, or even background ground, and background scenes for films
scenery or special effects; these objects and animated features and shorts using
and backgrounds are integral to the devel¬ paints or pastels. Their work can include
opment of a cartoon or movie. Modelers environments such as cityscapes, ocean
may use different approaches depending scenes, or famous landmarks. Much of
upon the task or their specialty. Some their work is currently done on a com¬
modelers build their geometric models puter using 3D tools (such as Cinema 4D)
using materials such as clay, latex, or wire and various software programs (such as
mesh. Many animated features today are Adobe Photoshop). Matte paintings that
created using computer-generated imag¬ were created using computer technology
ery. Modelers using this technique create have figured prominently in films such
their 3D models using graphics software as The Chronicles of Riddick, Superman
programs such as Maya, form Z, bonzai, Returns, and films in The Lord of the Rings
3ds Max, Mudbox, Softimage, LightWave, series.
Blender, and Pixologic Zbrush. The pro¬ What would the character SpongeBob
cess is similar to that detailed earlier, SquarePants be without the talents of
though instead of molding and sculpting background artists? This yellow sponge
3D characters out of a physical material, and his pals could be living in a nonde¬
modelers create geometric structures on script small town anywhere in the world.
their computer screens. Thanks to background artists, however,
Riggers create a digital 3D skeletal SpongeBob SquarePants is right where
structure that is used to manipulate com¬ he should be—in the deep ocean met¬
puter-generated characters. This struc¬ ropolitan city known as Bikini Bottom,
ture establishes how characters can bend complete with pineapple houses, boat
and move. highways, and jellyfish parks. Background
After animators draw key frames— artists work with writers and layout art¬
important motion movements within a ists to determine how the background
series of frames—artists known as inbe- should appear in an animated film or
tweeners are responsible for drawing the short. Is there a particular color scheme,
remaining frames between key frames. mood, or other details to consider? They
Key frames and “inbetween" frames are may use a variety of media such as water-
tied together to create the action of an colors, acrylics, pastels, or bits of other
108 What Can I Do Now? Animation
ever since I was a child/' he says. “Com¬ ing translates into a three-dimensional
ing from a 2D fine arts/illustration back¬ character. This is difficult at first, but
ground, I felt the need to drive myself into sculpting and drawing help develop the
the 3D realm," he says. “Re-educating necessary observational skills. Model¬
myself for 3D digital art was a rough and ers should also be positive and friendly.
tedious road. In the end, though, for any You could be the most talented modeler
artist, learning new art forms and tools is out there, but it doesn’t matter if no one
pure bliss. Due to the various jobs in 3D wants to work with you."
digital art, I found that with my knowl¬ All supporting artists should be artis¬
edge as a traditional painter, being a tex¬ tically talented, creative, well organized,
ture painter only made sense. and have strong communication skills.
“The best part of my job," Brandon They also need to be able to follow
continues, “is working and learning along¬ instructions, be punctual, accept con¬
side other incredible artists. Sometimes structive criticism, and be able to work on
the most unlikely person will push you their own when necessary. “Being punc¬
harder than you could ever push yourself. tual and highly organized is a no-brainer
This way your limits increase and so does in my field," says Brandon Lai. “The most
your art. The cons for me would be com¬ important skill for me is the ability to
plications in the 3D software I use, which receive criticism. Criticism causes the
is a common occurrence. It happens and birth of new ideas, and it is the one thing
you have to deal with it." that can break artists out of their indi¬
vidual molds. The more criticism an artist
can embrace, the more valuable he or she
DO I HAVE WHAT IT TAKES will be to others."
TO BE A SUPPORTING Supporting artists also must be will¬
ARTIST? ing to continue to learn throughout their
Personal and professional skills for sup¬ careers. “On every project I have done,
porting artists vary by position. Story¬ whether it was a success or not, I have
board artists, for example, need good learned something new," says Brandon.
drawing, storytelling, and staging and “It may be a new shortcut in Photoshop
composition skills. Background artists or a new tool in Maya. The more experi¬
should have strong observational skills, ence I get from new projects, the faster
a comprehensive knowledge of color and I become using the software. Time is a
lighting, and an understanding of the ani¬ major issue in my field. Deadlines seem to
mation process. Jason Baldwin says that, get smaller and smaller with every client.
by far, the most important skill for suc¬ If I can reach my deadline early by using
cessful modelers is motivation. “There the shortcuts I have learned, my employ¬
are no bad modelers, only unmotivated ers will view my work and character in a
modelers," he says. “Modelers also need better light."
the ability to re-create what they see. Artists must be willing to work long
You have to understand how a 2D draw¬ hours to meet deadlines. “The hours can
Supporting Artists 111
Pixar is an animation industry leader that cerned with their technical abilities and
is known for its groundbreaking work more interested in finding workers "with
in computer-generated (CG) animation. breadth, depth, communication skills, and
Since its founding in 1986, Pixar has cre¬ the ability to collaborate." It believes that
ated some of the highest grossing and its animation artists should specialize in
most critically acclaimed animated films animation art, not technical issues. Pixar
in history, including Toy Story, A Bug's Life, also designs its own animation software
Toy Story 2, Finding Nemo, Monsters Inc., programs—such as Marionette and Ren-
Cars, Ratatouille, The Incredibles, and Up. derMan—that are easy to use for its work¬
Pixar established its reputation by ers. It also founded Pixar University, which
creating CG film sequences and special offers animation- and fine arts-related
effects for some of the biggest produc¬ courses that employees can take during
tion companies in the business, as well as or after work hours.
creating award-winning animated short With each project, Pixar continues to
films such as LuxoJr., Red's Dream, and Tin think outside of the box when developing
Toy. In 1995 it released Toy Story, its first ideas and techniques for its newest fea¬
fully-animated feature film. The picture ture films. At the core of each of its films
was distributed by Walt Disney Produc¬ is the idea of the main character's growth
tions (which went on to acquire Pixar in into the real world with the help and sup¬
2006). port of friends and family. This is central to
Pixar is on the cutting edge not only the appeal of each Pixar film.
in terms of computer graphics, but also
in how it hires and trains its employees.
When hiring employees, Pixar is less con¬ Source: Pixar.com
be extremely long,” Jason says. “Fifty- lege degrees, so you should take a college
hour workweeks are generally the stan¬ preparatory curriculum in high school.
dard, though in crunch time you can hit
Postsecondary Training
80 or more hours.”
Supporting artists often have associate's
or bachelor’s degrees in design, animation,
HOW DO I BECOME A illustration, or related fields. Others learn
their skills by receiving on-the-job train¬
SUPPORTING ARTIST?
ing. The Animation World Network offers
Education a database of animation schools at its Web
High School site (http://schools.awn.com). Another
In high school, take art (including draw¬ good source of schools can be found at
ing), graphic design, computer science, the International Game Developers Asso¬
and animation classes to prepare for the ciation’s Web site (http://www.igda.org/
field. Many supporting artists have col¬ breakingin/resource_schools.php).
112 What Can I Do Now? Animation
motion picture and video industries had 401 (k) plans. Self-employed supporting
mean annual earnings of $71,910. artists must provide their own benefits.
The Animators Guild Local 839, a
union that represents animation profes¬
sionals in California, conducts an annual WHAT IS THE JOB
survey of its members. It reports that OUTLOOK?
background artists and texture painters Employment for supporting artists
earned weekly salaries in 2009 that ranged should continue to be good during the
from $1,490 to $2,774. Inbetweeners had next decade. They play a key role in the
average weekly earnings of $1,100; ink¬ creation of animated films, shorts, music
ers, $1,099; painters, $1,091; and stylists, videos, and commercials. One thing that
$1,313. aspiring supporting artists need to keep
Benefits for full-time workers include in mind is that advances in technology
vacation and sick time; health, and some¬ will continue to change the way animated
times dental, insurance; and pension or films and products are created. This will
114 What Can I Do Now? Animation
SUMMARY
Christy Marx says the most rewarding ing paragraphs detail the various oppor¬
aspect of being a video game professional tunities for writers in these industries.
is the continuing feedback she receives Scriptwriters write scripts for com¬
about the two adventure games that she puter and video games (such as Halo,
wrote and designed for Sierra On-Line. Guitar Hero, Hearts of Iron, or Comet
“I’ve heard from many people that the Crash), animated films (such as WALL-
games taught them history, moved them, E, Happy Feet, Bolt, or Persepolis), televi¬
inspired them to seek certain careers, that sion shows (such as Johnny Test or The
they have grown up to share them with Simpsons), commercials, and animated
their kids, and many other wonderful sto¬ training simulations or other products
ries. It’s deeply gratifying to me to know that are used in the military and a wide
that my work had such a positive and last¬ variety of industries (including health
ing effect on others.” care and education). Other scriptwrit¬
ers write nonanimated dramas, com¬
edies, soap operas, adventures, westerns,
WHAT DOES A WRITER DO? documentaries, newscasts, and training
Writers in animation-related industries films. Scriptwriters may choose themes
have a wide range of duties depending on themselves, or they may write on a
their job title and employer. The follow¬ theme assigned by a producer or director.
115
116 What Can I Do Now? Animation
Scriptwriting is an art, a craft, and a busi¬ the latest version of Call of Duty. A writer
ness. It is a career that requires imagi¬ for a weekly entertainment section in a
nation and creativity, the ability to tell a newspaper may be assigned to interview
story using both dialogue and pictures, the well-known voice actor in Pixar’s lat¬
and the ability to negotiate with produc¬ est animated hit or write an article about
ers and studio executives. Scriptwriters how a popular video game is being turned
are sometimes called screenwriters. into an animated feature film.
Animation writers who work for print Many animation publications are only
and online publishing companies cover available online. Writing for this medium
a wide range of topics. They write about is much different than writing for print.
the major players (famous animators, Online writers must be able to write in
directors, producers, and voice actors), a style that provides information while
companies (such as Sega or Walt Dis¬ also maintaining the reader’s interest.
ney Animation Studios), industry trends They must pay special attention to the
(anime, computer-generated imagery, tone and length of an article. Few read¬
etc.), popular films and computer and ers will scroll through screen after screen
video games, genres, events (Game Devel¬ of text. While online writers do not need
opers Conference, animation festivals, to be computer whizzes, they do need to
etc.), history, and any other topic that know what computer and Internet tools
relates to these fields. The nature of their can make their articles more interesting.
work is as varied as the venues for which Frequently, online writers incorporate
they write: newspapers, magazines, books, highlighted keywords, lists, pop-up boxes
and Web sites and blogs. Some animation or windows, and hypertext links in their
writers also appear on television, radio articles. These items make the articles
talk shows, and in documentaries. visually appealing and easy to read.
Staff writers are employed by maga¬ Animation columnists or commenta¬
zines and newspapers to write news sto¬ tors analyze news and social issues as they
ries, feature articles, and columns about relate to animation industries. They write
animation-related topics. First they come about events from the standpoint of their
up with an idea for an article from their own experience or opinion.
own interests or are assigned a topic by Animation critics review animated
an editor. The topic is of relevance to movies or shorts for print publications
the particular publication; for example, a and television and radio stations. They
writer for an animation magazine may be tell readers and listeners why or why not,
assigned an article on the Annie Award in their opinion, they should spend their
for animation. A writer for a video game money to see a movie. Critics may also
magazine may come up with the idea interview actors, directors, and other pro¬
of interviewing one of the founders of fessionals for print or online articles and
Nintendo, a pioneer in the video game broadcast interviews. Some critics became
industry, or propose writing a review of celebrities in their own right. Game critics
Writers 117
Rhianna Prachett is a game writer based things like level dialogue on a PacMan
in London, England. She discussed her game and one of the many Sponge-
career with the editors of What Can I Do Bob SquarePants titles. When you're
Now? Animation. starting out, you can't afford to be too
picky. My first big game was the PS3
Q. How long have you worked in the epic Heavenly Sword with Sony and
game industry? How did you break Cambridge-based developer Ninja
into the field? Theory. That really kicked my career up
A. You could say that I've been prepar¬ a few notches and established me as a
ing to work in the game industry for a full-time writer and narrative designer.
very long time, considering I've been After that I moved on to projects such
an avid gamer since I was about six as Overlord, Mirror's Edge, Viking: Battle
years old. But officially I first entered for Asgard, Dark Legend, and Overlord
the industry back in 1998.1 was com¬ II. I still work freelance, mainly from my
ing toward the end of my journalism London office, but I travel all over the
degree and I started writing freelance world to work with clients on a whole
game reviews for a women's maga¬ range of projects.
zine called Minx. It was a rare thing
for a woman's magazine to cover Q. What are your typical responsibili¬
games—and still is. I think the reviews ties and hours as a writer?
only lasted about five issues, but it A. I've been freelance for more than six
was enough to get a foot in the door years now, so I pretty much work my
of the industry. I then continued the own hours, and these can vary from
freelance reviewing until I managed day to day depending on the status
to secure a full-time job as a writer on of the projects. Narrative production
PCZone—the UK's longest running PC isn't full-on all the time, so I've usually
game magazine. I stayed there for a got a couple of projects on the go in
few years and also ended up writing different stages of development. My
for the likes of The Guardian and The core hours tend to be about 10 a.m. to
Sunday Times newspapers. In 2003 I 4 p.m., but I often work long into the
left to go back to the pajama-based evenings and during weekends, as
world of freelancing and was lucky well. I really need to be better at set¬
enough to get offered some work ting boundaries!
as a story editor on a hardcore role- My work is varied. Largely it can be
playing game called Beyond Divinity. broken down into the writing compo¬
So it wasn't so much a case of me nents (which include things like story
finding game writing as game writing development, character creation,
finding me! biographies, world bible, as well as
It was another foot in the door dialogue and scene direction) and the
moment. From then on I rifled through narrative design components, which
my industry contacts and took all the largely revolve around the mechanics
work I could just to pay the bills and
get some credits. These included (continued on next page)
120 What Can I Do Now? Animation
Christy Marx is a game writer and designer. to terms on the spot, agreed to make a
She is also the author of Writing for Ani¬ King Arthur game, drove home and set
mation, Comics, and Games (Focal Press, about making the move to Oakhurst.
