Wednesday, November 19, 2014

Tea Time and the AAU ShowReel.

It appears there was a bit of a misunderstanding regarding Tea Time Animation's involvement with the facilitation and compilation of the AAU Animation Showreel. The following letter was drafted in response to concerns from the online department. We hope you find it useful in determining Tea Time's responsibilities and the ways in which you can get connected with your animation community.

_________

I'm Lana Bachynski, Tea Time Co-Founder and Senior Board Member. I can assure you that nothing goes through Tea Time without my knowledge of it -- particularly not anything of this magnitude! Please allow me to shed a little light on this misunderstanding.

The Showreel, worthy as it is, is most certainly NOT in direct affiliation with Tea Time. Our board members have done our best to relay information and answer questions when asked, but we are in no way responsible for the collection of work, the accessibility of resources, or the selection of work to be shown in the final product. Tea Time is simply a network to help broadcast opportunities such as this on a larger scale.

While it is regretful that there has been much confusion around this subject for the students and instructors alike - and we are very thankful to all those currently helping to resolve the issue in a mutually satisfying way - frankly, it is an insult to us - and to me, personally - that you would take information handed to you and use it to speak poorly of Tea Time’s initiative towards online students – Particularly because we pride ourselves as being one of, if not the only community, that actively reaches out to the online student body in ways far beyond the casual group on Facebook.

Since day one, Tea Time has made sure to take comprehensive notes of guest speakers, in-club lectures or demos, and events we host or attend, posting them to our blog (teatimeanimation.blogspot.com), so that those who cannot be in attendance might still be able to glean something that benefits them. Over the last year, we have expanded upon this – specifically with the hopes of creating a stronger bond with the online community. Our website (teatimeanimation.com) features a structured forum for giving/receiving feedback on work; sharing industry news and job openings; space to ask technical questions and get support; and a growing resource library of tutorials, rigs and props available for free use.

Furthermore, because we know it gets tiresome to just have to read a bunch of notes, we have started to bring everything Tea Time directly to the online community. Our weekly meetings are streamed live every week from our dedicated site (hangout.teatimeanimation.com), and, when possible, we have begun to live stream some of our Guest Speaker events as Webinars with Watch Later capabilities (https://www.youtube.com/watch?v=grUatd29ZNU). Tea Time has even launched a secondary chapter in Pittsburgh, PA, that we openly invite online students in that region to join, or, if they are so inspired, to begin their own local chapters with our full and direct support.

Finally, I should like to point out to you that Tea Time Animation is an Alumni/Student run organization. While we are largely affiliated with and greatly supported by the Academy, Tea Time is not directly maintained by any AAU faculty or personnel, which means Chris Armstrong is not the authority figure whose word you should hold to in future matters regarding Tea Time. I am.
I would be happy to answer any further questions or concerns you may have about ways the online student body can get involved. Please don’t hesitate to reach out to me through our e-mail, teatimeanimationclub@gmail.com; or our twitter, @TeaTimeAnimates, or our Instagram, @TeaTimeAnimation.

Happy Animating!

Wednesday, November 12, 2014

A 2K Day and an Evening with Paul Lee

I am very excited to tell you that we are ramping up for an amazing month of events this November. Unfortunately, that ramp was a little steep so you're getting a bit of a delayed write up from our fantastic 2K Games day on October 17th.

This summer, we were proud to have had a number of Tea Timers on a short term contract with 2K games working NBA 2K14. Lucky for us, they were happy to come back and share their experiences with the rest of us! They joined us for club, becoming the opening act for Paul Lee, their animation supervisor, who joined us for a delightful Q&A.

First, we covered file referencing. You may already be familiar with referencing assets - such as your set or rigged characters - but how about a method that makes your scene file even lighter and letting you animate despite ever-changing rigs / weights? We learned that there is a relatively easy method that isn't utilized very often! Simply separate out an additional rig to animate on. You will have 2 files to reference, one that is only the skeleton joints and the rig controls and the other is the mesh and skeleton joints. Orient constrain all the parts of the animation rig, except the hip which needs to be point constrained, to the original. This way, you, as an animator, can continue working and not have to worry about the character or animation not transferring while the art team is still developing the character, the modelers still modeling, or the riggers still creating the controls and weight paints.

