There is currently a province-wide college strike in Ontario. The issues are larger than those affecting the animation programs at the various colleges, but those programs are being affected.
As the Canadian animation industry depends so heavily on graduates from colleges such as Sheridan, Seneca and Algonquin, it is in the industry's interests to apply pressure on college presidents and on the Ontario government to end the strike.
There is a strong possibility that the current semester may be lost. That may impact graduating animation students and animation students who are available for internships or summer jobs. It will potentially delay graduates moving into the workforce and may affect the quality of graduates for the next four years.
If you are a studio owner or manager, can you afford a delay in the pool of applicants or interns in 2018? I urge you to contact the presidents of the colleges you regularly hire from as well as your MPP and Premier Kathleen Wynn.
Showing posts with label Education. Show all posts
Showing posts with label Education. Show all posts
Tuesday, November 07, 2017
Thursday, April 29, 2010
Sheridan Industry Day 2010
Another school year gone. Another group of graduates stepping out into the world. Another industry day. What's below just scratches the surface of what went on.

Left to right: Paul Teolis of Nelvana; Michael Carter, President of CASO (Computer Animation Studios of Ontario) and Jim Caswell.

Left to right: Paul Teolis of Nelvana; Michael Carter, President of CASO (Computer Animation Studios of Ontario) and Jim Caswell.Sunday, April 25, 2010
Advice to Graduates
This was a comment I contributed to a December, 2008 post called The Final Customer. As graduation time once again approaches, I'm giving it its own entry.
For this reason, I always tell grads to take any job offered, even if it's not a preferred studio or task. Getting that first job immediately separates a grad from all the people who have yet to find work. It also provides a grad with a new network of co-workers who may be able to provide future employment or a reference.
Grads have a tendency to look at their first job as the culmination of their educations, but it isn't. It's merely the first step in a career. Just as you go from knowing everything about your high school to knowing nothing at all about your college or university, you're now going from knowing everything about the school you are leaving to knowing nothing (or very little) about the animation industry. It's no fun to start again at the bottom, but that's where you are and over the course of your career, you may find yourself starting over several more times. Recognize your position for what it is and accept it. With luck, it's only temporary.
Luck and timing play a major role in a career. If John Lasseter had been born 10 years later, he would not be where he is today. Someone once asked actress Lillian Gish what it took to succeed. She responded that it took talent, persistence and luck, though she thought a person could get by with two out of three. Since you can't control luck, focus on the other two and hope for the best.
Here's some basic advice I'd give to graduates from any year. Network aggressively. If you know people in the business, start talking to them now and keep talking to them. It's good to touch base with people when you're not looking for work, just so they don't think that the only time you get in touch is when you want something. If you're lucky, you'll learn what studios are busy and you can target them.Something I would add is the concept of a "best-before" date. When you go to the grocery store, perishable items have a best-before date stamped on them. After that date, an item is no longer fresh. Graduates, too, have best-before dates. Their freshness expires one year after graduation. At that point, if people have not yet worked in the industry, they are competing against a new crop of graduates whose skills and enthusiasm are fresher. Someone who has gone a year without being able to break into the business raises questions in the mind of a prospective employer.
Apply to any animation-related job you can find. Knock on studio doors and if you are lucky enough to talk to people, get their business cards and send them a thank you email. Stay in touch with them once a month.
If there are any industry associations, join them. [I would add that you should join business networking sites like LinkedIn .] If there any industry events, attend them. Bring business cards and introduce yourself to strangers. Sometimes artists are shy and don't want to push themselves, but nobody has a reason to seek you out this early in your career. You've got to do the work.
Be prepared to relocate. At this point in your career, you need resume credits and experience. The sooner you get them, the sooner you can position yourself for the jobs you want. Sometimes, the only jobs are at small studios in out of the way locations, because nobody with experience wants to work/live there.
If you're not working, keep producing new art. That way, you can revisit studios once a month and have new things to show. That will convince the studio of your commitment. There's no reason for a studio to see you more than once if your portfolio/reel are exactly the same as last time.
Stay upbeat when talking to people, no matter how discouraged you are. No studio wants to listen to an applicant complain, especially if the studio is struggling to stay in business. Stay enthusiastic and be willing to do whatever they ask, even if it's not what you really want. There will be lots of time to reposition yourself in the future.
Job hunting is a skill. The sooner you start applying for jobs, the sooner you'll learn the ropes. Do not sit at home and wait for the phone to ring. Keep putting out feelers and keep producing new work. Sooner or later, you'll catch a break.
When you do, live below your means. Don't assume the job will last as long as promised. Don't assume that the studio will have another project when the current one is done. Save your money because you will spend time unemployed.
If you're working, keep networking. Let the other studios know that you've been hired. They will take you more seriously if other studios want you. Keep talking to friends in the business, monitoring the situation wherever they are working. That way, when you're out of work, you can hit the ground running in order to find your next job.
