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Takeover Tuesday with Andrea García

An interview with Andrea García: a 26 year old Mexican artist living in Mexico City that graduated from Universidad Anáhuac in Multimedia Design who has great interest in character design and visual development.

Interviewer: Bella Alfonsi

Read time: 5min

 

 

Bella:

Thank you for joining us in this series, Andrea! Can you please introduce yourself?

Andrea:

It’s my pleasure! Thank you for inviting me. My name is Andrea García, I am a 26 year old Mexican artist. 

Bella:

How did your art career begin?

Andrea:

It begin little by little. I started taking as many character design and illustration courses as I could. Once I started to feel more confident about my work, I decided to volunteer at projects. In this phase I designed characters, I interned as a color artist for a movie, and I started offering my illustrations as a freelance. After that, and after a lot of failure, projects started coming.

 

A few character explorations from Andrea.

 

Bella:

What is the design industry like in Mexico City?

Andrea:

I think it’s a very competitive industry where you have to give your best to stand out. But I think that is great, because thanks to this, every time there are more talented mexican artists. 

Also, people in this industry are very nice. Professionals are always open to help you grow and give you advice if you reach out for them. So, it’s a great time to be a part of this industry.

Bella:

Is there an artist or piece of work that inspires your art style?

Andrea:

Absolutely, a lot of them actually. But if I have to name a few, I would say Stephen Silver, Jean Fraisse, Torsten Schrank, and Gaby Zermeño.

 

A frame from one of Andrea’s illustration explorations.

 

Bella:

When you're feeling stuck, what keeps you going?

Andrea:

Definitely the motivation of achieving my dream. Feeling stuck is normal, specially when you are working hard on something with no results, and I think it’s okay to take breaks when needed. As I said, it’s a very competitive industry, and this also means it’s hard to get in. There are many rejections on the way, and this can be very frustrating sometimes, but you have to be patient with your path and figure out how to get better until you make it. 

I guess I was so sure of what I wanted to do, that I just had to come back every time and keep going. 

Bella:

Do you have a dream project or anything specific that you dream of working on?

Andrea:

Yes, I dream on designing the characters of a big movie. 

Bella:

Are there any mediums or styles you'd still like to explore, but haven't yet?

Andrea:

Sure, but I think there are some things that you explore on the way. Working for different clients definitely helps with this style exploration, and I am sure this will keep making me expand my styles.

 

Illustration titled “Wizard of Oz”

 

Bella:

Is there a project you've worked on so far that stands out as a favorite to you? Why?

Andrea:

Yes, a pilot episode for a TV show where I worked as a character designer. This was great for me because I had a lot of creative freedom, so the characters turned out to be pretty much what I pictured them to be. Also, I love working on projects for children, and this was the case. I got to work with amazing people and it was so exciting to be a part of a talented team. There were a lot of things that made this project special and I am really grateful that I got to be a part of it. 

Bella:

Is there anything coming up that you're excited about?

Andrea:

There is! I am about to start a new project where I will be designing the characters of a new TV show. I am really excited about it!

 

Color and turn explorations.

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Takeover Tuesday with Elizabeth Gu

An interview with Elizabeth Gu: is an illustrator and designer based in Houston, TX. With an interest in creating worlds suspended between fantasy and reality, she likes to relate these unseen, surreal worlds to the psyche and internal states of mind that are often difficult to express through words.

Interviewer: Bella Alfonsi

Read time: 5min

 

 

Bella:

Hi Elizabeth! Thanks for taking over this Tuesday with us. Can you please introduce yourself?

Elizabeth:

First of all, thank you so much for having me! I'm so excited to contribute to this series.

My name is Elizabeth and I’m a designer and illustrator based in Houston, TX. I initially studied civil engineering before taking what feels like a tremendous leap into the design world. At the time, I was working as Art Director at my school’s daily news publication and pretty much decided to take my interests in illustration and design more seriously. After shifting gears, I got my first design internship with Pixel Park. Interning there was super formative to my artistic growth, but also more profoundly - my sense of community in the motion design industry. Shout out to the Pixel Park family, love you guys! <3 

Since then I’ve found myself freelancing on projects in graphic design, editorial illustration, and motion design. I feel very fortunate to have landed these opportunities and I’m just excited to continue learning more. 

Bella:

What sparked your interest in illustration/design?

Elizabeth:

I spent a lot of time drawing, painting, and dabbling in arts and crafts as a child. So I think the interest has always inherently been there in some way. When I got a bit older I started messing around with digital art and using an Intuos tablet for the first time. Making the switch from traditional to digital was absolutely mind boggling while opening up this whole new world.  

As a Chinese-American, I grew up with certain expectations about what my job should look like and the reality of adulthood made anything artistic feel like a non-option. However, when I was studying at the University of Southern California, I came across their animation program and ended up completing an animation minor. So as an adult, I was able to rediscover what illustration and design meant to me while also seeing how art could be applied in the real world. 

 

Illustration titles “Dreamless Slumber.”

 

Bella:

What inspires you and your work?

Elizabeth:

I love themes of magical realism and surrealism. Both visually and conceptually - things like seeing the ordinary as opportunities for magical moments. As a child, I was enchanted by the kodamas in Hayao Miyazaki’s Princess Mononoke. Or the soot sprites hidden away in the old countryside house in My Neighbor Totoro. Ideas that were saying if you looked closely enough, you would find something sacred and magical. Perspectives of reality can bend. 

Also as a general rule of thumb, I try to stay open minded to new experiences. This keeps the flow of inspiration in motion for myself. Seeing new places, people, or perhaps indulging in new food from different cultures. Anything to expand and change your brain is so invaluable for creatives. 

Bella:

What advice do you have for artists trying to find clients?

Elizabeth:

I would say to value every interaction you have within the community. Don’t expect anything to be a one-off, and put in energy to stay connected with the people it comes naturally with. Not only do you end up learning a lot from them, but it’s also an immense mood booster when you’re feeling lonely on your freelancer island. 

Speaking more strategically, Motion Hatch is a wonderful resource that goes more deeply into the freelance game. Hayley Akins talks about how to build your online presence, warm up to clients, but also how to use your pre-existing network (work smarter not harder). I know for me specifically, I learned a lot about how to phrase cold emails but she has since put out a ton of useful content specific to the motion design industry. Definitely worth checking out!

 

Frame from one of Elizabeth’s Social Media Explorations for Pixel Park.

 

Bella:

A lot of your work has a deeper meaning and seems to be expressive of something you've been through. How has illustration helped you through tough times?

Elizabeth:

I’ve always been drawn to illustration that operates like visual essay. Subconsciously, I want my own work to have layers of story that might be interpreted in different nuanced ways. I think it's helped me in the sense that it doesn't require verbal explanation and the healing is in the process. It's like a meditation through the act of creation. 

Granted, sometimes my pieces can feel so obviously diaristic I want to take them back because it’s too embarrassing! But then you realize everyone is the same way, stumbling in their vulnerability. So better to have shared than to hide away. It's kind of what art is for - to share and discover that we're all the same in a lot of ways.

Bella:

I love the colors and textures you use. What's your process of finding a color palette for a project like?

Elizabeth:

Thank you! I think working with colors might be my favorite part of the whole process. I usually gravitate towards purpley blues and love pairing that base with yellow or pink accents. Anything that gives off a moonlit nocturnal scene I’m pretty much always partial to. With specific projects where this isn’t the case, I usually first identify the tone and mood. Then I play around with colors that match and I take time to assess my reaction. I try to find ways to use my favorite ones into projects, but I also like the challenge of an unfamiliar color that isn’t in my typical wheelhouse. I’m not a color expert, but the process is often an intuitive back and forth more than anything else.

Bella:

What advice would you give to someone who is "trying to find their style"?

Elizabeth:

I would say a big part of it is honoring your interests and being willing to explore them in your work. I still find this difficult myself when certain visual styles are in vogue and seem to dominate the “look” of the industry. But personal style is ever-changing and takes a bit of time to develop, so it's important to keep creating and investigating what you like. It helps me to see it as creative playtime rather than the pressure of finding your style as soon as possible. 

 

Frame from “Water Memory.”

 

Bella:

Do you have a dream project or client you'd like to work with?

Elizabeth:

I always have a hard time answering this! I think there are so many cool projects going on, both big and small. I would say story-based concepts that are emotionally explorative in nature would be such a treat to contribute to! 

I’ve recently been enjoying sci-fi content like Scavengers Reign which has such immersive alien world visuals. Bladerunner 2049 is another recent watch of mine and I can’t get the striking dystopian set design out of my head. Paired with concepts about the human condition, our relationship with technology, environmentalism, etc. I find any project that touches on these themes so compelling. 

Studio-wise, I have also adored Chromosphere’s work. In particular, the short film “My Moon” which explores romantic versus practical love. This is represented in a love triangle with the Earth, Moon, and Sun. The Sun provides light, energy, and color to the Earth while the Moon is less practical. I’m such a sucker for symbolism in the form of celestial bodies!

Bella:

Is there anything you've learned as an artist thus far that you wish you knew when you first started?

Elizabeth:

I wish I understood sooner that the only person I was competing with was myself. As someone who came from engineering where a lot of processes can be more linear with exact steps - I started creating this unnatural checklist fueled by anxiety and comparison. I remember telling myself I needed to work with certain clients by a certain age which was absolutely ridiculous and unfair to myself when I needed the time to switch industries and gain footing. Obviously there are crucial beats to hit such as developing your portfolio, but in large it’s much healthier to be patient with yourself and let your circumstances naturally guide you. 

 

The Big Role Nostalgia Plays in My Life”

 

Bella:

Anything exciting coming up that you're excited to share?

Elizabeth:

Client-wise, I designed a piece for Blue Cross Blue Shield of North Carolina that’s out now! Many thanks to Kyle Griffin who animated and also played a major role with design concepts. 

And for personal work, I would be remiss to not mention My Shadow which was designed under my mentorship with Dash. Shout out to Meryn Hayes and Meg Snyder for supporting my ideas and offering their sage advice along the way! It deals with themes of the inner child and rekindling a sense of wonder and curiosity. 

 

“My Shadow” Based on a personal dream where a young girl is gifted her shadow.

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Takeover Tuesday Catarina Alves

An interview with Catarina Alves (AKA itsacat): a Graphic Designer and Illustrator born in Portugal who is constantly diving into the world of shapes and colours to bring them to life through animation.

Interviewer: Bella Alfonsi

Read time: 5min

 

 

Bella:

Thanks so much for joining our Takeover Tuesday series, Catarina! Please introduce yourself for the people who aren’t familiar with you.

Catarina:

Thank you for having me! I'm so happy! I'm Catarina, an illustrator and designer. I was born in Porto and currently live in Amsterdam. I've always been interested in art because my parents are both artists, so I studied graphic design.

I currently work as a designer/illustrator for the animation industry.

Aside from my work, I have a cat called Jimi and I'm obsessed with him (he reminds me of the Chinese lucky cat, fat and fluffy).

One of my hobbies is scuba diving but, now that I live in the Netherlands, it seems nonsense haha. However, it's something that makes me completely disconnect and feel like I'm in a whole different world. So, whenever I go on vacation, I try to go to destinations where I can dive to detox from the whole year I've been in front of a computer.

I'm also obsessed with food, and I love trying new restaurants with different concepts.

Bella:

How did you get into the motion design industry?

Catarina:

I started studying Graphic Design, and then I had the opportunity to work in a video mapping company. I began to explore 3D and 2D animation, so I took a postgraduate course in motion design. From that moment onwards, I had worked in an animation production company in Barcelona for five years.

However, keyframes weren't exactly what I wanted to do, mainly because my background was in design, so I started working more as an illustrator/art director for animation. Everything I learned in animation made the transition easier, as I began to understand better how to develop ideas and to design for the animation world.

 

Welcome illustration for Catarina’s website.

 

Bella:

What’s your experience been like working with Buck?

Catarina:

I'm really glad about this new step in my career. I had spent three years as a freelancer and, although it was something I loved doing, I have always had the ambition to work at Buck and develop my skills alongside their team.

Sometimes, changing from freelance to full-time can be challenging because both have pros and cons. But, so far, it's been a great experience to work with a team again, absorb wider knowledge, and grow professionally.

When we have such a talented team, sometimes we can feel pressured about your work, but, at the same time, we can learn more and understand that everyone has the same fear. So, we need to start believing in our skills. Nothing is impossible.

Bella:

I love all of the different characters you create. How do you give unique personalities to each of them?

Catarina:

Oh, thank you so much! I don't have an answer to that because I don’t have a very defined style like some artists. I try to absorb a bit from my day-to-day life and gain inspiration; which means that most of the things I develop are very trial and error oriented.

I have always had some difficulty in drawing certain body parts and I started doing it regularly so that I would feel more comfortable in that area. That’s why nowadays I really like drawing hands with different proportions.

I like exploring different styles, namely 3D realistic drawings, and more minimalist images…

When I don’t feel that inspired, I look up for photos I like and stylize the character as much as possible. That helps me develop my skills and explore my creativity.

 

Forbes Virtual NFT Billionaire Character Illustrations

 

Bella:

What’s the workflow like when combining 2D with 3D?

Catarina:

I've always loved mixing media between 2D and 3D, and for that reason I’ve been working a lot with Jonas, as he is a 3D designer. One of the best things when you team up with someone is trying to take the most out of the other person’s skills.

So I started creating some drawings, and then Jonas would do the modelling. After that, I could explore different textures, colours, and ideas.

I began to feel that some of the things would work better in 2D rather than 3D, so I decided to replace some 3D elements. Then, we realized that it works and brings character to our work.

Bella:

Is there a project you’ve worked on that stands out as a favorite to you?

Catarina:

One of the projects I loved doing was for Forbes. I was lucky enough to have all the freedom to design this project. The idea was to create different characters that could work as a toolkit.

I started by developing the first sketches, working on proportions, and exploring different eyes, hair, and clothing.

The challenge was to integrate 2D well into 3D. So the same eyes or hair could work on other faces. I felt really happy with the result, and the client did too, which was very important to us.

Another one was a secret pitch, I really enjoyed working on it. It consisted in an animation video using paper characters. When I saw the references for the first time, I thought, “Omg, what am I going to do with those paper references, how can I create some cool characters using paper?” So it was a challenge!

At the end, it turned out to be an incredible assignment, one I couldn’t even imagine it would have such a new and different result. For me, developing the animals was a challenge because I wanted them to be singular and, at the same time, to be able to build them up on paper. We nailed it because we had finally found a graphic style with which we identified ourselves.

I share with you my favourite animal.

Bella:

What/who inspires you?

Catarina:

Lots of things and people. It’s something that happens naturally on a daily basis. I learn something new every day, whether through a conversation, a project I've had the opportunity to collaborate on, or just something I've seen.

I'm a person who is constantly overthinking about everything but also very emotional at the same time, so, sometimes, the way to get my feelings out is through drawing. So, my biggest inspiration is my daily life.

 

Caterina’s favorite animal.

 

Bella:

What advice do you have for getting out of a creative rut?

Catarina:

When I feel blocked, I try to get out of my routine, see something new, take a different route, and try to meet someone I haven't met for a long time, but who will bring me something new. Nowadays, it’s very normal to feel blocked; there’s so much going on around you that sometimes it makes you feel too small.

Most importantly, we should respect that sometimes we need time and space and not push ourselves too much; take your time.

Bella:

How would you describe your brand/style?

Catarina:

It’s a tricky question; I’ve never thought about it. It was something I developed when I started freelancing since it's important to show more solidity and to keep up to date. Whenever I develop a new project, I try to explore other styles within "my" style. I don't like to feel that I'm always doing the same thing because I end up building limitations and not growing professionally.

I think that the best way to describe my brand/style is as friendly and with a great connection with graphic design.

