Showing posts with label Internship. Show all posts
Showing posts with label Internship. Show all posts

Thursday, February 26, 2015

Evening with Blue Sky

Aww no picture.

We were joined by Blue Sky's Deb Stone, talent development manager, and Matt Munn, senior animator. If you thought it was just going to be another talk about "Hey, this is the summer internship opportunities, come apply!" that you might have already heard before, you missed out big time. Yes, we got a short, and informative, spiel on the internship, but it was followed by Matt talking about his journey and experience / workflow as an animator at Blue Sky.

Blue Sky Summer 2015 Internship
It is a paid internship with a housing stipend and lasts 10 weeks, from June 15th to August 21st.
The categories change around each year for the internship. This year we've got:
Animation
Art / Visual Development
Effects
Character Simulation
Lighting / Compositing
Production
Rigging
Stereo
Story Artists
Production Engineering
Research & Development
If you are interested in applying, get on those reels and resumes as the application deadline closes on March 20th. Polish them up as Blue Sky only chooses one applicant for each department!

"My Life: An Animator's Journey". By Matt Munn.

Often times when you watch or read an interview with animators they always tell about how they were super into cartoons as a young age and wanted to become the artist behind the screen. If you weren't one of those people you may feel like you're already behind. Matt was also one of those who didn't fall into such category of wanting to be an animator from a young age. In fact, he wanted to be a doctor! However, through a friend, Matt found interest in game programming and begin to study coding on his own time and entered the University of Delaware for Computer Science. Through his studies there, Matt found that he wasn't doing a whole lot on the gaming side so he went to discuss with the head of the graphics department and found himself as a modeler for a facial recognition software research. Now, he is all into modeling and wanted to be an artist instead of a programmer. He continued to work on more work to create a portfolio and got into the Savannah College of Art and Design for his MFA but after his first animation class he fell in love with animation.

Coming out of school, Matt found his first studio job at Fathom Studios working on Delgo. Later on, due to winning a contest by the 10 Second Club, Matt was contacted by Sony Picture Imageworks and he started on Open Season. Five years later, because Matt really wanted to focus on animated features and not VFX films, he found himself at Dreamworks for Puss in Boots and Legend of the Bonekeeper Dragon. Finally, in 2012, Matt arrived at Blue Sky and has worked on Ice Age 4, Epic, and Rio 2. An amazing journey through all these studios and Matt really emphasizes on how the studios is like an additional version of school from learning from the fellow amazing artists and the different workflow that each studio employs.

Most important to take away from all that is to always follow your heart. It's okay to take the time to figure out what your dreams are and it's never too late. Success is gauged on being able to do what you love for your living.


Awesome story but the evening hadn't end yet! Next, Matt shares with us what his workflow is like at Blue Sky.

First comes dailies where you get your shot(s) from the director and have a conversation about the purpose of the shot.

Next up is to look at and reference the layout and storyboard.

Now to brainstorm. What are the challenges? What are needed to accomplish the shot? What to do to satisfy the needs of the shot in an effective and clear way? In other words, consider your acting choices. Once you've got all that, what separates a strong animator from the rest is to think of how to plus the shot, making the shot stronger. Consider how to make the shot more funny or more gripping.

Time to thumbnail! A lot of people seem to hate doing this as they just want to animate and not draw, but thumbnailing is important as it helps get the idea of what needs to be done and it helps figure out high and low moments and key poses.

Reference! Takes lots of reference. Reference won't ever hurt you and can only ever help you. If you can't do certain things yourself, ask someone else to be your reference or look online elsewhere.

Now you can animate and begin your blocking pass. Think about your poses, timing, silhouette, appeal, and lines of action. Make sure things are clear and have a conversation with the director of what is working and what is not.

Add in those breakdowns. You're an animator, so sculpt the motions. Having Maya auto interpolate between two key poses is not what you want to be happening.

Spline pass is for those human elements in your animation and when you can fine tune those ease in and outs, arcs, and fully animate the lip sync. Once everything is looking good, the director will give the pre-final thumbs up meaning it's good enough to go into the film. At this stage you get to go into...

Polish. Here, you're just taking the extra time to add in the extra detail. Little jitters, eye darts, twitches, etc., to give more life, and to tighten up the animation a bit more.

Now you're all done and on to the next shot!


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, December 31, 2014

Evening with Pixar

I'm sure many of you were disappointed that there wasn't a Pixar movie for 2014 but now they have a lot of movies in the works and planned. More work for us! As such, Pixar will be looking for new talent that they can train and hopefully integrate. To share with us the upcoming opportunities of internships and residencies, before everyone was off for the holidays, we got a visit from Kim Diaz, senior recruiter, Ryan Howe, university relations program lead, and Anika Holloway, human resources coordinator.

There are different type of internships, classroom based and production based. Classroom based internships are structured actually like a class where you go in to learn and be mentored. Story, animation, and the Pixar Undergraduate Program (PUP) fall under classroom based and last 10 to 12 weeks during the summer. The other type is production based where you will get to work on actual shows in production. As such, the openings are based on production needs and typically last 12 to 18 weeks.

Residencies are also based on production needs are are for those who want to be technical directors or go into software engineer and research. They can last 6 months to a year.

The summer internships and a few residencies have already been posted on www.pixar.com/careers/Available-Internships so I hope you're prepared!

Speaking of being prepared, what exactly do you do and what is Pixar looking for? Apply online at the above link with your resume, cover letter, and a link to your online reel/portfolio. If your reel/portfolio is password protected, that's fine, just have the link and password included in your resume. Make sure to do all this by the deadline, March 1st 2015!

