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written
by: Lance Powell
Looking
to break into the world of visual communication? Here's a few
tips that could lead to success:
How can you get
into the field?
Breaking into Visual Effects, Interactive Games, Interactive Web
and Interactive TV can be a challenging ordeal if you are new
to any of those industries. As an artist, focus is sometimes easier
said then done - especially when we're talking about a world that
revolves around entertainment. Most industry professions would
define these as the starting points for success:
Focus:
Most of these industries may seem similar to the naked eye. I
can tell you they are not. There is a consistant misconception
that the eshalon of f/x is film, then TV, then games, and possibly
web. And the experience you may have gained from games rarely
translate to TV or film and so on. So your decision should be
based on your interest. Bottom line, your skills should fit the
industry you wish to go into.
Decision:
Find an industry and persue it. This It's as simple as that. Or
not as simple as it sounds. Some professionals in various industries
can tell you first hand of their experiences jumping from one
industry to the next - that production from one industry doesnt
translate to another. So honing your skills can be as much a gain,
as it could be a loss. So again, your decision should be made
off interest.
Dedication:
Stick to persuing an industry. Even if all seems gloom, there's
plenty of businesses looking for someone like you. So stick to
your guns, and go for it.
Here are a few if's to consider also, if
you're already in visual art:
1. The Education Route
There are now a large variety of schools
that teach visual communication from f/x animation to character
animation in both 2d and 3d. Most of these schools offer certificate
courses, or at the very least 1 day hands on courses. In addition,
most of these schools have a well rounded curriculum that offer
a simulation of real-world production. Here are a few operating
system and skill/job position tips by category, this will very
from company to company:
Film F/X | Broadcast
OS: Typically Unix/Irix. Some
houses opperate on NT.
Job Positions by Skill: 2D:
Rotoscrope, Matchmove, Texture Painter. Compositor: Production
or High-Speed. 3D: Character Animator, F/X Animator, Technical
Director, Lighting TD or Lighter.
Interactive Games
OS: Typically PC. Some houses
operate on Irix or mac OS.
Job Positions by Skill: 2D:
Texture Painter, Character Designer and Storyboard Artist are
typically the same position. 3D: Character Animator and
F/X Animators are typically one in the same position. Game Designer,
Level Designer.
2. Born with unrefined talent?
Some people are just born with the raw ability to pick up 2d or
3d concepts and apply them. Those lucky types tend to have a course
of action in mind, and simply need to attack their target. The
same points made under The Education Route stand with these
folks too. The trick for breaking into an industry tend to be
a bit trickier for these folks too - since they tend to be a step
removed from knowing exaclty how to break in, and what steps to
take. Here are a fre tips to help you break in.
Your Resume: Think of your resume
as a 15 second advertisment of you. A resume is more then munging
as much of your work experience as you can into few pages, it's
an extension telling someone about your history and background.
Check out the Education 101: The Resume
section for more details.
Your Reel: The demo reel is the
animators greatest weapon. Hell, most people can understand if
you can't make a fab-tabulios resume. But your demo reel? It needs
to be a work of art in itself. The trick is, putting yourself
in the shoes that you'll be sending it to. Think about it, HR
folks who look at 20 to 100 demo reels a day! Now, if you were
them, what would you do? There are a few guidelines to demo reels
that are a must:
1) no longer then 4 minutes.
2) show only your best work. Don't assume that because
your reel only fills 2 minutes that they are looking for quantity
work. Always think quality.
3) taste in music is different for everyone. Choose something
that someone watching 20-100 reels a day could tolerate. After
all, you could be gods gift to animation, if the music in your
reel is grating or irritating, I can gurantee you that reel will
be out the VCR and in the junk pile before your first shot. For
more on creating a demo reel; check out the Education
101: The Demo Reel for more details.
Art Portfolio: An important aspect
of visual f/x almost greater then understanding the the innerworkings
of a software package is understanding sharing your creative outlet,
creative potential and translation of life. Otherwords,
most companies want to know you have a creative outlet other then
f/x: like drawing, sculpting, paint and so on... the idea behind
this is demonstrating your intake on life (by your own definition),
and translating it. That's the business of most visual f/x; i.e:
someone has an idea (a director, art director, creative director
and the like) and wish it translated to your technical medium.
A portfolio isn't necessary, but it can sometimes help. For more
on building a portfolio; check out the Education
101: The Portfolio for more details.
3. Already have real-life experience?
You already have an edge up on the competition. In most cases,
this also one of the most challenging portion of 'real-life' experience,
finding your next gig. The art of 'selling ones self' is
probably the most challenging. This is the part where you test
your true acting abilities. For the circus of interviews can sometimes
seem endless. Keeping up the stamina to be perky, and excited
tends to dwell after about 2 hours. So how do you keep yourself
charged? Here's a few tips that may help you out:
Pitching Yourself: This is the
one area where there is no right or wrong. No guide lines, and
no definition to work off of. This is raw human interaction. Like
your first introduction to anyone, the first impression is the
lasting impression. Anything else is all about your character.
Pitching yourself is as much like selling a car. You want get
in there, keep it short - keep it sweet, and stick to the details.
Stick to the specifics that make you more unique then the next
guy. Let's face it, everyone knows Maya. But what makes your knowledge
or skills any different the guy interviewing after you? Things
to remember: Be yourself: people in these industries can smell
a bull-shitter a mile away. Be relaxed: Never give away weakness.
That'll have an impact when you get to the pay. Stick to the details:
Be specific about your work. And be honest. Keep it short: Everyone's
got to move on with their day. Be respectable of their time, as
they should be of yours.
more to come.... If you feel some of this information is should
be modified or is inaccurate, email lance@thescratchpost.com
on
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