Showing posts with label important. Show all posts
Showing posts with label important. Show all posts

Monday, February 29, 2016

Words of Wisdom: Guest Speaker Andrea Goh on Applying to Internships

This past October we were delighted to have Andrea Goh, Technical Director and one of last summers TD Interns at Pixar. She shared thoughts from preparation to her experience as an intern.
Since it's applying season, we thought we'd pass along some of her wisdom. 


Keep Learning & Improving
  • Have a positive mindset and attitude
  • Take Control of choosing your classes — Don’t just take what your advisor tells you too
  • Challenge yourself to improve your skills — try something new!
  • Don’t give up on solving problems — Do everything you can before going to someone else for help.
  • ** Scripting in any CG position makes you more valuable


Be Active in the Industry.
  • Attend conventions, Tea Time, workshops and share your work 
  • Educate yourself with the latest industry news
  • Talk to people in the industry
  • Always make sure your Linked and Resume are up to date

Be Genuine, Be Nice.
  • Be true to yourself
  • Collaboration is greater than competition
  • Be a team player
  • BE NICE!
  • Drop your ego, nobody’s better than anyone, we’re just trying to make films!

Apply With Personality. 
  • Plan your pieces in your reel. Do every project with the intention of it being on your reel
  • Work on collaborative projects! - Doing different roles. 
  • Have experience and projects on your resume
  • Interest/Additional info on you're resume.  Pixar is a place with very active people that is different then work, what are your hobbies!
  • Show your personality in your coverlet
  • Have a clean and straightforward website.
  • ** Plan enough time for yourself to prepare and apply with full satisfaction
Final Words.
  • Always present a problem with a possible solution
  • never bash your own work during a presentation
  • nobody wins until all your teammates reach the finish line
  • Share and bring out the best in people
  • Never stop learning cool stuff.


The Pixar Undergraduate Program (PUPs) is a 10 week long internship where, each week you do a different part of the pipeline. Modelling, Shading, Lighting, Rigging, Camera, Set Dressing, FX. With 1 Group Project & 1 Final Project. Not only is the PUPs program a great way to learn the technical side of being a TD, but it is 10 weeks of non stop learning, and a great bonding experience. The PUPs created their final project from start to finish in one week. They had to come up with different concepts and narrow it down until they had a collective idea and were able to present and get approval from their mentors. 
You can find some of the past PUP's reels here:

Thursday, February 6, 2014

Rob Minkoff and Tiffany Ward

On behalf of the 20th Century Fox and DreamWorks Animation’s release of MR. PEABODY & SHERMAN, Tiffany Ward - daughter of creator Jay Ward - will be joined by Director Rob Minkoff to answer your questions on Jay, Dreamworks, and the creation of Mr. Peabody and Sherman.



In further news: The delightful people listed above have invited Tea Time to join them for a Press Screening of the Film well before its release on March 7th! Please join us this Friday, February 7th @ 3:30 PM in room 420 of 180 New Montgomery or visit www.teatimeanimation.com for full details.

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, 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

Wednesday, January 29, 2014

Nickelodeon and Tea Time

Welcome to Spring!

We are incredibly pleased to say that NICKELODEON will be joining us for Tea Time's first meeting of the semester! Due to such a special event, we're not quite in our usual time/place so read carefully.

WHO: Jill Sanford, Vice president of Animation and Sherley Ibarra, Manager of Talent Outreach and Development.

WHAT: A short presentation about the Nickelodon Animated Shorts program.

WHEN: This Friday, January 31 @ 2:30PM

WHERE: the Cannery (that's 2801 Leavenworth. Cross street: Beach) in Suite 301.

Getting there: AAU transportation already leaves 180 NM for the Cannery (Jones & Beach). Bus E1 leaves 180NM at 1:38 p.m. and bus E2 leaves 180NM at 2:10 p.m. There are also D busses, but the E’s have a shorter transport time. Following the Nickelodeon presentation, Tea Time will be hosting our first official meeting of the semester.

Happy Animating!
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, 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!

Monday, April 22, 2013

Tea Time and the Walt Disney Family Museum!

At long last, here is the official invite! Busses will be departing 620 Sutter Street @ 5:30pm sharp. 
Scan the QR code or follow this case-sensitive link to RSVP:

http://goo.gl/dNU0A




Unfortunately the seats for the 3D department are already COMPLETELY SOLD OUT.