 

Some of Catarina’s personal illustrations!

 

Bella:

Anything coming up that you’re excited about?

Catarina:

There are many things, but I’ve been working on a toy, in collaboration with my partner, Jonas, for some time. I've almost finished the design, and now we're working on the modelling to print and paint it. We will do everything in-house because we had already explored some prototypes a year ago and want to do everything from scratch. The idea will be to develop a limited edition. I love drawing something and bringing it to life; I think it’s quite special.

 

Still from Catarina and Jonas animation and illustration course.

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Takeover Tuesday with Charmaine Yu

An interview with Charmaine Yu: freelance illustrator and designer from the Philippines. I'm passionate about storytelling, and I have a curiosity that constantly fuels my drive to improve, try new things, and learn new skills

Interviewer: Bella Alfonsi

Read time: 5min

 

 

Bella:

Thank you for joining us for Takeover Tuesday, Charmaine! Please introduce yourself!

Charmaine:

Happy to have been invited 😊I’m Charmaine Yu! I’m a freelance illustrator and designer from the Philippines. I love working on motion design projects — creating storyboards, style frames, character designs, and other illustrated assets. When possible, I also enjoy working on editorial and branding projects. Recently, I’ve also started to call myself a budding cel animator, since being immersed into the world of motion design & animation has really inspired me to take the steps to learn how to make my drawings move. 

Bella:

How did you get to where you are today in the industry?

Charmaine:

Hmm, there are definitely a whole bunch of things that I’m grateful for that helped me get to where I am now – education, experience, support, trust, luck, and dedication (or in other words stubbornness 😂). 

I started off my career in 2019 as a fresh graduate from the University of the Philippines with a BFA in Visual Communication. Then, I worked as an in-house illustrator for a local tech startup, but after a year, I felt like I wasn’t making the work that I wanted to and decided to make a huge shift by jumping into freelance. Around the same time, I took School of Motion’s Illustration for Motion online course, which gave me the confidence to start doing work in the motion design space. Afterwards, I got to connect with amazing talented people in the industry, worked on my first few motion projects (thanks to studios and fellow freelancers who took a chance on me), and joined different motion communities where people would share resources, experiences, and opportunities (like MDA and Panimation slack channels). 

Since then, whenever I’m on a project, I make sure to do good work; when I’m not on a project, I continue reaching out to studios/agencies, work on personal pieces or projects, and find ways to improve my skills.

Since I jumped into this industry as a freelancer and never got to experience being a part of a motion studio yet (though it is definitely something that I want to do in 2024 or after), research, reaching out, and asking questions have been incredibly important to navigating the industry. Being a part of Dash’s mentorship program in early 2023 also helped me so much in figuring out how certain things work, as well as how I could grow and progress as a creative.

I still have a long way to go career and skill-wise, but I’m incredibly fortunate and grateful to have been a part of some fun projects so far and to have worked with people across the globe!

 

In her free time, you might find Charmaine interacting with animals, figuring out cel animation, crocheting, learning a language, or searching for my next adventure.

 

Bella:

Do you have any advice for someone trying to be a freelance artist full-time?

Charmaine:

A WHOLE BUNCH. Hope it’s ok if I share a few!

Firstly, before going freelance full-time, create a potential client list. It would be a much smoother start into freelance if you already have a few potential clients who know and/or trust you and would probably be able to give you some work. If not, at least have an idea of who you can offer your services to and who would be your target clients. 

Secondly, build out your savings (ideally enough to cover 6 months to 1 year of expenses) so that you’ve got a financial safety net in case it gets tough to find work, especially within the first year or so (or during a recession). This also gives you some financial peace of mind — enough to avoid pricing low on jobs just to get some money to pay the bills. 

There’s a lot more I could say, but to keep it short, here’s my last piece of advice: talk to other freelancers. Working as a freelance artist can be kinda lonely — you may not have a team that you always work with or a boss/mentor to approach when you need guidance. I think it’s incredibly helpful to find freelancer friends who you could share experiences with; ask for help, advice, or critique when you need it; or collaborate with when working on larger projects. 

Bella:

I loooove your characters. They have so much personality. How do you give life to something that isn't human, like your fluffy cloud-like creature in "Bounce"?

Charmaine:

Ahhh, thanks so much! Hmm, whenever I create characters (human or non-human), I always try to come up with a backstory: What’s their personality like? Why are they doing whatever they’re doing in the scene? What’s their relationship with other characters in the story? How are they feeling in this moment? And so on. This really helps to build up the “why” in my character designs and informs my decisions in the shape language, details, colors, etc.

 

Charmaine’s “Funny Creatures.”

 

Bella:

Is there a project you've done that stands out as a favorite to you?

Charmaine:

Well, “Bounce” definitely remains as one of my top favorites. It was my first fully illustrated looping animation! I went into it not quite sure if I could actually make what I was imagining in my head and with no idea of whether what I was doing was even right, but I came out of it incredibly happy with the outcome! 

I said “yes” to something I haven’t really done before and gave myself a difficult challenge, but I was thankfully able to do it and deliver! So this project really felt like such an accomplishment to me and that I had leveled up because of it! 

Bella:

What kind of work is most fulfilling to you?

Charmaine:

I find it very fulfilling when I get to discuss and brainstorm ideas on the project I’m working on — in other words, any project where I have a voice that will be heard and where I can suggest concepts, art direction, visual solutions, or approaches to accomplish the project’s goal. Basically, I like being valued as an artist not only by my technical skills, but my creative ideas & vision as well.

Being able to collaborate with a team of amazing artists is also incredibly fulfilling for me. I think it’s so awesome to have creatives, all with different skills and strengths, working together on a larger project and creating something that might’ve been impossible for just 1 person to make — like a community helping each other out and working towards a common goal. 

Bella:

What method are you using to learn 2D cel animation?

Charmaine:

I’m on the journey of teaching myself 2D cel animation — that means Youtube “academy”, whatever free or affordable resources I can find online, books, lots of practice, and self-discipline. However, I’ll be honest that my cel animation learning has been kinda on and off throughout 2023. To add to that, it’s also been way too easy for me to just consume study content about cel animation and call it a day (or as it was coined in a substack post by Beth Spencer — “pro-CLASS-tinating” 😅). However, I’ve realized that I want to be serious about learning this, and that if I didn’t put in the hard work and actually apply those learnings into consistent practice, then I would never make any progress. That’s why, last November, I started planning out my own lesson plan, exercises, and personal projects that I wanted to work on in order get those practice hours in and create more animated work. I’m not sure how long it’ll take for me to get good and become more confident in my animation skills, but I’ll probably keep at it till I get there!

Some learning resources that I’ve been using include The Animator’s Survival Kit by Richard Williams, various Skillshare classes, and youtube videos (like those from Alex Grigg & Toniko Pantoja). I’ve also been studying animated shows (especially anime, which is a goldmine of amazing handdrawn animated goodness), films, and works from amazing animators I follow online (e.g. Reece Parker, Rachel Reid, Jocie Juritz, Henrique Barone). 

 

“Bounce” - One of Charmaine’s favorite projects.

 

Bella:

Where/what do you get inspiration from?

Charmaine:

Anywhere and everywhere, really! I love getting inspired by artists I follow on Instagram, articles I read on Substack/Creative Boom/It’s Nice That, whatever I come across on Pinterest, and films & series that I’ve watched. Outside of the screen, I also draw inspiration from people-watching, nature, travelling, my daily life, and other experiences.

Bella:

What helps you get out of a creative block?

Charmaine:

Whenever I’ve felt uninspired, I’ve never liked trying to force my way through it as often it leads to results that I’m not really happy with. Instead, I find it helpful to step away for a bit, take a break, and do something that can relax my creative brain. Usually, I would get off my desk to take a walk, grab a snack, play with my cats, or simply take a nap — it’s amazing how many times sleep has given me a creative boost!  

If the creative block is kinda bad, like maybe bordering on burnout, I would ideally take a longer break and try to find some inspiration: maybe I’ll decide to play around with materials and mediums that I wouldn’t normally work with, or maybe I’ll go on a vacation to see some new sights and create new experiences.

 

A set of styleframes that I created for a client titled “A Different World.”

 

Bella:

Any advice/takeaways?

Charmaine:

Sharing as advice something that I absolutely live by: Never stop learning! Whether it’s to improve your current skills to help level up your work or to learn a new hobby that you just want to get into, don’t be afraid to get out of your comfort zone, make mistakes, and learn something new ✨

Thanks again for inviting me onto Takeover Tuesdays and hope everyone has a lovely day!

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Takeover Tuesday with Nicola Gigante

An interview with Nicola Giganta: an illustrator based in Orlando, FL whose focus lies in signage design, illustration, background painting and concept art for both the film and themed entertainment industries.

Interviewer: Bella Alfonsi

Read time: 5min

 

 

Bella:

Yo Nico! Can you give a lil' introduction for those who aren't familiar with you?

Nico:

Hi y’all my name is Nicola but my friends call me Nico. I’m an illustrator and concept artist originally from Mexico but based in Florida for the past 16 years. If I’m not in the studio working on a project you’ll catch me painting outside, playing soccer, traveling a la backpack, or trying to tire out my restless Aussie.

Bella:

What led you to a career in the art world?

Nico:

I feel very lucky to have discovered art long before I knew it could become a legit career path. When I was a kid, I’d fill out my homework papers with fantastical sketches from top to bottom, my teachers weren’t necessarily happy about that, but everyone sort of knew I was “the kid who can draw”. I also feel very lucky to come from a family who fostered and encouraged me to do what made me the happiest, and that was art! (but trust me, they weren’t very happy about me sketching on my math homework either). My mom is an award winning chef and my dad an architect and pottery artist, so if I wasn’t hanging out in the kitchen, you’d find me making clay sculptures. This cross-pollination environment helped a lot with fueling my creative imagination. Fast forward a bunch of years later, and I found myself making both the hardest and easiest decision of my life, should I go to art school, or should I pursue another non-creative career path at a more “traditional” university. I ended up choosing to attend SCAD for illustration. To me that was a “no-brainer”, easy choice because I knew I’d be pursuing my passion and love for art, but it was also hard because I still wasn’t unsure about what a life as an artist outside of school and home might look like, and all the challenges that my decision could bring in the coming years. That was certainly scary.

 

A self portrait of Nico.

 

Bella:

How do you think your time at SCAD made a difference in your life?

Nico:

My time in SCAD made a huge impact in my life. It was very much a right of passage for me, and I’m very lucky to have had that experience. I joined as a transfer student in the spring of 2015, and made a few friends on the first day, many of them whom I’m still very close to. SCAD is located in Savannah, a beautiful Spanish moss-adorned city just by the South Carolina-Georgia line. Living there was very inspiring in so many ways, and my peers, professors, and friends all contributed to my growth as an artist.

Bella:

Is there a project you've worked on that stands out as a favorite to you? 

Nico:

I’ve been a part of many projects that have been in a way cornerstones in my career, most of them spanning different industries. When I’m posed with the “what’s your favorite project so far” to me is like asking a parent to chose a favorite child! But one project that I really enjoyed doing was the concept art I was tasked to do for the award-winning short film FATHEAD. Within the first meetings I had with the film director c. Craig and the producers, I knew this was a passion project for many in the production, and I immediately felt both very lucky and the pressure to do my very best. During the production, I got the chance to collaborate with many talented people in all departments of the filmmaking pipeline, and I got my first end-credits mention in a movie! FATHEAD has been shown in many film festivals around the world, and it’s won a lot of awards so far such as gold at the prestigious Cannes Film Festival in France! It is also the first film to be produced in Amazon’s LED volume, a new technology in filmmaking that’s already breaking ground in the industry, with shows like The Mandalorian and HBO’s House of Dragons using it after FATHEAD paved the way. 

 

Concept art from FATHEAD.

 

Bella:

It must be so cool to see your work out in the world, like at The Children's Music Museum in Upstate/Greenville, South Carolina. What was the workflow like for this project?

Nico:

The Marsh Music project at the Children’s Museum in Greenville has to be also one of my favorite projects I’ve worked on so far in my career. No short in challenges though, I was very fortunate to have worked alongside creative powerhouses Jessica and Henry Marchant of Marchant Creative Group to bring this space and it’s characters to life. It started with a story about a frog and his swamp friends, all living in the South Carolina marshlands. The big element to the story is music and education. Each section of he story, or “beat”, features a different musical instrument that kids can learn to play as they go around the room. The concept/beginning stages of this project involved a lot of meetings to come up with the instruments that needed to not just sound good and work well but tie in to the story and setting, so we designed them all to fit the swamp/marshland theme. After a few brainstorming sessions, we came up with a lot of fun things, from rain wheels in the shape of lily pads, drums shaped like turtles, to a giant banjo/harp instrument that looks like an alligator! I then proceeded to illustrate 12 murals, character designs, and a few posters in an animated style that was quite new to me, but one that I’ve adopted well into other projects and personal pieces afterwards. If you’re ever in the Greenville area make sure to stop by and check it out!

Bella:

What advice would you give someone who is trying to "find their style”?

Nico:

When I was in college, and slightly after graduating I had a really hard time being happy with what I was producing as an artist. I remember being surrounded by lot’s of very talented illustrators and artists whom styles were so well defined it left me thinking “I’m so behind”. Finding your style isn’t a straight path, but a windy and bumpy one. It takes a lot of trial and error. One of my favorite quotes from a mentor I had earlier in my career is “practice makes progress”. If you find yourself having doubts about your work and your own style, just keep producing, don’t stop. A baby who stops at the crawling phase will never learn how to walk. I don’t mean to sound cliché or anything like that but everyone has a style, just like we all have different fingerprints! It’s just a matter of time before you find it and hone your skills, because most of the time you’ll likely be the last to notice it while people around you will see it first.

Bella:

Where do you find inspiration? How do you combat creative burnout?

Nico:

Inspiration is everything, everywhere, all at once. I am inspired by other artists, the masters of old too. When you imagine you’re inspired. Music is a big player in my inspiration along with traveling. I sometimes find myself listening to a song and imagining the lyrics transform into a music video inside my head. Going places is a way I relieve burnout, it allows me to have a break from the screen and tablet. It’s a way to recharge by doing other things not related to your daily routines back home. Traveling is a big source of inspiration for me as well. When I break up my daily routine to go someplace new or old, I try to look at everything from an artist point of view. Inspiration is fueled by intrigue. I like to question how things are made, like what makes a certain object interesting that most people would otherwise consider mundane or ordinary. Finding beauty in the mundane is a great way to overcome the “art block”. Once I started looking at the world through that lens I started producing art that I was very happy with!

 

Planning for the Marsh Music Exhibit in Greenville, SC.

 

Bella:

What's your favorite type of project to work on?

Nico:

Good question! I love projects that have a story behind it. To me, stories are the veil of good art, because without a story then how can anyone relate? The nature of being an illustrator means sometimes I’d be tasked to a project that doesn’t necessarily have a specific story to tell, but by looking at it through the lens I talked about in the previous question, I try to make it interesting and fun. I specifically love animation and film. Growing up I remember being so intrigued by the backgrounds in Disney movies and other tv shows that I’d sometimes forget about the plot. Some of my favorite projects have been illustrating backgrounds and landscapes. To me they’re just as important as the main characters themselves!

Bella:

What are your favorite softwares and tools to use when illustrating?

