Monday, July 31, 2006
More architect's views of the new building
The Return of "Rough Inbetweeners"?

Above: Eric Goldberg (center) encounters Dave Zaboski and Henry Sato. Cartoon by Tom Sito.
A gag cartoon from the early nineties...having a little fun with a job title... And what were (are?) "rough inbetweeners?" Well, they are not artists who are into spiked clubs and bondage, if that's what you're thinking. During the nineties boom of hand-drawn animation, "Rough Inbetweeners" were a group of animation artists who were on the "animator" training cycle. "Rough Inbetweener" was the first stop on the way to becoming a full animator (the way station being "Animating Assistant") See, in the roaring nineties, there were two tracks for artists working in animation classifications at Disney-DreamWorks-Warners Feature Animation. They were either climbing the ladder that lead to "animator," or they were on the cean-up side of the equation, cleaning up the animators' rough (sometimes very rough) drawings. So if you were an "inbetweener" in 1993, you were quite often working in cleanup. The studios designated the non-cleanup artists as "rough inbetweeners." There was only "inbetweeners" in the union contract. Now, of course, with the upcoming reappearance of hand-drawn features, those brutish "Rough Inbetweeners" might be coming back. Click here to read entire postSunday, July 30, 2006
Miniglut, Week 2 (Sunday Edition)

Saturday, July 29, 2006
The CGI Crystal Ball

Friday, July 28, 2006
No Atheists in Fox Holes


SIGGRAPH

Thursday, July 27, 2006
Worldwide Weekend B.O.

Mid-Week Studio Reconaissance

Visual Development Made Crystalline
Animation Guild members at the General Membership Meeting Tuesday evening were held in thrall as visual development artists Mike Kurinsky, Paul Shardlow and Paul Lasaine explained what they did and how they did it, showing samples of their work as they went along. First, the introductions...
Mike Kurinsky was a background painter at Disney for nine years. When hand-drawn animation was phasing out at Disney, he got a serendipitous call from Mike Humphries at Sony Pictures Animation to do visual development work, and moved over.
Paul Lasaine began in live-action, primarily in visual effects as a matte painter. After interviewing for a job at Amblimation, he later received a call from startup company DreamWorks to work in visual development. He is now a production designer at Sony Pictures Animation.
Paul Shardlow's fondest desire was to be a famous painter, but discovered that he "starved at it" when beginning his career in London. Realizing he had a knack for animation, he moved over to that field. Happily for him, there was a great deal of animation being done in Great Britain at the time, and Mr. Shardlow found himself steadily employed. He has worked all over Europe, then at DreamWorks for a decade, and is now at Sony.
Shardlow said that visual development covers many things. He said he particularly enjoys doing "inspirational artwork" before the script is written or finalized. Coming from Europe, and the smaller budgets there, he gets upset when he sees money wasted, and strives to be efficient and economical. Paul was the first visual development artist on "Over the Hedge" and stayed on it as an Art Director until the film was completed. He playfully referred being asked to stay on a film once it goes into production as a mixed blessing.
Shardlow believes in working as close to what the final film images will look like as possible. He recalled the seductive, beautiful gauche paintings for Shrek, which of course looked nothing like the finished film. He also described himself as something of a technophobe, but proudly stated that he's fiddled with Maya until he boiled it down to what he considered the absolute essentials. He believes that Maya is now an indispensable tool for a visual development artist on today's features, and that he can do development work in days that previously would have taken weeks. The great thing about Maya is the artist can quickly build a three-dimensional model of the set being rendered, and texture it in Photoshop.
His bottom line is that any solution is a good one if it works. Sometimes that means painting a solution, sometimes that means photographing an environment and compositing in elements. "Cheating" is good if it helps what the artist doing.
Paul Lasaine said that sometimes directors or executives have a tough time visualizing just the part of the CGI set that is being used, so a visual development artist has to build the whole set, even though a small fraction of it will be seen on film. He treats visual development as "classic set design," and thinks of himself as an environmental designer. Sometimes a visual development artist will "design" entire sequences, emphasizing color, mood, and time of the day. Visual development artists used to do thousands of painting for a traditional feature film. Now much more is done digitally, and the work is more focused.
As an example of storytelling through design, Lasaine referred to The Prince of Egypt, where two design styles were used for the two contrasting groups in the film: For the Egyptians, it was straights, formal, and grand; for the Hebrews, everything was twisted and organic.
He says that "design is design," and treats his animation and live action work the same. The development process has two general phases, a "blue sky" period where he gets to dream and play with artwork, then the budget and production phase kicks in requiring specific solutions. Lasaine showed some impressive paintings in acrylics done for Lord of the Rings. In doing that work he sometimes went on location and took photographs, then headed back to the studio to paint, using the photographs as reference.
Artist Mike Kurinsky said that on SPA's upcoming Open Season, they looked to Eyvind Earle's work on Sleeping Beauty for inspiration, then had to answer the question, "How would Earle have painted a log cabin or a diner?"
He's now art directing on SPA's Cloudy With a Chance of Meatballs, which has gone through several sets of directors, with significant design style changes and evolutions each time. The current directors came from the 2-D world of Cartoon Network and had those sensibilities, so they wanted the visual development artists to push their designs in that direction. Most everything he does now is digital. He says that visual development is about giving the directors of the film a lot of choices and different ways they might go.
All the panelists emphasized that visual development involves generating lots of images and possibilities, then accepting that the vast majority of their work will never be seen (but that they probably didn't have it as bad as story artists in that respect).
[The above is a compilation of notes from both Steve Hulett and Kevin Koch. There's sure to be some distortions and inaccuracies in there, but we tried to capture the gist of the discussion. We'll be happy to correct anything we got wrong. There are no illustrations for this post because, well, you had to be there -- we saw some beautiful artwork, despite the technical difficulties with the projection system.]
Click here to read entire post
Wednesday, July 26, 2006
More 1990s caricatures

