Showing posts with label academy. Show all posts
Showing posts with label academy. Show all posts

Wednesday, February 5, 2014

First 180 Meeting and Second Run of Tea Shirts

Okay, I know - it's no Nickelodeon raining amazing swag down upon us, 
but we're excited to be coming home! 

Obo and Jonathan wearing their sweet Tea Time swag from @TeaTimeAnimation on Instagram



We also announced at the Nickelodeon Panel that we will be doing a second run of Tea Shirts! Please bring $15 dollars cash to the meeting if interested. Men's and Women's both available. 

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, 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

Monday, December 9, 2013

An Afternoon with Neth Nom



In amongst the hustle and bustle of the last few weeks, Tea Time had the pleasure of welcoming the talented Neth Nom to our Friday meeting. To a full house, Neth delivered an incredibly insightful - albeit moderately intimidating - lecture on the state of the industry, getting the most out of school, landing your first job, and what the future might hold for the next generation of graduates. With the fall semester coming to a close, and another batch of students walking the commencement road, I give you this summary of what he had to say.


Planning your Career as an Animator
with Neth Nom


Look around. 

Look at all the faces around you; your friends, acquaintances, perhaps people you haven't met yet. (for the sake of our online crew - think about where you're delegating your time to. Who else is reading this article?) What's the one thing you all have in common? You've all got a leg up on so many of your peers. And why? Because you're taking the time to invest in a community. This community. The community that could, one day, easily be your future.

Contrary to popular belief, your career doesn't start your senior year - not even your junior year! It starts the moment you walk through the doors (or sign in online) to your first class in your first year of university. Do you know what classes you're taking next semester? Sure, that's easy. But what about the semester after that? How about the semester after that? No? Perhaps it's about time that you start. School is an investment - depending on the school you attend, it a HUGE investment - and so you should be getting the most out of the money you're putting in. A big part of that is planning ahead. Not sure what path to take? Well, that's where this community comes in!

A huge part of this industry comes from the company you keep. It's no secret, I'm sure, that an individual almost needs a referral to get a second glance these days - but where do you get them? By starting to build those relationships now. Attend talks; befriend, talk to and ask questions of the most talented person in your classes; Join a community (i.e. Tea Time) to find those people with like minds and together, immerse yourself in the culture of animation. It's time to develop a genuine interest in the field you are preparing yourself for.

Frame through shots from your favorite animated films; get together and animate as a group - not all on the same shot, per se, but simply keeping each other in check; you should be as familiar with animation as some people are of sports -- You should know names and shots like they were athletes and successful plays! This is your future, don't phone it in.

-----

Let's take a look at what an average student's day looks like. A typical 24 hours.

As you can see, it appears to be a pretty balanced life. There's some time in there for a social life, a little "me" time to watch some TV. For those who enjoy a little cash flow, feel free to swap out those for "job". It's a nice, comfortable pace.  


Unfortunately, with the competitive nature of the animation industry (particularly after a large amount of layoffs across the board), comfortable students are going to get no where. There are people with years of experience out there right now looking for the same jobs as you; you've got a lot of ground to cover. 


Now let's take a look at what your schedule should look like.

For a student hoping to make the most of their time while they are in school, this is an ideal schedule.

I know it looks intimidating, but in reality, it's not that much work. You just have to ask yourself what's more important: The newest episode of Family Guy (RIP, Brian) or achieving your goals? The more you sacrifice now, the greater the reward will be later when you set yourself up for opportunity.

"But what will I even animate for twelve hours? I only get x number of assignments per week, there is only so much I can do before I need feedback from my teacher."

We've heard these arguments time and time again and you are wrong. You can animate all the time because not every piece needs to be a piece for your reel. It is so important to keep this in mind. You should treat your work like a sketchbook, just like any artist would. Practice animating just a sphere, just a limb, but steer clear of the whole body. For those of you with those long months off - use your intersessions wisely! Take this time to bust out exercises, you don't have to wait for a teacher to practice.

-----

Just as important as planning your day, is planning your coursework throughout your degree. It may be hard to know what you want to do up front, but the sooner you lock on to something, put your head down and get to work, the sooner your begin tallying the hours of practice.