2006). (Visit http://www.christymarx.com When I arrived, I expected to be pro¬
to learn more about her career.) Christy vided some guidance—a how-to book
discussed the world of game writing and or set of instructions—something.
design with the editors of What Can I Do There was nothing. Zip, zilch, nada. I was
Now? Animation. on my own. I learned how to design a
game by: (1) playing and studying every
Q. Why did you decide to become a game Sierra had made up to that time;
game writer/designer? (2) studying the game outlines created
A. My story is atypical and not the kind by the other designers there; and (3)
of thing that could happen today. sitting down with each member of my
It was 1988. The Writers Guild strike team—artists, programmers, etc.—and
had been grinding on for months and having them explain what they could
there was no work to be had. At the and couldn't do, show me the tools
time, I was married to an Australian they had to work with, and educate me
artist, Peter Ledger, and he was con¬ to the best of their ability. Using what
tacted by a headhunter hired by Sierra I'd learned, I did my research and wrote
On-Line. Sierra was the leader in com¬ up a full game design.
puter games, famous for series such And that's how I became a game
as King's Quest, Space Quest, and Police writer/designer.
Quest, but they had chosen to locate
their studio in Oakhurst, an obscure Q. What are your typical responsi¬
mountain town in the Sierras, just out¬ bilities and hours as a writer and
side of Yosemite National Park. It was designer?
a beautiful place to live, but they had A. I've had two different types of careers
trouble finding people who were will¬ as a game writer/designer. I'll talk first
ing to move there to work on games. about schedule, then I'll get into the
I knew nothing about computer types of responsibilities I've had.
games, but I quickly asked whether For 18 years I worked freelance. That
they'd be interested in a writer and meant I spent a lot of my time look¬
artist team. When they learned of my ing for jobs and opportunities. It also
background, they were very inter¬ meant that I worked at home and set
ested. Back then, at a place run by a my own hours. I could work during the
husband-and-wife team, Ken and day or at night in any pattern of hours I
Roberta Williams, they were open wanted. The trick with being freelance
to giving almost anybody a shot at (besides finding the work) is that you
designing a game. The fact that I had a have to be disciplined about getting
Hollywood scriptwriting background the work done and making deadlines
was a huge enticement for them. once it comes your way.
Peter and I drove up there, spent In 20071 went to work full time as the
the day interviewing with them, came head writer and lead story designer for
Writers 123
a new MMORPG (massively multiplayer overwork its people. The reality is that
online role-playing game) for one of making people work too many hours
the studios under Gazillion Entertain¬ doesn't improve productivity. All it
ment. Game companies in general does is exhaust people, cause burnout,
tend to be more relaxed and flexible and make workers less productive.
about the hours that people work. At Some game companies like to take
Gazillion, they set core hours from 10 advantage of people who are new
a.m. to 5 p.m., meaning you have to be at and inexperienced, eager to break in,
work and available for meetings during and willing to do anything to get into
those hours. There's an hour for lunch. games, but there's no good excuse for
Beyond that, you have to put in your crunch time. If considering whether to
eight hours a day any way you like. I go work as a full-time employee for a cer¬
from 9:30 to 6:30. Other people come tain company, look for one that has a
in at 8 and leave at 5, or come in at 10 strong, positive attitude about QoL.
and leave at 7, according to their per¬ On the subject of responsibilities,
sonal preferences. that can also vary widely depending on
I want to mention one other impor¬ what I am hired to do. As a freelancer,
tant thing related to work hours. I've done a large variety of work. I've run
Although video games are still a fairly entire design teams and created every
young business, a certain culture has bit of the game design. I've been hired
developed that has led to some bad to create the story and characters for
practices. One of the worst of these games that were already partly done.
practices, which often borders on I've written dialogue for MMOGs (mas¬
abuse, is called "crunch time." Crunch sively multiplayer online games). I've
time means that people are expected served as a story consultant to evalu¬
to work 12 to 14 or more hours per ate the story in games. I've been a story
day, sometimes even on weekends. editor for other writers' dialogue.
Crunch time originated from a pattern In my Gazillion job, I was hired to
of scheduling games to ship around create the entire story and storyworld
Thanksgiving in order to have games for the MMOG. I worked closely with
for sale for the big Christmas sales the other game designers, world
push. If the company management designers, and artists to help create
wasn't good at estimating how long the look of the world, who lives there,
a game would really take to complete, what their cultures are like, how they
they would find themselves desper¬ interact with one another, the over¬
ately "crunching" and overworking all story of the world, and the stories
their people to meet that deadline. of the various zones (geographic
Crunch time then became a more regions) in the game. This was all writ¬
widely accepted way of doing things, ten up into a large, detailed document
even when it wasn't necessarily known as the game bible.
needed. This has led to emphasis on Additional duties in this job include
a new issue—QoL, meaning Quality working with other writers on my team,
of Life. A company that is concerned overseeing the quality of all writing on
about its employees having good
QoL will avoid crunch time and not (continued on next page)
124 What Can I Do Now? Animation
(continued from previous page) ment, but the battle is far from won.
Too often writers are brought in very
the game (such as quest dialogue), cre¬ late in the process when the game is
ating quests, and doing other types of nearly complete and someone finally
writing that may be needed, such as realizes it doesn't have a story. Then
writing for the game's Web site or for the writer can only do the best they
promotional materials. can with what already exists instead
of being able to help shape the game
Q. What do you like least and most from the beginning.
about work as a game writer? What I like most: Getting to write
A. What I like least: The constant struggle for games! I love the challenge of it,
to get the game business to under¬ of doing the best work I can for each
stand the need for professional writ¬ project. I love the fantastic and inter¬
ers. I've fought for 20 years to change esting people with whom I get to
the underlying attitude that writers work. And I especially love hearing
aren't a part of the development from people who enjoyed playing the
process. I've seen some improve¬ games I made.
always get the work done on time. You understand what makes them successful
will get more work from being good and (or not) and what you can do as a game
dependable than you will get from being writer/designer to further the medium.”
brilliant but undependable.” For some jobs—on a newspaper, for
Haris Orkin says that freelance writ¬ example, where the activity is hectic and
ers need to be self-starters. “You have deadlines are short—the ability to concen¬
to have a need, a desire, a fire to express trate and produce under pressure is essen¬
yourself,” he says. “Then you have to have tial. Animation critics and columnists need
the discipline to do it every single day no to be confident about their opinions and
matter how inspired you feel, or lazy, or able to accept criticism from others who
distracted. I tell people who want to be may not agree with their views.
writers that the most important skill is
keeping your butt in the chair. But that’s
just step one. You have to love the medium HOW DO I BECOME A
you’re writing for, whether it is books, the
WRITER?
stage, TV, movies, or games. You need to
educate yourself. First of all, you need to
Education
learn the tenets of basic dramatic writing. High School
As a game writer, you need to play many, In high school, you should build a broad
many games, including both the com¬ educational foundation by taking courses
mercial and critical successes. You need in English, literature, foreign languages,
to study narrative technique. You need to history, general science, social studies,
Writers 125
computer science, and typing. The abil¬ requirements in your college program.
ity to type is almost a requisite for many During your internship—which may
writing positions, as is familiarity with be paid or unpaid, for credit or not for
computers. In addition, you should watch credit—you will work closely with anima¬
as many animated films or play as many tion professionals and get the opportunity
video games as possible, as well as read to try out various job tasks, learn animation
publications on animation and gaming. software, and experience different work
settings. An internship will also allow you
Postsecondary Training to make valuable contacts, which may lead
This is a competitive industry and one to a job after graduation. If you are unable
good way to stand out from other job to land an internship, try volunteering at
applicants is to earn a college degree. a local animation company. If you can’t
Many employers prefer that you have a work as an intern or get a volunteer posi¬
broad liberal arts background or a major in tion, try to write for your school newspa¬
English, literature, history, philosophy, or per or write a script for an animation short
one of the social sciences. Other employ¬ that you or your friends create.
ers desire communications or journalism
training in college. Occasionally a mas¬
ter’s degree in a specialized writing field
Rewarding Experiences
may be required. A number of schools
offer courses in journalism, and some of
The editors of What Can I Do Now? Anima¬
them offer courses or majors in newspa¬ tion asked Haris Orkin to detail some of
per and magazine writing, publication the most rewarding experiences during
management, book publishing, and writ¬ his career.
ing for the Internet. If you are interested
in animation writing, you might want to Writing games is a marathon, not a sprint,
so it would be hard to pick one thing. It's
consider a major, or at least a minor, in
the process to me more than the destina¬
a film-, computer game-, or animation- tion. But being nominated for a Writer's
related area. Game manual writers and Guild Award for Command and Conquer:
technical writers might be required to Red Alert 3 was meaningful to me. My
have an advanced degree in computer sci¬ nomination was voted on by fellow game
ence, engineering, or a related discipline. writers. And it's because of recognition
from the Writer's Guild that games are a
storytelling medium worthy of respect.
Certification or Licensing But to tell you the truth, the most mean¬
No certification or licensing is available ingful moments to me are reading game
forums or sites like Metacritic.com where
for this profession.
regular gamers talk about the games
they play. If I can touch someone or give
Internships and Volunteerships them a good time or just make them
You will most likely be required to par¬ laugh, that means a lot to me.
ticipate in an internship as part of degree
126 What Can I Do Now? Animation
Blake Snow is a freelance writer and game Q. What do you like least and most
critic. He has worked in the field for nearly about your career?
five years. Blake's work has appeared on A. As a self-employed individual, I dictate
MSNBC, CNN, GigaOM, Joystiq, Kotaku, my own schedule and choose where I
Gamasutra, and GameDaily and in spend most of my time, which is usually
Gamepro, BusinessWeek, and PC World. on projects I'm most passionate about.
(Visit http://freelancegamewriter.com to That said, the workload and paychecks
learn more about his career.) Blake dis¬ aren't as set in stone as some of my
cussed his career with the editors of What cubicle-adventuring friends, perhaps
Can I Do Now? Animation. the only downside to my job.
Q. What made you want to enter this Q. What are the most important per¬
career? sonal and professional skills for
A. Video games are something I've game writers and critics?
always enjoyed. Being the curious A. Personal: You have to always sell
and opinionated guy that I am, it only yourself, be it a new pitch, email cor¬
made sense to marry the three with respondence, a telephone call, even
words. an in-person meeting over lunch. As
far as technical skills, you have to be
Q. Can you describe a day in your work confident, write in a clear (and prefer¬
life? What are your typical responsi¬ ably original) way, and be honest in
bilities? Hours? what you say.
A. I live and die by my gcal [Google Cal¬
endar], so I'm always updating it with Q. What has been one of the most
to-do items, deadlines, and follow¬ rewarding experiences in your
up efforts. I spend a lot of my time career?
researching ideas and pitching ideas, A. So far I'd say becoming a weekly col¬
then writing assigned ideas. Email is umnist for MSNBC is the most reward¬
by far my primary communication ing experience. I never dreamed of
tool for work, so I spend a lot of time in being a writer while in school, so it's
gmail as well. I typically work between encouraging to know that hard work,
six to nine hours per day (from home), determination, and some risk-taking
depending on my workload. can still take you places.
