Anne Brassier - Mr and Mrs Animation (Andy)
1) How do freelancers get work in such a competitive environment?
By knowing what their strong point is and making sure they point themselves to the right people and companies. Do not send generic emails,
do ten minutes research and know a little about who you’re contacting.
2) How do you fit into your creative team (if you have one)?
How do I personally fit into the creative team?? I fit in because despite not being a designer myself, they are my hands so it’s important to know what they’re up to, to understand how they work and how to get the best from them & make sure they are happy bunnies.
3) What issues do you face in the creative process and how do you overcome them?
Issues can come from many sides, client-side and internally. You try to anticipate them in the first place, but failing that, you
approach them honestly and with resolutions in mind. If it’s your fault, own up; if it’s the client... Go easy.
4) Who handles clients, money, contacts and how?
I do. With a smile and friendly ear.
5) What route did you take to get to your position, is there progression in the industry and if so where?
I started working at an agency called Airside in 2001 as a part-time bookkeeper. Airside was small so I made a role for myself and progressed to studio manager, then eventually communications and new business. That in turn, led to my role at Mr & Mrs. There is progression if you are proactive and seek spaces out for yourself. Be interested.
6) Are there many jobs out there and what are employers looking for?
I have no idea how many jobs there are. But employers look for someone with talent. ‘Talent’ means different things to different people so it’s
about you as the designer knowing where you want to head and being prepared to make a few mistakes along the way; chalk them up to good experience.
7) What are the hours/timescales and pay like?
Are you really asking this question???
8) Do you have any advice on strategies for getting work experience and with who?
Know who you’re approaching. Be enthusiastic. Be prepared to learn. Don’t take a role as a marketing intern, if actually you want to be a designer.
9) What are the benefits in character design? Why did it appeal to you and who are your influences?
There are no benefits as such, it’s just a route that some projects take. We like characters and enjoy projects where they are required – it’s a personal preference.
10) How does working in studios compare to working freelance?
In studios you work as a part of a team; obviously when freelancing, you’re more or less on your own.
There’s no money in music videos, but they are very good portfolio
material
1) How do freelancers get work in such a competitive environment?
By knowing what their strong point is and making sure they point themselves to the right people and companies. Do not send generic emails,
do ten minutes research and know a little about who you’re contacting.
2) How do you fit into your creative team (if you have one)?
How do I personally fit into the creative team?? I fit in because despite not being a designer myself, they are my hands so it’s important to know what they’re up to, to understand how they work and how to get the best from them & make sure they are happy bunnies.
3) What issues do you face in the creative process and how do you overcome them?
Issues can come from many sides, client-side and internally. You try to anticipate them in the first place, but failing that, you
approach them honestly and with resolutions in mind. If it’s your fault, own up; if it’s the client... Go easy.
4) Who handles clients, money, contacts and how?
I do. With a smile and friendly ear.
5) What route did you take to get to your position, is there progression in the industry and if so where?
I started working at an agency called Airside in 2001 as a part-time bookkeeper. Airside was small so I made a role for myself and progressed to studio manager, then eventually communications and new business. That in turn, led to my role at Mr & Mrs. There is progression if you are proactive and seek spaces out for yourself. Be interested.
6) Are there many jobs out there and what are employers looking for?
I have no idea how many jobs there are. But employers look for someone with talent. ‘Talent’ means different things to different people so it’s
about you as the designer knowing where you want to head and being prepared to make a few mistakes along the way; chalk them up to good experience.
7) What are the hours/timescales and pay like?
Are you really asking this question???
8) Do you have any advice on strategies for getting work experience and with who?
Know who you’re approaching. Be enthusiastic. Be prepared to learn. Don’t take a role as a marketing intern, if actually you want to be a designer.
9) What are the benefits in character design? Why did it appeal to you and who are your influences?
There are no benefits as such, it’s just a route that some projects take. We like characters and enjoy projects where they are required – it’s a personal preference.
10) How does working in studios compare to working freelance?
In studios you work as a part of a team; obviously when freelancing, you’re more or less on your own.
There’s no money in music videos, but they are very good portfolio
material
Daisy Hynes - Illumni (Andy)
1) How do freelancers get work in such a competitive environment?
- I found the best way to get work when I graduated was to do plenty of work experience, hopefully make a good impression and get asked back. Its also really important for freelancers to have a good online presence; a website with your showreel and current work, LinkedIn, Twitter, Tumblr or another blog, Bristol Media or equivalent for your location. And attend plenty of events where you are likely to meet other creatives.
2) How do you fit into your creative team (if you have one)?
- It depends on where I’m working, when I work for myself or with one or two creatives I work as an Animator/Producer and when I work in a studio I tend to be given the role of Assistant Animator.
3) What issues do you face in the creative process and how do you overcome them?
- As a freelancer you take on roles that you’re not necessarily expecting such as Producer - creating budgets, schedules and dealing with clients on top of creating the work you’ve been asked to do. One main issue has been ensuring I get paid on time and I have learnt to ask for a % of the final pay upfront.
