Having the opportunity to work on a feature film project is a dream come true for all aspiring character animators. This month we’d like to showcase the work of former iAnimate student, Cesc Pujols. Cesc was hired by Sony Imageworks right after his graduation from iAnimate to work on the sequel of Cloudy With a Chance of Meatballs. Have a look at his final animation where appeal, genuine acting and solid body mechanics come together to create great entertainment.
In our 19th episode, we interview three iAnimate alumni turned Walt Disney Animatio Studios animators. You'll hear how each one of them uniquely came to work at WDAS, their time on their first big feature (Wreck-it Ralph), and what it has been like working at a studio with such a rich history.
Hi! I'm Samantha Youssef and I'm from Montreal. I'm a 2D feature film animator and artistic director of Studio Technique, where I provide artistic training to various VFX, gaming, commercial and feature studios.
I knew about iAnimate Games through the iAnimate community as I was running a sketching group for the students there last year. I had been wanting to learn to animate in Maya since I work with a lot of 3D artists, but with my workload I was having a hard time being able to commit to it. I learned about the gaming program in more depth by David Hubert, and realized that doing the gaming workshop would be an excellent option for getting into 3D as it was extensive body mechanics.
iAnimate Games has been a great experience. I loved it! The course content was really fun and engaging, but thorough. I also learned so much about the how the animation has to be integrated into the game, how the systems work. My instructor was amazing, and the community was fantastic. The internal community had a great feel, it was a close knit group, and the instructors were involved in the community as well, and were there for us if we needed.
My name is Damien Vie, I live in France and I just completed iAnimate Rigging workshop program. I chose iAnimate for several reasons. First of all, the instructors are recognized in their professional fields, that’s always reassuring. All the workshop are organized by module to fit each individual personal planning and financial resources. Once enrolled in iAnimate, you have so much more resources available then just your workshop; all the rigs, extra tutorial video, the community, etc.
My experience has been very enriching to say the least. Beyond the technical knowledge learning expectations had, I also met a community of passionate artist and instructors with whom the student could exchange and share their passion for animation and rigging.
Jonah Austin our rigging instructor is a great teacher with a solid educational methodology. His explanations are clear, precise and well documented. During his workshop he gives equal importance to the technical and the artistic anatomical aspect of a good rig. In addition to being available at all time, he often shared his professional experiences with us.
What an amazing program to be apart of, this is the most comprehensive learning experience you will get on the market. It wasn't just an education, it was about setting yourself an expectation of what to reach at the end of the 14th week program and being able to reach that goal with the help of your instructor.
My instructor Richard Arroyo was extremely meticulous about my animation, we would always re-evaluate my scene and see how we can continuously push my animation. I can't describe how dedicated my instructor was to my learning experience and progress, it really felt like a coach-athlete relationship.
I believe the iAnimate Games program thoroughly met and exceeded the expectation of their students.
My name is Terry Chiem and I am from San Jose, California. I graduated about a year ago from San Jose State University's Animation and Illustration program. The curriculum there is great, but it was more geared towards feature production. I've always had a passion for games and had an interest in working in the industry so I decided to give iAnimate Games a try. To date I have only taken Games Workshop 1.
I started working at Spark Unlimited as an Animation Intern in June. The whole process happened over the course of a few months and went by pretty smoothly. Back in March, I had heard that Spark was looking for an animation intern. I applied for the position and received an interview a month later. The interview went well and I received 3 weeks to relocate to Southern California and start working.
iA: What is the biggest thing you took away from your time at iAnimate? I remember graduation day clearly. I stood under a blazing afternoon sun among my warrior classmates that flew or drove in from all over, shook hands with my heroes, a.k.a. instructors, seeing some of them face to face for the first time. I was finally partying with a group of folks that I respected greatly, with friends who knew exactly how challenging, humbling, and satisfying this process is. We all just finished one of the most grueling marathons ever.. which lasted many long months. The biggest take away from my iAnimate experience is gaining a great sense of accomplishment because I had pushed past many invisible ceilings and I grew beyond what I ever imagined. I had to find Jason Ryan, hidden in the crowd, to thank him for creating iAnimate. "You're absolutely welcome, mate! But really, it was all of you," he replied in his amiable Irish accent. For me, graduation was a culmination of my hard work and dedication towards something so elusive. A symbol of a long trail of empty coffee cups and countless evenings and weekends sacrificed by me and my loved ones so I can reach higher and go further. And no doubt, it was all worth it.