So you’re thinking about a career in ani¬ gamers with analytical skills as well as
mation-good choice! There are oppor¬ those who can carefully detail errors and
tunities with computer and video game other problems with the software.
companies, film and television animation
studios, and a variety of other employers.
Although many animation careers require □ READ A BOOK OR
advanced education and/or on-the-job WATCH A MOVIE
experience, there are many animation- There are tons of animation-related
related activities that you can do right books and Web sites to check out. Ask
now. Read on for some suggestions. your librarian for help or check out “Read
a Book” in Section 4 for a great list of
books and periodicals about animation.
□ BECOME A VIDEO GAME Turn to “Surf the Web” in Section 4 for
TESTER a list of helpful Web sites. In the mean¬
Imagine getting paid to play video time, here are two suggestions to get you
games—this is a dream come true for started.
any video enthusiast! While most major Read Ender’s Game, by Orson Scott
video game companies have a staff of in- Card (Starscape, 2002). The main charac¬
house testers, many smaller companies ter, Andrew “Ender” Wiggins, thinks he is
rely on freelancers to find glitches or playing video games while attending Bat¬
suggest improvements on new products. tle School. In actuality, he is participat¬
Your first step in finding work is iden¬ ing in a real life zero-gravity war against
tifying your expertise. Send out resumes an unknown alien race, the Formics. He
listing what consoles you play on, types trains to exhaustion until the final exam
of games you like, and your gaming skill when Ender defeats the Formic’s military
level. Producers will also be interested units. Does Ender continue his destruc¬
in how many hours a day you devote to tion, or does he change his ways and save
playing games. Browse the Internet for a the Formics? You’ll have to put down
list of smaller game companies, or search your video controller and read the book
using keywords such as “video games” or to find out....
“quality assurance.” Rarely will producers Watch Spy Kids: Game Over (2003).
advertise any openings—the response for To save their grandfather, Juni and Car¬
these popular jobs would be overwhelm¬ men Cortez must enter a video game as
ing! It’s your job to find the openings. virtual players. Fighting against villains,
Another way to inch your way toward a flying flames, treacherous terrain, and
testing job is to write producers with your a battle against the Toymaker, Juni and
opinions regarding their games, or sug¬ Carmen win their way to the highest level
gestions on how to improve the gaming of the game. Along the way, the Spy Kids
experience of a particular game title. It’s create alliances with other gamers, collect
important to note that while proficiency lifelines, and find a cheater’s map to help
is key, producers pay extra attention to them locate their grandfather. Will they
Do It Yourself 133
make it before time runs out, or will it be animation, but there are other nontech¬
game over? nical ways to create animation (just like
the old days). You can create animation
by completing simple, hands-on projects
□ JOIN AN ASSOCIATION you can do at home.
Did you know that you can apply for Make a thaumatrope. Cut out two
membership in some animation profes¬ paper discs of the same size and attach
sional associations right now? One such them to two pieces of string. Twirl the
association is the International Animated strings between your fingers and, voila!,
Film Society-ASIFA, which promotes the the two discs appear to be one. Flere’s the
advancement of the art of animation. As a fun part: Pick a word or phrase and write
student member, you can go to screenings one part on one of the paper discs, the
or festivals that feature the latest anima¬ remainder on the second disc. When you
tion offerings, attend seminars to learn twirl the strings together, you’ll be able
about technological advances, network to view your word or phrase appearing as
with other members, and receive access one consistent image. Once you master
to the society’s library and its archives. At this technique, you can continue using
screenings and festivals, you will have the pictures or other images.
opportunity to rub shoulders with many Make a flipbook. Decide what story
of the industry’s leaders, artists, and writ¬ you want to tell, or action to portray—it
ers. There are ASIFA chapters throughout could be something simple such as a ball
the United States, including in Atlanta, rolling down a hill or a stick figure doing a
Georgia; Colorado; the East Coast; Port¬ cartwheel. You’ll also need a pad of paper
land, Oregon; San Francisco, California; on which to draw your images—a pad of
Seattle, Washington; and Washington, Post-it notes or even the corners of your
D.C. If you don’t live in these cities, states, math workbook will work well. Draw
or regions, but live nearby, you can join your image, taking care to set the char¬
the nearest chapter. Contact information acter or object a little further into their
for these and other organizations that action with each page. For example, if you
offer membership for high school stu¬ are drawing a ball, have it progress down
dents can be found in “Look to the Pros” the hill a little further with each page.
in Section 4. Once you have completed your drawings,
flip the pages quickly, and you’ll see your
drawings spring to life.
□ EXPERIMENT WITH
ANIMATION USING SIMPLE
CRAFTS □ TAKE HIGH SCHOOL
What is animation? Basically, it’s a quick CLASSES
sequence of 2D or 3D images which, High school is a great time to explore the
joined together, create a story. Many peo¬ field of animation. Many high schools offer
ple think you need a computer to create instruction in different specialties ranging
134 What Can I Do Now? Animation
from video editing to computer animation. Museum, which is located in San Fran¬
Some even offer courses in game design. cisco. Dedicated to the greater apprecia¬
At John A. Rowland High School in Cali¬ tion of cartoon art, its archives are full
fornia, for example, students can enroll in of original cartoon art representing this
animation classes that give them the same genre, from past to present favorites such
experience as working in a professional as The Brinkley Girls and Watchmen.
animation studio. They learn the basics of Besides getting the opportunity to view
visual storytelling, how to hand-draw ani¬ cartoon art, you can browse exhibitions
mation cels, and techniques needed to cre¬ of animated shorts, its library of anima¬
ate stop-motion animation. Rowland High tion history, and perhaps even participate
School’s animation program also offers a in various workshops such as the Sum¬
virtual classroom with training direct from mer Cartoon Boot Camp. Boot Camp
animation professionals employed by classes are available in superhero design,
Warner Bros. Animation. Students receive storyboard design, cartoon storytelling,
top-notch animation education and men¬ and other topics. For more information,
toring sessions with people already estab¬ contact the Cartoon Art Museum, 655
lished in their field—not to mention the Mission Street, San Francisco, CA 94105-
chance to make important contacts that 4126, 415-227-8666, or visit http://www.
will be helpful when it comes time to find¬ cartoonart.org.
ing that first animation job! Check with
your high school to find out what anima¬
tion- or game design-related classes are □ VISIT AN ANIMATION
available. STUDIO
There are other classes that will lay a Pixar Animation Studios hosts an annual
strong foundation for a career in anima¬ Family Fun Day in cooperation with the
tion. Don’t forget your basic math classes, Cartoon Art Museum. Held as a mini¬
art, illustration, or graphic design classes, conference at its Emeryville, California,
as well as any computer classes you can campus, visitors can preview upcoming
find. Also, if you want to work as an ani¬ Pixar animated shorts and full-length
mation CEO, you will need to take busi¬ features. A recent Family Fun Day also
ness classes; music classes if you want to presented gallery exhibitions of prepro¬
become an animation composer or musi¬ duction artwork from Pixar animated
cian; marketing classes if you want to cre¬ movies as well as artwork displays cre¬
ate marketing campaigns for products; ated by Pixar employees. Workshops,
and so on. which are conducted by Pixar’s artists
and animators, teach basic techniques
and skills used when creating animated
□ VISIT AN ART OR movies or cartoons. This is a great oppor¬
ANIMATION MUSEUM tunity for anyone interested in the anima¬
Spend the day at the museum! One tion industry—but don’t wait too long to
great museum to visit is the Cartoon Art reserve your spot as tickets go fast. For
Do It Yourself 135
Studios, Industrial Light & Magic, Some high schools even have film or
and Expression College for Digital animation festivals. Maybe your high
Arts judge the entries. The prizes school is one of them. If not, you can
include a $15,000 scholarship to always work with your drama teacher or
Expression College. film/animation club adviser to start one.
SECTION 4
What Can I Do Right Now?
Get Involved: A Directory of
Camps, Programs, Competitions,
and Other Opportunities
Now that you’ve read about some of the are divided into categories, with the type
different animation-related careers, you of program printed right after its name or
may be anxious to experience this line the name of the sponsoring organization.
of work for yourself to find out what it’s
really like. Or perhaps you already feel
certain that this is the career path for you □ THE CATEGORIES
and want to get started on it right away. Camps
Whichever is the case, this section is for When you see an activity that is classi¬
you! You can do plenty of things right now fied as a camp, don’t automatically start
to learn about animation-related careers packing your tent and mosquito repel¬
while gaining valuable experience. Just as lent. Where academic study is involved,
important, you’ll get to meet new friends the term camp often simply means a
and see new places, too. residential program including both edu¬
In the following pages you will find pro¬ cational and recreational activities. It’s
grams designed to pique your interest in sometimes hard to differentiate between
animation and start preparing you for a such camps and other study programs,
career. You already know that this field is but if the sponsoring organization calls
complex, and that to work in it you need a it a camp, so do we! Visit the following
solid education. Since the first step toward Web sites for an extended list of camps:
an animation-related career will be gain¬ http://www.kidscamps.com and http://
ing that education, we’ve found nearly 45 find.acacamps.org/finding_a_camp.php.
organizations that provide programs that
will start you on your way. Some are camps College Courses/Summer Study
or special introductory sessions, others are These terms are linked because most col¬
actual college courses—one of them may lege courses offered to students your age
be right for you. Others offer membership must take place in the summer when you
or competitions. Take time to read over are out of school. Many summer-study
the listings and see how each compares to programs are sponsored by colleges and
your situation: how committed you are to universities that want to attract future stu¬
an animation-related field, how much of dents and give them a head start in higher
your money and free time you’re willing education. Summer study of almost any
to devote to it, and how the program will type is a good idea because it keeps your
help you after high school. These listings mind and your study skills sharp over the
140
Get Involved 141
long vacation. Summer study at a college limited—especially for jobs that require
offers any number of additional benefits, a bachelor's or graduate degree or those
including giving you the tools to make a that can require a lot of on-the-job expe¬
well-informed decision about your future rience. Perhaps you might be able to find
academic career. a job doing clerical work for a local ani¬
mation studio or game company. If you
Competitions can't land an animation-related job, you
Competitions are fairly self-explanatory, may just have to earn your money by
but you should know that there are working at a mall or restaurant and get
only a few in this book because anima¬ your experience in an unpaid position
tion-related competitions on a regional elsewhere. Bear in mind that if you do a
or national level are relatively rare. This good enough job and the group you work
means that if you are interested in entering for has the funding, this summer's vol¬
a competition, you shouldn't have much unteer position could be next summer's
trouble finding one yourself. Your school paying job.
counselor or animation/film teacher can Basically, an internship combines the
help you start searching in your area. responsibilities of a job (strict schedules,
pressing duties, and written evaluations
Conferences by your supervisor) with the uncertainties
Conferences for high school students are of a volunteer position (no wages [or only
usually difficult to track down because very seldom], no fringe benefits, no guar¬
most are for professionals in the field antee of future employment). While that
who gather to share new information may not sound very enticing, completing
and ideas with each other. But don't be an internship is a great way to prove your
discouraged. A number of professional maturity, your commitment to an anima¬
organizations with student branches or tion-related career, and your knowledge
membership options for those who are and skills to colleges, potential employ¬
simply interested in the field offer confer¬ ers, and yourself. Some internships here
ences. Some student branches even run are just formalized volunteer positions;
their own conferences. This is an option others offer unique responsibilities and
worth pursuing because conferences focus opportunities. Choose the kind that
on some of the most current information works best for you!
available and also give you the chance to
meet professionals who can answer your Field Experience
questions and even offer advice. This is something of a catchall category
for activities that don’t exactly fit the
Employment and Internship other descriptions. Anything called a field
Opportunities experience in this book is always a good
As you may already know, employment opportunity to get out and explore the
opportunities for teenagers can be very work of animation professionals.