Following this, we discussed animation layers; that third tab at the bottom of the Channel Box. Layers are extremely powerful. Just as in Photoshop, you can build up animation on top of each other in layers without affecting anything else underneath. You can easily take a vanilla walk cycle to a character walk cycle in almost no time. Layers are particularly amazing when having to edit a complex animation. They allow you to add on top of what was already animated or to do some minor tweaks and edit some poses just to try things out, without worrying about ruining your keys and splines. Each layer can also be toggled to be on and off, so if you don't like what you see, just disable the layer to hide the extra animation -- it will instantly revert to what it looked like before without having to go through and figuring out which keys you need to delete. Like buffer curves on a broader scale!

To wrap up the night, Paul shared some of his experiences with us. When asked about his number one piece of advice, his biggest suggestion was to always find ways to keep improving yourself. As a student or anyone interested in animation that is just starting out, learn your skills and other disciplines well enough to be self sufficient and then push yourself to doing those tasks more efficiently. While there has been fear of outsourcing and people losing their jobs, Paul has expressed not to worry about it too much. Other than issues of having to manage resources and schedules, outsourcing is just another part of the equation and there will always be a need to have key people in house. Instead of worrying about the things that are out of your control, take the time to be the better, and you'll do better stepping into the industry.

A big thank you to all those who stayed on a Friday night to enjoy the evening with Paul Lee -- we hope you found the talk helpful and informative -- and obviously all of our gratitude to Mr. Lee, himself -- and all of our 2K Tea Timers -- for sharing with us.

Happy Animating!

Don't forget to join the conversation at www.teatimeanimation.com 
Questions? Don't hesitate to get in touch with us at info@teatimeanimation.com
Twitter: @TeaTimeAnimates
Instagram: @TeaTimeAnimation

Sunday, October 5, 2014

Official CTN 2014 Planning!



November will be here before you know it!

CLICK HERE to join in the Tea Time Animation official CTNx 2014 planning thread to figure out your carpools, hotel rooms, and anything else you might need to bring before the great SoCal migration. (Portfolio reviews, anyone?)

CTNx 2014 is November 21-23, and will be held at the delightful Burbank Marriott Hotel and Conference Center, 2500 North Hollywood Way, Burbank, CA. While it is probable that they are already booked up, I might advise calling with them to double check before going elsewhere. You can reach the front desk at (818) 237-3615‎.

In other news:We're going to be heading to CTNx in style. That's right! Our final Tea Shirt and Hoodie orders for Fall 2014 are placed and on their way to printing. We will delivering all merchandise to CTNx go-ers Thursday evening/Friday morning of the Conference. Not attending? Don't worry! Stop by to pick up your swag at the next Tea Time meeting.

Happy Animating!

Monday, September 29, 2014

The Art of Riot Games


Ever heard of a little 'Massive Online Battle Arena' called League of Legends? Well, have we got an article for you! Last week, we had the pleasure of joining Riot Games artists at a trip back to their Alma Mater, as they shared with us a little insight into the art behind one of the world's most played games.

With us we had Kenny Carvalho (art recruiter), Laura Deyoung (visual design director), Bo Lu (concept artist), Chengwei Pan (concept artist), Rory Alderton (senior animator), and Moby Francke (principal artist).

For those who aren't quite as hot and heavy into the video game scene, or Riot Games as a company in general, Kenny Carvalho kicked off the evening with a taste of company culture. Riot is about focusing on the player experience, and is serious about gamers who take play..well...seriously. Their mission statement is "to aspire to be the most player focused company in the world." As such, the artists working on League of Legends (LoL) aren't just churning out artwork. Each artist is heavily immersed in every aspect of the pipeline, seeing to their work's functionality in game, because they are as passionate as their players! It's important to be so for them to ensure that the world and characters that are being created are cohesive and appealing on all levels -- i.e. gameplay, visuals, sound, etc.

"The culture is fine, and all... now what about the artists?"

Laura Deyoung, the Visual Design Director, had an extremely interesting story to tell. Before getting into the biz, she wasn't specifically a 3D Artist or Illustrator, but rather involved with graphic and web design. She was good at what she did, but did not see herself working with web for the rest of her life. Instead, she really wanted to get into the games industry, but felt doubtful of herself as she did not have the background in 3D art. Feel like you're in the same boat? As it turns out, there is a department for people with exactly that expertise. At Riot it's called Visual Design, but it is often labeled as UI/UX artist. When Laura was starting out, this type of position was small, but it has been steadily growing, and will only get bigger. (Ahem, we see postings for these positions all the time by game studios now.) Laura stresses that Visual Design is a very complicated and specific field, so it requires artists with the particular skillset needed.

