Dennis
Bradshaw is one of those unique
individuals born with a complete understanding of his purpose
in life. Unfortunately, he was dropped on his head at a very young
age and suffered total amnesia. Having lost his special purpose,
(as well as a few brain cells), he scampered through the worst
public schools in California and set off to college in pursuit
of his elusive purpose in life. Dennis studied Philosophy on a
full ride academic at UCLA... it is there that, after four years,
he finally came to the realization that Ramen really isn't a meal.
He learned a few other things at UCLA, too. Dennis' theory on
career paths: "You do what you love, you'll have passion for what
you do. Have passion for your work, you'll be excellent at it.
Be excellent at your work, and you'll be successful. If you're
successful at your work, you'll make money and won't have to eat
Ramen anymore."
Thus,
with a notebook computer under one arm and a box of Ramen under
the other, he began working for ASUCLA advertising. It was here
that he began his distinguished career in the digital arts. He
created computer graphics for video, did non-linear video editing,
mild compositing, steady cam work, Macromedia Director, and many
late night hours doing Photoshop work.
When
not working or taking classes, Dennis taught himself Strata on
a painfully slow Mac. Dennis created an Honors course with Professor
Dan McLaughlin (the head of UCLA's Animation department). The
result of this study was a 3 minute animated short entitled "Meet
Your Maker."
Armed
with this very primitive animation and his Photoshop expertise,
Dennis applied to Viridis - a local game company. Despite volunteering
to work for free and vacuum their floors while he proved his abilities,
they told him they'd call him some 'other' time. That call came
two weeks later, when they asked him to come in over his Christmas
vacation and model a shark and animate it swimming. He taught
himself 3DS4 and finished the work in 1/4 the allotted time. He
was hired on the spot, and 4 months later made lead artist. Here
he worked on various games including Jester (Playstation), BattleSphere,
and as Art Lead on Firewolves. Dennis was also in charge of modeling,
rendering, editing and creating audio for the company demo reels,
as well as all print ads and logos for the company and it's game.
When
Viridis inevitably went the way of the dodo bird, Dennis spent
six months teaching himself, studying every book he could find,
and basically honing his skills. "At a company, you generally
get hired to do the things you already know how to do. I wanted
to break out of the box and really focus myself on character work,
and specifically, character animation." During this period, he
started 3DStorm... his own little pseudo company. (www.3DStorm.com.)
He also spent 12 hours a day on his own projects, teaching himself
new techniques. The
fruit of this work was landing a gig writing the first 4 chapters
of Inside 3DStudio Max 2 Volume III: Advanced Animation book.
Dennis also has a shared credit for the 3DStudio Max 3 Bible cover
art. Next, Dennis modeled and animated all the characters for
the N64 game, Charlie Blast's Territory, then created architectural
fly-throughs for Boston University's Architectural School, and
modeled the main character for a national CircleK commercial.
Dennis
then took another 6 month learning hiatus and futher developed
his character skills. It was this time period where he really
advanced his animation skills, which he would need for his next
job...
Dennis
was seduced away by the dark and pungent powers of Dragonstone
Software for their crowing project: Dragon's Lair 3D. In charge
of the character work, he was quickly promoted to the company's
Director of Art and Animation. It was during this time that he
had the opportunity to work directly with Don Bluth on his animation
on two different occasions. He also got pointers from Gary Goldman
and John Pomeroy... This was a huge honor, and a great learning
experience he won't soon forget. The project was a demanding one,
and Dennis alternated between working 120 hours a week on animation,
modeling, direction and recruiting, while acting as a stand in
lead designer to keep the project hitting it's milestones. He
spent 10 months of sometimes 120 hour weeks, showing at a gym,
and sleeping on an air-mattress at work every night in an empty
cubicle with a cardboard monitor box over him like a tee-pee to
keep the lights out. The rare occasions he did go home greeted
him with a 120 mile commute.
Following
the old addage "slavery... bad", Dennis left Dragonstone. Tired
of the computer-geek/homeless-person-lifestyle, Dennis took a
job as Creative Director for the internet application company
iPal, Inc. At iPal, he was in charge of design and implementation
of the website, flash demos, interface designs, and user testing.
Dennis
left iPal in the fall and is cocooning again, working his evil
magic and preparing to burst back into the animation world. He's
focussing on 3D character animation, and experimenting with exporting
the characters to Flash and making them interactive. "It's what
I love to do. There's nothing I'd rather be doing than breathing
life into characters."
Dennis'
thoughts on Production: Anything that comes between those
that produce and their product is truly evil. I've seen a lot
of poor management in my time, and the botchery I see continually
is hiring qualified people and then not letting them do their
job. Management should augment the flow of production... not impede
it. One of the best managers I ever had just doled out the work,
got us what ever we needed, and left it up to
us to live up to our commitments. He was a total stand-up guy,
and you didn't want to let him down. He wouldn't go home until
everyone else went home, even if he just stayed to get you food
and keep you company. When things went well, he'd give credit,
and when things got behind, he'd take responsibility. To me, as
management, that's the job description. Get the respect of your
team, and they'll follow you into hell. That's how you get a team
that'll produce. Things to NOT do: -Don't make your artists spend
half their time as your HR department/recruiters -Don't understaff
to save money. It'll cost you in the long run when you miss your
milestones. -Don't expect your salaried employees to kill themselves
for your penury (and reward them if they do) -Don't hire anyone
you can't fire if they don't do their job (family, friends, pets).
Nepotism has sunk many a ship. -And finally (and most importantly)
don't just buy diet sodas for your team. They taste like crap,
and not everyone is on a diet! ; ) .