142 What Can I Do Now? Animation
Classes and Activities the program can count toward your high
Classes and activities change from year to school diploma or a future college degree
year, depending on popularity, availabil¬ just like a regular course. Obviously, this
ity of instructors, and many other factors. can be very useful, but it's important
Nevertheless, colleges and universities to note that rules about accepting such
quite consistently offer the same or simi¬ credit vary from school to school. Before
lar classes, even in their summer sessions. you commit to a program offering high
Courses like “Introduction to Video school credit, check with your guidance
Game Design" and “Animation 101,” for counselor to see if it is acceptable to your
example, are simply indispensable. Look school. As for programs offering college
through the listings and see which pro¬ credit, check with your chosen college (if
grams offer foundational courses like you have one) to see if they will accept it.
these and which offer courses on more
variable topics. As for activities, we note Eligibility and Qualifications
when you have access to recreational facil¬ The main eligibility requirement to
ities on campus, and it's usually a given be concerned about is age or grade in
that special social and cultural activities school. A term frequently used in rela¬
will be arranged for most programs. tion to grade level is “rising," as in “rising
senior"—someone who will be a senior
Contact Information when the next school year begins. This is
Wherever possible, we have given the especially important where summer pro¬
title of the person whom you should con¬ grams are concerned. A number of uni¬
tact instead of the name because people versity-based programs make admissions
change jobs so frequently. If no title is decisions partly in consideration of GPA,
given and you are telephoning an organi¬ class rank, and standardized test scores.
zation, simply tell the person who answers This is mentioned in the listings, but you
the phone the name of the program that must contact the program for specific
interests you and he or she will forward numbers. If you are worried that your
your call. If you are writing, include the GPA or ACT scores, for example, aren't
line “Attention: Summer Study Program" good enough, don't let them stop you
(or whatever is appropriate after “Atten¬ from applying to programs that consider
tion”) somewhere on the envelope. This such things in the admissions process.
will help to ensure that your letter goes to Often, a fine essay or even an example of
the person in charge of that program. your dedication and eagerness can com¬
pensate for statistical weaknesses.
Credit
Where academic programs are concerned, Facilities
we sometimes note that high school or We tell you where you'll be living, study¬
college credit is available to those who ing, eating, and having fun during these
have completed them. This means that programs, but there isn't enough room
144 What Can I Do Now? Animation
to go into all the details. Some of those Commuter programs may be viable only
details can be important: what is and isn’t if you live near the program site or if you
accessible for people with disabilities, can stay with relatives who do. For resi¬
whether the site of a summer program dential programs especially, the travel
has air-conditioning, and how modern the between your home and the location of
facilities and computer equipment are. the activity is almost always your respon¬
You can expect most program brochures sibility and can significantly increase the
and application materials to address these cost of participation.
concerns, but if you still have questions
about the facilities, just call the program’s
administration and ask. □ FINALLY...
Ultimately, there are three important
Financial Details things to bear in mind concerning all of
While a few of the programs listed here the programs listed in this volume. The
are fully underwritten by collegiate and first is that things change. Staff members
corporate sponsors, most of them rely come and go, funding is added or with¬
on you for at least some of their funding. drawn, supply and demand determine
Prices and fees for 2009 are given here, which programs continue and which
but you should bear in mind that costs terminate. Dates, times, and costs vary
rise slightly almost every year. You and widely because of a number of factors.
your parents must take costs into consid¬ Because of this, the information we give
eration when choosing a program. We you, although as current and detailed as
always try to note where financial aid is possible, is just not enough on which to
available, but most programs will do their base your final decision. If you are inter¬
best to ensure that a shortage of funds ested in a program, you simply must con¬
does not prevent you from taking part. tact the organization concerned to get the
latest and most complete information
Residential vs. Commuter Options available, or visit its Web site. This has
Simply put, some programs prefer that the added benefit of putting you in touch
participating students live with other with someone who can deal with your
participants and staff members, others individual questions and problems.
do not, and still others leave the decision Another important point to keep in mind
entirely to the students themselves. As is that the people who run these programs
a rule, residential programs are suitable provided the information printed here.
for local residents as well as young people The editors of this book haven’t attended
who live out of town or even out of state. the programs and don’t endorse them;
They generally provide a better overview we simply give you the information with
of college life than programs in which which to begin your own research. And
you’re only on campus for a few hours a after all, we can’t pass judgment because
day, and they’re a way to test how well you’re the only one who can decide which
you cope with living away from home. programs are right for you.
Get Involved 145
symphonic concert or recital venue, col¬ tive environments.” There is also a Comic
lege or university, etc.), performed in any Book Illustration Art Camp. Additionally,
audio visual or electronic medium (film, there are High School Intensive Work¬
television, radio, Internet, cable, pay-per- shops for juniors and seniors only. Some
view, etc.), or published and available of the recent classes focused on topics
for sale or rental.” The application fee is such as 2D design, 3D design, graphic
$25, but there is no annual membership design, and traditional animation. The
fee after you pay this amount. Members student-to-teacher ratio for classes is 19-
can register their songs with ASCAP, to-1. Tuition for these five-day courses
earn performance royalties, and receive is $605; there is an additional lodging fee
other career benefits such as networking of $540 for students who plan to live in
opportunities. campus housing. A nonrefundable appli¬
cation fee of $50 is also required. (Note:
American Society of Lodging is only available for juniors and
Composers, Authors, and seniors.) Financial aid is available. Appli¬
Publishers cants must have a GPA of at least 2.0.
One Lincoln Plaza Contact the director of continuing edu¬
New York, NY 10023-7129 cation for more information.
212-621-6000
info@ascap.com Rocky Mountain College of
http://www.ascap.com Art + Design
Attn: Director of Continuing
Arts Camp at Rocky Mountain Education
College of Art + Design Arts Camp
Camps 1600 Pierce Street
Rocky Mountain College offers several Lakewood, CO 80214-1433
summer arts camps for high school stu¬ 303-225-8570
dents who are interested in animation. kimberlyc@rmcad.edu
Students in the 3-D Computer Animation http://www.rmcad.edu/high-school-
Camp learn how to use AutoDesk’s Maya p rog ra m s/a rt-ca m ps
software and state-of-the-art equipment
to create the 3D modeling and animation Association for Computing
used in films and video and computer Machinery
games and on television shows. Those in Membership
the Character Design Art Camp learn how The association offers four different
to design and animate two- and three- membership categories to high school
dimensional characters. In the Game Art and college students, each providing dif¬
Camp, participants learn the techniques ferent benefits. Membership benefits at
and software that game art animators the basic level ($19) for high school and
use to “bring 3D modeling into interac¬ college students include print and online
148 What Can I Do Now? Animation
Tech Camps, which offers “courses in 3D Students live in Santa Cruz Residence
video game design, Web design, Flash, Hall, which is located near the Pacific
programming, robotics, and digital video Ocean. The rooms feature high-speed
editing” for those ages seven to 17. There Internet access. Other amenities in the
are also music-, journalism-, and design- residence halls and on-campus include
related programs. Costs and admissions a recreation center, pool table, video
requirements vary by program. Contact games, multi-station computer center,
ASU for more information. and laundry room. Cost for the program
is approximately $6,770 (which includes
Arizona State University tuition, housing, three daily meals, and
Collegiate Scholars Program extracurricular activities). A nonre-
Attn: Executive Coordinator fundable application fee of $95 is also
480-965-2621 required.
mark.duplissis@asu.edu
http://promise.asu.edu/csp University of California-
Santa Barbara
Arizona State University c/o Summer Discovery
Office of University Initiatives 1326 Old Northern Boulevard
Community School Program Roslyn, NY 11576-2244
PO Box 873203 805-893-2377
Tempe, AZ 85287-3203 http://www.summer.ucsb.edu/
480-965-3199 precollegeprograms.html
scisummercamps@asu.edu
http://community.asu.edu/summer Exploration Summer Programs:
Senior Program at Yale University
Early Start Program at the College Courses/Summer Study
University of California-Santa Exploration Summer Programs (ESP) has
Barbara been offering academic summer enrich¬
College Courses/Summer Study ment programs to students for more
The University of California-Santa Bar¬ than three decades. Rising high school
bara offers the six-week Early Start Pro¬ sophomores, juniors, and seniors can
gram for high school students who are participate in ESP's Senior Program at
interested in a variety of fields: Students Yale University. Two three-week resi¬
take two college-level courses to help them dential and day sessions are available.
explore career options and prepare for col¬ Participants can choose from more than
lege study. Recent courses include Intro to 90 courses. Past courses include A Stage
Computer Programming, Intro to Cinema, of Your Own-Acting + Directing; Improv
Fundamentals of Music, and World Music. Underground-Guerilla Theater; Lights,
Applicants must have completed the 10th, Camera. . . Action!-Video Production;
11th, or 12th grades and have a GPA of at Calling All Newscasters-Broadcast Jour¬
least 3.3 to be eligible for the program. nalism; Go to Press!-Print Journalism;
Get Involved 151
sessions. Students choose two seminars ety of academic areas for college credit via
(which feature lectures, group and indi¬ Columbia's five-week High School Sum¬
vidual work, project-based assignments, mer Institute. Academic areas of interest
and field trips) from a total of 15 avail¬ to readers of this book include film and
able programs, including Mass Commu¬ video, journalism, and television. Partici¬
nication (which covers film, television, pants use state-of-the-art facilities such
advertising, public relations, journalism), as animation labs and film and video pro¬
Business: From the Ground Up, Creative duction and postproduction studios. All
Writing, Journalism, and Engineering. courses are taught by Columbia College
Students live in campus dorms and par¬ Chicago faculty, and most include field
ticipate in extracurricular activities and trips and hands-on experiences. Students
tours of local attractions. Program cost is who successfully complete their course(s)
approximately $3,070 (includes tuition, receive college credit from Columbia.
room charge, meals, and sponsored Contact the institute for information on
activities). tuition; a limited number of scholarships
Rising high school freshman and soph¬ are available. (Note: Columbia also offers a
omores can participate in one-week Sum¬ six-week Summer Arts Camp for children
mer Preview Programs. This noncredit, in grades three through eight.)
commuter program introduces students
to college life and a particular area of High School Summer Institute
study. Recent classes include Film Stud¬ Columbia College Chicago
ies, Graphic Design, and Learning the Art 600 South Michigan Avenue
of Writing. Tuition is $1,100 (includes Chicago, IL 60605-1900
textbooks, lunch, and activities). No http://www.colum.edu/Admissions/
financial aid is available. hssi/index.php
Learning for Life Exploring Summer Institute for high school students
Program who have a strong interest in computer and
Field Experience video games and an interest in pursuing
Learning for Life’s Exploring Program a career in the industry. Participants are
allows young people to work closely with “introduced to game design fundamentals
community organizations to learn life by analyzing popular games, and by learn¬
skills and explore careers. Opportunities ing the different steps required to develop
are available in the following programs: a digital game...and learning about story¬
Arts & Humanities, Business, Commu¬ boarding, character design and animation,
nications, Engineering, and other fields. as well as programming.” They complete
Each program has five areas of empha¬ a final game, which is available on the
sis: career opportunities, service learn¬ program’s Web site. Those who complete
ing, leadership experience, life skills, and the institute receive two quarter-units of
character education. As a participant college credit. Three separate sessions are
in the Arts & Humanities program, for available. Tuition is $825 for commuter
example, you explore the demands and students and $1,235 for residential stu¬
rewards of careers such as editor, enter¬ dents (which includes two meals a day).
tainer, playwright, and camera operator. Contact UCLA for more information.
To be eligible for participation, you must Other institutes are available, such as
be between 15 and 21 years old or be 14 and Video, Entertainment and Media Man¬
have completed the eighth grade. This pro¬ agement, Entrepreneurship, Motion
gram is open to both males and females. Picture Producing, Introduction to Jour¬
To find a Learning for Life office in your nalism, and Music.
area (there are more than 300 throughout
the United States), contact the Learning University of California-Los
for Life Exploring Program. Angeles
Media Arts Institute
Learning for Life Exploring Summer Sessions and Special
Program Programs
1325 West Walnut Hill Lane 1332 Murphy Hall
PO Box 152079 Los Angeles, CA 90024
Irving, TX 75015-2079 310-267-4836
972-580-2433 institutes@summer.ucla.edu
http://www.learningforlife.org/exploring http://dma.ucla.edu/Summerlnstitute
video game design can attend the May. Contact the Office of Admission
National High School Game Academy. for complete details.