"What about some of those amazing digital paintings I've seen?"

Well, Chengwei Pan and Bo Lu shared their experience in creating Illustrations and Splash art at Riot. The style of LoL can be described as 'exaggerated comic-book-style proportions and poses', so if you're looking to apply, make sure you can fit the bill. On top of that, they look for high-polish rendering (super high-fidelity images that you can zoom in to and still see all the detail), dynamic lighting (lighting should show story, form, and point of interest), strong graphic shapes, and a strong understanding of color (with the ability to work within a limited color palette).

However, just having a pretty picture isn't enough. Rather, the art should echo the in-game visual and play style; your images should be a direct representation of how badass a character is, so that players want to be that champion in-game. Your images should tell a story. (Particularly if involved in promo art.)

Looking at the amazing illustrations they create, the task of reaching that bar can look super daunting. Luckily for us, as AAU alumni, they have some excellent recommendations for classes: Foundations, Figure Painting, Clothed Figure Drawing, Quick Study, Narrative Painting, and Drawing for Film. Narrative Painting and Drawing for Film were the two most highly recommended as those classes will teach you how to tell a story as well as how to design a painting.

Lastly, while many other disciplines discourage this practice, Riot strongly encourages aspiring Rioters to draw and paint their Champions -- what better way to show your passion and ability?

"Yeah, yeah - still images are cool, I guess... now talk to me about Animation."

Sometimes people think of animation for games as mainly a bunch of cycles, but Rory Alderton showed us how Riot makes every champion feels alive with their own distinct personality and characteristics. It's always about what the players can see from the game view screen, so there are a few interesting challenges that arise that wouldn't come up in film. Variables like a free camera, player actions, and potential speed modifiers all have to be taken into account.

Unlike in film where artists only have to animate to one specific camera view, games have a full 3D space with a moving camera so champions have to look good from all angles. In LoL, the camera is in a top down view which presents some unique obstacles with foreshortening -- it's not always easy to get a clear silhouette. This means they've got to break the mold a little to get the job done. The poses are exaggerated -- sometimes to the point of joints being broken -- just to get a clear silhouette. Squash and stretch in the shoulders, hips, spine, and impacts, are always pushed to help sell the weight.

Also unlike film, animators in video games have to take into account any actions that the player might make in game -- Player Actions. This means that champions can change from different states at any time, such as running to a stop or casting spells. In order to have smooth gameplay, a layering system is used in the animation so that each actions can be blended seamlessly together.

Speed modifiers are a sort of Player Action, but it adds an extra layer of grief to an animator, as it changes how fast a champion runs or is able to attack (...and you know animators...timing is everything). In order to keep the aesthetic of the character and prevent animation from breaking, at higher speeds, animations are simplified. For example, the champion Shen can stack attack speed items. At the top of the top speed, instead of seeing all the in-betweens,  all that is kept visible are the key poses so that the characteristic of the champion, and the flow of the movement is still kept intact.

Lastly, cycles can get a bit boring but Riot always tries to add a little bit of fun into it -- particularly with the newer champions. When idling, players can see their characters break into different actions. It helps keep the characters feeling alive and interesting.

Wow! Tons of great information -- anything else I should know?

To finish off the evening, Moby Francke talked to us about Art Clarity and creating art with a purpose. To showcase his portion of the evening, Moby showed us upcoming artwork to the update of Summoner's Rift.

Clarity of art is the making sure that the quality of visual elements can be easily understood. Clarity is so important because gameplay has to be first, and art is technically supplementary. While art is very important, it is in support of the gameplay. The function of art is to ensure that everything is legible with contrast and strong silhouettes. There are a whole range of champions from whimsical and light to dark and brooding, all of which the environment has to be suitable for. At Riot, in order to create the appropriate environment, the focus is put on primary, secondary, and tertiary forms instead of intense detail. As such, the upcoming Summoner's Rift looks somewhat stripped down; more painterly, and simplistic. While the environment may not as be as full and lush with foliage as it has been in the past, it is very visually appealing as champions travel and battling across each map.

Don't forget to join the conversation at www.teatimeanimation.com 
Questions? Don't hesitate to get in touch with us at info@teatimeanimation.com
Twitter: @TeaTimeAnimates
Instagram: @TeaTimeAnimation

Thursday, September 25, 2014

2014 Tea Shirts (and hoodies!) - Now on Sale

That's right -- CTN is right around the corner, and we're rolling up in style. Check out this year's Tea Shirt and hoodie design! As per usual, our ordering deadline will be TIGHT, so make sure you come with cash in hand this Friday, September 26th to order. Not able to come to the meetings? Don't worry, we accept Paypal and will ship to you!