We've probably went over what goes into resumes, cover letters, and reels numerous times but let's do a review. Limit your resume to one page and list any awards won, related classes, projects, and any events volunteering; show what you have done above and beyond a classroom setting. Make your cover letter stand out from others by having it being personalized and creative. Put your best work first on your demo reel and then followed by other best work (yes, only your BEST work goes on your reel) for a reel that is 1 to 3 minutes long; once you're finished, include a breakdown and always get others to review it.

Tea Time Animation, the only way to spend your tea time!

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, February 3, 2014

Nickelodeon Animated Shorts Program

 

Sherley Ibarra - manager of talent outreach and development.
Jill Sanford - vice president of animation development

The past Friday, the Academy - in conjunction with Tea Time - was proud to invite Nickelodeon's own Jill Sanford (VP of Animation Development) and Sherley Ibarra (Manager of Talent Outreach and Development), to share with us what the Nick Shorts Program is all about and tell us exactly what they are looking for in 2014.

Nickelodeon's Animated Shorts Program was started back in 2012 to find and assist the development of a new generation of content creators (that's you). Now, going onto its third year, the program has seen well over a thousand pitches and produced a total of 22 shorts for Nickelodeon's website and app.

So, what are they looking for?
The Animated Shorts Program is looking for comedies that target children ages 6 to 11 with entry points for both boys and girl -- Nickelodeon feels that this demographic is right at the core of the company; they prefer to focus on making cartoons that are character driven, warm, and playful. They aim to be silly and 'smart funny', while still being immature (in the way it is to be a kid); Unique, exciting, and surprising stories with kid-relatable issues.

Nickelodeon is not:
Weird for weird's sake, excited by stories that are too traditional and safe, trendy (as it crosses over into the teen age group), or looking for stories that are oriented around gimmicks.

Interested? Here are some of the finer points:
Your pitch should be limited to two minutes, primarily in one setting, and with a total of 2 or 3 characters.  Materials to submit include:
  • Concept treatment (a writeup of who the characters are, what the story is about, and where the setting is)
  • Character descriptions - written/and or drawn with a preference to have both
  • 2 minute rough story boards or outline/script (more info is better)
  • Signed submission release form which can be found on the website
The short can be produced in any medium such as  2D, 3D, and/or stop motion. What is important is that the shorts must be comedic, character driven, and have kid appeal. You do not have to do everything yourself; the pitch submitted can be a collaborative project with people working on concept art, storyboards, character designs, etc., but ultimately, if it's your idea, you should bring the pitch yourself. There is no limit to the number of pitches that can be submitted and this program is open to everyone. Don't try to guess at what Nickelodeon wants to see. They want to hear your voice! Authenticity and uniqueness is what makes a story stand out and often times that comes from something personal. 

The deadline for submissions is March 14th, 2014. The winning pitches will be chosen approximately 2 weeks after the closing. Once the pitches are chosen, preproduction begins immediately with the goal of a  finished short by the end of the year. 

As the story creator, you will be working with Nickelodeon's production team to realize your vision and be able to give feedback and suggestions as the company seeks to support the creator. While working with Nickelodeon to produce the short, you will not necessarily be at the studio. There will be check-ins and meetings that may happen over the phone, Skype, or e-mail, but you mainly only shows up to the studio for key check-ins, such as voice recordings. While the 'gig' is paid, it is far from a livable wage. You should not consider this a full-time job; they will work around your schedule. (Of course if the short does extremely well and gets picked up for a series then you may have to reconsider your job at Starbucks.)

Don't be shy about sharing your stories! We know that it can be intimidating to think about how many other people are submitting ideas. Don't let the "they will never pick me" mentality take over. If you think that, probably everyone thinks that, and that means there are even less people competing and even better chances that you will get picked. Think about it.

Best of luck and Happy Animating! 
We'll see you Friday.


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, January 26, 2014

Welcome to Spring 2014!



Good afternoon and happy last day of freedom before the spring madness begins! It's been yet another excessively long break, and though we managed to keep fairly busy, I'm sure everyone is more than eager to hunker down and get to work.

First things first: A HUGE congratulations is in order for Tea Time's one and only Frank-Joseph Frelier on obtaining the Pixar spring semester Production Internship! Not that any of us doubted it for a second, we are unspeakably proud of you and wish you the best of luck in your endeavors.


For any of you joining us for the first time this year - Welcome!
Frank, along with fantastic Tea Time board members Mendel, Andy, and dedicated Tea Timer George had the privilege of chatting with you at the Meet and Greet over at Kezar Pavillion yesterday! We can't wait to see all your smiling faces at our first meeting this Friday, January 31. Location and Time is TBD right now, so keep your eyes peeled - but I'm willing to tell you that we may be visited by some very special friends, so you don't want to miss out!

Happy animating, and we'll see you Friday!

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, December 13, 2013

PIXAR - Production Management Intern - Spring 2014

Photo courtesy of pixar.com


Due to some of our even more connected connections - and of course the magic of the world wide interweb - a little birdie has told us that PIXAR is hoping to begin reviewing resumes for a Production Management Intern as early as this Monday, December 16th. Opportunity is limited to current students only (sorry, grads), and the start date would be sometime in January.

Please visit our forums for full details on required skills and abilities.

Interested candidates can apply at pixar.com/careers.

Good luck, and Happy Animating.

Thursday, March 14, 2013

Blue Sky PAID Internship Postings!


Internship applications close April 12th, 2013! Don't miss this opportunity. Click here for all the details.