Nico:

 I like to think the ax doesn’t to the tree cutting, the lumberjack does. Tools are there to help, not create. A lot of amazing things have come out of a simple napkin sketch, like the design of the new Chevy Camaro for the Bumblebee movie! But when it comes to client work, Adobe Photoshop and Illustrator are my bread and butter. If I’m doing personal work, I often bounce in between Procreate and HeavyPaint, depending on how much time I want to dedicate to the piece. I love the user-friendly ui of Procreate the most, I was able to pick it up and master it in a few weeks! HeavyPaint is a great app that allows you to paint quickly without worrying too much about details, it’s great for plein air painting for that matter. Additionally, if you’d ever met me in person, there’s a good chance I was holding my sketchbook in hand. I carry a pocket-size Moleskin sketchbook with a few micron pens everywhere I go! It’s the best way to capture anything that inspires me while I’m on the go, and it allows me to further develop drawing skills.

Bella:

Anything exciting coming up/final words of wisdom?

Nico:

 I recently started becoming more serious about freelancing versus looking for an in-house job. It’s been quite challenging and scary, alas terrifying, and the road stretches far and wide. I’ve been struggling to find something stable, being an artist is no smooth path. But I try to celebrate any wins, big or small. When I’m feeling like I’m not heading anywhere or that my career is stalling, which happens more often than I’d like, I try to focus on why I decided to pursue art as a career in the first place. Keeping my goals in check, writing stuff down, sketching things and ideas, reading books, connecting with other artists, these have all been some of the ways I’ve been keeping myself from quitting the creative world. If I had any final words of wisdom, it’d be to remember we’re all in our own timeline. There’s no shame in being or feeling like a “late bloomer” in your career, or feeling that you haven’t found your style and you’re falling behind. Stop comparing yourself to others much more ahead in their careers than you, instead, learn from them. Reach out to your heroes, even if not all of them respond you never know who might. You’ll get there, but in your own time. By having trust in the process, and practicing as much as you can every day, things will come your way and doors will start to open. Just have faith and patience in yourself and try to have fun while you can!

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Takeover Tuesday with Tom Van Deusen

An interview with Tom Van Deusen an animator and visual designer living in New York City.

Interviewer: Matea Losenegger

Read time: 5min

 

 

Matea:

Hey Tom! Thanks for lending your time. Can you please tell us a little about yourself?

Tom:

Thank you! I'm a visual designer and animator based out of New York City. I like to write and draw comics too. I have a cat named Spooky. I'm currently a Senior Motion Designer at a large media company. My favorite color is #CD9704..

Matea:

What is your background and how did you wind up in the motion design world?

Tom:

I grew up loving to write and draw, glued to the television during the golden age of deranged, socially irresponsible cartoons of the mid-90s. My mom was an art teacher and was fully encouraging of all my creative pursuits. I'll never forgive her. I earned a BFA in 2008 and entered the workforce fabulously ill-suited for a global recession.

Over the subsequent 11 years I worked a lot of interesting jobs, from Network Control Center Technician to Financial Operations Analyst. Very interesting. At night I did freelance illustration and wrote hundreds of pages of comics. I have some books that got published that are really screwing up my SEO.

Anyhoo, at the age of 33 I went back to school for graphic design at the advice of several designer friends who sensed how thoroughly miserable I was. There's a great program they had attended called the Seattle Creative Academy. I learned visual design, UX/UI, packaging and a bit of motion.

I had enough motion footage by graduation to put together a reel. I applied to oodles of jobs and got an offer for a visual design job and a motion design job the same week. It was then that I made the difficult decision to take the one that paid a lot better.

 

It’s Tom!

 

Matea:

Do you still use traditional mediums, and do you think it's important for digital artists to flex those more 'tactile' muscles?

Tom:

I was a bit of a luddite in my art-making before going back to school. I drew my comics with a dip pen and Rapidograph. I poo-pooed those who drew on digital tablets, knowing that I was making something physical that will be celebrated by future generations.

Now I'm drawing mostly digitally, and there will be less stuff for my grandchildren to throw into a landfill. I still draw on paper sometimes, but usually just sketches or life drawing. I feel very good about myself when I tap the paper with two fingers to undo before I realize I actually need to use my eraser. My goal is to have my life's work be inaccessible when I stop paying for Creative Cloud.

Matea:

Congratulations on cooking up a spicy new reel! It's a process many of us dread, but yours turned out great. What would you say goes into creating a compelling one?

Tom:

Thank you very much! I've made a lot of stuff over the past years and it was difficult to pare it down and objectively look at it. To make a good reel I'd say takes watching YouTube videos on how to make a good reel. It was also extremely helpful to get feedback from a lot of other, talented motion designers such as yourself. It's hard to tell what's garbage when everything is your precious baby. Sometimes your precious baby is garbage.

 

Check out Tom’s new reel!

 

Matea:

It was a really cool idea to incorporate footage of NYC in the opening and close. Has living in the city affected your work at all?

Tom:

Thanks! I moved here from Seattle about a year ago to be closer to family and because my job is in Manhattan. I wanted to incorporate some real-life video footage in addition to my animation, and filmed some stuff on my phone. Because I'm in NYC, those shots are footage of NYC.

As far as influence, I love drawing dense urban areas, and there's a lot of that here. I'd love to find a screen printing co-op in the city to print some of those drawings, so if anyone knows of one in the city please let me know!

Matea:

You have such a playful yet striking illustration style. How would you describe your creative voice and what was the process in developing it?

Tom:

That's very kind. I'm definitely a product of alternative comics. That was the "scene" I was in for a very long time. Over the years I simplified my drawings, replacing fussy cross-hatching with flat colors. I also love children's book illustration. Over the years I've been lucky enough to know a lot of talented artists and illustrators, and I'm sure I'm cribbing some of their styles. Or let's just call it osmosis, for legal reasons.

 

Frame from “Digital Exclusives.”

 

Matea:

In a similar vein, where do you find inspiration?

Tom:

I hate to say the internet, but nowadays there's such easy access to amazing artwork on the internet that I have to say the internet. I hated saying that. I've also gone to a lot of incredible museums and gallery shows in the city, and it's impossible to not be inspired by those. And usually some crazy idea will pop into my head that's funny to me, and it will make me laugh aloud in public. Not sure how or why that happens, but I wish it would stop.

Matea:

If budget and time weren't constraints, what would be your dream project to work on?

Tom:

I'd love to make an animated short based on the comic that I'm working on. It's currently about a duck and an alligator, but will soon include a snake, a mouse and a giraffe. I have a lot written for it but can barely find the time to draw it into a comic. I'm currently drip-feeding it onto my Instagram. The good news is that it's zero budget and nobody cares how long it takes me.

Matea:

Do you have any wisdom for aspiring creatives and what do you wish you had known when you first started out?

Tom:

You have to live a life to do anything creative. Don't fret if you think everyone else has their nose down at their Cintiq while you're drinking White Claws on the beach. You can't make art in a vacuum, and life's short. Enjoy it.

 

One of the scene’s from Tom’s recent comic.

 

Matea:

Do you have any upcoming projects you're excited to share with the world?

Tom:

I'm actually very excited by that comic I'm working on, even though my productivity doesn't always match that excitement. I'm having fun drawing it, and since it's a personal project that's the important part.

 
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Takeover Tuesday with Nick Fairbanks

An interview with Nick Fairbanks a freelance illustrator and animator living in Atlanta, Georgia.

Interviewer: Bella Alfonsi

Read time: 5min

 

 

Bella:

Nick! Thanks again for joining us for Takeover Tuesday. Can you please give us a lil' intro to let the people know who you are and what you do?

Nick:

Hi! The name’s Nick. I’m a freelance illustrator and animator living in Atlanta, Georgia. I mostly work in the startup and tech world but I’m trying to break into editorial work and children’s books.

Bella:

How'd you get into illustration and animation?

Nick:

I got my degree in documentary filmmaking at Florida State University. I had to learn After Effects and really loved it. I had some intricately animated sequences in a documentary I was working on and it impressed a classmate who had a startup company. He hired me to create an animated explainer for their product and was willing to pay $800 which was a lot for me at the time. I had always drawn things, but as I worked on the animated explainer, I learned about Dribbble and Pinterest and became exposed to the world of tech art. By the time I graduated, I was working for the startup company and had pivoted my career goals towards tech illustration.

 

“Seaplane.”

 

Bella:

Your style is unique and I've always been a big fan because it looks like it belongs in a book or magazine. What advice do you have for people trying to "find" their style?

Nick:

It’s incredibly hard to create a style that is truly your own. You don’t have to scroll that far back in my feed to see that the way I draw has changed a lot over the years as my influences have changed. But the art we make will always be influenced by those we look up to and that has to be okay. For me, it’s people like Oliver Jeffers, Vincent Mahe, Tom Hugonaut, Miroslav Sasek, Robinson, Quentin Blake. It’s important to keep in mind that there are two components to style: 1. the way you create art and 2. the stories you tell. Be conscious of what you’re taking from others and what you’re contributing that is your own. Find a balance that allows you to sleep comfortably at night. As far as actionable advice, the most common theme in art is people. So draw a janitor, a politician, a florist etc. Draw lots of people and then ask yourself, what would a car look like that this person would drive? What would their house look like? Build out the world in your style, starting with people.

Bella:

Where do you find inspiration?

Nick:

The most interesting things have some truth in them so I try to pull inspiration from the places I go and people I meet. I always keep a little notebook I can fit in my back pocket and write down the things I see and the thoughts they prompt as they happen.

 

“Preparing for emergencies.”

 

Bella:

Can you tell us a bit about your website, aportraitof.info?

Nick:

My Grandmother passed in 2021 and while I had plenty of photos, I had only one video. It prompted me to think how nice it would have been to have a long form video of her, and even better if she was answering deep, thought provoking questions. I created A portrait of as a way to do just that. I’ve filmed about a dozen so far and while it’s emotionally rewarding, it is very time consuming. I don’t advertise it much anymore, but if people reach out and want me to do it for their family, I’m always happy to do it. I may pick it back up more seriously in the future, but it's too far removed from my larger goals to warrant dedicating time to.

Bella:

What's the process like for managing your own Etsy shop?

Nick:

I initially wanted to print, pack, and ship all my own work. I sold out of 40 prints in a few days which was really encouraging, but the process was taxing. As of right now, I just offer digital downloads so that people can print them however they want. I’m thinking a lot about passive income, so I’ll keep the store as is for now, but I will be looking into working with a printing company soon who can handle all that for me.

 

“Arc De Triomphe.”

 

Bella:

How has your random mug drawing series on Instagram been helping you combat creative block? Is there anything else you like to do when you feel stuck?

Nick:

Yeah, it’s been really helpful! I actually draw the first thing I pull from the list. I was spending way too much time thinking about what people would want and it was stifling my ability to create. If I don't want to draw something from that list, I go on long walks and don’t come home until I have something clear in my head.

Bella:

Some of your advice on the gram is to try to "create something every day that makes you want to call your mom and tell her about it." (amazing advice btw). What's something you've worked on recently that made you want to tell your mom about it?

Nick:

My mom is my biggest supporter so she sees most of my work on IG before I get around to telling her about it. That aside, I was excited to tell her about a side project I spun up, creating animated portraits of creatives I interviewed while traveling around Europe and Asia a few months ago. I only shared a small portion of our conversation on social media but she wanted to hear about the whole thing.

Bella:

You've got a pretty big social media following (100k followers WOO)! Any advice for people trying to get noticed and share their work on social media?

Nick:

For context, I’ve been sharing my art on IG for 9 years. 8 months ago, I had a following of 5,000 or so. The cityscapes went sort of viral and propelled my following to what it is now, and I’ve been hovering around 100 for the last 3 months. So the bulk of followers came in about 4 months. But here’s what I’ve learned:

1. People love to travel. My cityscapes remind people of where they’ve been or where they want to go. People are always sharing it or tagging their friends. Anything that has to do with travel is going to increase your chances of it performing well.

2. People love to love. Create content around relationships or love. If you can strike that chord, reminding people of someone they love, or loved, it will perform well.

3. Elevate your work with animation. It doesn’t have to be anything major. Most of the animation I incorporate is really subtle and simple to execute. But it performs better on average than a static post.

4. It has to be either really strong stylistically, or really strong conceptually.

Look at something you’ve made and ask yourself, “Why would a stranger care about this or want to share it with their friend?”

 

“San Francisco Sunsets”

 

Bella:

Anything you're looking forward to working on/doing in the future?

Nick:

I’m ALMOST done with a Skillshare course on how to draw my cityscapes [Update it’s live!]. I’ve been talking about it for months and should be publishing it in the next 2-3 weeks. After that, I’ll be working on my website and try to make a real career out of freelancing.

 
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Takeover Tuesday with Jardley Jean-Louis

An interview with Jardley Jean-Louis an NYC born multi-disciplinary artist living and working in Queens.

Interviewer: Matea Losenegger

Read time: 5min

 

 

Matea:

Hey Jardley! Thanks for lending us your time. Can you please introduce yourself?

Jardley:

Hey! I’m Jardley Jean-Louis, I’m an NYC born multi-disciplinary artist living and working in Queens. I work in illustration, animation and film and center my work on depicting stillness, education, and under-represented identities and subjects.

Matea:

What inspired you to become an artist and how did you get into the motion design space?

Jardley:

It’s funny, I’ve been an artist since I was a kid and was going to say nothing inspired me because this is how it’s been forever. But I have a memory of being really young and there being a boy who was a really great artist in the class, me aspiring to be that good and taking him on as my mentor. So, that kid and my perseverance to get really good.

In terms of motion design, I think in the back of my head while I was pursuing just art, I wanted to get into the animation space. As a kid that meant the goal of having my own show on Nickelodeon and a film for Disney when I grew up, and later and more concretely, learning more about motion design as an Illustrator’s Assistant for a one-person animation studio while in college. That was my first art job. While my role there was to produce character/background design, the CD also invited me into the depths of script-writing, storyboarding, and animating background characters. Getting that well-rounded experience and seeing the final animation which felt like magic to me, was enough to start me on my own journey of honing my animation skills and looking for my own clients.

 

“Mementos.”

 

Matea:

How would you describe your artistic style and what are some key themes and messages that you explore in your work?

Jardley:

My work is very character driven and intent on building a mood especially with lights and shadows. I also without intending to, use a lot of deep rich colors. I work digitally these days, but my work has been described as painterly - which is great to hear because my foundation is in traditional painting and drawing. So, that’s unintentionally translated.

The key themes and messages I explore in my work are quiet life moments that speak to the reality of life, education, and under-represented identities and subjects.

Matea:

Can you walk us through your creative process? How do you come up with new ideas and what techniques do you use to bring them to life?

Jardley:

On both client and personal work - the creative process is dictated by the brief or idea and what mood and feeling the work is trying to convey. On client projects I’m zero-ing in on the themes and message the client has shared with me and the key words in the script that define each scene. On personal projects, I have an idea and I’m looking to draw it out through thinking of what type of composition and lighting accentuates it.

An exercise I do is dump every idea (including a ridiculous idea) onto my notebook. I believe that writing every single idea, not criticizing it, and therefore dismissing it, frees your mind to be more creative and find its way to a strong concept. If you’re constantly cutting an idea off at its legs, you won’t feel safe enough to explore and trust you’ll find an idea.

I then work through concepts by sketching them out and writing questions I have for myself. I find the notes especially stimulating.

I also review my long list of Flickr reference images and spend a lot of time on Behance looking for inspo.

 

“Friends”

 

Matea:

How different is your approach to client work vs your personal projects?

Jardley:

Well with client work it involves more pre-production than I do in my personal projects. That involves deciphering the script or brief and providing tangible materials such as moodboards, sketches, style frames or mockups, and storyboard animatics. In my own work I do less of that - the tangible materials. I’m typically holding an idea and composition in my head. I’ll look at a ton of reference images and then go straight into creating it in photoshop or after effects when the pieces feel right. For both, I also am finding the color scheme while I’m working - most times I have an idea of colors, but it’s not settled until I’m working on it.