While you're working, keep your portfolio and reel up to date. When a project is finished, ask for samples of your work from it, even if you can't show the samples until the project is released. You don't want a studio to shut down and leave you with no access to the work you've done. It's happened.
Graduating in tough times could turn out to be a blessing. Those people who manage to make it through the recession are going to be smarter and tougher than those who don't (though luck does play a part in it). When the business goes through other slow periods, you'll be more ready to deal with them while others disappear.
For this reason, I always tell grads to take any job offered, even if it's not a preferred studio or task. Getting that first job immediately separates a grad from all the people who have yet to find work. It also provides a grad with a new network of co-workers who may be able to provide future employment or a reference.
Grads have a tendency to look at their first job as the culmination of their educations, but it isn't. It's merely the first step in a career. Just as you go from knowing everything about your high school to knowing nothing at all about your college or university, you're now going from knowing everything about the school you are leaving to knowing nothing (or very little) about the animation industry. It's no fun to start again at the bottom, but that's where you are and over the course of your career, you may find yourself starting over several more times. Recognize your position for what it is and accept it. With luck, it's only temporary.
Luck and timing play a major role in a career. If John Lasseter had been born 10 years later, he would not be where he is today. Someone once asked actress Lillian Gish what it took to succeed. She responded that it took talent, persistence and luck, though she thought a person could get by with two out of three. Since you can't control luck, focus on the other two and hope for the best.
Sunday, November 08, 2009
Clarity, Logic and Entertainment
Last week, the 4th year students at Sheridan had a screening of their story reels. I mentor 10 of those students, out of 108 this year.
I've been looking at my students' reels as they developed since September, but it's always different seeing work with an audience. It struck me that there are three stages the students have to tackle in order to make a successful film, and various films were already at different stages.
The first is clarity. Can an audience understand what's happening on screen? I've asked students to explain something I don't understand about their films and their explanations make sense, but what's in their heads hasn't been communicated on the screen. Things, often important things, get left out. Clarity is pretty easy to achieve once a storyboard or story reel is shown to a few people, as they inevitably ask questions about things they don't understand.
Logic is a bit tougher. Getting the events of a film and the characters' behavior to be consistent and logical takes some doing. Some films have problems with tone; they signal to the audience that they're one type of film and then become another. That could potentially work in a longer film, but it's tough to get an audience to make a sharp emotional turn in less than two minutes. Other times, a film starts off with a theme and then contradicts itself by the end. Sometimes, there's a lack of consistency in terms of plot or character; events don't make sense based on what an audience would expect.
Logic is harder to fix than clarity. It sometimes means tearing up a story and rebuilding it, which can be a lot of work. It also means sacrificing something that the film maker probably wants to keep and getting a student to give something up is often a difficult task.
The toughest problem is entertainment, and you're never really sure what you've got until you get an audience reaction. I had a couple of students doing films that built up to punchlines. While they were clear and logical, the punchlines didn't get the expected response. Reworking the endings to evoke a laugh is going to be difficult as entertainment isn't as clear cut as clarity or logic.
If I could wish for anything for animation artists, it would be for more audience contact. Stand-up comics get good by constantly honing their material based on audience reaction. Actors or directors who start out in theatre do the same. Even bands that play bars get feedback.
Animators (especially those working in TV or games) exist in a vacuum. Feature animators have it a little better but still have to wait years to learn whether what they've done is successful or not. Animation people as different as Walt Disney and Bob Clampett viewed their films with audiences on a regular basis, measuring their intentions against the results. It took both of them years to solidify their ability to entertain, as it did Chuck Jones, Tex Avery and Friz Freleng.
People with the ability to entertain an audience are the ones most in demand. While some people may have a flair for it, I believe it's like any other skill and can be honed through practice. The problem for animation artists is that they have so few opportunities for audience feedback.
The Sheridan students now have their own experience of watching their films with an audience as well as feedback from friends and instructors. The films generally get better between the story reels and the final films as the students continue to polish their work. However, I wonder how much better the films would be if the students had more experience with audience reactions and I wonder the same about the whole animation business.
I've been looking at my students' reels as they developed since September, but it's always different seeing work with an audience. It struck me that there are three stages the students have to tackle in order to make a successful film, and various films were already at different stages.
The first is clarity. Can an audience understand what's happening on screen? I've asked students to explain something I don't understand about their films and their explanations make sense, but what's in their heads hasn't been communicated on the screen. Things, often important things, get left out. Clarity is pretty easy to achieve once a storyboard or story reel is shown to a few people, as they inevitably ask questions about things they don't understand.
Logic is a bit tougher. Getting the events of a film and the characters' behavior to be consistent and logical takes some doing. Some films have problems with tone; they signal to the audience that they're one type of film and then become another. That could potentially work in a longer film, but it's tough to get an audience to make a sharp emotional turn in less than two minutes. Other times, a film starts off with a theme and then contradicts itself by the end. Sometimes, there's a lack of consistency in terms of plot or character; events don't make sense based on what an audience would expect.