Derek Lestrange, by Jeff Johnston. Below: Frans Vischer, by Dini Athanassiou. Artwork from the 1995 Screen Cartoonists Datebook.

We Don't Get No Respect, Indeed

Tuesday, July 25, 2006
Spirit Viz Dev by Paul Shardlow
Art by Paul Shardlow, (C) DreamWorks
My excuse for posting these images is to remind everyone again of the General Membership Meeting tonight at Local 44, and the panel discussion on visual development. But my ulterior motive for posting this is because DreamWorks never did any "Art of" books for their most beautiful films, and there's a mountain of absolutely beautiful work that pretty much no one will ever see. Here's a tiny sampling of development art by Paul Shardlow, one of our panelists tonight, from DreamWorks' Spirit: Stallion of the Cimarron . . . These are from a couple of sequences that ended up being cut from the film. Originally Spirit descended through the stages of horse hell, continually escaping and being recaptured, each time ending up somewhere worse. The human world was to be a disorienting nightmare for the wild horse, and he would eventually end up in a mine, sentenced to work until he died, without ever seeing the light of day again. One last escape would land him in the middle of a forest fire, where a frontiersman would help him -- the first human to treat him with kindness, and the first human to be allowed on his back.Art by Paul Shardlow, (C) DreamWorks
Art by Paul Shardlow, (C) DreamWorks
Art by Paul Shardlow, (C) DreamWorks
Art by Paul Shardlow, (C) DreamWorks
Art by Paul Shardlow, (C) DreamWorks
Art by Paul Shardlow, (C) DreamWorks
Art by Paul Shardlow, (C) DreamWorks
Art by Paul Shardlow, (C) DreamWorks
Art by Paul Shardlow, (C) DreamWorks
Art by Paul Shardlow, (C) DreamWorks
I absolutely love this last image. This scene would have taken place moments after the images in the dark mine, and you can feel the change in mood. Ultimately the story was judged to be simply too painful to watch, and people in the studio began to refer to it as "Schindler's Horse." There was a sardonic playfulness to that tag, but the original version of the film would have been as dark and heartrending as "Schindler's List." I think that version would have been a better film, but I also think it would have scared everyone away from the box office.Art by Paul Shardlow, (C) DreamWorks
I had a copy of this last image taped up in my room while animating on Spirit. It perfectly captured the insanity of animating herds of realistic horses by hand. What masochists we were. Click here to read entire postComicon Snapshots
Forget the comic books, this is what I wanted from San Diego.
My time at Comicon was brief this year, so this won't be anything close to a full report on the Con. I took the train for the first time -- stressful in its own way (tip: get to the terminal early, even if you have reserved your tickets, and expect unexpected delays) but still easier than driving and wasting hours dealing with parking. My main reason for going was because I was a panelist on ASIFA-Hollywood's "State of the Animation Industry" panel, expertly moderated by Larry Loc. Despite having a panel that was too large (9 of us!), a room that was too small (it was truly SRO), and not enough time (this year it was one hour, instead of the usual 90 minutes), the panel went extremely well. The panel discussed the news (at least it was news to most people there, but not regular internet readers) that Disney was back in the hand-drawn animation biz, with Ron and John on "The Frog Princess," and the new Disney shorts program. Eric Goldberg also premiered a charming 8-minute Zen Buddhist short with three very Warner Bros.' monkeys gaining enlightenment. The only down side to the panel was that about a dozen audience members had their hands in the air for questions that we didn't have nearly enough time to answer. But then, it's always better to leave them wanting more . . . It was so impossibly crowded that I didn't even try to cover most of the convention center. I took my time and snapped a few photos whenever I saw an animator at a table.Good Times at Warner Bros. Feature Animation (circa 1995)