However, since my recent solo exhibition, I’ve started to see the reason for sketches in my own personal projects. It helps to remind you of what the composition is meaning to be and by having it out on the paper, you’re able to see if it’s working or not rather than just going straight to final. Finding out the imagined concept didn’t work bit me in the ass one or twice on this solo.

Matea:

Huge congratulations on your recent solo exhibition "Joy - This Place I Land." What was that experience like and are you interested in working on more gallery work?

Jardley:

Thank you! The experience was incredible, I’m glad. I was selected as a ARTWorks Fellow for Jamaica Center for the Arts and Learning’s 10 month residency and the solo exhibition came from that.

So it was a 10 month process of figuring out what scenes best represented my theme: what does joy and thriving look like in everyday life. Especially being Black.

Originally I had 6 pieces + an animation I planned, but upon revisiting the gallery space and seeing how much space I had, I added 2 more illustrations. Getting to show what joy is for me, which is really just love in life moments and witnessing how much it resonated with folks meant a lot to me.

I’m not really interested in becoming a gallery artist. I’ll have my work in shows here and there as long as it makes sense to me. Same for residencies. I’m not actively pursuing either. I view it as avenues that are available to me as a creative. Never just confined to one avenue.

 

“Bart Simpson”

 

Matea:

I know it's difficult to choose, but do you have a favorite piece in the show and what makes it stand out in your mind?

Jardley:

I have two pieces that stand out for me. “Heritage” for its family ties, warmth and sense of just belonging and “To Be With Friends.” for all the love, lightness, and thriving I continually want for my life.

Matea:

Where do you get inspiration? Are there any particular artists or movements that have impacted your work?

Jardley:

I get inspired everywhere. Walking around and looking at things, overhearing conversations, being with people, looking at the work of fellow creatives, taking in my apartment, processing my life, tv shows/films.

Artists that heavily impact my work are Rebecca Mock and Katharine Lam. Particularly for creating a mood and for their use of lighting. Also Pat Perry, for the still and simple moments of life.

Matea:

How do you stay motivated to create your own work in addition to client projects? Do you have any tips for burnout?

Jardley:

I won’t say that I consistently create my own work and do so alongside client projects successfully. I don’t have a routine. Sometimes it happens that it’s a particularly slow time so I have room for my own work, or there’s an idea I want to get out, or mentally I’m in a space to put the work in and things just flow then. I try to honor where I’m at. I guess I stay motivated because producing client work isn’t my end goal for my career. I want the ratio to skew wherein majority of the time, the work I’m producing is mine. It’s what I’m known for and it’s how I make a living. I still plan on working with clients, but I think my voice and creative project being the end goal is more fulfilling.

For burnout, my tip is to honor it as best you can. When I was a permalancer, that meant speaking up that I was taking some mental health days for myself. When I’ve been working non-stop on client work that means taking as much time as I can in between client work. If I’m on deadline, but am already burnt out and a concept isn’t coming or my brain is frying, I try to take chunks of time during the day to just chill out. Honor it as best you can.

 

“Heritage”

 

Matea:

Any upcoming projects you're excited about?

Jardley:

I recently wrapped up an animation where I was the illustrator on it which I’m excited to see in its final. It’s about the stained foundation of America.

I have a personal short film animation that I’m currently researching and world-building on on the early years of the AIDS epidemic and Haitians.

On the client front, I’m available!

 
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Takeover Tuesday with Jake Sojcher

An interview with Jake Sojcher: a motion designer and visual artist.

Q&A with Jake Sojcher.

Read time: 5min

 

 

Matea Losenegger:

Hey Jake! Thank you for taking part in our Tuesday Takeover series. Can you introduce yourself and your work?

Jake Sojcher:

Happy to be a part of it! I am a motion designer and visual artist working primarily with the Adobe Creative Suite, using After Effects, Photoshop, etc. I’m also just generally an explorer, always jumping around between various hobbies relating to art and music.

Matea Losenegger:

What shaped your path into motion design and pursuing a creative career?

Jake Sojcher:

I’ve always loved making things. As a child, I would spend countless hours building spaceships and fortresses with Legos. As I got older, I took various art and music lessons. In high school, I was playing the drums, recording, and mixing audio. Then in college, I got really into photography and video production, so I became a media studies major. I really wanted to pursue a creative career, but I was afraid. I had heard things about how difficult it can be to make it in the creative fields. I was shy and I didn’t have the confidence in my ability to put myself out there. I thought maybe marketing would be a safer creative path, but the only aspect of my one marketing internship that excited me was when I got to assist with a video shoot at the office. After college, I was scraping by on small freelance video gigs, and feeling very unsure if I could make this work. I eventually found a one month temp job editing videos for a local production company. They liked my work, and it turned into a full-time gig. There I got to learn a lot more about the various aspects of post-production. There was another editor on staff who handled motion graphics, and I thought what he was creating was super cool. So I started watching After Effects tutorials on YouTube and asking him for pointers. Eventually when he left, I became the motion graphics guy and the rest is history.

 

Opening shot from Jake’s reel.

 

Matea Losenegger:

What inspired your decision to freelance full time and how has the transition been going?

Jake Sojcher:

After a few years at my production company job, I felt like I was ready for new challenges and opportunities for growth. I would periodically apply for jobs at larger companies, but felt discouraged when I consistently wouldn’t hear back. Another coworker of mine had gone freelance, and the idea sounded enticing, but I was also afraid of giving up the stability. Things really changed once the pandemic hit. Until then, I was still very much splitting my time between editing and motion design. But once it became hard to shoot videos in person, I started having opportunities to do even more with motion graphics and really leveled up my skills. I also met my wonderful partner, Lyndsey, on Hinge during the pandemic, and we eventually moved in together. Having a partner who had a steady job, and who gave me lots of encouragement, helped make the idea of freelance feel much more feasible. Then I read The Freelance Manifesto by Joey Korenman, and that was the final push I needed. I left my job, and my boss became my first client. Business was pretty slow at first, but I managed to scrape by. By the end of 2022, after many months of emailing and reel-tweaking, I finally started getting booked more consistently. Work can still ping-pong pretty quickly between very busy and very quiet, so I’m still learning to trust the process. I keep reminding myself that the ebb and flow is just part of freelance life. Overall, I’m really enjoying the lifestyle and the freedom to skip the commute and set my own hours. I especially enjoy having more control over my professional destiny, feeling like my efforts can quickly lead to greater opportunities. I’m really excited to see where the coming years take me.

Matea Losenegger:

From animation to drawing music, photography, and video, you have a pretty diverse skillset - is there a particular medium or type of work you would still like to explore?

Jake Sojcher:

Yes! I’m currently working on building up my illustration skills. I’ve been attending a lot of figure drawing sessions and trying to practice almost every day. Considering most of my work is on a computer, it’s nice to switch it up and spend time with good old pencil and paper. But I’m also working on digital illustration with Procreate and Adobe Illustrator as well. Most of the work I’m hired for involves picking apart graphic art provided by clients and bringing it to life. I’ve dabbled in graphic design enough to scrape things together from scratch when I need to, but I am still learning. I definitely want to be able to animate even more of my own original artwork, both for clients and my own personal projects.

 

Some characters from Jake’s Crossriver Funding Announcement video.

 

Matea Losenegger:

As someone with a lot of creative interests, do you find it important to experiment or create work for fun?

Jake Sojcher:

Oh absolutely! One of the big reasons I wanted to go freelance was to free up more time to work on my own projects. I feel very fortunate to be able to do creative work for a living, but there’s also way more I want to do outside of client work. Personal projects are great for building skills I can use professionally, but also for finding my own fulfillment as an artist. It’s nice to have free reign sometimes to make something weird, epic, or silly, with no directions to follow.

Matea Losenegger:

A lot of your work has a very distinct ethereal aesthetic. What inspired this visual flare and where do you seek inspiration from as a whole?

Jake Sojcher:

First off, I love ethereal sounding dream pop bands like the Cocteau Twins, My Bloody Valentine, and Beach House, so that’s definitely a part of it. I’m also influenced by Vaporwave and Cyberpunk inspired art that I see online. I like the use of gritty urban settings decked out with vibrant neon colors. It feels so cinematic with a sense of danger, mystery, and intrigue. I started playing with Photoshop to add a similar flare to photos that I take around the city. Then to take it even further, I started bringing some of my edits to life in After Effects as well.

 

Jake has been developing art style that fuses photography and Photoshop to create surreal cityscapes.

 

Matea Losenegger:

Do any of your projects stand out as a favorite?

Jake Sojcher:

I made a silly little animation of an octopus riding the subway, which was my first time trying to implement a character I drew into one of my photo edits. I also recently made an animation of my home office setup, where I animated all the stickers on my laptop as well as various elements of my desk. I even composited a screen recording of the After Effects project onto my monitor in the video to get extra meta with it. I think that came out pretty cool, so I’m proud of that one.

Matea Losenegger:

When it comes to client work, what sorts of assignments pique your interest?

Jake Sojcher:

Recently I’ve done a couple projects I’ve enjoyed with an ad agency called Terri & Sandy. One project was for an organization called Strands for Trans. Their mission is to build a network of trans-friendly barber shops and hair salons around the world. It’s nice to do work for a cause that I can see is doing a lot of good. The other project was for Sennheiser, which was cool for me as an audio nerd and a long time fan of their headphones. The ad featured Dee Snider from Twisted Sister. In terms of future projects, I would love to be able to work on more music related graphics. As a big music fan I’d like to work with local bands to create graphics for music videos, animated album covers, or stage projections.

 

Dee Snider - Extended Commercial for Sennheiser.

 

Matea Losenegger:

What advice would you give to aspiring creatives?

Jake Sojcher:

Don’t underestimate the importance of persistence. It can take a lot of reaching out to people and following up before you hit your stride. Also never stop learning and building up your abilities. You can learn just about anything on YouTube these days. If you have skills to offer, and you keep putting yourself out there eventually people will take notice, even if it takes longer than you initially hoped.

Matea Losenegger:

What are you looking forward to in 2023? Are there any creative endeavors you're excited about?

Jake Sojcher:

I feel like my drawing skills are really starting to come along and I’m excited to find new ways to implement them into my work. I’ve also really started to hit my freelancing stride, so I’m really excited to see where the year takes me.

 
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Takeover Tuesday Reece Parker

An interview with Reece Parker: self-taught Animation Director and illustrator.

Q&A with Reece Parker.

Read time: 5min

 

 

Matea Losenegger:

Hi Reece! Thank you for contributing your time to our Tuesday Takeover series. Can you tell us a little about yourself and your work?

Reece Parker:

Of course! Thanks for having me. I'm Reece, self-taught Animation Director and illustrator. Subscriber to the famed philosophy "fake it til you make it'. My work leans hand drawn with dark color palettes, but I dive into briefs that range the full spectrum of 2D - and love it all. The more corporate, the more bright and poppy. The more Reece, the more scribbly and dark. 2 sides to one coin really.

Outside of work, I'm a husband and dad to 3 beautiful and intelligent children (Not sure if they actually have my DNA). I also grew up skateboarding religiously, which persists as the foundation of my own personal culture. Fail, start again, fall, get up, on and on. These things influence my work consistently.

Matea Losenegger:

You've been well known in this industry for a while now. How much has motion design changed since you started and what are your thoughts on its future?

Reece Parker:

I discovered and jumped into the industry in early 2016. It was a breeding ground of beautiful and inspired work, from every direction you looked. It was perfect for myself (and young artists like me), with an ambition to join the ranks of those considered great in our field. It was a beautiful time looking back. Empty bank account mind you - but a bursting industry and one that accepted me almost right away.

In 2023, it's still full of beautiful work, but you might have to dig a bit deeper to find it. Industry expanding, client deliverables following suit. But close-knit community might be shrinking a bit. That might be my own small perspective as I become more and more my own island. Or, maybe that's the natural progression of things. This industry is fascinating and beautiful, but maybe less curated and served up on a platter. It has certainly been a shifting landscape for the past several months.

Technology is doing its best to shake up working artists at the current point in time. We will see how that progresses, but I for one stand firmly in the "not worried...yet" camp. It's funny, I was just chatting with a legacy artist in our industry, whose work was among the first of which I was exposed to, about how we might be affected and the validity of our industry moving forward. We all share commonalities but have different perspectives.

To summarize my thoughts on that convo:

Real clients that deserve our protection are the ones that value our input and collaboration. Skillsets might be outsourced, but tastes and ideas are best formulated as a team and in collaboration with clients - relationships. This is something that isn't replaced by technology and is actually the most valuable. For clients that wish for cheaper, easier, faster, and shittier - those clients might flock to AI. Great! Let them. They also have to know exactly what it is they want, how many times have you encountered a client with that certainty..? Taste, ideas, expertise, and collaboration stand as powerful pillars in our industry - despite the tools.

I may eat my words, but Im comfortable with that if it comes in the future. Screens are king, and content is not decreasing in demand.

 

Looping gif from Reece’s reel.

 

Matea Losenegger:

As an expert in cel, what makes a compelling animation or character movement?

Reece Parker:

I found myself thinking about this the other day in-depth...by myself.

I think that answer might not be so obvious, animation is diverse - and styles range. Once you have an understanding of timing, you can manipulate it, exaggerate it, work in and out of many softwares, and it be equally beautiful completely realistic, or totally unique.

I think what makes great animation is great design. Strong posing. That's how I see it lately.

For cel or characters specifically, understanding how the body moves and how to position it in your animation. Action is formed first in our brains, and that is limited by our comprehension of how a character might react in reality. Then it can be manipulated or stylized appropriately per the creative, but the foundation is based in reality. Our level of comprehension of that reality "makes or breaks" our shots.

Matea Losenegger:

How did you develop your distinct visual style and how do you keep your ideas fresh?

Reece Parker:

My style is an exercise in evolving over time. I started in this industry with what I thought "motion graphics" was, that being clean vector shapes bopping around. Turns out I had only been exposed to a small (but impressive) corner of motion design at that time. I'm glad I was so short-sided, because the foundation of After Effects forward workflows really balanced my lifetime experience of drawing by hand. When the right time for me to be more artistically driven came along (rather than driven purely by survival) I found my hand-drawn roots ready for me to tap right in. That mixed with a new breadth of knowledge of a whole other form of artistry, more graphic and math driven. The combination of the 2 is really where my style lives. My preference might be to scribble on everything, but that's realistically not the right solution for everything - I understand that. My evolution through this industry has allowed me to deliver on "different" expertise' under the 2D umbrella with confidence and vision indiscriminately.

 

Still from Trifilm’s short for Microsoft.

 

Matea Losenegger:

In a similar vein, do you have any tips on how to combat burnout?

Reece Parker:

Burnout! The dreaded burnout. There's no one size fits all solution here. I have had small symptoms of burnout that I have powered through and left in the dust. Other times it has been more all-consuming. Depending on its severity, my first course is to identify it and try to trace it back to its inception. Might have been a lost pitch that I loved that has a lasting effect I wasn't considering. Could be anything! If It's correctly identified, it's a more seamless path through the tunnel and out the other side. If it's being ignored or unacknowledged, how can we realistically work through it? For me it's not always as simple as "take some time off", my work lives and breaths in my head - on and off the clock. "Taking time" off is only beneficial if I've overcome what's affecting me first.

Matea Losenegger:

On your site you say that "from time to time, I will join a project as an animator or illustrator- if the shoe fits." What about a project entices you into those roles?

Reece Parker:

Working in multiple capacities with clients allows me to be more particular about what I take on. It might be as simple as an awesome brief, don't get me wrong - I love this stuff. If there's something that seems challenging and interesting, then great. Or, It might be a legacy client that has supported me from the start, maybe they are in a bind, or maybe they only see me fitting the job. Great, let's knock it out. Relationships above my own ego, and I'm not in the business of burning those that have been there for me.

