Drew asked me some reel-related questions, and although I am no recruiter, I thought I'd have a go, but reply with a blog post so that other people can have a read if they are interested.
- Are there any particulars that you try to pay attention to when you are animating? Any mental checklist that gets your work from poses to performance in an efficient manner?
This is a tough one to start off with, and I'm certainly no efficient worker!
Without resorting to the stock answers that you normally get to this question, I try to think like an animator, rather than a computer animator. It is my job to create an engaging performance, and at the end of the day that is more important than all the minutae that comes with creating work in this medium.
A lot of the time I think about the situation, it's staging, and the characters' places within that, and then go on intuition, (with all those"mental checklist" points floating around in my brain somewhere). The aformentioned checklist is a good thing to bring out when the motion doesn't look quite right though - lines of action, arcs, silhouettes, spacing, weight, whatever. All of these techniques can get you back on track, but for me the scary thing is just seeing when stuff is wrong in the first place, and for that you need a certain level of talent and preferably a good pairs of eyes to turn to for a quick chat about your work.
- Are there any common mistakes that directors or supe's you've worked with tend to point out in dailies? (i.e. too much action in the scene, character consistancy and motivation, clarity... etc.)
Hmmm, well that all depends on the show, I guess. The approach and directing styles of Madagascar/Hedge and Shrek couldn't be more different, with the former favouring big, broad actions and the latter featuring lots of very subtle, dramatic performance. The notes I get seek to secure footage with those characteristics in mind.
Specifically, I would say that I usually tend to over animate the face, particularly the brows, and that will often show up come review time. At least it's easier to reduce something than it is to add stuff, so I guess it's always good to err on the side of 'more'.
- Short film vs. collection of animation tests? which is more effective (granted that they are both executed skillfully) in getting the attention of recruiters and animation directors?
The short answer: Reel A (great anim tests), and Reel B (great little short film), I would go with B, every time.
I don't think that this matters at the end of the day, but personally I would far rather see a short than animation exercises. Feature animation is all about storytelling, so why not show you can create a structured narrative? Not only will you demonstrate that you can animate, but also that you can create complex performance in an empathetic and meaningful context.
It is always good to show to understand the importance of a shot within a picture, and creating a successful short that draws people in will certainly help to bring meaning to the place of one shot within a sequence of many. I believe a recruiter wouold more likely to seek out an applicant who's reel garnered a positive emotive response and matching this criteria.
Also, and it kind of sucks to say this, but even though you are creating animation, it certainly helps if what you see on screen is visually appealing. I know, I know, but people are swayed by nice lighting and modelling and characters. Just think how many 'Maya grey' recruiters see
though, and you certainly want to stand out from the crowd! At the very least a bit of colour can work wonders.
Oooh, and put effort into the DVD cases and inserts. This is where you can further show off your creativity, and maybe those drawing skills!
- Do recruiters look at life drawings and whatnot when evaluating a candidate?
I doubt it. I don't think that this is super important when trying to get a job as a computer animator. What is important is the visualisation skills that you get from drawing. I love drawing. I'm no good at it at all, but the important thing is that I am able to visualise my work (through
thumbnailing) before jumping onto the computer, and this is what counts.
The people looking to recruit for an animation position will be looking for animation talent, and not draughtsmanship. As mentioned above, why not put your drawings on your DVD boxes?
- How many dialogue tests are sufficient for a first-timer without a whole lot of experience? I'm sure that showing action as well as acting would be the best, but is there something studios are looking for that they are not seeing enough of? I've seen demo reels that are all dialogue with no action and just the opposite.
I don't think that there are any numbers for this sort of stuff. If, for example, you have a fabulous little film, but it doesn't have dialogue, then it won't really hurt you at all, for it is implied that you would certainly be able to step up and deliver good dialogue shots when the time comes because you can animate.
At the end of the day, you just have to do the best you can and see what happens. Try showing some people with experience for that will certainly help significantly, I am sure.
Phew! I'm off to sleep now. My DDR training has worn off...
ZZZzzz...