This six-week program introduces In addition to the National High School
students to the field through hands- Game Academy, programs are also avail¬
on exercises, lectures, and discussion able in advanced placement/early action,
groups. Participants learn about career architecture, art, design, drama, and
paths and the skills necessary to be music.
successful in the field. Two classes are
offered by the academy: Topics in Game Carnegie Mellon University
Development (which is held from 9:45 Office of Admission
to 11:30 a.m.) and Game Design Studio Pre-College Programs
(which runs from 1:00 to 5:00 p.m.). Both 5000 Forbes Avenue
classes are scheduled Monday through Pittsburgh, PA 15213-3890
Friday. Topics in Game Development 412-268-2082
is a lecture-style course that examines precollege@andrew.cmu.edu
the entire product life-cycle of a video http://www.cmu.edu/enrollment/
game and helps students “discover new pre-college
ways that video game techniques are
being used.” Additionally, game indus¬ National High School Institute at
try professionals occasionally give talks Northwestern University
about the rewards and challenges of College Courses/Summer Study
the field. The Game Design Studio fea¬ Established in 1931, the National High
tures several skill-specific workshops School Institute is the nation's oldest uni¬
(digital and traditional art, design, and versity-based program for outstanding
programming) and classes. Tuition high school students. The program offers
for students who reside on campus is the following courses: Debate, Speech,
$6,169 (includes housing, dining, activ¬ Journalism, Music, Film & Video Produc¬
ities fee). The commuter fee is $4,315 tion, and Theatre Arts. Students in the
(includes dining and an activities fee). Film & Video Production program can
A $40 nonrefundable application fee is take Production, Animation, or Screen¬
also required. Students who choose to writing (which are five-week courses)
live on campus during the program stay or Acting on Camera (which lasts three
in residence halls; there is no air condi¬ weeks). In the Animation concentration,
tioning. In their off hours, students can students learn how to write, animate, and
participate in a variety of extracurricu¬ edit their own work and take classes in
lar activities, including movie nights, computer animation, nonlinear editing,
pizza parties, crafts and game nights, screenwriting, and camera and lighting
and trips to Pittsburgh and surrounding techniques. In addition, students take one
areas, plays, musicals, amusement and or more of the following elective classes:
water parks, museums, and art galleries. Stop-Motion Animation, Flash Ani¬
Applications are typically due in early mation, Rotoscoping, Cell Animation,
Get Involved 159
rendering, and other topics. Advanced and board ($4,250) are extra. Contact the
versions of these workshops are available. program for more information.
Cost of each workshop is $1,000; full and In addition to the aforementioned on¬
partial scholarships are available. Contact site offerings, Harvard also offers selected
the institute for more information. online classes to students who can’t attend
classes on campus.
DigiPen Institute of Technology
Attn: ProjectFUN Workshops Harvard University
5001 150th Avenue, NE Secondary School Program
Redmond, WA 98052-5170 51 Brattle Street
workshops@digipen.edu Cambridge, MA 02138-3722
https://workshops.digipen.edu 617-495-3192
ssp@dcemail.harvard.edu
Secondary School Program at http://www.summer.harvard.
Harvard University edu/2009/programs/ssp
College Courses/Summer Study
High school students who have com¬ SkillsUSA
pleted their sophomore, junior, or senior Competitions
years may apply to Harvard’s Secondary SkillsUSA offers “local, state and national
School Program. The program is held for competitions in which students dem¬
six weeks each summer, and participants onstrate occupational and leadership
earn college credit. Students who live skills.” Students who participate in its
on campus take either two four-credit SkillsUSA Championships can compete
courses or one eight-credit course for in categories such as 3-D Visualization
college credit. Commuting students may and Animation, Audio Production, Com¬
take two concurrent four-credit courses puter Programming, Entrepreneurship,
or one eight-credit course. Recent courses Prepared Speech, and Television (Video)
include Beginning Screenwriting, Intro¬ Production. In the 3-D Visualization and
duction to Acting, Directing, Principles Animation competition, “contestants
of Editing, Great Ideas in Computer Sci¬ must produce high-quality images and
ence with Java, Video Editing and Digi¬ an animated short subject using 3D com¬
tal Design, Journalism, Fundamentals of puterized images. Students are tested
Music, and Introduction to Film Theory. on their technical knowledge, produc¬
In addition to academics, students can tion skills and creative/artistic abilities,
participate in extracurricular activities take a preliminary written exam, and
such as intramural sports, a trivia bowl, a do storyboarding (visual planning).”
talent show, and dances. Tuition for the SkillsUSA works directly with high
program ranges from $2,475 (per four- schools and colleges, so ask your guid¬
unit course) to $4,950 (per eight-unit ance counselor or teacher if it is an
course). A nonrefundable registration fee option for you. Visit the SkillsUSA Web
($50), health insurance ($165), and room site for more information.
162 What Can I Do Now? Animation
credits are awarded to those who com¬ FUTube: Video for the Web! learn video,
plete the classes. Recently offered classes animation, design, and editing tech¬
include Language of Film, Introduction to niques that allow them to create videos
Computers and Programming, Reporting, for YouTube and other Web sites. They
and Video Games: Culture and Industry. learn how to use iMovie, Garage Band,
Video Games: Culture and Indus¬ Photoshop, Dreamweaver, digital video
try meets twice a week in the evenings. recorders, flatbed scanners, and other
The course “examines the emergence software and hardware. In the Theater:
of video games as sites of contemporary ACTion! seminar, students learn how to
cultural production and practice...and use their bodies to communicate moods
pays special attention to the symbolic and emotions while acting. Students who
and aesthetic dimensions of video games, take Writing About Film: Creative and
including their various narrative forms Critical Eyes learn about the “elements of
and subgenres.” Students are not allowed film style: setting camera angle and move¬
to live on campus, and must find living ment, editing, and sound.” Tuition for
arrangements within commuting dis¬ each one-week program is $800 (includes
tance of the campus. Tuition varies by room, board, activities, and fields trips).
class credit amount and subject area. The Applications are typically due in June.
application deadline is typically in mid- Contact the Office of Enrollment for
April. Financial aid is available. Contact more information.
the Office of Undergraduate Admissions
for more information. Furman University
Office of Enrollment
New York University 3300 Poinsett Highway
Office of Undergraduate Admissions Greenville, SC 29613-0002
Summer Program for High School 864-294-3231
Students mary.hearne@furman.edu
22 Washington Square North http://www.fu r ma n .ed u/ca m ps
New York, NY 10011-9191 andconferences/camps.htm
212-9984500
http://www.nyu.edu/summer/2009/ Summer Seminars at the
highschool/program.html University of Southern California
College Courses/Summer Study
Summer Scholars Program at Rising high school sophomores, juniors,
Furman University and seniors who are interested in anima¬
College Courses/Summer Study tion and other subjects can get a taste of
Rising juniors and seniors with strong college life by participating in four-week
academic skills who are interested in summer seminars at the University of
animation/film careers can take several Southern California. Commuter and
interesting seminars. Students who take residential options are available. Past
166 What Can I Do Now? Animation
seminars include Introduction to Video net hookup, linens, and toiletry items.
Game Design, News: The Basics and The Cost of attendance for residential stu¬
Future, and Basic Animation Techniques. dents is about $6,105 (and includes room
Students who take Introduction to Video and board and lab, program, and health
Game Design “gain hands-on experience center fees). Attendance cost for com¬
by developing video games and utilizing muter students is about $4,300 (includes
various software applications. Upon com¬ a meal plan and lab, program, and health
pletion of the seminar, students can con¬ center fees). Financial aid is available. The
ceptualize, design, develop, implement, application deadline is typically in late
and integrate current and emerging video March.
game features and technologies/' Stu¬
dents also interact closely with game pro¬ University of Southern
fessionals from leading companies such California
as Electronic Arts, Sony Playstation, and Continuing Education and Summer
Activision Blizzard. In Basic Animation Programs
Techniques, students learn about non¬ 3415 South Figueroa Street,
computer-generated animation and learn Suite 107
how to produce a short animated film by Los Angeles, CA 90089-0874
the end of the class. A typical schedule 213-740-5679
involves lectures from 9:00 a.m. to 12:00 summer@usc.edu
p.m., a break for lunch, a workshop from http://cesp.usc.edu
1:30 to 4:30 p.m., a study session from
4:00 to 6:00 p.m., dinner, and free time in Summer Study at Pennsylvania
the evening. In addition to classes, work¬ State University
shops, and studying, students partici¬ College Courses/Summer Study
pate in a variety of recreational activities Students who have completed the ninth,
(dancing, karaoke, movie night) and field 10th, and 11th grades can apply to partic¬
trips (Hollywood Walk of Fame, youth ipate in the university's Summer Enrich¬
symphony concert, Disneyland, Knott's ment Program. This noncredit program
Berry Farm, J. Paul Getty Museum, the offers three-and-a-half week and two-
Santa Monica Pier, a Dodgers baseball week options and recently featured
game, visit to the beach). classes such as Animaniacs: Introduction
Participants who choose the residen¬ to Computer Animation; Move Over
tial option stay in dormitories on cam¬ Spielberg: Digital Video/Film Editing; and
pus that have a common hallway with Stop the Presses: Journalism/Communi¬
bathroom and showers. Each room has cations. Students who take Animaniacs:
analog phone ports, Ethernet ports, a Introduction to Computer Animation
Microfridge (a half-sized refrigerator learn how to create short animated films
with attached microwave), and cable TV and projects using Macromedia Flash.
hookup. Students must bring their own Tuition for the Summer Enrichment
telephones, televisions, cables for Inter¬ Program is approximately $4,495 (three-
Get Involved 167
When it comes to finding out about ani¬ own original music—from conception
mation, don’t overlook a book. (You’re to publication. How to write lyrics, find
reading one now, after all.) What follows a publisher, and deal with music-indus¬
is a short, annotated list of books and try professionals are covered.
periodicals related to animation. The Bateman, Chris, ed. Game Writing:
books range from personal accounts of Narrative Skills for Videogames. Flor¬
what it’s like to be an animator to profes¬ ence, I<y.: Charles River Media, 2006.
sional volumes on specific topics, such as Today’s video games are more like
animation scriptwriting or the history of Hollywood productions than ever
animation. Don’t be afraid to check out before, and they require good stories
the professional journals. The technical crafted by good writers. This col¬
stuff may be way above your head right lection of articles by members of
now, but if you take the time to become the International Game Developers
familiar with one or two, you’re bound Association covers all the techniques
to pick up some of what is important to of game writing, from constructing a
animation professionals, not to mention narrative to creating interesting char¬
begin to feel like a part of their world, acters, with an emphasis on what pro¬
which is what you’re interested in, right? ducers and publishers are looking for.
We’ve tried to include recent materi¬ Beck, Jerry. The Animated Movie Guide.
als as well as old favorites. Always check Chicago: Chicago Review Press, 2005.
for the latest editions, and if you find A guide to more than 300 animated
an author you like, ask your librarian to films that have been released theatri¬
help you find more. Keep reading good cally in the United States, with credits,
books! ratings, plot summaries and other
information for each release. A valu¬
able reference for fans of animated
□ BOOKS films as well as those with an interest
Austin, Dave, Mary Ellen Bickford, and in the animation industry.
Jim Peterik. Songwritingfor Dummies. Beck, Jerry. Animation Art: From Pencil
Hoboken, N.J.: John Wiley & Sons, to Pixel, the World of Cartoon, Anime,
2002. Written for the novice songwriter, and CGI. New York: Collins Design,
this book guides readers through the 2004. A history of film animation from
process of writing and producing their cartoons to anime to computer-
170
Read a Book 171
generated imagery (CGI), broken Jones & Bartlett Publishers, 2008. This
down by decade and by country and book has everything that a video game
featuring plenty of full-color illustra¬ producer or studio manager needs to
tions. A good source of information know to successfully develop a game
on the creation and evolution of comic from concept to finished product. It
books. includes an overview of general areas
Bendazzi, Giannalberto. Cartoons: One such as preproduction and game test¬
Hundred Years of Cinema Animation. ing as well as addressing more spe¬
Bloomington, Ind.: Indiana University cific topics such as how to organize
Press, 1995. A chronological history voice-over and motion-capture shoots,
of animation covering works dating working with marketing people and
back to 1888 and originating in more external contractors, and project man¬
than 70 countries. In describing many agement practices. The book comes
rarely seen works from independent with a CD-ROM with relevant tem¬
artists, it focuses on the evolution of plates and forms that allow for imme¬
animation more as an art form than as diate application of the ideas discussed
a box-office phenomenon. in the book.
Boyd, S. Gregory. Business & Legal Primer Crouch, Tanja L. 100 Careers in Film
for Game Development Florence, Ky.: and Television. Hauppauge, N.Y.: Bar-
Charles River Media, 2006. Those with rons Educational Series, 2001. Focus¬
an interest in starting their own game ing on behind-the-scenes positions
company will find this overview of the as camera operators, film editors, art
business aspects of the industry to be directors and more, the author talks
a valuable reference. The author, an to real-world film workers about their
attorney who has represented many chosen careers.
game companies, explains the ins and Dancyger, Ken. The Technique of Film
outs of getting started, negotiating con¬ and Video Editing: History, Theory,
tracts, licensing, and protecting your and Practice. 4th ed. St. Louis, Mo.:
intellectual property (stories, characters, Focal Press, 2006. This book provides
etc., that you create). a comprehensive look at the past and
Campbell-Kelly, Martin. From Airline the future of film and video editing.
