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Animation Event Ramble

At the end of last year, I visited INNMOTION with one of my friends. Of course, that event would be a great place to network and socialise with Industry people and fellow animation enthusiasts. But the bad news is we were both too shy to talk to people there. 

After the two days ended, I started regretting the missed opportunity of networking. One of the main regrets was we got Aaron Blaise and James Baxter standing near us and we just stood there in silence.

At the end of this year, the event will be back and we will go again! Hopefully by then we wont be as shy and can actually talk to people. wish us luck!

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Uncategorised

Festival Submission

Earlier this year, I submitted my one-minute film, Friend Machine, to 15 festivals as an experiment. To be honest I think the film wasn’t concluded well as a story and I am not that hopeful about getting to any of them, so I am super chill about it. There were three deadlines that passed, and luckily the film was selected for one festival! Which is the Bali International Film Festival. I actually didn’t expect to get in because I thought that Film Festivals in Indonesia are more focused on live-action films. So this made me more hopeful about the future of Animation Industry in Indonesia! And I am grateful for it.

For my graduation film, intermezzo, I am also planning to submit it to as many festivals as I can (as long as it’s free or cheap lol) because I spent lots of time just to finish it so it better be out there 🙂 

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Digital Presence 

Let’s just say that I don’t like being online. I want to be as anonymous as I can live on earth, but of course, the world doesn’t work that way anymore. Especially I want to pursue a career in the animation and film industry. I can say that my digital presence is like a barren desert. But the annoying part is because I don’t voluntarily be present online, the things that showed up would be so random, like a silly tweet from 15 years ago from my abandoned Twitter account. 

So I have a mission after I am done with everything. Which is to fill up my digital presence professionally through a portfolio website, Behance, Vimeo, etc.

I am currently still formulating how I want to present myself, should I be general with my skill and the portfolio or should I be focused? I have been looking through multiple animator’s websites and they are so varied in that aspect. I feel like being general and having a variety of portfolios could open up wider opportunities. But if I want the portfolio to be more focused, It would look more professional. the more I think of it the more I feel like I am worrying for nothing though, because I enjoyed surfing through different types of portfolio websites to get inspiration. We’ll see later on..

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Uncategorised

Career Pathway?

I have to say, deciding to learn animation is still the best decision that I have made, even if the animation career has not started yet.  And if I am honest if I didn’t stumble upon MACA webpage and randomly started reading through the course details, maybe I would still be sceptical about pursuing animation. 

When it comes to my career pathway after I graduate, I can think of three directions: first is as an animator, second is to be in the art department, and the third is in production design area. What I know is I want to be in this industry, and I can only hope that I will enjoy it, because sometimes professional life and the industry conditions could alter your view about something that you are initially passionate about, but I am optimistic!

One of the things that I will try to do after graduation is to do an internship. I feel like an intern role would suit me better at the beginning because I know nothing about the real working world of the animation industry. Also I feel like as an intern you will be more comfortable asking many questions and asking people to teach you anything. Or maybe the environment of the Industry is different than what I am familiar with? I guess I will have to find out.

As for now, I have only applied to one internship, which I did last week, so there won’t be any update until later on I assume. To be honest, there are many opportunities that I missed. My problem was the lack of decent quality portfolio for the showreel, because my exercises from the first year were super rough, so I had to wait until I was done with some cleaned-up scenes so I could have three different projects in my showreel.

Hopefully, I can add more after this!

(I actually have the showreel but I can’t seem to upload it so maybe next time!)

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Industry Related Research

Storyboard Artist

Another role that I am interested in knowing more about is storyboarding, which is quite straightforward but also complicated. Because the job itself is straightforward, you have to board out the scenes. But what entails is also about how to utilise a wide range of knowledge about filmmaking that will help you tell the story from scene to scene efficiently.

Efficient and Economic. I heard that word multiple times when I did a research on storyboarding. And I also heard someone say that in the animation world, the currency is the artwork. Which is make sense because everything has to be created, and it takes a long time, and time equals money. So I feel like there are a lot of film language and theory to learn to be able to do storyboard effectively. Of course, when it comes to animation, there is more freedom in the visual aspect, so it is also the versatility to understand the director’s visual language and preference.
And based on my research, there are some skills that is needed to be a storyboard artist:

  • Understanding of character posing, expression, and performance.
  • Basic animation knowledge is a plus or sequential drawing skill like comics.
  • Basic cinematography: how to transition, staging, scene establishing, what to cut in or cut out, camera angles, etc
  • Perspective drawing skills
  • Understanding of visual storytelling, how to add subtext, etc.
  • Adaptability to the tone or mood of a different story.