Many schools give away free books of course listings, and they can also be found online, but don't blindly sign up for anything. This is where your community comes in. Find people that you trust in years ahead of you and talk to them. What classes did they take? What path would they recommend? Which professor is better for classes x, y, or z? Again, places like Tea Time are perfect for these sorts of questions. Online students - don't hesitate to use the forums to get in touch with your on-site peers! Many of us have met your teachers in person and help guide you towards the most ideal instructors. Take the initiative to sculpt your education in to what you need it to be.

Most importantly, however, is this word of warning: Taking more than one animation class a semester is a recipe for disaster. We've all heard the phrase "quality over quantity", and it couldn't be truer now. Taking more than one animation class (okay, maybe you can press it to two) immediately begins dividing your attention in ways that will not enhance your ability. Not only are you receiving two sets of opinions on the same subject, but you'll have double the amount of animation homework (i.e. weight-bearing work) to complete each week. This leaves no wiggle room for any "sketchbook" exercises, or personal exploration in animation and you'll get burnt out. Fast.

It's important to stock the rest of your schedule with strong foundation classes to enhance and sharpen your eye for animation, not dull it out. Take classes that will make you be a better animator, not just classes where you are animating.

Never forget: This is your career! School is just a tool, a resource for you on your path to success. Take ownership of your own life; be proactive; talk to those who came before you. Show good work ethics in the class, because your peers can vouch for you later. Reach out to your peers, learn from each other, and most importantly, don't be afraid to ask for help!

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Graduation!
-----

The likelihood of getting a job straight out of school these days is pretty slim.
Please consider the following chart:


This chart represents the unfortunate fact of industry saturation. On the left, we have a list of on- campus students and an approximate number of how many graduate per year, while on the right we have the approximate number of actual, available internships (from the big 5) there's a pretty remarkable disparity here -- particularly when you add in online schools, like Animation Mentor, who have 300 students graduate a year. This disparity is caused by the layoffs, declining ticket sales/movie going, and, of course, simply the amount of interest in the art form.

So what is a graduate to do? First things first - maintain a community of animators, and don't stop animating. If you maintain connection with your community, you'll be in the first to know of new job opportunities, and also more likely to have someone who could recommend you. Plus, your friends and colleagues will keep you motivated to keep working, providing the feedback you'll need and the encouragement to continue.

Beyond that, it's time to be honest: is it the industry, or your reel? Reconsider your options - perhaps feature work just isn't right for you! But that doesn't mean you have no place. There are apps, startups, games, commercials - so many venues to vent your desire to animate, try to find one that works for you.


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First Job!
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With enough focus and dedication, it will come. Hooray, but don't think that your work is over yet. Just as important is getting your first job, is holding onto it for a while.

Don't expect the studio to give you any special treatment - you are new, and you will probably get stuck doing fixes or small 'nothing' shots you can do with your eyes closed after all the practice you put in through school - but it's important not to let yourself feel just that -- "stuck". Put so much love into even the simplest of shots. Knock it out of the park; if the shot is so easy, it's the perfect time to show them what you can do.

Just like in school, you should be planning ahead here, too. Set a 5 year goal! What is it you really want to do? Lead? Direct? Figure it out and then spend every day working towards getting there.

Take advantage of the studio's resources - make sure to look after yourself. The studio's highest priority is the studio, and generally this means they have absolutely no qualms letting go of under-achieving underlings. It's important to build a network here, too. Also like in school, surround yourself with those you can learn from and look up to. Though it's important to hunker down and get work done, don't forget to connect! Figure out how it is you want to be perceived - mingle! Don't let your colleagues fill in the blanks for you. Remember, these are the people who, given the opportunity, can vouch for you when it matters most.

Finally, not all jobs last forever. Keep track of your contract - particularly when it's supposed to end. If you know you're not coming back, never wait until the contract ends to apply for a job. Companies are big machines and it often takes a while to get anything done. It's too easy to get stuck with dwindling funds and months of unemployment.

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A Final Word
-----

It's not magic.

There is no 'big secret' to success except hard work, initiative, drive and more hard work. It sounds grueling, but don't be intimidated! This is good. News. It means with a little bit of effort, that your goals, your dreams of working in animation are always within your reach.

