Eli
Enigenburg is a freelance animator
working in Carlsbad, California. He spends most of his time studying
both the craft of character animation and the art form itself.
Animation has always interested him but since Luxo Jr., Eli has
been fascinated with CG animation particularly.
In
the beginning, sometime around late 1992, there were a handful
of college kids holed up in an apartment making a PC shareware
game. Megapede!, as it was dubbed, turned out to be one of the
most enjoyable projects ever. Eli took care of all the artwork,
making a bunch of tiny, 256-color sprites, and with the help of
3D Studio R3, a few CG loading and intro screens. After college
and a few years of long day jobs and short evenings practicing
and learning more about art and CG, Eli saw opportunity as the
design industry exploded with the advent of the WWW. In 1995,
he left his day job building and repairing laser equipment to
become a freelance graphic artist specializing in web design.
It
took a few months, but things finally stabilized and for a couple
of years the WWW was paying for Eli’s R&D time as he worked from
his home office in downtown San Diego. One of his main contracts
even included a clause that paid for the expensive classes he
was taking at Silicon Studios Los Angeles in Santa Monica, as
long as the web pages were rolling in as well. This proved to
be invaluable, and after several classes and labs in CG modeling,
lighting, and animation using PowerAnimator, Eli hung up the web
hat and landed a job as an artist at Greystone Technology.
Greystone
was making XS-G, an arcade game that needed courses, spacecraft,
and props designed, modeled, and textured. The small art staff
was assigned chunks of the game to be done individually rather
than as an assembly line. This was a great opportunity to learn
about several aspects of 3D graphics and was an integral part
of why Eli is a generalist with a specific focus, rather than
a specialist that can only do one job. The high-end Silicon Graphics
equipment was familiar from his recent schooling and he met the
challenges of low-polygon modeling and texturing in the new industry
that had evolved from his earlier days in 2D games.
After
the production of XS-G, Eli moved on to Presto Studios, looking
for something new and exciting. He found it and a whole lot more
in Star Trek: Hidden Evil, Activision’s first Star Trek adventure
game. Eli headed up the 3D-character side of things, while some
of the talented artists at Presto created the 3D backgrounds for
this real-time/pre-rendered hybrid game. Early on, Eli got to
model, texture, rig, and animate the characters that would soon
become his passion and focus in CG. The mix of interactive and
numerous cinematic animations provided diversity and exercises
in both animation mechanics and acting. The caliber of the artists
working on Hidden Evil was second to none, and working with such
talented people left Eli driven to achieve more than ever.
After
a couple of years at Presto Studios, who subsequently went on
to create Myst III: Exile, Eli and his fire for animation went
up the road to Angel Studios. There he was able to be involved
in every aspect of character creation in the pre-production of
an up-and-coming console game. He also seized the opportunity
to learn Maya, taking him back to his roots in PowerAnimator.
Since then, Eli has been taking it easy, learning more about animation
& art, and looking forward to the next project.
Eli's
thoughts on Production:
There is a direct relationship between the overall effectiveness
of a production team and the interest level of the team members,
both individually and as a group. I think it is arguably the most
important ingredient in a successful production due to one simple
fact: Artists push each other - if they’re interested. Artists
that are light on talent but interested in producing quality work
will seek critique and advice from more talented artists. Even
the most gifted artists stumble through the often-grueling technicalities
of production from time to time, but if they are fired up about
the project, they will learn what they must to achieve the results
that they want. Conversely, I find that artists presented with
a problem they find uninteresting become ineffective and cumbersome.
Artists that lack both talent and enthusiasm just don’t seem to
get any better with practice. So, be excited about what you are
creating, even if nobody else seems to be. Enthusiasm can be highly
contagious. And, who knows? You just might learn something.