From my three research, there are some of the skills that are overlapping. And what stands out for me is versatility and the ability to adapt to styles. For me all this time, there is always a pressure to have a visual identity, which I don’t have. And even if I will someday, I want it to be an organic process. So, I know if I got the chance to be in the Animation Industry, I would have a lot of opportunities to grow, explore, and learn, and maybe someday develop my own style or just keep trying out new things. And I feel like for me, that is what is the most compelling thing about this Industry.

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Industry Related Research

Visual Development Artist

When I was first introduced to the film industry, one of the roles that seemed interesting to me was Concept Artist (aka the live-action version of Visual Development based on some google research). In fact, because of that introduction, I took a product design major for my BA because I thought I could be a prop designer for movies, and then I realised there was no such industry back home. Now fast forward to today, I learned about visual development artists for animation, which sounds more fun because of the wide possibilities of animation production.

What intrigued me about this role is the idea of building and creating a world to tell a story with a compelling visual that you created based on extensive research is just sounds like an amazing thing to do. But I have to admit, I actually didn’t really know specifically about the role because every time I go through an art book, there is just an extensive amount of images, visuals, and design. So I wasn’t really sure who does what and what is the limit of what visual development artists do.

So based on my research, visual development usually covers:

  1. Characters and creatures (or sometimes the role is specifically called a character designer)
  2. Environments
  3. Props
  4. Interior and Exterior
  5. Color palette
  6. Clothing
  7. Lighting
  8. Creating the look of the story.

In my last post I talked about Production Designer, I think the difference is Visual Development (which is under the Art Department) focuses on developing the visuals as in, their job is to keep creating. While Production Designers is in the boat with them, usually they will create the key visual and feed them to the art department. After that sometimes production designers will keep creating and other times, they will only do the approving (mainly because they have a lot to do), but essentially to guide the art department (which consists of the visual development artists) based on the director’s vision.

In the art department itself, sometimes they will have multiple art director that focus on specific things. For example, the one that focuses on lighting, environment, etc.

So based on my research, one of the pieces of advice that usually will be given is to know your niche, while at the same time, being versatile and adaptable style-wise. What this means is that if you want to do props, then do it plenty in your portfolio that shows the recruiters that prop design is what you are aiming for. But at the same time give them an example of something else to let you know you are versatile and can adapt.

And then here are some skills that are important to have and develop:

  1. Draftsmanship – show that you are really good at drawing.
  2. Figure drawing and life drawing.
  3. Understanding of colour theory.
  4. Painting.
  5. Great thematic visual research.
  6. Try out different styles to be more versatile.

When I researched the topic of visual development artist and production designer, I noticed that many of production designer was once a visual development artist, and sometimes they switch role. And I found out that sometimes the director or the show creator will choose a production designer based on their taste or style, and they will hold the key for the visual development team to follow. It is not always the case, but it’s interesting how flexible these roles seem when the main focus is how to serve the story well and give the best to the audience.

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Industry Related Research

Animation Production Designer

One of the roles in Animation Industry that I am curious about is Production designer. The reasons are because I only have a vague idea about the role because I love watching behind the scenes of films and I got the opportunity to be appointed as one for my LIAF project, but I haven’t got the chance to really look into it on an industry level. So that’s why in this post I want to talk about my research on the role of animation production designer.

Based on my research, the role of an animation production designer is to basically design the whole production and look of the film. They responsibilities is to make sure that the director’s vision come true, and they must be in constant service of the story and character.

Production designer usually is hired early on and will stay until the end of production. Even for some episodic series, they will change the director, but the production designer will stay the same. They almost like the walking library and visual translator of the production in my opinion, especially if the director can’t really verbalize their vision for the visuals.

Based on a book that I read, which is Dream Worlds by Hans Bacher, here are some responsibilities of Production Designer based on the stages of production:

  1. Early Stage:
    • They are part of visual development team. The tasks is to explore all visual possibilities, do research, and come up with as many interesting ideas as possible.
    • Director will narrow it down and the work will be more defined and direction clearer.
    • Develop final look of the film based on director’s vision. Some presentation pieces with key moments of the story must be done. If it’s approved, it would be presented to the head of the production company.
    • So, to summarise, they have to sell the project with impressive looking design.
  2. Approved:
    • Analyse the style and create a guideline that consists of the basic rules of the style, such as: layout, background, animation, effects, clean-up, colour.
    • Usually there will be a training period to practice and create test piece. Sometimes new technique has to be developed to serve the story and vision well.
    • They have to create a colour script of the movie.
  3. Production:
    • More sequences have to be approved.
    • More design and redesign.
    • Think about little details like style and effect.
    • Basically, anything to serve the story and vision.
  4. Post-Production:
    • They will be part of the group that will approve the rough and final animation as well colour combination.
  5. Publication:
    • Toward the end, they will usually be involved in design for publicity, title logo, posters, and merchandise.