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Thanks again, Mendel, Neth.
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

Thursday, October 17, 2013

Save the Date: ILM Animator Pete Kelly

And the date is tomorrow! Our apologies. We've been facebooking and tweeting about it, but I forgot to post the update on here.

Tomorrow, October 18th, at 7:00 pm in the 79 New Montgomery Theater, San Francisco, ILM Animator Peter Kelly will be joining us for an EXCLUSIVE lecture on his work on Pacific Rim (complete with some tasty clips graciously provided by ILM PR). Join the facebook event (linked below) for full details.

Be there with Tea Time Merch for priority seating.
Doors at 6:30.

See you there, and Happy Animating!
https://www.facebook.com/events/1454062634819310/

Sunday, September 29, 2013

Mike Makarewicz Reader's Digest Style: Part III - Acting and Performance

Last week, Tea Time had the pleasure of welcoming Pixar Directing Animator / Animation Collaborative founder Michal Makarewicz to our stage for a third time -- as per usual, it was a humbling and inspiring experience. Though it wouldn't do to give away every little secret Michal graciously shared with us (you'll have to join us next time), I've done my best to translate any relevant information from my frantically scrawled notes here for the online community to enjoy (bear with me, it was a very visual lecture). Looking for more? Please feel free to join us at www.teatimeanimation.com.

Although our audience only had but a day's notice to change and/or cancel plans and/or skip class to attend our event due to unforeseen complications with AAU (Did you go to your Townhall Meeting this week?), ~150 of us piled into the theatre for the chance to hear some Pixar-grade insight into one of animation's most intimidating topics: Acting and Performance. He began with some comprehensive advice from Sir Ian McKellen:




Helpful, no? Well on the one hand - of course not. We have obviously learned nothing here. However, on the other hand, is there really any better way to sum up what it takes to be an actor? Any better way to dictate what it means to create a beautiful performance? Can you teach someone how to pretend? If so, how do we even begin to approach the subject?

"Well, as an animator, we can usually start with the principles," Michal continues, "in which case I generally see three important things to consider: 

One is POSING. I can then go through all of the principles and find which ones I apply to posing i.e: Pose to pose vs. straight ahead, squash and stretch, solid drawing (posing), exaggeration, appeal, staging, etc...

The next is MOTION. I can do the same thing here; find which principles directly apply to the actual movement of the character - They may overlap i.e. Followthrough and overlap, straight ahead vs. Layered, slow in/slow out, squash and stretch, secondary action, etc...

But over all, none of this will really matter. Obviously it will to a point, but it's the third category that will make or break a piece: CHOICES." If we make good choices, this is what will draw in the audience, make them believe in and connect with our characters. If we make poor choices, however, this is the exact same thing that will pull the audience away from us. When the characters make decisions that invoke thoughts like, "Oh, please, no one would ever do that" or "What? but..why?" in our viewers, we lose them."

"So, how is it we know what choices to make?" Michal asks. The answer is easy - we simply have to know our characters. Here's what Mike deems important to him when he begins a shot:




He considers his dialogue, he considers his characters, and then he considers this list. Why? Because it helps to eliminate choices! If you're able to whittle out the things your character would never do, it becomes easier to see the things they would. "We can't just move stuff,"he tells us, "our whole job [as an animator] is to bring soul to our work."...that being said, we also can't over do it.

As an animator, we should be invisible; we don't want the audience to think about the animation at all - not even in a good way! (i.e "what beautiful animation.") If the viewer sees the animator through the work, that animator is too involved. Remember: those acting choices are coming from within the character. It's not the animator moving a puppet around, it's internal motivation.

Do LESS as an animator - if you have a dialogue shot and you can get away with 3 main ideas - good! 2? Great! Stop trying to hold the audience's hand, you're overacting.

"The two most common mistakes I see in young animators are A) not thinking it through, and B) showing off. You need to move something, but you don't need to move EVERYTHING. There doesn't have to be a new pose for every word - And chill out on the eyebrows. "

First things first, we can take a macro look at the piece before we begin - what do we have: A character, and a shot. WHO is the character? What is the PURPOSE of the shot? HOW will the character fulfill it's purpose?