That being said, what I find most compelling in my current project landscape are projects that mix leadership and artistry. If I can take one shot, while directing the rest of the shots with an awesome team - I'm very stoked. Put simply, I've found that mix of responsibilities really suits my skillset, and the more I've done it the more clear that has become.

 

Shot from the TIMELORD spot for Battleaxe.

 

Matea Losenegger:

When pitching for projects, how do you make sure yours stand out in a sea of other amazing studios and artists?

Reece Parker:

I've been pitching like mad! Sometimes we snatch it, sometimes it blows away. It's the nature of the beast. Luckily I'm not completely reliant on pitching, so it's less depressing to be kicked aside. I don't consider myself wholly unique, I just try to be proud of what I present to clients. If I'm not proud of it, I know that there was more I could have poured into it. If I'm proud of it but it goes another way, then I wasn't the artist for the creative. It's really that simple. Stiff competition at the top of the mountain, really really stiff. But Im proud to be considered in those conversations so frequently now. Learning and absorbing all I can.

Matea Losenegger:

What's it like working for a studio like Hornet? What does it mean to be repped by a studio vs working for them as a staff member or freelancer?

Reece Parker:

They are great collaborators, and supportive. We are more intimately collaborative now, more open, and more frequent communication on and off jobs. I'm really excited to be partnered with them and excited about what the future brings.

Outside of that, I work as I always have. My independence is unshakably important to me, so I made sure that was clear in our negotiations. They were and have been supportive through and through.

Being "repped" means that Hornet (in my case, there are many reps) packages up my work and sells it through to their contacts and clients. If there are jobs that come in that feel like they fit my capabilities, they will poke me to see If I'm free and interested. If so, they pair me up with them in their communication and presentation to clients. From there, I champion the vision and creative treatment of the project. Client presentations, team building and expectations, project style and execution, etc. They help me resource the job, schedule it, budget it, communicate with clients, all the things that can be not so-fun solo.

Hornet's reach is as wide as it gets. They also serve a tier of client that Reece Parker as a solo act doesn't reach. They act as my team if we win the project together.

If I win a project solo, and want to bring them in, I also have that ability. Take some of the load off of my plate. But I also have the freedom to tackle it myself, as I have been doing comfortably for many years. Depends on the context rather than one size fits all.

Staff - Im not sure! I've never been staff anywhere but Taco Bell and Costco. Staff artists are there to support jobs that are being directed, and are assigned and scheduled according to their skillset. Hornet also has strong staff artists, that are super super helpful when building out teams in tandem with freelancers or if we can't resource freelance talent for whatever reason.

Freelance - freelancing has a bit more commonality with being repped, and with being staff. You are poked to join a project that is being directed, to fill a need on that production line. That project ends and you join the next team and next project. Instead of jumping to other people's creatives, I find myself more often owning the creative, and trying to source great talent to join me.

 

Gifs & illos.

 

Matea Losenegger:

As someone who is revered for their work, is there anything you would like people to know about you outside of your art?

Reece Parker:

The work may be revered, but I don't think Im special. I think the path I've carved may be at least partially unique but also serves as proof of concept for those willing to do the same. LOVE what you do, and keep working at it as a consequence.

Outside of work, I love life. I love my family to death. Wife, kids, parents, siblings, and friends alike. I've been really fortunate, I try to be considerate of that. I love overthinking, analyzing things with Kiara, building things with my dad, and teasing and dancing with my kids. I try to be carefree when it's beneficial to be, and take things seriously that ask for it. It's served me well in life.

I'm a product of independence, my path throughout my life is proof of that. Skateboarding is an individual activity, it's no coincidence that I have remained solo in my eventual career. But I'm not here without the influence and help of so many others. Indirectly or directly from those close to me. Shout out those folks! Much love.

Matea Losenegger:

What does the rest of 2023 look like for you? Are there any projects you're excited about?

Reece Parker:

Some interesting things! I am nearing the end of building out a new warehouse studio. Sort of a dream come true, but so is my current studio honestly. The new endeavor is symbolic of where the business is going, and I wouldn't have invested in it if the business hadn't earned it.

That's something I've really been contemplating. When I was commissioning my shipping container conversion in late 2019, I remember really carefully considering the financial implications of the commitment - mostly just full of anxiety and fear. But I did it because that was what the business deserved at the time. I had those same feelings and reservations about buying my first iMac, as a replacement workstation for my original MacBook that my wife secretly saved for and bought for me to start my career.

It seems so small now in comparison, but those memories serve as a strong example of my commitment to investing back into myself and the business when the time is right. You can feel it, and it's always scary. But the clear lesson is to invest in yourself.

Projects and new things are hush-hush for now, but yes I am excited, and will share more soon! Thanks, Dashers!

 
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Takeover Tuesday Tory Van Wey

An interview with Tory Van Wey: Senior Brand Designer & Illustrator at deel.

Q&A with Tory Van Wey.

Read time: 5min

 

 

Mack Garrison:

Thanks for participating in the Tuesday Takeover, Tory! For those that are unfamiliar with you and your work, tell us a bit about yourself and how you found your way into the creative space.

Tory Van Wey:

Thank you! I'm Tory, and I'm a designer and illustrator based out of the San Francisco Bay Area. I have been drawing pictures professionally for 10 years, both freelance and in-house and I am currently a Senior Brand Designer/Illustrator at Deel - a global hiring and HR platform.

Mack Garrison:

Your work is very illustrative but also has a very graphic design feel to it. How did you develop this style over the years?

Tory Van Wey:

This was a natural consequence of being both an illustrator and trained as a traditional graphic designer as well as the influence of my history as a letterpress printer. Over the years I have pivoted my career to focus almost exclusively on illustration and illustration systems, but my history as a graphic designer and printer always informs the way that I approach a project. Most of my work is built using simple geometric shapes stacked on top of one another to create more complex objects. This lends a graphic quality that is hard to achieve with hand drawing. Combine that with my everlasting respect for designers like Marian Bantjes and Saul Bass and love of graphic structure, and I'll likely always be straddling the line between designer/illustrator.

 

Some of the work Tory has illustrated for deel.

 

Mack Garrison:

One of the harder aspects of being a designer in a corporate space is pushing creative boundaries. How have you navigated that? Avoided burnout?

Tory Van Wey:

This is a hard balancing act as the diversity of companies hiring creatives means that there are endless philosophies and attitudes about how design fits within the corporate ecosystem, so the creative experience can vary wildly. I am personally selective about who I work for because my skillset is not a perfect fit for every "Brand Designer" role and over the years I have learned to be honest about what I am looking for in a role, and to not hesitate to say if I don't think it's a good fit. This has certainly cost me jobs, but saved my sanity. I also try to bring creativity into corporate creative in unexpected ways. Perhaps there is a vibrant color pairing that feels a bit more contemporary, or I can learn a new technique that I can apply to a project that would otherwise be on the dull side. If I am pushing my own creative boundaries, or learning a new tool, then I am generally happy.

Mack Garrison:

Who are some of the creatives you've looked up to over the years for inspiration?

Tory Van Wey:

I often look to music and children's books for inspiring design. Carson Ellis and Edward Gorey were very inspiring to me in my early career when I focused on work that had more of a hand made quality to it. I also love poster artist Dan McCarthy and have a healthy collection of his prints. Lately I have really been appreciating the work of MUTI, a design studio out of Cape Town.

 

Some editorial and marketing illustrations from Tory.

 

Mack Garrison:

It's hard to choose a favorite project, but do you have one that particularly sticks out to you?

Tory Van Wey:

I had a great time designing this Trippy Tropical shirt for a local SF company called Betabrand. It was a really fun synthesis of my interest in botany, and psychedelic creative freedom!

Mack Garrison:

Looking back at your career, what advice would you give to the next generation of illustrators making their way into the space? Anything you would do differently or think is really important to know?

Tory Van Wey:

My biggest piece of advice would be to produce the kind of work that you want to create commercially, even if you need to do it on your own time. People hire you based off of what they have already seen from you, not what they think you might be able to create. That means you need to push yourself creatively on your own time (or perhaps pro bono for friends) to explore the kinds of styles you want to get paid for later on. I would also tell a new designer to not sweat it if they haven't found their voice yet. There's a lot of pressure to find your voice as an illustrator, and I think it's valid, but there's also a lot of room and opportunity for illustrators that are more flexible and can produce work in a range of styles. I might even suggest it's more enjoyable.

 

Trippy Tropical shirt for a local SF company called Betabrand.

 

Mack Garrison:

What do you think the future holds for designers and illustrators? Should we (creatives) be nervous or excited about these new A.I. tools?

Tory Van Wey:

I'm as curious as you are about this! I think the industry might become more specialized as illustrators niche down into areas like product/iconography or editorial or motion. We also might see a more global talent pool as remote and contract work become standard and there are fewer limitations in hiring designers abroad. As far as AI, I think it will likely be a new tool that designers will have at their disposal but I'm not personally too worried about it taking over a creatives' role quite yet. After playing around with most of the AI generators, it's apparent to me that a lot of work goes into creating the right prompt to generate an accurate image and often I could have simply drawn it out faster. I'm curious to see where it goes and how AI is incorporated into our daily lives in an ethical way that compensates creatives, and minimizes bias.

Mack Garrison:

Outside of being an illustrator and designer, what are some of your hobbies?

Tory Van Wey:

When I'm not drawing for money you can find me putzing around the garden like an old lady, attempting to learn a new skill (currently taking a School of Motion course!) or herding my two kids up a hiking trail.

Mack Garrison:

Last but not least, anything you'd like to leave our audience with?

Tory Van Wey:

It's a unique privilege to make a living as a creative. Let's appreciate the folks that came before us that paved the way for our skills to be valued, and the folks that continue to advocate for creatives today. And let's not take ourselves too seriously. I think us creatives can get wrapped up in the idea of our own legacy. Do good work, live a thoughtful life, and don't be a jerk.

 
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Takeover Tuesday Vanessa Appleby

An interview with Vanessa Appleby: an art/animation director who straddles the divide between motion design and traditional character animation.

Q&A with Vanessa Appleby.

Read time: 5min

 

 

Bella Alfonsi:

Hi, Vanessa! Thanks so much for joining us for Takeover Tuesday. For those who are unfamiliar with you or your work, please give us a lil' intro!

Vanessa Appleby:

Hi! I'm an art/animation director who straddles the divide between motion design and traditional character animation. I've been in the business for almost 15 years now, and I've had a chance to try on lots of hats over the years.

Bella Alfonsi:

How did your career begin? Did you always know you wanted to be in this field?

Vanessa Appleby:

I did not! I've always been a bit of a renaissance woman. I have a lot of varied interests.

In high school, I started drawing caricatures at a local amusement park. I think this is probably the most influential experience of my youth. It taught me a lot about life, but most importantly, it taught me that I could make money with my art. Funnily enough, I still have friends from this time working in the NYC animation industry today.

When I entered college, I had narrowed down my career path to fashion design or animation (odd, I know), so I chose a school that had strong programs for both. I ultimately decided on animation for what I thought was a shallow reason, but turns out was actually a smart one. I liked the people who were going into the animation major much more than I liked the fashion design students. They were funny, and I love to laugh.

I started my career working as a 2d cel animator in Flash, mostly working on childrens' TV. Over the years I transitioned to AE character animation, which led to compositing, which led to commercial motion design, which led to art directing, which led to now. It's been a wild ride.

 

Personal project from Vanessa.

 

Bella Alfonsi:

On your website you explain how out of every job you’ve done, directing is by far your favorite. Why is that?

Vanessa Appleby:

The short answer? I like making a plan and executing the plan. That's easiest to do when you're the director ;)

I also love finding out what my team is passionate about and delegating those tasks appropriately. I want to foster a sense of excitement for everyone who works on my projects. It makes the outcome so much stronger.

Bella Alfonsi:

Do you have any advice for someone trying to become a director themselves?

Vanessa Appleby:

You'll have to pay your dues in the industry before people start trusting you to direct. Be patient, keep trying, and don't be afraid to take on a lower paying gig if you get to run the show. You're not going to get to start directing at one of the big studios right out of the gate. Try working directly with clients (think music videos for example) to get some directed spots under your belt. Once people see what you can do when you're in charge, opportunities will come knocking.

 

Love is at 35,000 feet - directed by Vanessa.

 

Bella Alfonsi:

You’ve worked with a ton of different art styles over the years. Do you have a favorite?

Vanessa Appleby:

Nope! I'm ADHD and have always loved experimenting in different mediums and styles. I like to push myself and create something unique. I do especially enjoy vector workflows, but that's not exactly a style per se.

Bella Alfonsi:

Your personal illustrations are so colorful and full of life. I think that although each piece is unique from one another, it is still evident that you created all of them. What insight would you give to someone trying to find their “style”?

Vanessa Appleby:

Ha! I may be the worst person to ask. To be honest, having a "style" has always been a point of contention I've internally wrestled with.

In our business, popular looks/styles come and go. A director who has the current "it" look may not have a long lasting career unless they are able to adapt and change with the times. I wanted to be in this business for the long haul, and being as diverse as possible was key for that. I think no matter what, your hand will always shine through even though you're trying to emulate a different look. Your hand will give you cohesion even if your brain is trying to avoid that.

 

Style frame for QUEST FOR THE LOST CONSOLE.

 

Bella Alfonsi:

Where do you find inspiration when starting a project from scratch?

Vanessa Appleby:

Everywhere! I go on long walks through the city and often see funny and inspiring things. I'm also a history dork, so I tend to find inspiration from decorative arts and pattern motifs of the past. Most recently I became obsessed with Medieval illuminated manuscripts and scoured thousands of pages collecting funny marginalia creatures. Explore your passions outside of art. Inspiration can come from anywhere.

Bella Alfonsi:

As someone with 15 years of experience, what do you think the future of motion design looks like? And how is it different now from when you first started out?

Vanessa Appleby:

Motion design is already so different from how it was when I started. The biggest shift I've seen is an uptick in women in the field. Between 2008 - 2015 I was usually the only female on a team. This boggled my mind since my degree program was predominantly women. 

Despite this, there were, and still are unfortunately, not many women at the top. I do think with the advent of groups like Panimation that things are beginning to change even more. I just hope it keeps going and the industry becomes even more diverse and inclusive.

Bella Alfonsi:

What is your proudest moment in your career thus far?

Vanessa Appleby:

This is a tough one- I kind of hope it's still to come!

Bella Alfonsi:

Any final takeaways?

Vanessa Appleby:

Keep going! This business can be tough, especially when you're just starting out. If what you're doing isn't getting you the results you want in your career, try a different approach. We're creative people. Don't be afraid to apply that creativity to how you grow your career or earn your money. 

 
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Takeover Tuesday with Katie Trayte

An interview with Katie Trayte: an illustrator based in Washington, D.C as well as the Creative Director at Duke & Duck.

Q&A with Sarah Chokali.

Read time: 5min

 

 

Bella Alfonsi:

Hey, Katie! Thanks so much for being a part of Takeover Tuesday. For those who are unfamiliar with you or your work, please tell us about you and what you do!

Katie Trayte:

Thank you so much for inviting me to participate! I love your Takeover Tuesday series.

My name is Katie Trayte and I’m an illustrator based in Washington, D.C as well as the Creative Director at Duke & Duck.

Bella Alfonsi:

Do you have any formal training or are you completely self taught?

Katie Trayte:

I graduated from SCAD with an Illustration degree, but I am fairly self-taught when it comes to animation. I started out of school as an apparel graphic designer for Hollister. So if I made it here, you can too! I always felt a pull towards animation and storytelling, but never really saw where I could fit into the compartmentalized pipelines of feature and tv. When I found the world of motion design I was, in a word, obsessed. I was also what the French call, "Les incompetents". My love of the work made it easy to find motivation in closing my knowledge gap. It was an area where my illustration and graphic design passions could both thrive, and I was so drawn to the experimental styles and trend-setting approaches happening in the field.