Based on my findings, there are some things on how to approach design for animation production:

  • It’s always character first and story first. And after that is how to design a world where the character will look at home. The story and character will tell how to approach the design.
  • The movie has to look expensive but not expensive to make and produce.
  • Colour script is key. It has to grasp the emotional flow and tone of the film. So, when some details of the story might change, it would still hold true. It is one of the tools for everyone to see the film at a glance.
  • Be totally immersed on the theme or subject and do a lot and lots of study, research, and visit the sites if possible.
  • Listening is key. Listen to the director, listen to the artist, listen to the finance team, etc.
  • Everything has to refer back to the director’s vison.
  • Understand all of design elements that make up the scene, including: camera rules, composition, staging and formats, rhythm and style variety, value and colour.

So, the big question for myself, do I want to be a production designer? The answer is, maybe? only if the time is right. I feel like in terms of the work itself, I can see myself doing it just because I like technical problem solving, I love gaining new knowledge from my colleagues and friends, and I like to approach things from many perspective, also I don’t mind managing (I hope I wont regret saying that :)). But I would also be happy to spend the rest of my career drawing , because from many interviews that I watched, sometimes as a production designer you wouldn’t even have the time to draw especially when you have so many things to look after, which is sound a bit scary. But there is always something sound so fulfilling to be in total service of something bigger than you are, which is the film/story itself. But I feel like there are still so so so many things to learn for me. So, I think for now I will just go with the flow and keep on learning.

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Classes

Perspective Drawing Class

Perspective drawing is a part of technical drawings which is quite familiar to me because of my background in product design. But when it comes to learning, even though it is something that Is familiar to us, there is a high chance of us to get a new understanding and information regarding the subject. For example, it was a new information for me that there are more than three-point perspective!  Which makes me super excited in experimenting with the four, five, and six-point perspective later in the future. It may seem tedious, but I think it would be a great options when it comes to scene creation or ideation.

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Experiments

Weekly Exercise: Scene Painting

One thing that I love to do in my free time is recreating a scene that is appealing to me personally. My goal is to make this a daily exercise in the future. Because I believe that this activity helps me improve in my understanding of colour and composition. I noticed that the more I do this, the easier it gets for me in distinguishing colours and its relationship with another colours, lights, and shadow. For example, if I were to create a blue mood/scenery, I would use green as yellow because of their interaction. Before, I would have to do more manipulation because in my mind, the colour is still yellow. Also, this exercise helped me to push myself to pay attention to details, which I believe is important in working on animation and even beyond that. Other than the technical, I also got to familiarise myself with creating composition, my goal is also to learn how different director approach compositions and visual representation of their scene.

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Classes

Simulated Work Experience

For the simulated work experience, I got the chance to work with Trina (Siyu Tian) for her final project. My role in this project was to make Character expressions sheet, poses, and the background visual plan. For the character poses, the direction was to explore the character’s poses from different angle or perspective. I did several poses based on the script that was given to me and got to play around the angle of how we see the character.

For the expressions I also did several based of the script. And I was also directed to create some neutral poses for reference.

The next task is to create Background plan for the animation. For this work, I have to create four views in total (two views of the cartel or basement and two more for the classroom). As I write this post, I have only managed to create three of the four views.

In creating the basement, I was referring to the visual reference that was given by Trina, especially in terms of mood and colour. The mood that the scene was trying to bring is dark and creepy, hence the strong contrast of colour and lighting was used, specifically blue and red colours are used to brings out the mood. Other than the two views/angles of the perspective, I also detailed the door that will be an important object that the character tried to reach in the scene.

For the classroom scene, the direction is to make a contrasting mood from the basement. In drawing the classroom, I was facing a challenge in the more technical side, because I have to draw many chairs and desk and it’s been a long time since I attempt doing perspective drawing. Personally I am not quite satisfied with how the drawing turns out because I think I was overwhelmed while doing it and not focusing much on details. So if I have the time I want to revise the classroom drawing and finish the other view.

In my approach to adding props and objects in the scene, I refer to the background of this story, of how this story is about a character in a dream and in a real-life. So I tried to create subtle hints of how interconnected both of the world are. For example, I added broken chairs to the basement scene because there are chairs in the classroom, or the red flower in the classroom as a bridge to the red alarm and lighting of the basement. Overall, I was so excited about doing this project! I still feel like I can do more in my work if I have more time. In specific to my role in this project, I am grateful that I got the chance to do especially the background because growing up I saw many concept art book and how they included the concept of background as part of the world building, and now I got the chance to try and do it myself. Professionally, I think this project helped prepare me to other industry role besides the animating itself, which widen my grasp of understanding of the industry.