Let's start off with the shot - what is the context?
          --> Where is your character in relation to the main story? (what is their history?)

What is the dialogue?
          --> Mood? (what is the energy level?)
          --> Is the character saying what he's thinking?
          --> What IS he thinking?

What is the length?
          --> What is there time for? (enough time for thought process?)

Now, the Character -- who are they?
         --> List the main adjectives that define this person
         --> "You know my mother, she's just going to..."
         --> What are the ingredients? You should be able to identify this person! List actors, family, friends, anyone that resembles the character psychologically that can help you understand.


When you draw from films with great actors, or documentaries or - heaven forbid - even your real life experiences, your audience will feel closer to the characters, and can, therefore, help you fill in some of those blanks. Remember: you don't have to SHOW everything, emotions are closer in real life. If you depict them more accurately as opposed to so exaggerated, the audience will connect and insert pieces of themselves - things they recognize and identify with - into your characters, creating an even stronger connection.




If you know your character inside and out, it's easier for you to make appropriate, relatable decisions for them. Put your thinking cap on! What drives them: Their head? Heart? Stomach? Get inside their head. Take Remi and his brother Emile from Ratatouille. Remi is lead by his heart, meanwhile Emile is constantly thinking about filling his belly. 
Or, perhaps, Star Trek's Spock, Captain Kirk and Dr. McCoy:

Spock is lead by his head; very analytical, Captain Kirk is always lead by his heart, and McCoy, well, not exactly lead by his belly, but he is a nice balance of all of the above.

It's important to think about their history: What have they experienced? What do they want and what are they willing to do to get it? Remember: Every character wants something, even if it's just a glass of water.

Moving into animation, it's important to remember that we should be "communicating without complicating"(Ollie Johnston). Moving the character does NOT equal entertainment. Feeling equals entertainment; you have to find the truth within your shot. What is the subtext of your dialogue?

It's important to have an answer to all of these questions that you may develop something relatable. Let's look at what makes a hero vs. what makes a villain. Both are characters who are fighting for something that they believe in (This working with the notion that rarely is it that we come across a villain who is evil simply for the sake of being evil), both are characters who clearly think that what they are doing is 'right' - so how is it we identify one as the hero? It's by how much we can relate to the actions that character. One character is designed to make the audience say "I wish I were more like him", while the other character is designed that to make the audience say "I would never do that!" or "who could do something like that?!"  



Often enough, history has a profound affect on the decisions our characters will choose to make. The pain from the past makes the choices of today. Consider the following clip from the film Groundhog Day. On the off chance you've never seen the movie, A) you should change that, and B) it's about a man (Bill Murray) who, for some reason, manages to get stuck living the same day over and over again. The clip shows a particularly uncomfortable meeting he is forced to endure day after day with an old 'buddy' from high school. As he lives this day over and over and over again, we can see how his history starts to affect the choices he makes in dealing with this situation each day. 



Unfortunately, Mike was obligated to speed through the last leg of his lecture, so my notes aren't quite comprehensive enough (or legible enough) to post here, but there is one, final subject that we touched upon that I found exceedingly important: Body Language.

"If your voice is saying something, but your body is contradicting it, the truth is always in the body".

Body language is such an important part of communicating ideas, and yet we so rarely get to really see that in an animation. If your character is too busy poignantly over-acting out each word with hand gestures and other motions that do nothing but re-say what we can already hear like gibberish ASL, that character will never have the opportunity to really speak to the audience in a resounding and worthwhile manor. Consider the following;

 

Despite the fact that we have absolutely no facial expressions or dialogue or really any of the usual tells of human emotion, we still know exactly what is going through little Darth's brain every step of the way. The trials, the frustration of the sandwich, the urgency to get to the car but, most potently of all, the absolute THRILL he has when he thinks that he makes the car rev at him. His body language is unmistakable, and as a result, supremely endearing.

_________________________________________________________________________


Like what you read? There's far more where all this came from over at the Animation Collaborative. Check out their wide variety of classes including 2D animation and Demo / Lecture classes over at http://www.animationcollaborative.com/

Curious about any of the concepts or looking to ask a few questions? Please join our community over at www.teatimeanimation.com to get the answers you seek.