 

Shot from Sony’s | Barbra Streisand project that Katie Art Directed.

 

Bella Alfonsi:

You have an impressive resume of clients, like Sony, Nestle, and Discovery Channel, just to name a few! What advice do you have for freelancers first starting out who dream of working with clients like these?

Katie Trayte:

I have spent most of my career in-house. From that experience, I would say there’s a huge benefit to being part of a company or studio to get access to those partnerships. Especially if you’re still finding your style and the idea of exploring a lot of different visual directions appeals to you. In-house is also a great place to get a master class on business and sales. Confidence in these skills can help you to feel more empowered to establish and foster relationships with your dream clients as a freelancer.

Bella Alfonsi:

What steps did you take to go from illustrator/designer to Art Director? Do you prefer doing one more than the other?

Katie Trayte:

I jumped from graphic designer in ‘the outside world’ to an AD at Demo Duck. Not having much motion design experience behind me at that moment was… different, but a lot of the skills that had led me to advance in design roles were still very applicable despite the shift between industries. Effective communication, articulation of ideas, and management skills all help take you from making great art to leading great art. I have such a strategy brain that I’d say art director is the role for me. I love being client-facing and problem-solving along the way during a project. I still get to do a fair amount of hands-on work in an AD role, so it’s a win-win!

 

Style Frame from Duke & Duck’s project for Nestlé that Katie designed and Art Directed.

 

Bella Alfonsi:

Do you have any advice for someone trying to become a director themselves?

Katie Trayte:

Start by demanding excellence from yourself in your area of production. If you’re producing high-quality work in your role, you’ll be trusted to own more and more of the pipeline. Hone your voice, always concept from a unique angle, and keep learning about areas of production that may be outside your expertise. Most importantly- develop your people skills! Effective negotiation, collaboration, and communication help to win the respect of your client and your team. At the director level, more often than not, your people skills are going to be what makes or breaks the success of a project.

Bella Alfonsi:

Tell us a bit about the piece, Be Aware. What was it like working with Barbra Streisand? How did the unique painterly approach come to be?

Katie Trayte:

Be Aware was such a dream to work on. Barbra Streisand was much more involved in the review and development of the project than I was expecting, which was a really fun surprise. I even have a first pass of my storyboards that came back to us with her handwritten notes on them! Treasure. She and Sony were both great clients.

Since moving to DC I’ve become friends with Elyse Kelly, who is an independent director and founder of Neon Zoo. I admire her work so much, and when she asked me to join the project I was excited about the opportunity to shadow her directorial expertise. The painterly approach came out of a lot of style development with Elyse. We wanted a look that matched the song- sweeping, emotive, and sensitive to the subject matter. I did initial sketch boards in a gestural, loose hand and that treatment felt like a natural marriage to the song lyrics. Elyse’s body of work is very painterly, so her talented animation team was very equipped to bring the look to life.

I love to paint, but most of my work up to Be Aware has had to be very graphic-driven. It felt like I got to really be myself with this style and say, “Don’t bring around a cloud to rain on my parade!”

Bella Alfonsi:

When you find yourself in a creative rut, how do you get out of it?

Katie Trayte:

Working remotely, (like I do now), or working freelance can make a creative rut feel like a creative canyon. An impossible abyss of creative failure from which you will never escape! On my own, I have never had a great solution for these difficult patches other than to take it easy on myself and let time pass, knowing that I’ll move beyond it. As a team, we’ve started a lot of open dialogue about overcoming ruts and are committing to more open avenues of collaboration this year. We’re working to let go of any self-inflicted shame associated with being stuck by reaching out to each other to talk through blocks, hurdles, or low points before they get too far. We’re having a lot of success. Working remotely, you're much more prone to anxiety and self-doubt that can make you retreat inwards. We’re all being intentional about training ourselves out of this habit through communication and feeling safe to be vulnerable with each other.

 

Shot from Duke & Duck’s “Plos” brand video Katie designed and directed.

 

Bella Alfonsi:

What or who inspires you?

Katie Trayte:

Both in my personal time and inside Duke & Duck we’re making more of a commitment to developing children’s IP. We’re even starting a sister brand for kid’s content called Double Scoop Studio! About a year ago, we discovered how much talent there was on our team for telling character-driven episodic content and have wanted to give that talent an outlet. That’s been a big inspiration to me- having this group of people come together that are committed to starting this new ambitious journey. I love working with my team to help find the special stories we have within us. Working together to grow these ideas, with a lot of laughter and joy along the way, feels like magic.

Currently, I’m really inspired by any kids media that takes more of a motion design direction to its animation approach or offers a new style in the space. Hey Duggee, Wide Load Vacay, City Island, StoryBots, and City of Ghosts are all great examples.

Bella Alfonsi:

Any final takeaways?

Katie Trayte:

I think I’ve said it all. Thank you so much, Dash team, for hosting these interviews and for always finding great ways to bring our community together!

 
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Takeover Tuesday with Sarah Chokali

An interview with Sarah Chokali: a passionate and multidisciplined motion designer based in Brooklyn, New York. I was born and raised in Baghdad, Iraq, and have had a lifelong interest in the power of visual storytelling.

Q&A with Sarah Chokali.

Read time: 5min

 

 

Mack Garrison:

Thanks for participating in our Tuesday Takeover series, Sarah. For folks not familiar with you or your work, could you give us an introduction and a little background on how you got into the creative space?

Sarah Chokali:

Thank you for having me in the Tuesday Takeovers alongside inspirational artists I’ve admired.

I'm Sarah Chokali, a passionate and multidisciplined motion designer based in Brooklyn, New York. I was born and raised in Baghdad, Iraq, and have had a lifelong interest in the power of visual storytelling.

Growing up in a challenging environment sparked my creativity and my love for art at a young age. I've always been fascinated by the way that visual expression can create a connection between people.

I’ve started my career as a graphic designer around 2014. However, my passion for animation led me to discover the world of motion design. Since then, I've been on an ongoing journey to learn more about using motion to communicate and bring ideas to life. I aim to create impactful visual experiences, and I’m not tied to one design discipline. I am working on experimenting with different techniques.

Currently, I’m working with the dream team at Grandarmy at their office in New York City.

Mack Garrison:

You've got an entertaining portfolio in a variety of styles! Do you have a preferred medium you like more than others?

Sarah Chokali:

That's a great question. I'm a bit of a medium maverick. I don't believe in playing by the rules and sticking to just one medium. To me, the magic happens when different mediums come together to create something truly unique and unexpected as long as there is a clear contrast, whether in values, shapes, textures, and/or colors.

Having said that, After Effects is like my home base, the central hub where all my creative ideas come together. It's where I can bring all these different assets and techniques together.

 

Opening shot from Sarah Chokali’s demo reel.

 

Mack Garrison:

Some would say that 3d motion design work and illustration work are on opposite sides of the creative spectrum. How does one approach influence the other?

Sarah Chokali:

It's true, 3D motion design and illustration can appear to be on opposite sides of the creative spectrum. But for me, it's less about the differences between the two and more about the different processes that go into each.

I think of it like this - sometimes, I sketch an illustration on my iPad using my pen on the screen, then I'll bring those sketches into Adobe Illustrator and use the pen tool with my mouse to refine the lines. Both steps are part of creating an illustration, but they require different approaches.

The same goes for 3D motion design. During the process of building abstract shapes and bringing them to life in 3D whether using simulations of keyframes, it can be very different from the traditional illustration process. Both methods bring me joy and excitement; by combining different techniques in one place, a new style can be born.

The switch between different mediums is challenging. It didn’t come easily to me, especially when I’m fighting that resistance to using my comfort tools instead experimenting with new techniques. It takes time, practice, and dedication to combine different techniques. I had to sacrifice a lot of my social life and even some sleep in order to learn 3D, but my drive to create unique visuals kept me motivated.

I don’t recommend the combination unless you have enough energy and time. Nothing is more important than our health.

Mack Garrison:

Great answer! I really love your character work; both illustrative and the 3d versions. Where does the inspiration for each come from?

Sarah Chokali:

It’s flattering to know that you find it this way; thanks a lot.

My inspiration for the characters comes from my desire to challenge gender norms and celebrate femininity. Growing up in an environment where being a woman was seen as a sin and with limited representation, I've always been drawn to creating strong female characters. I find joy in bringing these characters to life, both through my traditional illustrations and through my 3D animations. I consciously and subconsciously find it as a way to give a voice to those who may have felt suppressed in the past and to provide a positive representation of women in my work.

 

Character from Sarah’s “Parallel Project.”

 

Mack Garrison:

What’s an ideal project for you, and is there a brand you would love to work with?

Sarah Chokali:

Since I’m currently not a freelancer, I’d say what makes a great project to me is the project where I need to push out my limits and seek to create unique visuals for it.

Mack Garrison:

It's always hard to choose a "favorite" project, but is there one piece that really sticks out to you?

Sarah Chokali:

Ah, that’s so tough, especially given that the most interesting projects are still in production. But I just started a new passion project where I share a breathing exercise for the social media scroller. This project is dedicated to creating animated content that offers a peaceful refuge for the mind. Also, it is gonna be an exercise for me as a motion creator.

Mack Garrison:

Can’t wait to see it! I know you're a big advocate for women in tech. What are some initiatives you're currently working on?

Sarah Chokali:

It has always been a pleasure and great responsibility to advocate time and efforts to help unrepresented groups. I’m involved with Code Lab initiative in Baghdad, which focuses on creating the first AI hub in Iraq by organizing bootcamps and workshops. However, I’m temporarily not as active as I used to be when I was present in Baghdad. My goal is to create impactful content that serves to inspire or represent oppressed voices, especially women in my country.

 
code lab

Work from Sarah;s Code Lab involvement.

 

Mack Garrison:

How has growing up in Iraq shaped your professional career?

Sarah Chokali:

With every challenge comes a new opportunity to learn and develop. Living in Iraq was like living life in a difficult mode. Not only I experienced economic sanctions, two wars, and a civil war that cost me to lose friends and family members. But I also experienced living in a society where women are titled to be only good wives and caring mothers. While I was lucky to have supportive parents, the environment was unfair to women. Women’s freedom and independence are far away from being a reality.

I was vocal about my rights as a human being to work and choose my path. My desire to make an impact and work passionately as a creator was unrealistic to dream of in the environment I lived in.

But I was curious about animation creation. When my uncle’s house got a computer, I stayed there playing with MS paint and was fascinated by that software. Yup! I imagined I could create things frame by frame with that software.

It’s more like my motion design career helped me get independence. Additionally, when I paid for my work, I’d save 75% of it to invest in optimizing my work process to overcome the challenges I was facing.

My background has shaped me into a more determined and resilient individual, always seeking to learn and grow in my craft.

 
Sarah Chokali

Sarah is one of Iraq’s Influential Women In Tech - click the image to see the article!

 

Mack Garrison:

Any final takeaways for our audience?

Sarah Chokali:

Thank you for taking the time to learn more about my story with motion design. 

With motion design being a rapidly expanding field, it's truly an exciting time to be a part of this industry. Accessibility to resources has never been easier, and if creativity gives purpose to your life, then listening to your intuition, overcoming obstacles, and putting in hard work can lead to fulfilling that purpose.

However, keeping up with the constant advancements in technology and technique can be intimidating, which is why it's crucial to prioritize rest. This includes taking breaks from social media and focusing on physical and mental health. Social media platforms are designed to consume as much of our attention as possible, making it even more important to reduce the time spent scrolling and redirect that energy toward what truly matters. It sounds easy but we all know that many of us find it challenging to limit the impact of social media on our energy. 

 
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Takeover Tuesday with Juan Jose Diaz

An interview with Juan Jose Diaz: a Colombian Visual Artist that loves to give life to things with animation.

Q&A with Juan Jose Diaz.

Read time: 5min

 

 

Bella Alfonsi:

Hey, JJ! Thanks for taking over a Tuesday with us. Tell us who you are and what you create!

JJ:

Hey Dash Team; thank you so much for having me at Takeover Tuesday. I am Juan Jose Diaz or JJ! I am a Colombian Visual Artist that loves to give life to things with animation; I love to draw and experiment with timing, creating compelling visuals that communicate ideas.

Bella Alfonsi:

What made you make the move from Colombia to the US?

JJ:

I got pretty lucky because my uncle applied for a visa for my family. It took 14 years, but we finally made it, hehe, and the first time I traveled outside Colombia was to migrate to the US.

 

Transistor Studios - Valentine’s Day Post

 

Bella Alfonsi:

How has growing up in Colombia influenced you and your work?

JJ:

Oh, it has given me a lot of curiosity and allowed me to learn from artistic referents that use art to talk about serious social issues and reflect on different aspects of being human.

So I always look forward to applying that "idea first over the technique" approach.

 

Loop referencing the iconic comic "Akira,"

 

Bella Alfonsi:

Do you have any formal training or are you completely self taught?

JJ:

Yes, in 3D, I studied a 2-year program in 3D animation at night while I was studying Visual arts in college, a 5-year program that I did not finish because we had to migrate. But! of course, I have taken a bunch of online classes and read a bunch of books to improve my practice.

But at a distance, I go back to just wanting to draw, in whatever form that takes.

Bella Alfonsi:

Looking at your portfolio, it appears you are a cel animation wizard. Is this your favorite method of animation?

JJ:

Yes, after a couple of years dealing with the crashing of 3D software, I started to find it easier at the beginning to translate my ideas with drawings without having to be a generalist expert in 3D to model, texture, rig, render, etc.

 

Vegan World.

 

Bella Alfonsi:

What’s your workflow like when cel animating?

JJ:

First, thumbnails, where all the crazy ideas appear, tiny drawings trying out different compositions, thinking a lot on the negative space. Then translate that into some rough keyframes, and to find out the right timing, I do a bunch of tests just moving balls around (Everything is on the 12 principles); once that is done: time to do more rough frames, then the tie-down and finally the long process of cleaning so I get comfortable with a nice podcast or music and just work. I feel this is the time when animation gets closer to meditation.

Bella Alfonsi:

You’ve worked on a bunch of fun projects over the years, do you have a favorite?

JJ:

For a client, it will be the project for Baqsimi that I did with Ataboy Studios. I got to animate a dynamic scene and used my 3D background to block out the camera and reference the movement to translate that into drawings.

And a personal one will be the appropriation that I did of one of the Akira pages when in 2020, with all the racial issues going on in the US, I contributed with a loop reinterpreting Akira and the fight for human rights.

 

Project for Baqsimi which helps patients with diabetes.

 

Bella Alfonsi:

Who are some artists that you look up to and/or inspire you to create what you do?

JJ:

Sebacuri because his career amazed me, he has been able to develop a bunch of new skills seeing him going from being another motion designer to an illustrator with his own voice and making a living from that. And jonathan_djob_nkondo, because he is a master of timing, the way he works, those keyframes are definitely an artistic statement.

Bella Alfonsi:

What are you most proud of in your career thus far?

Rohan McDonald:

Being in a place I never imagined, not even two years ago, having met incredible people along the way, and having a career that supports my hobbies between extreme sports and travel.

 

Short animated piece for the LA Galaxy soccer team.

 

Bella Alfonsi:

Any advice/final takeaways?

Rohan McDonald:

Life is an incredible ride full of surprises. You will never know where you will be in 10 years, so keep learning about everything, not just art; keep making mistakes and make sure you take care of YOURSELF!

 
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Takeover Tuesday Rohan McDonald

Dash animator, Bella Alfonsi interviewed animator, illustrator, and director, Rohan McDonald and we’ve got the scoop on it all!