Reservations to Sonic the Hedgehog: A Despain, Wendy, ed. Professional
History of the Software Industry. Cam¬ Techniques for Video Game Writing.
bridge, Mass.: The MIT Press, 2004. Wellesley, Mass.: A K Peters Ltd.,
Informative book covering the history 2008. A book of articles by members
and development of the vast industry of the International Game Developers
of computer software, including cor¬ Association that, in addition to offer¬
porate and recreational software. ing how-to information and exercises
Chandler, Heather Maxwell. The Game for the beginner, delves into other
Production Handbook. Sudbury, Mass.: aspects of a video game writing career,
172 What Can I Do Now? Animation
guidebook provides the necessary look behind the scenes of the Pixar
information to help aspiring record¬ Animation Studios film. It features
ing technicians mix and master audio 250 pieces of art related to the film's
recordings. production in addition to quotes from
Gibson, Bill A. The S.M.A.R.T\ Guide the director and various members of
to Digital Recording Software, and the production team.
Plug-Ins. Boston: ArtistPro Publishing, Irish, Dan. The Game Producer's Hand¬
2005. Explaining everything you need book. Florence, I<y.: Course Technol¬
to know about modern digital record¬ ogy PTR, 2005. A guide to succeeding
ing, this book provides a practical and in the video game industry as a pro¬
informative overview of the software ducer of content, this book examines
and hardware necessary to create pro¬ the complexity of such a career and
fessional quality recordings. all the responsibilities that fall under
Gregory, Georgina, Ros Healy, and Ewa the producer's umbrella, including
Mazierksa. Careers in Media and scheduling, budgeting, quality control,
Film: The Essential Guide. Thousand and legal considerations. Learn how
Oaks, Calif.: Sage Publications Ltd., financial considerations often affect
2008. Provides useful advice on pur¬ the development of a game and how to
suing a career in the film and media avoid some of the most common mis¬
industries. takes game developers make.
Hahn, Don. The Alchemy of Animation: Jeffrey, Tom. Film Business: A Hand¬
Making an Animated Film in the Mod¬ book for Producers. 3d ed. Crows Nest,
ern Age. New York: Disney Editions, NSW, Australia: Allen & Unwin,
2008. This book uses examples from 2006. The producer moves a film
seven decades of Disney animated project forward from idea to release,
films to detail various animation pro¬ as quickly as possible, on time and on
fessions and how they have changed budget. The strategies and advice from
as a result of the emergence of digital various industry experts that are pre¬
filmmaking. sented in this book, such as building a
Hamlett, Christina. Screenwriting for business plan, selecting and analyzing
Teens: The 100 Principles of Screen¬ scripts, and developing deal-making
writing Every Budding Writer Must skills, provide the necessary tools for
Know. Studio City, Calif.: Michael a producer to succeed in a financial as
Wiese Productions, 2006. Provides well as an artistic sense.
useful tools, writing exercises, and Johnston, Ollie, and Frank Thomas.
advice that will help teens write their The Illusion of Life: Disney Anima¬
first screenplay. tion. New York: Disney Editions, 1995.
Hauser, Tim. The Art of WALL-E. San This book gives the inside story of
Francisco: Chronicle Books, 2008. how Disney Studios created its most
Fans of the Oscar-winning WALL-E as famous and beloved animated films, as
well as aspiring artists will enjoy this told by two of its original animators.
174 What Can I Do Now? Animation
Focal Press, 2006. Written for begin¬ Spanning 100 Years. New York: Harry
ners as well as professionals, this book N. Abrams, 2005. Acclaimed special
explains the practical aspects of cre¬ effects artists discuss makeup, anima¬
ating scripts for animation, comics, tion, animatronics, modelmaking,
graphic novels, and computer games. computer tricks, and other techniques
It shows you how to create scripts that used in some of the most famous films
are formatted correctly for each indus¬ in the history of the motion picture
try, offers tips on meeting deadlines industry.
and collaborating with others, and Price, David A. The Pixar Touch. New
shows how “visual” writing requires a York: Vintage Books, 2009. The author
different approach than prose. takes readers inside Pixar Animation
Milic, Lea, and Yasmin McConville. Studios, one of the most successful
The Animation Producer’s Handbook. animation studios of all time and the
Maidenhead, U.K.: Open University creator of such classics as WALL-E,
Press, 2006. This book is intended as Toy Story, Cars, Ratatouille, Finding
an “all-in-one” guide to the business of Nemo, and The Incredibles.
animation, breaking down all the steps The Princeton Review. Television, Film,
involved with the creation, sale, devel¬ and Digital Media Programs: 556 Out¬
opment, and production of an animated standing Programs at Top Colleges and
project in an easy-to-understand way. Universities Across the Nation. New
Muir, Shannon. Gardners Guide to York: The Princeton Review, 2006.
Writing and Producing Animation. This book provides the scoop on top
Washington, D.C.: Garth Gardner programs and features interviews with
Company, 2007. Interviews with well-known industry professionals.
industry professionals, profiles of ani¬ Raugust, Karen. The Animation Busi¬
mation studios, and career advice aug¬ ness Handbook. Rev. ed. New York:
ment this overview of the animation St. Martin's Press, 2004. An essential
production process, in which several reference tool for aspiring animation
TV specials, shorts, and other ani¬ professionals, this comprehensive
mated projects are tracked from their guide to the “business” side of the
creation through completion. career details how studios or entre¬
The New York Times. The New York preneurs get their work produced
Times Guide to the Best 1,000 Mov¬ and covers distribution, sales and
ies Ever Made. Rev. ed. New York: St. marketing, finance and budgeting,
Martin's Griffin, 2004. This book pro¬ international markets, and licensing of
vides a comprehensive overview of the characters for merchandise.
best dramas, documentaries, come¬ Rickitt, Richard, and Ray Harryhausen.
dies, musicals, and thrillers ever made Special Effects: The History and Tech¬
(and includes animated features). nique. 2d ed. New York: Billboard
Pinteau, Pascal. Special Effects: An Oral Books, 2007. This book traces the his¬
History-Interviews with 37Masters tory of special effects in films, provides
176 What Can I Do Now? Animation
an overview of special effects tech¬ the industry to draw on, but he has
niques, and features profiles of well- also written books and TV shows,
known figures in the field. which give additional weight to his
Rush, Alice, David Hodgson, and Bryan insights on writing good dialogue and
Stratton. Paid to Play: An Insider's creating characters that readers or
Guide to Video Game Careers. Rose¬ game players will sympathize with.
ville, Calif.: Prima Games, 2006. Based Slone, Michael. Special Effects: How
on more than 100 interviews with cur¬ to Create a Hollywood Film Look on
rent working professionals in the video a Home Budget. Studio City, Calif.:
game industry, this book presents a Michael Wiese Productions, 2007.
complete rundown of available jobs This is a helpful resource for the
across the entire world of gaming and beginning filmmaker who wants to
points readers in the direction of jobs create dazzling special effects without
that match their talents. breaking the bank.
Sacks, Terence J. Opportunities in Car¬ Thompson, Kristin, and David Bordwell.
tooning & Animation Careers. New Film History: An Introduction. 3d ed.
York: McGraw-Hill, 2007. This book New York: McGraw-Hill Humanities/
has up-to-date information on how to Social Sciences/Languages, 2009. This
break into and what it’s like to work book rovides an overview of U.S. and
in cartooning and animation. Profiles world film history in every genre—
of animators, cartoonists, and instruc¬ from comedy and horror to documen¬
tors are included in each chapter, and tary and drama.
a list of newspaper syndicates, schools, Wang, Wally. Beginning Programming
and other related organizations is for Dummies. 4th ed. Hoboken, N.J.:
provided. For Dummies, 2006. Perfect reference
Scott, Jeffrey. How to Write for Anima¬ for computer programming novices!
tion. New York: Overlook TP, 2003. Easy to follow and informative, with
The rapid and continuing growth of CD-ROM companion.
animation has created a need for writ¬ Whalen, Zach, and Laurie N. Taylor.
ers who can enhance the medium with Playing the Past: History and Nostal¬
well-told stories and interesting char¬ gia in Video Games. Nashville, Tenn.:
acter development. The author, an Vanderbilt University Press, 2008. A
award-winning animation writer, takes collection of essays on history and
you through the step-by-step process nostalgia in video games and in gam¬
of writing a script for an animated ing culture, this thoughtful publication
project and then getting it sold. examines how the games many people
Sheldon, Lee. Character Development have played since childhood shape
and Storytellingfor Games. Florence, how they see the world today as well
I<y.: Course Technology PTR, 2004. as how the games being produced and
The author is a veteran video game played today help communicate ideas
writer and has a lot of experience in about real-world history.
Read a Book 177
features interviews with animation pro¬ azine covers games for all the popular
fessionals, reviews of animated films, platforms as well as online, PC, and
podcasts, a job board, and news relating handheld games, serving up news, pre¬
to the animation industry. Visit http:// views, reviews, codes, strategies, and
www.fpsmagazine.com to read sample interviews with game industry veter¬
articles. ans. Visit http://www.gameinformer.
Gamasutra. Published by Think Ser¬ com to read sample articles; you can
vices (c/o UBM LLC, 600 Community also participate in numerous forums
Drive, Manhasset, NY 11030-3810, or browse and buy games online.
516-562-5000, http://www.gama- GameZone Online. Presented by Game-
sutra.com), this is the online sister Zone Online (248-615-8244, http://
publication to the print magazine www.gamezone.com), this online mag¬
Game Developer. It includes regularly azine is comprised of game reviews
updated video game news and features and previews, interviews with industry
collected by category (programming, professionals, editorials, game-playing
art, audio, design, and production), hints and cheat codes, forums, down¬
other online resources for game loadable game demos, a special section
developers, and a job posting board focusing specifically on games for chil¬
for employment in the video game dren, and an extensive list of and links
industry. to game developers and publishers.
Game Developer. Published 11 times The Hollywood Reporter. Published daily
a year by CMP Media LLC (PO Box (Monday through Friday) by Nielsen
1274, Skokie, IL 60076-8274, 800- Business Media Inc. (866-525-2150,
250-2429), this magazine, available in subscriptions@thr.com), this industry
print and online versions, is produced news source has provided up-to-date
specifically for creators of entertain¬ information to industry profession¬
ment software. Its articles are writ¬ als for more than 75 years, covering
ten by professional game developers all topics related to the entertainment
and provide information on the latest industry. The publication is available
game development techniques in the in print and/or online subscriptions.
areas of graphics, audio design and Visit http://www.hollywoodreporter.
engineering, art and animation, quality com to read sample articles.
assurance testing, and project manage¬ The Hollywood Scriptwriter. Published
ment. Sample articles and summaries bimonthly (PO Box 3761, Cerritos, CA
of past issues are available at http:// 90703-3761), this trade magazine for
www.gdmag.com. screenwriters, producers, and direc¬
Game Informer. Published monthly by tors provides insightful articles on film
Game Informer Magazine (724 North industry happenings. Also included in
1st Street, 4th Floor, Minneapolis, MN the publication are listings of recom¬
55401-2885, 612-486-6100), this mag¬ mended books as well as contests and
Read a Book 181
You must use the Internet to do research, filmmaking. Awards are given to actors,
to find out, to explore. The Internet is the cinematographers, directors, screen¬
closest you’ll get to what’s happening now writers, and other film professionals, as
around the world. This chapter gets you well as to the best film, animated feature,
started with an annotated list of Web sites and films in other categories. Visit the
related to animation. Try a few. Follow the academy’s Web site for information on
links. Maybe even venture as far as asking the Academy Awards, past winners, and
questions on a message board. The more the Student Academy Awards (for col¬
you read about and interact with those in lege students).
the field of animation, the better prepared
you’ll be when you’re old enough to par¬ AMC Filmsite
ticipate as a professional. http://www.filmsite.org
One caveat: You probably already Given a thumbs-up by renowned film
know that URLs change all the time. If a critic and columnist Roger Ebert, this
Web address listed below is out-of-date, site is a movie lover’s paradise! Mov¬
try searching on the site’s name or other ies are organized into diverse categories
keywords. If it’s still out there, you’ll prob¬ including 100 Best Films, Top 10 Best
ably find it. If it’s not, maybe you’ll find Animation Films, and Milestones in Film;
something better! all movie listings include a plot synopsis
and cast listing. There’s also an informa¬
tive section on animation and a special
□ THE LIST section called Visual and Special Effects
Academy of Motion Picture Arts Milestones in Cinematic History. An
and Sciences added bonus is the Cinema’s Best Ques¬
http://www.oscars.org tion, a trivia quiz that might even stump
The academy was founded in 1927 by Roger Ebert himself!
some of the most influential actors,
AnimationMentor. com
directors, and studio heads of the time.
http://animationmentor.com
It is an honorary membership organiza¬
tion that now has more than 6,000 mem¬ This site offers an 18-month (six 12-week
bers. Members vote to award Academy quarters) online animation program
Awards, better known as Oscars, to designed to teach students the skills nec¬
those who have achieved excellence in essary to obtain a job in character ani-
183
184 What Can I Do Now? Animation
mation. Weekly video lectures featuring your own animation-related blog or join
examples, step-by-step walk-throughs, a forum; and sign up for four different
animated exercises, and movie analysis are free email newsletters to stay even more
available for viewing for up to four weeks. current on animation happenings.