Right: Dennis Edwards and Peter Gullerud, by Peter Gullerud.
Warner Bros. Animation has been around, like, forever. But Warner Bros. FEATURE Animation was an entity separate and distinct from WBA. WBFA was born in response to the Disney Feature juggernaut of the early 1990s, and headquartered in a glossy high-rise on Brand Boulevard in Glendale, California. It's short, tumultuous life lasted approximately four years... WBFA occupied four or five floors of office space and was launched with high ambitions and high salaries. Ralph Eggleston, the art director of "Toy Story" and other Pixar epics, was there for a time. Bill and Sue Kroyer were there, along with a host of other big talents. In WBFA's first year, somewhere around eight or nine pictures were in devlopment, and Bob Daley, the head of Warner Bros., couldn't make up his mind about which of WBFA's projects he wanted to greenlight. This indecision went on for the better part of twelve months, and I watched staff morale slowly deflate like a tired balloon. The caricature above is from that time. Designer/story artist Peter Gullurud is listening to WBFA exec Dennis Edwards -- a quite decent gent, by the way -- declaim against unflattering caricatures. Click here to read entire postMonday, July 24, 2006
Pinky and the Brain

The Monday Disney Walk-Through

Who's Who In Animated Cartoons

Visual Development Panel at Tuesday's Membership Meeting

Paul Lasaine for Lord of the Rings
Our panel discussion at tomorrow's General Membership Meeting will be Visual Development: Vision and Inspiration, featuring Mike Kurinsky, Paul Lasaine, and Paul Shardlow, and moderated by animator/viz dev artist (and exec board member) Cathy Jones. Pizza and refreshments are served at 6:30 PM, the panel will begin promptly at 7 PM, and the membership meeting will start after the panel (around 8 PM). . . The meeting will take place at the IATSE Local 44 Meeting Hall at 12021 Riverside Drive in North Hollywood (just east of Laurel Canyon). Advance word is that the panelists, who are among the best in the business, will be bringing samples of their work to illustrate the discussion. You'll likely see some amazing animation art that you'd never be able to see otherwise. At the membership meeting we'll be electing delegates to the IATSE District 2 convention Sept. 9-10 in Las Vegas, giving an update of the progress on our new building, and a report on what's going on in animation around town.
Michael Kurinsky, for Disney's The Little Match Girl
Michael Kurinsky's credits include Open Season, Home on the Range, Atlantis, Fantasia 2000, Tarzan, Mulan, Hercules, among others.
The Glittering Caves by Paul Lasaine, for Lord of the Rings
Paul Lasaine's credits include Lord of the Rings films, The Prince of Egypt, and dozen's of other films.Spirit: Stallion of the Cimarron, watercolor by Paul Shardlow for DreamWorks
Paul Shardlow's credits include Over the Hedge, Madagascar, Shrek, and Spirit, among others. Click here to read entire postWe, the Jury (Warner Bros. Artists by Kenny Thompkins)
In the 1990s, Warner Bros. Animation had a group of board artists, designers and directors second to none. Here are caricatures of twelve of the tyros. Norm McCabe (the man in the second row, second from right) had been in the animation business since the 1930s and Termite Terrace. Norm, sadly, has left us, but most everybody else is still going strong.*

Front row, left to right: Bruce Timm, Leandro Martinez, Kathy Yelsa, John Dymer. Second row, left to right: Lenord Robinson, Keith Baxter, Norm McCabe, Art Vitello. Back row, left to right: Bruce Zick, Chuck Harvey, Doug McCarthy, Steve Donnemeyer. Drawing by Bruce Timm.
*(see the comments section for a correction.) Click here to read entire postSunday, July 23, 2006
Copyright, and Your Rights

Weekend Showdown




Saturday, July 22, 2006
The Pagemaster crew
More caricatures for your perusal -- from the era of the Turner turnaround at Hanna-Barbera, when the company was making a run at the feature market. These are from The 1995 Screen Cartoonists Datebook, caricatures of the crew of Turner Feature Animation's The Pagemaster.




Far left: Ralph Fernan by Mike Nguyen. Left: Mike Nguyen by Ralph Fernan.

Bruce Smith, by artist unknown.

Skip Jones and Rocky Solotoff (artist unknown).
Click here to read entire post
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