Q&A with Rohan McDonald.

Read time: 5min

 

 

Bella Alfonsi:

Rohan! Thanks so much for being a part of our Tuesday Takeover series. For those who are unfamiliar with you or your work, please tell us a bit about yourself and what you do!

Rohan McDonald:

Thank you all for having me!

I’m an animator, illustrator, and director based in Boston, MA, USA. I create work from a 2D hand drawn perspective, primarily focusing on cel animation. I also love working with printed media and reading independent and self published comics. Beyond that, I enjoy rock climbing with my fiance, tinkering with music production and composition (occasionally), and repeatedly watching the Lord of the Rings behind the scenes documentaries.

Bella Alfonsi:

What inspired you to get into the motion design world?

Rohan McDonald:

I didn’t really understand that motion design was an option for me until sophomore year of college. I went to the School of the Art Institute of Chicago (SAIC) thinking I would be some combination of a painter and editorial illustrator. It became apparent rather quickly that I wasn’t a painter, at least in a fine art setting. In my first few years of school I felt like I had something to prove, so every piece would be about trying to impress people or show off. My painting professor at the time even went so far as to say “Rohan, you’re a really nice guy, but this is terrible.” After that righteous burn, I reconsidered what I was interested in, and came to the conclusion that I just love drawing. So I signed up for Intro to hand drawn animation, which was entirely on paper and entirely about drawing. I loved film and TV and also did some theater as a kid, so it was the perfect combination of acting, drawing, and film for me.

After that class, I wanted more digital animation skills. That’s when I got a crash course in photoshop, After Effects, and how to bring your hand-drawn paper work into digital space. The work we watched in that class brought me closer and closer to motion design as a future career. I would talk to professors outside of class about how to achieve certain looks I was going for and what to watch. So I sought out things like “Late Night Work Club,” where I saw films from artists like Nicolas Menard, Charles Huettner, and Alex Grigg. Then people like Sophie Koko Gate, Caitlin McCarthy and “Parallel Teeth,” appeared on my radar. All of these artists showed me that there was a really intriguing mix of graphic design, print media aesthetics, and cel animation to experiment with. I remember just feeling excited to get out into that world, even just to make commercial work, because I could play.

I then cold emailed every studio/agency in Chicago that created work in the motion design space. I sent over a short 30s reel in search of an internship, a part time job, anything really. I got a fair amount of responses! At the time that was surprising, but the Chicago motion design community is really small, tight knit, and welcoming.

I ended up at Demo Duck as an intern. After my internship, I worked part time at Demo Duck until I graduated. Then Demo Duck hired me full time as a junior art director! I spent the next 3 and a half years at Demo Duck and learned so much on the job, eventually being promoted to Art Director. It was like going to grad school, but without the debt. I really got to put in the time and see Demo Duck grow as a company, in addition to seeing the industry grow and thrive.

 

“Thanks for Asking” project with Demo Duck

 

Bella Alfonsi:

Do you have any kind of formal training or are you completely self taught?

Rohan McDonald:

This is a hard one. I definitely have formal training in cel animation and some in drawing overall. But when it comes to graphic design, and digital animation, I learned through a mix of more general SAIC courses, YouTube tutorials, and asking people how they did things. In addition to my own painstaking trial and error. However, I owe a lot to my SAIC professors Joel Benjamin, Shelley Dodson, Matt Marsden, and Jim Trainor, who taught me how to think about film and motion media overall.

When it comes to more soft skills (client communication, organization, timelines + budgeting) and motion design specific stuff, I really learned through immersion. Through Demo duck, I got to go to conferences like Blend and Comotion, in addition to working with amazing freelancers like Zak Tietjen, Milton and Valeria from Notreal, and Martiniano Garcia Cornejo from Fu Imagery (to name a few). I also got to work with the best in house team of producers, art directors, creative directors, and writers, all of whom taught me so much and supported my independent work and my career growth. It was a working experience that really spoiled me in the best way, and gave me lifelong friendships.

 

Frame from Rohan McDonald’s 2021 Reel

 

Bella Alfonsi:

As someone who does both animation and illustration/design, do you prefer to do one over the other and why?

Rohan McDonald:

It really depends! I go through waves. Sometimes I’m really tired of animation and sometimes I’m tired of design.

It also depends on the style I’m working with. For certain styles, I like doing more design and illustration rather than motion, and for other styles I like taking more ownership of the entire pipeline. It also depends on the structure of the project: Am I going through an agency, through another director/studio, or is it direct to client? That being said, I love the pre-pro development side of things. And that’s often times a design + motion test kind of process.

But at a distance, I go back to just wanting to draw, in whatever form that takes.

Bella Alfonsi:

Animating by hand is a great way to fully understand the principles of animation and have complete control over what you’re creating. Do you think it’s important that all animators know how to do it the good ol’ fashioned way (by hand)?

Rohan McDonald:

Another hard one! Before I answer this fully, I have a hot take: not all of the 12 traditional animation principles have to be your bible (side note: the “Appeal” principle really frustrates me and feels like an unhelpful and subjective Richard Williams-ism). I know, I know, controversial.

I think animation now is so diverse, experimental, and often times technology driven, to the point where you can accomplish a lot in motion design without having the hand drawn animation background. That being said, you need to know how to think about animation and understand why something might not be working. That’s where an awareness of traditional animation principles comes into play.

So let’s say your simple mograph match cut transition is looking abrupt and startling. Having awareness of traditional animation ideas like anticipation, follow through, and timing will help you tweak that speed graph or adjust the distance between those keyframes to smooth it out. So no, I don’t think people need to know how to hand-draw animation, but knowing the thinking behind the old ways will make you a strong animation warrior.

 

SupplyFrame NPI Explainer Video

 

Bella Alfonsi:

I’m sure it’s hard to pick, but do you have a favorite project you’ve worked on?

Rohan McDonald:

I’ve gotten to be part of a lot of great projects in the past few years. One that stands out to me is a project from early 2021, which was a really simple but “vibey” music video for Liam Kazar’s song “Nothing To You.” I had a lot of freedom and I didn’t plan a lot of things out. And interestingly enough, it wasn’t a cel animated project. I just jumped into After Effects with a few rough designs and created tons of loops. Working with that type of improvisation is really fun and low pressure. I’m excited to do more of that in my personal work.

 

Frame from Liam Kazar’s song “Nothing To You” music video.

 

Bella Alfonsi:

Your portfolio is full of so many different art styles-from simple shapes with minimal color to more illustrative with lots of bright colors-do you have a favorite style to work in?

Rohan McDonald:

It’s been hard for me to focus on any particular style, or set of tools to work with. I love trying out a style and then trying to add something new, or just explore how I do it specifically. That being said, I usually start off with a line-based pen sketch, so I tend to gravitate towards a line-based illustrative style.

I think there’s a frustrating notion that you have to “find your style” to get work or be noticed as an illustrator and animator. And to some extent that is true. But I have another hot take here: having a style doesn’t have to mean doing the same type of thing over and over again. It can be finding out how your specific perspective translates to different mediums, color palettes, and tools. While algorithms love consistency, oftentimes you can recognize someone’s creative voice no matter what medium they’re in, as long as they’ve experimented and cultivated that voice (which I still struggle with sometimes).

Bella Alfonsi:

What’s the workflow like for a freelance director? Are there any big challenges you’ve had to overcome?

Rohan McDonald:

I’ve been part time freelancing for a while, but 2022 was my first year as a full time freelancer, so there were a ton of challenges!

To be honest, my biggest challenges have been messaging/making sure people understand my offerings while balancing direction projects vs. projects with more specific roles (i.e. cel animator, AE animator, storyboard artist, illustrator). I think this is where my previous point about style becomes relevant. I do a lot of different things, and so I have a lot of different types of projects come along, so I have to plan my time in a way that allows me to flex all those different muscles effectively. Without that stylistic focus, sometimes my freelance workflow has to be re-thought and adapted. And that’s rewarding, but difficult!

 

Still frame from “Rooms.”

 

Bella Alfonsi:

“Rooms” is a really fun piece and I love the unique take on connecting mental space with physical space. I see that it’s also been featured on Motionographer, Aeon Magazine, Good Moves, and on Vimeo’s Staff Pick (congrats!!). Can you tell us a bit more about this one and how it came to be?

Rohan McDonald:

Thank you! “Rooms” started out as a series of risograph printed artbooks that I created with my college roommates Lucas Reif and Austin White, who are both amazing designers and collaborators. They had been working through “ShelfShelf,” a small publishing collective. I don’t remember who had the idea to interview people about their spaces, but we all ran with it and conducted our own interviews with family and friends. Lucas and Austin handled the type design, layout, and printing. Then I did all the illustration, and helped with file set up and assembly. We really love the way they turned out and I thought there was a film in there as well. The illustrations were so fun to draw and I thought it would be even more fun to make them move. This was around 2018.

Cut to the pandemic and everyone is experiencing some awareness of physical space and mental space. Everyone remembers how it felt. I used that time to truly investigate how this film could work and what narratives I could find in common between interviewees. I combed through all of our audio, and what started off as a ten minute film was edited down to around two minutes (dodged a bullet there).

The biggest production challenge was creating a workflow that didn’t feel stale or forced. I was working full time at home and it was difficult to find the intrigue and joy in creative work sometimes, especially when going from one screen to another. So I decided to do two things differently: Use rough animator on my iPad for all the rough animation, and delve into Animate CC, a software I hadn’t used a ton at that point. Rough animator allowed me to work more spontaneously and Animate CC gave me clean lines and quick fills that I could apply subtle effects to in AE. Changing up my process really worked out this time around, and Rooms came together with the help of two additional animators (Sofia Diaz, Dena Springer) and a sound designer/composer (Limes and Cherries).

I’m very happy I took my time with it, and I learned a lot. Although I’m glad my girlfriend at the time (now fiancé) pushed me to finish it.


Bella Alfonsi:

Any advice/final takeaways?

Rohan McDonald:

There are always multiple ways to do something, especially in animation. Not everyone needs the perfect AE script or the latest plugin to make things work. Just explore and find the way that you like to do things! And I’m also still trying to figure out how I do things. That will be a lifelong pursuit!

 
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Takeover Tuesday Diogo Rosa

An interview with Diogo Rosa: Portuguese graphic designer and creative director.

Q&A with Diogo Rosa.

Read time: 5min

 

 

Mack Garrison:

Thanks for participating in our Tuesday Takeover, Diogo. For those that are unfamiliar with you and your work, can you tell us a bit about yourself?

Diogo Rosa:

I am a Portuguese graphic designer and creative director who collects a vast and varied amount of ambitions and passions. I love cinema, design, art, food and I recently discovered that I like to travel more than I thought I would.

The idea of being able to experience other cultures and other realities beyond my own is something that fascinates me.

I have been working as a freelancer for the past 7 years now, which allows me to travel while I work. I started my career while I was still in the second year of my design degree at the University of Aveiro. Since then I have worked with numerous brands, studios, and companies. I have had the privilege of working on significant projects that effectively and actively want to create a positive impact on people and society.

.

 

Snapshot from Diogo’s “Spice Trade” project.

 

Mack Garrison:

You have a wonderful blend of whimsical characters to more graphic looks. How did you develop such a wide range of styles?

Diogo Rosa:

I'm not fascinated by the idea of doing the same thing over and over again, some people say that sometimes my head can be a little chaotic and complex, but in my opinion, it's just a wide range of ideas coming at the same time, and a huge desire to put them all into practice. I get bored easily, so I find tools to ensure that doesn't happen. That ended up defining a little bit of what I do professionally. I'm always pushing my limits to learn and do new and different things, and when that happens I want to see that reflected in my work.

 

Character from Diogo’s “O Rosa” project..

 

Mack Garrison:

What are your favorite types of projects to work on?

Diogo Rosa:

Those that allow me to tell stories. Since I was a kid I always loved the idea of storytelling. These stories can be found in many different forms: in movies, visual identities, logos, posters, illustrations... the list is endless.

Mack Garrison:

It's always hard to choose one piece, but is there a project that you're especially proud of?

Diogo Rosa:

By the time I finish a project, it is not difficult to choose, however, this decision is ephemeral. Since progress is my central goal, I strive to make the next piece better than the last. They all tell different stories and represent different contexts. By this I mean, that right now my piece could be one, but tomorrow it could be another. But, if I had to choose only one, it would be the one I did not do in a professional context, but as an escape from everyday routine, almost like an illustrated diary of my ambitions, anxieties, and desires. This project would be "O Rosa".

Mack Garrison:

How did you initially get into design and illustration? Who were the folks that inspired you?

Diogo Rosa:

I remember my parents saying that I wanted to be a chef when I was a kid, yet every time they looked at me, I was drawing, painting, or building something. I don't see it so much as a premeditated choice, but something that happened naturally and organically. Ignoring the cliche, I assume that everything that surrounds me is a reason for inspiration. However, my most recent passion for traveling around the world has acted as a base for many of my new projects.

 

Work from the Spotify ID project.

 

Mack Garrison:

Could you tell us a bit about your process? How do you try to tackle creative problems?

Diogo Rosa:

There isn't usually a consistent and uniform line of creation for me. I like to adapt to the clients and the project itself. Everyone and every project require different ways of thinking, and it doesn't help me to have something very rigidly structured. Don get me wrong, the structure is always there, however, for the initial phase, where the creative part is a huge portion of the equation, I like to have a more flexible and fluid process.

But there is something I always do before I start designing. I open my notebook or a blank artboard in adobe illustrator and start putting all my ideas there, from the craziest to the most basic and simple. And in the middle of all these experiments, there is always something that can work as a base or structure for the project.

About the creative problem, well... we all procrastinate, we all have moments where we feel uncreative, and in those moments the only thing that helps (at least for me) is to just keep pushing.

 Mack Garrison:

What are some of the tools you use to create your work?

Diogo Rosa:

Throughout my career, I have lost count of the number of tools I have used to create projects, and the number keeps growing, every day we have new tools to respond to new needs, and I make the effort to learn them. Whether these tools are digital or analog. Right now I use Adobe Creative Suite, however, I believe we just need to be creative and stop thinking we need to use X & Y tools to create something magical.

Mack Garrison:

As a successful freelancer, any advice you'd like to give to the next generation of artists?

Diogo Rosa

Thanks for calling me successful, but I still have so much to learn and to grow, and maybe that's what I can share. To not stop growing and learning. No one knows everything, even when we think we do.

It is so easy nowadays to create, share and learn. This easiness brings with it a higher level of competition. With more people doing it, the more saturated the market becomes. Nevertheless, there are audiences for everyone.

My advice is not to waste time with doubts. It was something that I struggled with for a very long time, with so many ideas running through my head, plus all the doubts about which one I should do... It's not worth wasting time on second thoughts, but rather gaining time on doing what is on your mind.

Mack Garrison:

Anything else you'd like to share with our readers?

Diogo Rosa:

Work on your dreams and yourselves. Keep trying to keep yourself fulfilled and happy. And above all, if we help others to achieve their goals, others will help us to achieve ours. We don't have to drag other people down to feel empowered. Be ambitious and humble at the same time.

Mack Garrison:

Thanks so much for the great chat, Diogo! And for the folks reading this, make sure to check out Diogo’s Behance linked here.

 
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Takeover Tuesday with Marta Azaña

An interview with Marta Azaña: a freelance 2D animator and motion designer..

Q&A with Marta Azaña.

Read time: 5min

 

 

Mack Garrison:

Hey, Marta! Thanks so much for participating in our Tuesday Takeover series. For those unfamiliar with you or your work, let's start with an introduction - who are you and what do you create?