The seats for the Visual Development/Illustration departments are now SOLD OUT.
The seats for the 2D department are now SOLD OUT.

We are starting a waiting list, please e-mail teatimeanimationclub@gmail.com to be added. As for Stop Motion, sign up fast!

Monday, March 18, 2013

Jim Sidel - Reader's Digest Style

Recently, Tea Time had the pleasure of hosting AAU's own Jim Sidel for a discussion on the importance of Brevity and Subtext. Here's a little bit on what he had to say:

A Rube Goldberg machine


Brevity -- An Economy of Language

But far beneath this wondrous world upon the surface, another and still stranger world met our eyes as we gazed over the side. For, suspended in those watery vaults, floated the forms of the nursing mothers of the whales, and those that by their enormous girth seemed shortly to become mothers. The lake, as I have hinted, was to a considerable depth extremely transparent; and as human infants while suckling will calmly and fixedly gaze away from the breast, as if leading two different lives at the same time; and while yet drawing mortal nourishment, be still spiritually feasting upon some earthly reminiscence; -- even so did the young of these whales seem looking up towards us, but not at us, as if we were but a bit of gulfweed in their newborn sight.


--Herman Melville, Moby Dick, (the Grand Armada)

Now, generally, one might not expect a discussion on brevity to begin with an excerpt from Moby Dick. That entire paragraph is only three sentences -- doesn't appear to be very economical, does it?

Wrong!

Brevity is not about being short, per se, so much as it is about reducing a sentence or idea down to what is absolutely necessary without losing any meaning. If you re-examine the excerpt, you will notice that, although it is long, each word carries it's own, particular meaning and thus is necessary in communicating the idea Melville so wishes to communicate.

Another Rube Goldberg machine with explanation.

Occam's Razor:
       Entia non sunt multiplicanda praeter necessitatem.
or: "Thou shalt not multiply extra entities unnecessarily"

Developed by Logician, Philosopher and physicist William of Ockham (c. 1285 - 1349), Occam's Razor is a tool that refers to the act of shaving away unnecessary assumptions to get to the simplest explanation. Or: "The simplest explanation is the most likely"

To test Occam's Theory, suppose you come home and discover that your dog has escaped fro the kennel and has chewed large chunks out of the couch.

Theory Number 1: You forgot to latch the kennel door, and the dog pressed against it and opened it, and then the dog was free to run around the inside of the house.

Theory Number 2: Some unknown person skilled at picking locks managed to disable your front door, then came inside the house, set the dog free from the kennel, then snuck out again covering up any sign of his presence and then relocked the front-door, leaving the dog free inside to run amok in the house.

Which is True?

Well, the explanation of Theory #1 only requires only two entities (you and the dog) and two actions (you forgetting to lock the kennel door, and the dog pressing against the door)

The explanation of Theory #2, on the other hand, requires three entities (you, the dog and the lock-picking intruder) and several actions (picking the lock, entering, releasing the dog, hiding evidence, re-locking the front door). It also requires us to come up with some sort of plausible motivation for the intruder, a motivation that is, to us, entirely unclear.


Subtext

An underlying an often distinct theme in a piece of writing or conversation. Otherwise -- the intent of a character that is not actually being spoken. See what sort of subtext you can find in the following clip:


All characters are based in their desires. In fact -- a character is nothing without them. For example, a talking rat is not a character, it is simply a noun, but a talking rat that wants to be a chef is a character. 

A character shouldn't speak unless it's achieving more than one objective. Otherwise you get stuck with dry back and forth or, characters like the appropriately named "Basil Exposition" who's sole purpose is to move the story along.




Dialogue should:

- Characterize
- Move the story forward
- Show relationships

Good dialogue also: 

- Contains a subtext
- Is alive with action 
- Reflects setting



These two literary ideas are particularly important for those students out there writing a thesis short film.   Are you wasting your breath on a scene that isn't even contributing to your main story? Try using Occam's Razor on your work. How does it hold up?

Do your characters have desire as the fire behind their ambition? Do the want something, and if so, to what lengths would they go in order to claim their prize? As Kurt Vonnegut famously said:

"Every character should want something, 
                       even if it's just a glass of water."


For the undergrads, finding subtext -- even just in our exercises -- will help us to create interesting pieces for our reel, while considering brevity in our actions will help us to create believable performances. 

Sources:
"Strunk and White's: The Elements of Style" 
Frank Conroy, from his book, "The Dog Barks but The Caravan Rolls on."


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)