Happy animating!

Tuesday, September 10, 2013

Mike Makarewicz - Friday, Sept 13th



IMPORTANT UPDATE:

Due to lack of a suitable meeting space, our event has been temporarily postponed. Our sincerest apologies, but keep your eyes out for updates! THE SHOW WILL GO ON.

Questions? E-mail info@teatimeanimation.com for details.

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That's right, folks! Our first guest lecturer of the fall semester is none other than the Animation Collaborator, himself - Mike Makarewicz! Keep a watchful eye here for the location, and we'll see you Friday!






Tuesday, July 2, 2013

500 members: Breaking the Silence, a letter.

Dear Tea Time,

It has been an unacceptably long time since I've managed to have a moment to spare for our blog -- forgive me, Tea Time is going through a change of hands as some of us (namely, the person writing this) are graduating and getting out into the proverbial "real world".

It is, however, time to get our online base up to speed as Tea Time Animation has just, officially reached 500 members!

We are so excited to have reached such an exciting milestone, and we have you to thank! Let's keep this ball rolling, bigger, better things are on their way!


Tea Time is 100% IN SESSION this summer, convening in room 420 of 180 NM every Friday (other than this holiday weekend, July 5th) at 3:30pm, so be sure to pop in to get feedback over a hot beverage or two.

Also, make sure to keep your eyes on the blog -- We have SO much in store coming up in the fall and we will make sure to keep you updated on every, single thing right here.


Much love from your Tea Time Board,

Lana
Brandon
Frank
Cody
Mendel

Tuesday, April 23, 2013

Tea Time Animation Online Informational

EDIT -- UNFORTUNATELY THE SYSTEM WENT DOWN AND WE HAD TO CANCEL THIS EVENT. BUT IT HAS BEEN RESCHEDULED FOR TUESDAY, APRIL 23 FROM 5 PM - 6 PM (PDT)

No plans for tomorrow night? Then please feel free to join us for Tea Time's first Online Informational Event!   Click the following link tomorrow, Tuesday April 2nd anytime between 5pm-6pm to meet the team, ask some questions, and learn how to be involved in our growing community!



See you there!

Sunday, April 14, 2013

Villain's Masquerade

Hey everyone! The AAU comic club is having a sweet Super Hero themed costume carnival next weekend called the 'Villian's Masquerade'. Get all the info and RSVP here!






Sunday, March 31, 2013

Borderlands Animation Collaborative!


The Borderlands Animation project class is now listed for the summer semester under the following name: 

1360_ANM_498_01: COLLABORATIVE PROJECT: ANIMATION IN PRODUCTION

David Latour be teaching the class with Chris Armstrong. You don't have to take the class to pick up shots for borderlands animation, but only folks enrolled in the class will be guaranteed to get work. This class does not have a portfolio requirement but it will require that the instructors see your ten second reel in our first module to help determine how to divide up the initial shots.

This will be a great opportunity to work on a popular franchise in a collaborative learning environment. Space is limited, so sign up right away!

Saturday, March 23, 2013

An Adventure to The Croods

This Friday, after some critique and a brief lecture on the composition of a demo reel, Tea Time made it's way over to the Metreon for a showing of The Croods!

Long time Tea Timer Jonathan Marshall made this beautiful video to commemorate the occasion. Enjoy!


Tea Time Movie Night from Jonathan Marshall on Vimeo.

Wednesday, March 20, 2013

Thank you, Free Gold Watch!

A big thank you to Free Gold Watch for our beautiful, soft, brand new T-shirts! Here are a few glamour shots of Tea Time this past Friday modeling the merchandise.

If you haven't picked your shirt up yet, be sure to come to this week's meeting! If you didn't get a shirt, let us know! We will be doing a second run shortly.

The Gang

 Respectacles!

The Gang...lookin' tough!

Monday, March 4, 2013

Guest Lecture with Jim Sidel

A Tea Time guest lecture on the importance of brevity and subtext with

Jim Sidel
540 Powell street, room 130
Tuesday, March 5 @ 7:00 pm

(with prizes)

Thursday, February 14, 2013

And the Nominees Are...



Don't forget to check out all the Academy Award nominees for Best Animated Short!