Students are assigned their own personal
mentor, who provides feedback and cri¬ Association of Film
tiques in one-hour, once-a-week live Web Commissioners International
conference sessions. They can also view http://www.afci.org
critiques of others’ work. The school’s goal At this organization’s Web site, you can
is to have students prepared to step into find links to more than 300 film commis¬
a production job with a demo reel upon
sions on six continents. For example, a
graduation. search of the state of Colorado locates
four commissions: Boulder County Film
Animation Industry Database Commission, Colorado Film Commis¬
http://aidb.com sion, Colorado Springs Film Liaison
This site calls itself “the ultimate resource Office, and Glenwood Springs Film Com¬
for the professional animation commu¬ mission. These commissions can provide
nity.” Its database and free downloadable valuable information on film-related job
directories can be used to find animation, opportunities in particular areas, and you
visual effects, and related companies all may be able to locate contact information
over the world. More than 8,000 compa¬ of film professionals who might be will¬
nies in 80 categories ranging from ani¬ ing to take a few minutes to participate
mation production, to distribution, to in information interviews about their
advertising agencies are listed. The data¬ careers.
base can be used as a buyer’s guide, as a
way to find clients, and as a way to find a The Big Cartoon Database
job in the industry. http://www.bcdb.com
The title of this site is 100 percent accu¬
Animation World Network
rate; it is a searchable database of infor¬
http://awn.com
mation on classic cartoons and animated
This site provides a very wide range of films in general. The content is broken
information on all aspects of anima¬ down by studio and covers TV shows,
tion: coverage of news and events in the feature films, and animated specials. You
industry, links to trailers of upcoming can post messages for other animation
films, career advice and job listings, a fans in one of several forums, or browse
database of animation schools, profiles titles of DVDs and books that are avail¬
of noteworthy animation professionals, able to buy. A regularly updated section
and more. You can also watch animated provides news from the cartoon world as
shorts, commercials, trailers, and clips well as information on upcoming DVD
on your computer through AWNtv; start releases of animated productions.
Surf the Web 185
Breaking In: Preparing for Your tions in the United States. Searches can
Career in Games be conducted by school name, state, pro-
http://www.igda.org/breakingin grams/majors offered (including film/
For those interested in a career in the video and visual and performing arts),
game industry, this section of the Inter¬ level of award, institution type, tuition,
national Game Developers Association housing availability, campus settings, per¬
site presents information broken down centage of applicants who are admitted,
into three areas: Career Paths, a list of test scores, availability of varsity athletic
different types of possible jobs in gam¬ teams, availability of extended learning
ing; Developer Profiles, interviews with opportunities, religious affiliation, and
industry professionals who discuss their specialized mission. Additionally, users
job descriptions and backgrounds and can export the results of their search into
offer career advice; and Resources, a a spreadsheet, save the results of their
guide to even more available information, session, and compare up to four colleges
including a list of schools offering train¬ in one view. This is an excellent starting
ing in game-related fields. This is a very place to conduct research about colleges
informative site. and universities.
FilmFestivals. com
Chuck Jones
http://www.filmfestivals.com
http://www.chuckjones.com
Ever dream of attending film festivals
Chuck Jones was one of the greatest and
all day, every day? It could be a reality,
most renowned animators of all time and
especially after visiting this site tagged
the man who brought characters such
as the premiere online resource for film
as Bugs Bunny and Daffy Duck to life
festivals worldwide. Large, well-known
in addition to creating many other clas¬
festivals such as Cannes, Sundance,
sic cartoon shorts, TV shows, and films.
and the Ottawa International Anima¬
This, the official site dedicated to the man
tion Festival (a biggie in the animation
and his work, contains a biography and
industry) are listed, as well as smaller
filmography, a detailed history of Chuck
festivals with limited focus. Examples
Jones Film Productions, and pictures of
include the Kalamazoo Animation Fes¬
artwork from the Chuck Jones Galleries,
tival International and CamboFest—a
some of which is available to buy.
Cambodian festival featuring video and
animation. You can search festivals by
College Navigator
location, size, calendar listing, keyword,
http://nces.ed.gov/collegenavigator
or by the event's director or ambassa¬
College Navigator is sponsored by the dor. If you want to do more than watch
National Center for Education Statistics, festival offerings, don't fret. Just click on
an agency of the U.S. Department of Edu¬ the Festival Jobs section for a complete
cation. Users can search for information listing of employment opportunities for
on nearly 7,000 postsecondary institu¬ each event.
186 What Can I Do Now? Animation
The coolest feature of this site is its there are interviews with and “in-the-
search engine. Simply plug in a title studio" features on noted game music
(such as The Incredibles, Up, or South composers, reviews of new game music,
Park) and information on the television and information on upcoming releases.
show or movie and the animation profes¬ Also, the Music4Games directory allows
sionals who helped create it will pop up. composers with published works to
Click again and you can read a synopsis advertise their services to game produc¬
of a movie, trivia on the feature's direc¬ ers for a fee.
tor (such as Brad Bird in the case of The
Incredibles), or even the director's Star Peterson’s Summer Camps and
Meter Rating. You can also punch in key¬ Programs
words such as “Disney" or “Pixar" to locate http://www.petersons.com/
film matches and other information. summerop/code/ssector.asp
Synopsis sections are contributed by This Web site offers great information
“registered users," so beware that some about academic and career-focused sum¬
reviews may be biased. Nonetheless, this mer programs. Finding a camp that suits
site is among the most popular of its kind, your interests is easy enough at this site;
with 57 million visits each month by diehard just search Peterson’s database by activ¬
film and television followers worldwide. ity (Academics, Arts, Sports, Wilderness/
Outdoors, Special Interests), geographic
Jerry Beck’s Cartoon Research
region, category (Day Programs in the
http://www.cartoonresearch.com
U.S., Residential Programs in the U.S.,
Jerry Beck, an author, producer of cartoon Travel in the U.S. and to Other Coun¬
compilations, and expert on animation, tries, Special Needs Accommodations),
is behind this Web site devoted to pre¬ keyword, or alphabetically. By conduct¬
serving the memory of classic Hollywood ing a keyword search using a word or
cartoons and providing information on phrase (such as “animation," “game
every animated movie that has ever been design," or “film,") you'll find a list of links
released in the United States. The Cartoon to dozens of programs. Click on a specific
Brew blog, updated daily, highlights news program or camp for a quick overview
and reviews of animated films and books description. In some instances you'll get
about animation, as well as provides links a more in-depth description, along with
to dozens of other related sites. photographs, applications, and online
brochures.
Music4Games
http://www.music4games.net RogerEbert.com
http://rogerebert.suntimes.com
This site is the place to go for anything
you ever wanted to know about music Award-winning film critic and Chicago
for the video game industry. In addition Sun-Times columnist Roger Ebert is a
to coverage of news and industry events, well-respected, and sometimes feared,
188 What Can I Do Now? Animation
figure in the movie industry. Read by a the many features of this useful site. The
wide following, his reviews can help make Script Swap section allows you to read
or break a movie. Consider this site as the and comment on other's work and vice
ultimate guide to movies—and more. versa. Any serious wannabe film and
A wide range of movie reviews are television writer should visit this Web
listed, including animated films such as site to gain a better perspective on what
Ratatouille and traditional films such is currently going on in the business.
as Night at the Museum: Battle of the
Smithsonian, that feature animation. All StopMotionAnimation.com
are listed with a synopsis, cast of char¬ http://www.stopmotionanimation.
acters, comprehensive review, and, most com
importantly, a star rating. Don't miss his
This site, devoted to the unique and
One-Minute Reviews, an alphabetical
unusual art form of stop-motion anima¬
listing of current movies all reviewed in
tion, is geared toward aspiring animators.
one paragraph.
The Handbook section is a detailed intro¬
Additional features include a festi¬
duction to the methods of stop-motion
val listing, movie glossary, and Answer
filming, and those wishing to learn even
Man—where Roger Ebert answers read¬
more can check out or post on the mes¬
ers' burning questions on topics ranging
from the merits of Blu-ray discs to dis¬ sage board, which has topics ranging
agreement on a bad movie review. from camera techniques and lighting tips
to discussions of animation schools and
Screenwriter’s Utopia how to go about finding jobs in the ani¬
http://www.screenwritersutopia.com mation industry.
work. If you have any similar interests, time to something other than the schol¬
experiences, or abilities, don't hesitate to arship for which you are applying. Don't
mention them. make a nuisance of yourself by pestering
Talk to others who received the schol¬ them for information. Simply follow the
arship, or to students currently study¬ directions as they are presented to you. If
ing in the same area or field of interest the scholarship application specifies that
in which the scholarship is offered, and you should write for further information,
try to gain insight into possible applica¬ then write for it—don't call.
tions or work related to that field. When Pay close attention to whether you're
you're working on the essay asking why applying for a grant, a loan, an award, a
you want this scholarship, you'll have real prize, or a scholarship. Often these words
answers—“I would benefit from receiving are used interchangeably, but just as often
this scholarship because studying anima¬ they have different meanings. A loan is
tion will help me become a better anima¬ financial aid that must be paid back. A
tor and storyteller.'' grant is a type of financial aid that does
Take your time writing the essays. not require repayment. An award or prize
Make sure that you answer the question is usually given for something you have
or questions on the application; do not done: built a park or helped distribute
merely restate facts about yourself. Don't meals to the elderly; or something you
be afraid to get creative; try to imagine have created: a musical composition, a
what you would think of if you had to sift design, an essay, a short animated film, a
through hundreds of applications. What screenplay, an essay about animation, or
would you want to know about the can¬ an invention. On the other hand, a schol¬
didate? What would convince you that arship is frequently a renewable sum of
someone was deserving of the scholar¬ money that is given to a person to help
ship? Work through several drafts and defray the costs of college. Scholarships
have someone whose advice you respect— are given to candidates who meet the nec¬
a parent, teacher, or counselor—review essary criteria based on essays, eligibility,
the essay for grammar and content. grades, or creative work, or sometimes all
Finally, if you know in advance which four. They do not have to be paid back.
scholarships you want to apply for, there Supply all the necessary documents,
might still be time to stack the deck in information, and fees, and make the dead¬
your favor by getting an internship, vol¬ lines. You won't win any scholarships by
unteering, or working part time. Bottom forgetting to include a recommendation
line: The more you know about a schol¬ from a teacher or failing to postmark the
arship and the sooner you learn it, the application by the deadline. Bottom line:
better. Get it right the first time, on time.
enough in advance, there shouldn't be yourself, what you want to study and
any reason for you not to turn it in well in why, and let them know what you would
advance of the deadline. You never know, be willing to do in exchange—volunteer
if it comes down to two candidates, your at their favorite charity, write up reports
timeliness just might be the deciding fac¬ on your progress in school, or work part
tor. Bottom line: Don't wait and don't time on school breaks, full time during the
hesitate. summer. Explain why you're a wise invest¬
ment. Bottom line: The sky's the limit.
Be Yourself
Don’t make promises you can't keep. One More Thing
There are plenty of hefty scholarships We have not listed financial aid that is
available, but if they all require you to available from individual colleges and
study something that you don’t enjoy, universities. Why? There are two rea¬
you'll be miserable in college. And the sons. First, because there are hundreds of
side effects from switching majors after schools that offer financial aid for students
you've accepted a scholarship could be who are interested in studying animation
even worse. Bottom line: Be yourself. or a related major, and we couldn't pos¬
sibly fit them all in this book. Second, list¬
Don't Limit Yourself ing just a few schools wouldn't be helpful
There are many sources for scholarships, to the vast majority of students who do
beginning with your school counselor not plan to attend these institutions. This
and ending with the Internet. All of the means it is up to you to check with the
search engines have education catego¬ college that you want to attend for details
ries. Start there and search by keywords, on available financial aid. College finan¬
such as “financial aid," “scholarship," and cial aid officers will be happy to tell you
“award." But don’t be limited to the schol¬ what types of resources are available.
arships listed in these pages.