Tea Shirts will be $15. 
Our classic "Tea Shirt" on the front with the official membership logo on the back. This year on kelly green (as depicted below).

We are also doing HOODIES this year! Price is TBD - We're hoping they won't be any more than $30, but we're waiting on price confirmation from our screen printers. The minimal Tea Time Logo will be on the left breast of the zip up.

Interested? Please e-mail us at teatimeanimationclub@gmail.com with your name, shirt size, and phone number (so we can contact you when they are delivered). We have both men's and women's sizes - Hoodies are Unisex.

Other than looking amazing and being able to represent Tea Time, the shirts are your special access to Tea Time hosted events! When we host guest speakers we will save the first two rows for people with Official Membership merchandise. While you can still choose to rest your booty at the back of the room, rest easy knowing you can forego an hour or so of waiting and still have a seat when you arrive.

Remember: These events get crazy -- it wouldn't be the first time we've turned someone away.





Don't forget to join the conversation at www.teatimeanimation.com 
Questions? Don't hesitate to get in touch with us at info@teatimeanimation.com
Twitter: @TeaTimeAnimates
Instagram: @TeaTimeAnimation

Sunday, September 7, 2014

Welcome to Fall 2014!


It's official, folks: Summer is over -- and we couldn't be happier to be starting another steaming hot semester of Tea Time with all of you! 

Alicia and George by the Tea Time booth

We were absolutely delighted to meet so many of you at the Cannery this Saturday. The charming individuals you met at our booth were Andy, Jonathan Alicia, George and Kyle, and we can't wait to see more of your wonderful faces at our first official meeting on Friday, September 12th. As per usual, we will be meeting every Friday @ 3:30pm, in room 420 of the 180 New Montgomery building.

We've got a great lineup of activities planned for the semester, and hope that you're all as excited as we are: New shirts, a heart-warming aniSLAM, an action-packed Fall Festival, CTN, and already we're signing up our industry connections to come share their experiences with the likes of us. It's going to be a semester to remember.

Lots of new faces at the mixer!

Can't wait to see you all Friday, and until then -- Happy animating!

Don't forget to join the conversation at www.teatimeanimation.com 
Questions? Don't hesitate to get in touch with us at info@teatimeanimation.com
Twitter: @TeaTimeAnimates
Instagram: @TeaTimeAnimation

Wednesday, August 20, 2014

Guest Speaker -- 3D Environment Artist Greg Mirles

We know that many of you must be chomping at the bit to get back into the swing of things next month, but not all summer breaks are created equal. The delightful folks over at Tea Time Pittsburgh are on quarters, not semesters, and thus they are already swinging away!

Justin Hartmen, Outreach and Academic Enrichment Coordinator for Tea Time Pittsburgh, managed to score an hour with the amazing and talented Greg Mirles, to discuss his experiences in the industry, tips to keep in mind when applying for a job, and his current project, The Mandate. Not only that, but Justin was able to get it all on tape along with the visuals from Mirles' presentation.

It's a fantastic listen, that you can find embedded below. Questions? Don't forget to join the discussion on our forums.

Happy animating!




Don't forget to join the conversation at www.teatimeanimation.com
Questions? Don't hesitate to get in touch with us at info@teatimeanimation.com
Twitter: @TeaTimeAnimates
Instagram: @TeaTimeAnimation

Sunday, July 13, 2014

The Usual Summer Hiatus

We hope you've been enjoying as much of the sun-soaking, free-slurpee season as you can because - you guessed it - fall is just around the bend, and with it, the end of our usual summer hiatus.

If you weren't aware, summer tends to lend itself to a lull in our regularly scheduled programming, as many of our on-site crew members depart for vacation -- but fret not! While we are getting a healthy dose of some Vitamin D (hissss, sunlight, hissss), we've also been busy preparing for another amazing year! Here's a quick update on what has been going down, a taste of what we're working on, and some things you can look forward to in the future:

First a shout out to our newly-annointed alumni leadership! Yes, three of our on-site leaders are all grown up and moving on to big-kid jobs - Thank you for all of your hard work Jonathan Marshall, Mendel Reis and Mike Kersey. While we will miss them dearly, this opened us up for the next generation of Tea Time Leadership, and we have been taking applications for our three new board members. After receiving many promising applications, we are nearly ready to make an official announcement, so stay tuned.