Logic is harder to fix than clarity. It sometimes means tearing up a story and rebuilding it, which can be a lot of work. It also means sacrificing something that the film maker probably wants to keep and getting a student to give something up is often a difficult task.
The toughest problem is entertainment, and you're never really sure what you've got until you get an audience reaction. I had a couple of students doing films that built up to punchlines. While they were clear and logical, the punchlines didn't get the expected response. Reworking the endings to evoke a laugh is going to be difficult as entertainment isn't as clear cut as clarity or logic.
If I could wish for anything for animation artists, it would be for more audience contact. Stand-up comics get good by constantly honing their material based on audience reaction. Actors or directors who start out in theatre do the same. Even bands that play bars get feedback.
Animators (especially those working in TV or games) exist in a vacuum. Feature animators have it a little better but still have to wait years to learn whether what they've done is successful or not. Animation people as different as Walt Disney and Bob Clampett viewed their films with audiences on a regular basis, measuring their intentions against the results. It took both of them years to solidify their ability to entertain, as it did Chuck Jones, Tex Avery and Friz Freleng.
People with the ability to entertain an audience are the ones most in demand. While some people may have a flair for it, I believe it's like any other skill and can be honed through practice. The problem for animation artists is that they have so few opportunities for audience feedback.
The Sheridan students now have their own experience of watching their films with an audience as well as feedback from friends and instructors. The films generally get better between the story reels and the final films as the students continue to polish their work. However, I wonder how much better the films would be if the students had more experience with audience reactions and I wonder the same about the whole animation business.
Wednesday, April 29, 2009
Sir Ken Robinson

"At the heart of creativity is a willingness to take risks, a willingness to experiment, a willingness to explore avenues that don't go anywhere and a willingness to be wrong. And if you're living in a culture of standardized testing, high-stakes funding, where mistakes are not tolerated and seen as a sign of mental infirmity, then you're breeding a contradiction right at the heart of the system."The above quotes come from an interview with Sir Ken Robinson in The Globe and Mail. I first became aware of Sir Ken Robinson from the TED video that is embedded below. The Globe and Mail has a pair of videos that I can't embed, but you can find them here and here.
"The real innovation and creativity always comes from people crossing borders, crossing boundaries, thinking differently and very often through the interaction of disciplines through applying ideas from one field into another field. The real vitality of intelligence and creative thinking is in making connections, not from keeping everything separate."
Robinson comes off as much as a stand-up comedian as someone interested in reforming education. While he is entertaining to watch, he also has important things to say about arts education and those things also apply to the animation industry. The first quote above speaks directly to our need to fail faster and cheaper. As it is impossible to succeed every time, failure must be tolerated as the price of innovation. As failure is inevitable, the faster and more cheaply we can fail, the more quickly we can find out what works and we'll have more resources left to support it.
The second quote is not only true of education, it is also true of animation production. Thanks to J.R. Bray and Walt Disney, the animation business was built to resemble a Ford assembly line. Bray was satisfied with being the Model T of animation, but Disney himself was able to make connections between his various departments. Because he valued innovation, the various departments competed to impress him. He was blessed with a steady stream of new ideas and techniques during the 1930's and he chose what suited his vision.
As good as Disney's results were, I don't think the system was perfect and without someone of Disney's calibre at the top, the product drifts back towards the Model T. Certainly that's the case in TV animation. The need to cross boundaries is made more difficult by outsourcing, where there are economic and geographic walls between departments.
Not everyone is equally good at everything. We naturally fall into specialization. But when the system limits collaboration and feedback, we are throwing away opportunities.
Friday, June 20, 2008
Eric Goldberg Book
This is shaping up to be a banner year for animation instruction. Hot on the heels of the announcement of the Dick Williams DVD set, comes word that Eric Goldberg's instructional book will be published this summer. Goldberg has been working in animation since the 1970s and is the animator of the Genii in Disney's Aladdin as well as the director of the "Rhapsody in Blue" sequence of Fantasia 2000 and the animation director of Looney Tunes: Back in Action. Copies of animation notes by Goldberg have been circulating for years. Those notes leave no doubt that this will be a major contribution to the animation instruction bookshelf. Here's the link at Amazon.com and at Amazon.ca.
(info via Cooked Art)
Tuesday, June 10, 2008
The Animator's Survival Kit DVD Set
You have probably seen the pencil test for the opening for Richard Williams DVD set of The Animator's Survival Kit over at Cartoon Brew. The website for this set has been updated with a promo that shows a more finished version interspersed with shots of Williams lecturing at Blue Sky. There are additional clips of Williams explaining things here and on succeeding pages (click on the images for motion).The set, consisting of 16 DVDs, is not cheap. Price information can be found here. At today's conversion rates, the set will cost $990.70 in the U.S. and $1,011.88 in Canada. After November 17, the price is 20% higher.
(link via The Thief)
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