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Jeremy
Cantor first became interested in growing up to be an artist
when he received praise for being the only student in his kindergarten
class to accurately draw a house's chimney perpendicular to the
ground plane rather than to that of the slanted roof. Years of
having his doodles confiscated by frustrated schoolteachers followed.
Then, understandably frightened by the image of the digital nerd
he might become, Jeremy left his sensible Computer Science / Math
/ Pre-Med University studies and ran away to Art School (in NYC
& PA), much to the chagrin of his guidance counselors and more
importantly, his Dad.
The
art department at Scranton's Marywood University had an exciting,
new Apple IIe computer program which allowed you to type in the
XYZ coordinates of each vertex of a cube and in less than 20 minutes,
you'd get a wireframe printout of your cube in proper perspective!
Jeremy's future career fate was sealed when he was awarded extra
credit for creating a cylinder!
After
graduating with a degree in Illustration, Jeremy fulfilled his
dream of actually getting paid to produce artwork by landing a
minimum-wage job running the art department of a small t-shirt
factory in a nasty suburb of Washington D.C. Six months later,
he moved on to another silk-screen shop down the road. But this
place was different. They had a Macintosh (no more Letraset!).
L.A.
beckoned soon thereafter (a friend needed to sublet his room actually),
so Jeremy packed up his art supplies & headed out West to learn
more about this "animation" thing. After a year of waiting tables,
taking animation classes & almost building a successful freelance
illustration career (mostly doing TV storyboards), Jeremy accidentally
stumbled into an Amiga store and saw a $65 program called "Turbo
Silver" spewing out 3D images that his new Macintosh could only
dream about. So he worked some extra shifts, bought an Amiga,
and began teaching himself 3D animation. Given that software manuals
(if they existed at all) were written by programmers in those
days, the years Jeremy thought he'd wasted studying computer science
finally paid off, as he was actually able to decipher the cryptic
"Imagine" tutorials.
A
few months later, a short 3D animated film had emerged, which
was included in the 1991 L.A. Animation Celebration. This (now
embarrassingly primitive) film helped Jeremy land his first job
as a computer artist/animator for a small games company called
Acme/Malibu Interactive, where 2 years of 3D design/animation
and a whole lot of pixel pushing followed. Art directing SuperNintendo's
"Battlecars" was the highpoint of his experience at Malibu (but
nobody bought the game). In his spare time, Jeremy produced a
second animated short, which toured with Spike & Mike's Animation
Festival in the early 90's.
Northern
CA beckoned (a recruiter from Sega actually), and Jeremy seized
the chance to try out the Bay Area. The job at Sega only lasted
a year (but he learned Softimage & made some great contacts there),
and a small interactive house called P.F. Magic was the next stop.
A variety of work was to be found there, which included directing
the animation on the million-selling "Catz" (digital pet) product.
Jeremy
then "made the jump to light speed" when he landed a job as a
creature animator on Tristar's "Starship Troopers" at Tippett
Studio in Berkeley. Jeremy stayed at Tippett for a couple of years,
working on various demo projects and helping with the animation
supervision on Disney's "My Favorite Martian" (which nobody saw).In
late '98, Sony Imageworks recruited Jeremy back to L.A. to be
the Animation Supervisor on "Hollowman" (which nobody liked).
A hierarchy restructuring occurred in midstream and he shifted
into the role of character setup supervisor for the duration of
that particular project.
Jeremy
is now gearing up for "Harry Potter", seeing if he can manage
to stay at the same studio for more than 2 years, enjoying life
as a newlywed, and slowly accepting the fact that he was ultimately
unable to avoid becoming a digital nerd after all..
Jeremy's
thoughts on Production:
Is it better for a digital artist to be a jack-of-all-trades or
focused on one specific skillset? I think the most winning combination
is to be fairly well versed in a number of disciplines but have
one in particular that shines above the others. Singular strengths
tend to help you land a job, especially in larger production facilities
where the artists are more compartmentalized and mixed demo reels
can confuse recruiters, while versatility tends to help you keep
a job. The ability to switch discipline gears or styles can be
a powerful "job-security" tool, especially in-between projects.
Each new production may have radically different requirements
than that of its predecessor. The more potential holes you can
fill, the more likely the next project will need you.
Versatility
can, however, be a blessing as well as a curse. Sometimes your
capabilities are more widespread than your interests and it's
possible to find yourself stuck on a less desirable assignment
because someone found out that you possess a certain unique (or
at least uniquely revealed) skillset. Only reveal the breadth
of your abilities when it serves you to do so.
I
believe that the ability to accept and muscle-through disappointment,
criticism & rejection is often the very thing that separates successful
creative people from non-successful creative people. Accept the
fact that everyone won't like everything you do, and you won't
necessarily be happy with the outcome of every project. Some productions
are indeed true works of art that you'll be proud of for years.
But, others just paid the bills. The real disappointments are
those that start out with the expectation of being the former,
but end up as the latter. It can, however, be really exciting
when the opposite occurs: The little side project that everyone
ignores wins an Oscar or sells a zillion copies.
Keep
in mind that we are all perpetual students. There's always more
to learn. Seek new challenges where you will continue to grow
as an artist and you'll never be bored.
I
think the secret to surviving in this crazy business is to regularly
remind yourself that this is a world where so many people lucky
enough to actually have jobs, truly dislike (or at least have
no passion for) their daily grind. We are the fortunate few who
actually (at least occasionally) get paid to do our hobby.
Now, if only there was time for a good night's sleep once in a
while…
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