Speaking of new leadership, we are exceedingly proud to announce that we have just launched our very first additional Tea Time Chapter all the way in Pittsburgh, PA! They've just finished their first, successful semester, and you can look forward to hearing more from them in the future. Tea Time Pittsburgh is run by the charming and talented Justin Hartman (@JustinHartArt) and Tyler Palladino (@PallaSculpt). Please contact them if you're in the area and looking to participate!
Additionally, if you're interested in starting a Tea Time chapter of your own, don't hesitate to contact us at info@teatimeanimation.com. We have an amazing info package to help you get started!

If you hadn't heard already, a while back we launched our official community site teatimeanimation.com. If you want to be a part of our community, but sadly aren't located in San Francisco or Pittsburgh, we have some excellent discussions, amazing job opportunity postings, and even some events with prizes. The forums has been steadily growing and we can't wait to see more! Come discover important news, share what inspires you, or get feedback on your latest work. There is room for all facets of the animation pipeline, so amaze us with some drawings, rigs, models, or VFX. Remember, Tea Time is open to everyone -- whether you are just starting out or are currently an industry professional -- so don't hesitate to sign up (we're integrated with Facebook so it only takes on click) and start sharing.

This summer has been particularly exciting for many of our members, with the involvement and success of the Borderlands 2 Short Film partnership with Gearbox and 2K Games. Congratulations to everyone and their hard work. You can check out the delightful spot Kotaku did on the project here, and you can watch the full documentary below!

Finally (I told you we've been busy), we are thinking of starting a YouTube channel! The success of the Clothing the Morpheus Rig tutorial has been overwhelming, getting nearly a thousand hits in a matter of hours. Thus, we have decided to create a dedicated channel that will consist of video tutorials, industry news, and most likely one-on-one interviews with professionals. That being said - we're open to feedback! Let us know what you'd like to see in the comments below, or tweet us @TeaTimeAnimates.

In the meantime, enjoy the rest that summer has to offer and we'll be seeing you soon.

Happy animating!


Don't forget to join the conversation at www.teatimeanimation.com
Questions? Don't hesitate to get in touch with us at info@teatimeanimation.com
Twitter: @TeaTimeAnimates
Instagram: @TeaTimeAnimation


Monday, April 21, 2014

Press A to Start: An Online Discussion with Animators in Games


In case you haven't been keeping track of us via Twitter (@teatimeanimates) or the website (www.teatimeanimation.com), tonight we are digitally playing host to five talented gentlemen in what we're calling "Press A to Start: An Online Discussion with Animators in Games". You'll find the link to the livestream below, and the panel will begin at 7:30pm PST.


Can't make it? Don't worry, we're recording this and it will show up at the exact same link shortly after the live panel concludes!

Happy animating, and we'll see you tonight!




Don't forget to join the conversation at www.teatimeanimation.com
Questions? Don't hesitate to get in touch with us at info@teatimeanimation.com
Twitter: @TeaTimeAnimates
Instagram: @TeaTimeAnimation

Friday, April 4, 2014

Morpheus is Naked and I'm Sick of it

Good morning, internet! It's a brand new day and Tea Time has finally branched out of our little world of text-based communication and brought you this: Clothing Morphus: Tea Time's first ever 'How To' Video Tutorial!



In your reel, through recruiter's eyes, though it should come down to beautiful animation - it's super helpful to make unique characters that will stand out among the throngs of Morpheus after Norman after Morpheus again. I know that sculpting and rigging your own brand new characters isn't, generally, a viable option, but making sure that your free rig is not wearing that damn unitard is a nice step towards diversity.



Difficulties? Bugs? Questions? Feedback of any sort? 
Please post to our official resource thread here.
You can also find the 'Molina' fully wrapped morphy mod wearing clothes on Tea Time's Official Resources Page, along with some other great stuff from our growing library.

Happy Animating.

Don't forget to join the conversation at www.teatimeanimation.com
Questions? Don't hesitate to get in touch with us at info@teatimeanimation.com
Twitter: @TeaTimeAnimates
Instagram: @TeaTimeAnimation

Friday, March 7, 2014

DreamWorks Outreach Program

Tiffany Feeney (Manager of University Relations)

Stopping at AAU while on her global journey to reach out to various schools, we have Tiffany Feeney, DreamWorks' manager of university relations, come spend an evening with us to talk about DreamWorks' Outreach Program and what recruiters like and want to see on applications. There's a little bit of everything for everyone in different departments and it is at all their locations, Glendale, Redwook City, and Bangalore. The Outreach program generally takes 40 to 60 people so get those resumes, cover letters, and reels ready! While there is no exact deadline listed, Tiffany recommends to have your applications sent by the end of March.