Marta Azaña:

Hi! Thanks so much for having me at Takeover Tuesday. I’m Marta Azaña and I’m a freelance 2D animator based in the South West of England. I’m a big fan of bright and retro-y colours and I tend to apply these to my animations, usually pretty abstract and sometimes featuring typography or characters (and bikes!).

 

Snapshot of Marta’s portfolio.

 

Mack Garrison:

How did you originally get into the motion design space? Did you have formal training or were you self taught?

Marta Azaña:

I have grown up in a creative family - Before retiring, my dad directed TV commercials and both my mum and dad are also photographers. I remember going to the sets with my dad practically my whole life and I wanted to be a filmmaker too! But I also loved graphic design and illustration. I studied Media in uni, eventually specialising in video editing. To improve my videos, I started to watch a lot of After Effects tutorials on Youtube to create nice looking intros, title sequences, etc. And that’s when I discovered that motion graphics was a thing and it was actually what I wanted to do as a career.

I didn’t study anything related to motion graphics in uni so I’m mostly self taught (I did take an After Effects and Cinema 4D course eventually). Then did two motion design internships in Madrid, Spain.

 

Biker study from a broader collection of .gifs

 

Mack Garrison:

I saw you moved to Bristol from Madrid, what was the reason for the move?

Marta Azaña:

When I finished uni in Madrid in 2013 it was recession times and the youth unemployment at that moment was around 55% (the worst year!). After two internships no one hired me and it was suuuper hard to get a junior role so I started to get a bit frustrated and I felt like I wanted a change of scenery for a little while. I also thought it would be a good opportunity to improve my portfolio. I had friends in the UK so I went to live with them while looking for motion graphics & animation jobs. I ended up in Bristol where I did….. another internship! haha this one at least was the most productive one, I learned a lot of animation stuff thanks to my good friend Matt Wilson who also was incredible patient with me & my English. After that internship I got a full time job at Bait Studio in Cardiff (where I lived for a few months) and, after that, at Hungry Sandwich in Leeds (this time remotely). I have been a full time freelancer since 2018.

 

Virgin America App

Mack Garrison:

What's the animation scene like in Bristol, UK? Are most of your clients in the UK or do you find yourself working more internationally?

Marta Azaña:

When I moved to the UK in 2014 I didn’t know anything about Bristol. Maybe I had heard the one thing or two when I lived in Spain but I moved there blindly which is kind of what I wanted. I instantly fell in love with the city and I was so surprised by how big the animation and creative scene in general was. There were a lot of animation studios and this was 8 years ago… the population has pretty much doubled up since so you can imagine the number of freelancers and studios these days (still quite impressive considering Bristol’s population in 2022 is 700k!).

When I started freelancing I worked with Bristol studios mostly. Nowadays I work with UK and international clients.

Mack Garrison:

It seems like everyone is moving freelance these days. What's something you wish you knew before making that decision yourself?

Marta Azaña:

When I started freelancing I used to feel a lot of anxiety when I finished a gig and while I was waiting for the next one to happen, even though I had been earning more money than I would do if I worked full time. It might have only been a couple of days wait haha but I felt really nervous and I often ended up accepting whatever came next, even if it wasn’t really interesting, just because I wanted to see myself busy. 5 years later I can see there’s definitely plenty of freelance jobs and I feel way more relaxed about not having bookings. In fact, I take way more time off than before and I use it to work on personal projects or just spend more time outdoors, riding my bike and being away from my computer.

I also used to feel guilty about not posting enough personal animations on social media while I didn’t have any client work on. Seems like when you’re a freelancer there’s a lot of pressure to always do something that feels productive or work related and constantly share it with the world, but at least in my case, I found that pressure pretty counterproductive. I love to work on my own animations and experiment when I have time off, but it’s ok not to feel in the mood for it. I find that when I’m in the mood I enjoy it sooo much more, there’s no point to force ourselves in to it.

 

NPower Business Rewards

 

Mack Garrison:

What's been your favorite part of freelancing?

Marta Azaña:

As cliche it might sound, I love having a better balance between work and life and also the variety of projects and clients I’ve got to work with. In my opinion, one of the most rewarding things is when you work with a client for the first time and they want to hire you for a second, third time, etc. You don’t really get to experience that while working full time.

 Mack Garrison:

Have you found any tips or tricks to landing clients?

Marta Azaña:

When I went full time freelance, I reached out to some studios to get my first projects and since then, the word of mouth has worked very well. My advice would be to enjoy every project as much as possible, even if it’s a small one - The more motivation, the better the results and the communication with the client, which could lead to more future potential projects. Also keeping in touch with lots of different freelancers through social media, platforms like Discord or attending to events (I’ve enjoyed going to Blend and OFFF and I’ve met a few people that way too).

Mack Garrison:

Your portfolio looks great and I'm sure it's hard to just choose one, but do you have a favorite project you could tell us about?

Marta Azaña:

here are so many I’ve enjoyed working on, but the 36 Days of Type 2018 I got to do with Meghan Spurlock meant a lot professionally and personally. Also during the pandemic I got to work on some animated scenes for a documentary called “Meat me halfway” with a Bristol studio called Yoke. That was pretty different to everything I’ve done so far and I realised I would love to do more animations for documentaries or short journalistic pieces.

 

36 Days of Type 2018

Mack Garrison:

I'm sure there are a lot of animators who look up to you, so I'm curious, who are some motion designers you've always looked up to?

Marta Azaña:

There are sooo many! As I mentioned above, when I was a student I spent A LOT of time on Youtube and Vimeo (good times!) watching tutorials and looking for inspiration and the first person I remember coming across was Jorge Canedo when he shared the projects he did at Vancouver Film School. When above I said “that’s when I discovered that motion graphics was a thing and it was actually what I wanted to do as a career” what I really meant is that Jorge made me want to be an animator haha. I felt soo inspired and since then, the other people that have made me feel the same way have been Andrew Vucko, Yukai Du, Jordan Scott, Bee Grandinetti or Will Rose.


Mack Garrison:

Any final thoughts you'd like to share with our audience?

Marta Azaña:

To anyone who wants to make a career as a motion designer, I’d say keep experimenting and learning, but NEVER feel pressured by social media or compare yourself to others, the main goal should always be to enjoy. When you enjoy and stay motivated, everything else finds its way.

Thank you for this opportunity to show and talk about my work!

 
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Takeover Tuesday with Caibei Cai

An interview with Caibei Cai: designer and animator who lives in Shenzhen, China.

Q&A with Caibei Cai

Read time: 3min

 

 

Mack Garrison:

Hi, Caibei! Let's start at the beginning: how did you start your career in animation?

Caibei Cai:

I studied animation during my undergraduate, and after I received MA Animation degree from Royal College of Art, I started working as a freelancer. I have made some advertisements, music videos and visual designs, sometimes I also curate programs for the animation weeks.

 

No More A-Roving Tour

 

Mack Garrison:

What's the animation scene like in Shenzhen? Is it a pretty big community?

Caibei Cai:

Shenzhen is a city with many Internet companies, animation is usually used for the APP or games. Normally, they would like to choose conservative artistic styles to cater to the public taste. So it is quite difficult to get a suitable project for me.

Mack Garrison:

Do you mainly work with local clients or do you collaborate internationally?

Caibei Cai:

I often collaborate with some agencies in Shanghai and Beijing. I haven’t worked with foreign agencies before, and I’m willing to try it.

Mack Garrison:

Your style is very unique! The textural and organic approach provides a really tactile feel in a digital space. How did you develop this approach?

Caibei Cai:

Thank you! Seeing can mean touching the texture of a thing as people can see roughness and smoothness. Our eyes can feel the coarse edge of the paper, the smooth silk or the sticky oil bottle. So what I trying to do is invite the audience to touch my film through their eyes. But not passively following the storyline or fully understanding the meaning of the film. For me, the film is like a body, you could feel its’ breath, skin, hair instead of dissecting it’s muscle or organ inside.

 

Pining

 

Mack Garrison:

Could you tell us a little bit about your process? How do you come up with ideas for a project?


Caibei Cai:

I am very interested in people’s emotions, especially anxiety. Half Asleep talks about a silent relationship, Pining is the unobtainable feeling and the clocks in my room stops is about the insomnia experience. In the pre-production of Half Asleep, I created a linear story, but I only kept the emotion and removed every specific plot. It is similar to the force triggers tactile, you can’t see the actual force but you could feel the physical changing. As for me, the story plot is similar to the force, which let the audience could feel the changing emotion, so I tried to hide the plot but only left the emotion in the film. Besides, Havelock Ellis mentioned that Touch is the most irrational and emotional in the five senses. So showing the tactile could also enhance the emotional expression in the film.

Half Asleep

Mack Garrison:

I noticed you've received Vimeo Staff Picks for Half Asleep, Pining, and The Clock in my Room Stops; congrats! Do you have a favorite of those three? Why or why not?

Caibei Cai:

I don’t have the favourite one, because I always looking forward to my next film, and I’ve just finished an animation short film called Silver Cave, which is about the hunt, domestication and desire.

Mack Garrison:

How long does it typically take to make this style of animation? Is coming up with the idea the hardest part of bringing your vision to life?

Caibei Cai:

Most of my animation is drawn frame by frame, drawing on paper allows me to touch every frame in the film. But it is really time-consuming. I would like to share the working process of Half Asleep. First, I drew all the movement on the paper with charcoal or soft pastel...

I projected the animation on fabric and recorded it.

Finally, I printed the frames out and re-coloured them.

And when I made the logo intro for the BlackFin Production, I drew the frame by colour pencils, and then scan the frames, finally printed it on the waterslide transparent paper.

Mack Garrison:

What's your proudest professional moment so far?

Caibei Cai:

Probably is the moment I got a tattoo of 1920 X 1080 on my arm.

Mack Garrison:

Any advice you'd like to give the next generation of animators?

Caibei Cai:

Eat well, sleep well, play well, and draw well!

 
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Takeover Tuesday with Nol Honig

An interview with Nol Honig: director, designer and animator who lives in New York City.

Q&A with Nol Honig

Read time: 5min

 

 

Mack Garrison:

Hey, Nol! Thanks so much for taking the time to hop on a Tuesday Takeover; I've been a big fan of yours for a while. For those who are not familiar with you or your work, could you tell us about yourself?

Nol Honig:

Hi Mack - thanks for the kind words, and for inviting me to participate in this excellent series! Really glad to be here and in the company of so many others I admire.

My name is Nol and I’m a director, designer and animator who lives in New York City. I’ve been freelancing as a motion designer since the late 1990s, which makes me OG. At this point I’d say that I’m best-known for photo-driven, mixed-media “collage” animation, as well as for teaching After Effects Kickstart at School of Motion. Hello everyone!

 

The Andy Warhol Diaries

 

Mack Garrison:

How did your career begin? Did you always know you wanted to be in the motion world or did it take a little more luck than that?.

Nol Honig:

It took a lot of luck!

My parents were both very artistic, and encouraged me to be creative from early on. So right there, that’s extremely lucky. I was really into drawing and painting and all the usual stuff, but when I was seven years old Star Wars came out and after that I became fascinated with visual effects, stop motion, photography, and optical trickery. For me, that’s pretty much where it all started. I was also pretty lucky to have an older brother who got seriously into ‘home computing’ in the early 80s, and so I grew up feeling comfortable around computers ahead of a lot of other kids of my generation.

As a teenager I really wanted to be an indie filmmaker like Jim Jarmusch, Spike Lee, or the Coen Brothers, so after making a lot of 16mm films in college I applied to NYU for an MFA like all of those guys. And I was lucky to get in. When I was there I was really drawn to editing and post production, and volunteered to cut my thesis film on the film department’s first ‘non-linear’ (aka, computer) editing system — an AVID, which the department had just gotten that semester. Spending a few months working on a film project on a computer, and having to learn new software, was a big turning point for me.

I graduated in 1996 and while working in film production, I found myself much more interested in learning the newest software from Adobe called After Effects that had come out in the last year or so. I know it sounds obvious now, but at the time After Effects was the missing piece of the puzzle that allowed me to combine my love of filmmaking, design, animation, storytelling, staying indoors, and technology together in a way that just clicked for me. Still, there was no coherent motion design community at that time, and I worked in various production and post-production roles for many years — including directing a number of music videos for indie bands like Guided By Voices and Apples In Stereo.

My entryway into full time motion freelancing also happened as a result of luck. Somehow I had talked my way into working as an editor for a company that was producing commercials for then Senator John Kerry, who was running for President at the time. And after a few days I convinced them that I should be making commercials for them in After Effects, and not AVID. I made a ton of spots for the campaign that way, and even though John Kerry lost, I became a one-man freelance graphics department for this company. Fast forward many years, and that’s how I wound up as a lead animator for President Obama’s team in 2012.

 

Fireside History with Michael Beschloss

 

Mack Garrison:

You've got a really impressive resume of clients: Golden Wolf, Elastic, Buck, Pentagram, Hornet, Block & Tackle, PepRally, Ranger & Fox, Gretel, and let's not forget winning a Martin Scorsese Post Production Award! Tell us a little about that.

Nol Honig:

Well, the Martin Scorsese Post Production Award was something I won for my thesis film at NYU — specifically for the editing. I didn’t get to meet the great man, but as part of the award I was required to write him a letter of thanks. Not much of a story there. I believe the award was $300.

But yeah, in terms of studios … I’m super lucky to have worked with so many excellent teams over the years. As a senior freelancer, I appreciate great producers so much. They work tirelessly to make everything run smoothly, and often don’t get much credit or attention. For people entering the industry, remember: Creative Directors inspire, but Producers hire. Be nice to them, be honest about your calendar and the way you estimate your time, and always make sure to credit everyone on the team if you post about your work — including the producers.

 

Munn, After Losing

Mack Garrison:

You're a creator and a teacher. What led you to the education side of motion design. Do you prefer one more than the other?

Nol Honig:

I wouldn’t say I prefer teaching over animating, but I will say that being a good teacher is much harder than being a good animator. At least for me. People are more complex than keyframes.

Honestly, I got into it by accident. In 2000 a friend recommended me for a job teaching a class called “Broadcast Design” at Parsons School of Design. I got hired on the spot because I knew After Effects, even though I had no prior teaching experience. But in the end I taught at Parsons for 18 years and in 2017 I won a Distinguished Teaching Award for my contributions to the school. And I’m still in touch with a number of very talented people who I first met as students and are now working in all corners of the industry.

Even better, I had the great luck to team up with School of Motion in 2017 to create their foundation class After Effects Kickstart. I am so proud of that class, and couldn’t be happier that I partnered with such great people.

Mack Garrison:

I see you also do some writing as well. How important is it for creative to be able to write in your opinion? Any tips or tricks to being a better writer?

Nol Honig:

Being a good writer is very important, in my opinion. It helps me make good first impressions over email with people who want to hire me. It helps me win pitches for new work. And it helps me promote that work.

My advice is to remember that writing and editing are separate tasks. Both are necessary, but write first and then edit second if you can help it. And don’t skip the editing part.

 

The Endless Scare

 

Mack Garrison:

Tell us a bit about "The Drawing Room." Where does the name come from and why not just go by Nol Honig?

Nol Honig:

Traditionally, a drawing room is where the owner of a house, perhaps with a guest, could ‘withdraw’ for more privacy. For me, that’s where I want to work. In that private, relaxed space, maybe with a friend.

But the reason I don’t work under my own name is just mostly for tax reasons, as boring as that sounds.

 Mack Garrison:

Looking ahead, what do you think the future of Motion Design looks like?

Nol Honig:

Laser-guided keyframes.

Mack Garrison:

Any final takeaways?

Nol Honig:

Generally — figure out what works best for you, and then work in that direction. If you want to be a better designer, find sources of visual inspiration outside of motion design. If you want to be a better animator, observe the world intentionally.

Also ... if everyone is doing X, do Y. But that’s just me.

 
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