If you know of an organization related
to or involved with the field of your choice, □ THE LIST
write a letter asking if they offer scholar¬ Academy of Interactive Arts and
ships. If they don’t offer scholarships, don’t
Sciences
23622 Calabasas Road, Suite 220
stop there. Write them another letter, or
Calabasas, CA 91302-4111
better yet, schedule a meeting with the
818-876-0826
executive director, education director, or
someone in the public relations depart¬
http://www.interactive.org
ment and ask them if they would be will¬ College students who are studying game
ing to sponsor a scholarship for you. Of design at an accredited college can apply
course, you'll need to prepare yourself well for one of four $2,500 scholarships from
for such a meeting because you're selling a the Dr. Randy Pausch Scholarship Fund.
priceless commodity—yourself. Don't be Contact the academy for information on
shy, and be confident. Tell them all about application requirements.
192 What Can I Do Now? Animation
animation may apply for one of three 575 7th Street, NW, Suite 300
$10,000 Fred Rogers Memorial Scholar¬ Washington, DC 20004-1611
ships. Applicants must have the ultimate esa@theesa.com
goal of working in the field of children's http://www.theesa.com/foundation
media. Special consideration will be given High school and college students who are
to applicants from inner city or rural pursuing degrees that will prepare them
communities. for a career in computer and video game
Ask for Money 193
arts can apply for scholarships from the Hawaii Community Foundation
association. Women and minority stu¬ 1164 Bishop Street, Suite 800
dents may apply. Thirty scholarships of Honolulu, HI 96813-2817
$3,000 each are awarded. The scholarship 888-731-3863
program is administered by International info@hcf-hawaii.org
Scholarship and Tuition Services Inc. http://www.hawasicommunity
(https://www.applyists.net). foundation.org/scholar/scholar.php
The foundation offers a variety of scholar¬
FastWeb ships for high school seniors and college
http://www1 .fastweb.com students planning to or currently studying
FastWeb is one of the best-known schol¬ a variety of majors (including visual com¬
arship search engines around. It features munication) in college. Applicants must
1.3 million scholarships worth more than be residents of Hawaii, demonstrate finan¬
$3 billion. To use this resource, you will cial need, and attend a two- or four-year
need to register (free). college. Visit the foundation's Web site for
more information and to apply online.
Foundation for the Carolinas
Office of Scholarships Hispanic College Fund (HCF)
217 South Tryon Street 1301 I< Street, NW, Suite 450-A
Charlotte, NC 28202-3201 West
704-973-4537 Washington, DC 20005-3317
tcapers@fftc.org 800-644-4223
http://www.fftc.org hcf-info@hispanicfund.org
http://www.hispanicfund.org
The foundation administers more than
105 scholarship programs that offer The Hispanic College Fund, in collabo¬
awards to high school seniors and under¬ ration with several major corporations,
graduate and graduate students who plan offers many scholarships for high school
to or who are currently pursuing study in seniors and college students planning to
a variety of disciplines. Visit its Web site or currently attending college. Applicants
for a list of awards. must live in the United States or Puerto
Rico and have a GPA of at least 3.0 on
GuaranteedScholarships.com a 4.0 scale. Contact the HCF for more
http://www.guaranteed-scholarships. information.
com
Illinois Career Resource
This Web site offers lists (by college) of
Network
scholarships, grants, and financial aid
http://www.ilworkinfo.com/icrn.htm
that “require no interview, essay, portfo¬
lio, audition, competition, or other sec¬ Created by the Illinois Department of
ondary requirement.” Employment Security, this useful site
194 What Can I Do Now? Animation
offers a scholarship search engine, as can be used at more than 500 career col¬
well as detailed information on careers leges in the United States. These colleges
(including animation-related jobs such as offer a variety of fields of study, including
computer programmers, business profes¬ animation, business administration, cin¬
sionals, video game designers and testers, ematography and film/video production,
and animators and multimedia artists). computer graphics, computer program¬
You can search for scholarships based on ming, and computer software engineer¬
major (such as playwriting and screen¬ ing. Visit the foundation’s Web site for
writing; animation, video graphics, and more information.
special effects; computer graphics; etc.),
and other criterion. This site is available Mix Foundation for Excellence
to everyone, not just Illinois residents; in Audio
you can get a password by simply visit¬ 1547 Palos Verdes Mall, #294
ing the site. The Illinois Career Resource Walnut Creek, CA 94597-2228
Network is just one example of the type 925-939-6149
of sites created by state departments of http://www.mixfoundation.org
employment security (or departments of
College students who are currently pur¬
labor) to assist students with financial-
suing study in audio, music, or other
and career-related issues. After checking
media communications arts may apply
out this site, visit your state’s department
for scholarships from the foundation.
of labor Web site to see what it offers.
Applicants must have a GPA of at least
3.5 and be enrolled full time. Contact the
Imagine America Foundation foundation for more information.
1101 Connecticut Avenue, NW,
Suite 901 National Endowment for the
Washington, DC 20036-4303 Arts (NEA)
202-336-6800 1100 Pennsylvania Avenue, NW
scholarships@imagine-america.org Washington, DC 20506-0001
http://www.imagine-america.org/ 800-518-4726
scholarship/a-about-scholarship.asp support@grants.gov
The Imagine America Foundation (for¬ http://www.nea.gov/grants/apply/
merly the Career College Foundation) Artsed.html
is a nonprofit organization that helps The NEA was established by Congress in
students pay for college. It offers three 1965 to support excellence in the arts. It
$1,000 scholarships each year to high offers grants to those who are involved
school students or recent graduates. in the “media arts—film, radio, and tele¬
Applicants must have a GPA of at least vision-including the production, exhi¬
2.5 on a 4.0 scale, have financial need, and bition, distribution, and preservation
demonstrate voluntary community ser¬ of work; the provision of services to the
vice during their senior year. Scholarships field; and the training of artists.” Visit the
Ask for Money 195
NEA Web site for a detailed list of avail¬ Saint Peter, MN 56082-0297
able programs. 800-537-4180
http://www.scholarshipamerica.org
National Society of Professional
This organization works through its local
Engineers
Dollars for Scholars chapters throughout
1420 King Street
the United States. In 2008 it awarded
Alexandria, VA 22314-2750
more than $219 million in scholarships
703-684-2800
to students. Visit Scholarship America’s
http://www.nspe.org/Students/
Web site for more information.
Resources/scholarships.html
High school seniors from an ethnic Scholarships, com
minority who have been accepted into http://www.scholarships.com
an Accreditation Board for Engineering
Technology-accredited engineering pro¬ Scholarships.com offers a free college
gram at a four-year college or university scholarship and grant search engine
can apply for the $5,000 Maureen L. and (although you must register to use it) and
Howard N. Blitman, P.E. Scholarship to financial aid information. Its database of
Promote Diversity in Engineering. Appli¬ awards features 2.7 million listings worth
cants must be African American, His¬ more than $19 billion in aid.
panic, or Native American; U.S. citizens;
and demonstrate internship and commu¬ Scholastic
nity involvement. Visit the society's Web c/o Alliance For Young Artists &
site for more information and to print out Writers
an application. The society also offers a 557 Broadway
variety of scholarships to undergraduate New York, NY 10012-3962
and graduate students who are interested 212-343-6100
in pursuing careers in engineering. a&wgeneralinfo@scholastic.com
http://www.scholastic.com/artand
Sallie Mae writingawards
http://www.collegeanswer.com/ Student-artists and -writers in grades
paying/scholarship_search/pay_ seven through 12 are eligible to apply for
scholarship_search.jsp Scholastic Art and Writing Awards of up
Sallie Mae offers a scholarship database of to $10,000. Some of the categories for
more than 3 million awards worth more graduating high school seniors include
than $16 billion. You must register (free) animation, general writing portfolio,
to use the database. humor, and video and film. More than
$20 million in scholarships have been
Scholarship America awarded since the awards were founded
One Scholarship Way in 1923. Visit Scholastic’s Web site for a
PO Box 297 detailed overview of the various awards,
196 What Can I Do Now? Animation
198
Look to the Pros 199
This chapter represents animation pro¬ This chapter “has members from Penn¬
fessionals in Portland, Oregon, and sylvania to Florida, but most are in the
neighboring areas. Visit its Web site for Washington and Baltimore area.” Visit its
information on screenings, workshops, Web site for information on membership
guest lectures, and membership for high for high school and college students.
school and college students.
International Game Developers
The International Animated Film Association
Society: ASIFA-San Francisco 19 Mantua Road
PO Box 14516 Mt. Royal, NJ 08061-1006
San Francisco, CA 94114-0516 856-423-2990
http://www.asifa-sf.org contact@igda.org
http://www.igda.org
This chapter represents animation pro¬
fessionals in San Francisco and nearby This membership organization repre¬
areas. Visit its Web site for information sents the professional interests of game
204 What Can I Do Now? Animation
The OFCS is an international associa¬ membership for college students and The
tion of Internet-based film critics and SCORE, its quarterly publication.
journalists.
Society of Motion Picture and
Online News Association Television Engineers
http://www.onlinenewsassociation.org Three Barker Avenue, 5th Floor
Visit the association’s Web site for infor¬ White Plains, NY 10601-1509
mation regarding online writing and 914-761-1100
journalism. http://www.smpte.org
This organization bills itself as the “lead¬
Producers Guild of America ing technical society for the motion imag¬
http://www.producersguild.org ing industry.” Members include engineers,
This is the leading professional organi¬ film editors, technicians, production and
zation for film and television producers postproduction studio professionals, col¬
(including those who work with visual lege professors, consultants, and college
effects). Visit its Web site for information students. Visit its Web site for links to
about career options and to view profiles useful resources.
of producers.
Society of Professional Audio
QAI Global Institute Recording Services
2101 Park Center Drive, Suite 200 PO Box 822643
Orlando, FL 32835-7614 Dallas, TX 75382-2643
407-363-1111 800-771-7727
http://www.qaiworldwide.org/qai. info@spars.com
html http://www.spars.com
Contact the institute for information This organization represents the pro¬
on certification for game and software fessional interests of audio recording
testers. professionals.
Entries and page numbers in bold indicate American Society of Composers, Authors,
major treatment of a topic. and Publishers (ASCAP) 146-147,
199-200
A American University 145
ACA. See American Collegiate Adventures animation
Academy Awards 71,93 history of 6-13
Academy of Interactive Arts and Sciences major employers in 18
191, 198 outlook of industry 18-19, 25
Academy of Motion Picture Arts and overview of opportunities in 13-18
Sciences 183 steps in creating 28-29
Academy of Television Arts and Sciences structure of industry 13
192 animation directors 50, 65
ACE. See America Cinema Editors animation editors 14, 73-85
actors 98, 101 Animation Industry Database 184
adjunct faculty 35, 40 Animation Journal 80
AFI. See American Film Institute AnimationMentor.com 183-184
AFT. See American Federation of animation producers 87-95
Teachers animation supervisors 65, 67
America Cinema Editors (ACE) 199 Animation World Network 184
American Association for Public Opinion animation writers 17,116,121
Research 198 animators 22-33. See also game artists
American Association of University and animators
Professors 198-199 advancement 30
American Collegiate Adventures (ACA) definition of 13, 22
145-146 earnings 30
American Federation of Musicians of the educational requirements 27-28
United States and Canada 104, 199 employers 30
American Federation of Teachers (AFT) employment outlook 32-33
199 high school requirements 27
American Film Institute (AFI) 146, 199 job, described 22-26
American Institute of Graphic Arts postsecondary training 27-28
Scholarships 196-197 requirements 26-30
American Screenwriters Association starting out 30
(ASA) 146,199 Animators Guild Focal 839 113,200
209
210 What Can I Do Now? Animation
P R
painters 107, 108, 113 radio plays 84
Pennsylvania State University 166-167 rapid-drawing cartoons 6
periodicals 177-182 recording mixers 16, 98, 102
216 What Can I Do Now? Animation
^VlAT CAN I Dq
NOW?
Animation
This innovative series will get kids involved in career exploration NOW!
What Can I Do Now? gives students the information and advice they need to take a hands-
on approach to career exploration and preparation. With the do-it-yourself resources provided
in each volume, students can discover the many ways to test-drive a career while they are still
in school. Listed in each volume are summer camps, school clubs, and after-school programs;
books, periodicals, and Internet resources; scholarship programs and study opportunities;
volunteer opportunities, internships, and part-time jobs; professional associations and
mentors; and much more. An industry overview provides a broad introduction to the field.
Each book profiles 10 popular careers, with information on work settings, job outlook,
education and training, skill requirements, earnings, and advancement opportunities.
Ferguson
An imprint of Infob as e Publishing
i .j
Cover images, center: DreamPictures/VStock/Getty Images; others: © iStockphoto. / Cover design: Takeshi Takahashi
Printed in the United States of America