Story
It is important to have original stories to show your creativity so be sure to include 2-3 of your own works! Stories should have a beginning, middle and end; do not do "To be continued" as it shows nothing of your capabilities and ends up killing your portfolio. There should be 10 to 40 boards per project.
For story artists, there is a program called the Story Initiative where you must send in a physical copy of your portfolio, along with resume and cover letter by March 21st. For those chosen, a story test will be given of a script containing DreamWorks property and you will have to draw 100 boards in a certain amount of time.

Visual Development
Visual development are artist who design characters, sets, environments, and props. As an entry level position, you will be designing the sets, environments, and props, while character designers are positions that are promoted into after showing adequate skill and knowledge of the pipeline. Often the character designers are also the art director.
It is important to demonstrate how you think through showing thumbnails. Think also about light and color and the story behind everything you design. A good design doesn't just stop at how it looks but also consider how it lends itself to animation and the pipeline procedure through turntables and  shader packets.

Modeling
While it may look nice to have your model beautifully textured and surfaced, that should be the last thing for you to consider as a modeler. It is perfectly fine, and even encouraged, to have a plain lambert gray shaded model so that whoever is reviewing your reel can see the topology and the joints. Have strong organic models, such as trees and rocks, on your reel as they are difficult in their own way to model well. Beautiful cathedrals can look impressive but modelers know that they aren't all that hard to model as cathedrals aren't really all that complex; once you model one buttress you just duplicate it over and over again. When even modeling items such as environment assets or simple props, give the object a character; not only characters have individuality. Once again, consider the pipeline and don't over detail. It may look fancy to sculpt in all the weaves and folds on a piece of fabric but that becomes unusable in production as fabric usually goes through dynamics and smaller details are done through surfacing.

Character TD
All you elusive riggers, show those deformation systems of skin wrinkles and cloth movements along with standard joint based skeletons. Have bipeds, quadruped, and facial rigs.

Surfacer
Even though you may be trying to specifically enter in to the CG animation side of the industry, it is good to show realistic texturing and surfacing. Try to match an object to a live action plate and what recruiters always enjoy seeing is food that looks so real that they get hungry and want a piece.

Previs/Layout
Show off that film background with some amazing camera work and some set dressing and composition techniques. A lot of times what separates a student film from looking professional are those static locked cameras so getting in there with some adjustments to camera and lenses to make your film look more dynamic.

Character Animator
Give your characters a performance and personality while focusing on acting and physical movement. While lip syncing is good to show, you don't need it on everything, instead try having a character off screen or to the side and show a second character emoting in reaction to the dialogue.

Character Effects
Hair, cloth, and fur, oh my!
Since there weren't any people present who were interested in this particular area, Tiffany didn't delve too much into this area.

Crowds
Crowd artists are the ones who populate scenes that contains 6 or more non-main characters. Crowd artists will mainly animate in cycles and also use mocap.

Lighting
It is suggested to take a recognizable object and be able to sell it well with lighting so pay attention to the world around you. Lighting tends to intersect a lot with surfacing so there are the same suggestions of matching to a live action plate and showcasing food is always a crowd pleaser.
DreamWorks' entry level lighting position is called Lighting TA (technical assistant) and lighting TAs are the CG supervisor's right hand wo/man and are responsible for setting up shots and light rigs to be passed on to lighters to polish, render, and composite.

Matte Painting
Demonstrate atmosphere and space in sets, worlds, and extensions.

Effects
Cloth, fluid, and physics.
Like the story artists, effects also has a challenge called the FX Challenge for you to send your reel to. 
 
Technical Director
For those of you who are good at problem solving, programming, scripting, and can fix everything to make the lives for the rest of us in production easier.
___________________________________________________________________________________
 
For those who haven't seen it yet, Mr. Peabody and Sherman is finally out in theatres. For those who have, those who joined us at the early press screening, go see it again! What we missed out on in the press screening is the short that goes before the movie. It is a 4 minute short introducing us to DreamWorks' next movie, after How to Train A Dragon 2, Home, that is slated to be released later this year in November.