4) Who handles clients, money, contacts and how?
- When working for myself I do this, however work often comes through an agency so there’s a ‘middle-man’. When working in a studio, the Producer does this.
5) What route did you take to get to your position, is there progression in the industry and if so where?
- I worked on A Liar’s Autobiography last Summer as unpaid work experience, I learnt a lot and since then have been asked back to Arthur Cox to work on a number of different projects. I hope to continue working for them as well as work freelance and build a great portfolio of work with like-minded creatives and one day call ourselves a ‘business’.
6) Are there many jobs out there and what are employers looking for?
- There is certainly work out there - but very few full-time positions. Employers are looking for nice, approachable, hard-working talented people.
7) What are the hours/timescales and pay like?
- It completely depends on the work - generally I work 10am - 6pm but you work till the job is finished so you might work late into the evening or even the odd weekend if necessary. I have found pay varies from £100 - £150 per day, sometimes it’s less but only if the job is something you really want to do!
8) Do you have any advice on strategies for getting work experience and with who?
- Just email plenty of people in the industry, as you are currently. Then when you have time to do work experience email them again and you are more likely to be given a chance. Have a think about which studios are appropriate for the type
of work you want to do - CG, stop-motion, Flash. It’s better to go into the studio with some knowledge of what they do rather than being clueless.
9) What are the benefits in character design? Why did it appeal to you and who are your influences?
10) How does working in studios compare to working freelance?
- I like working in studios as you are surrounded by talented people that will help you to develop your skills as well as it being a more social environment. However working freelance means you are your own boss and you can work flexibly.
1) How do freelancers get work in such a competitive environment?
- I found the best way to get work when I graduated was to do plenty of work experience, hopefully make a good impression and get asked back. Its also really important for freelancers to have a good online presence; a website with your showreel and current work, LinkedIn, Twitter, Tumblr or another blog, Bristol Media or equivalent for your location. And attend plenty of events where you are likely to meet other creatives.
2) How do you fit into your creative team (if you have one)?
- It depends on where I’m working, when I work for myself or with one or two creatives I work as an Animator/Producer and when I work in a studio I tend to be given the role of Assistant Animator.
3) What issues do you face in the creative process and how do you overcome them?
- As a freelancer you take on roles that you’re not necessarily expecting such as Producer - creating budgets, schedules and dealing with clients on top of creating the work you’ve been asked to do. One main issue has been ensuring I get paid on time and I have learnt to ask for a % of the final pay upfront.
4) Who handles clients, money, contacts and how?
- When working for myself I do this, however work often comes through an agency so there’s a ‘middle-man’. When working in a studio, the Producer does this.
5) What route did you take to get to your position, is there progression in the industry and if so where?
- I worked on A Liar’s Autobiography last Summer as unpaid work experience, I learnt a lot and since then have been asked back to Arthur Cox to work on a number of different projects. I hope to continue working for them as well as work freelance and build a great portfolio of work with like-minded creatives and one day call ourselves a ‘business’.
6) Are there many jobs out there and what are employers looking for?
- There is certainly work out there - but very few full-time positions. Employers are looking for nice, approachable, hard-working talented people.
7) What are the hours/timescales and pay like?
- It completely depends on the work - generally I work 10am - 6pm but you work till the job is finished so you might work late into the evening or even the odd weekend if necessary. I have found pay varies from £100 - £150 per day, sometimes it’s less but only if the job is something you really want to do!
8) Do you have any advice on strategies for getting work experience and with who?
- Just email plenty of people in the industry, as you are currently. Then when you have time to do work experience email them again and you are more likely to be given a chance. Have a think about which studios are appropriate for the type
of work you want to do - CG, stop-motion, Flash. It’s better to go into the studio with some knowledge of what they do rather than being clueless.
9) What are the benefits in character design? Why did it appeal to you and who are your influences?
10) How does working in studios compare to working freelance?
- I like working in studios as you are surrounded by talented people that will help you to develop your skills as well as it being a more social environment. However working freelance means you are your own boss and you can work flexibly.
Charlie Miller - Freelance Bristol (Andy)
1) How do freelancers get work in such a competitive environment?
- The key to getting work is networking, having a great site and advertising your services in the right places. Being a freelancer, you can work in a studio or from home. Most of the work i have got is creating animations for media companies, and i do these remotely. If you want to work in studios, you need to get your foot in the door, i think the best way is getting work experience to start off with and try to impress so they want you back again. Networking is key, go to local film and animations nights and encounters film festival. Be nice and make friends in the industry.
2) How do you fit into your creative team (if you have one)?
- I am currently working on a freelance project for a media company. The team is the creative director from the media company, me (acting as
the director and designer) and two animators. I deal face to face with the client and am the creative behind the project. My job is to come up with the concept for the animation, i do this by meeting with the client and presenting ideas. When the idea is signed off, i design and board the concept and brief the animators. I've worked with the animators for the past three years, so we work very well together.
3) What issues do you face in the creative process and how do you overcome them?
- The creative process is tough, but it is by far the favourite part of all the projects i work on. You have to understand the brief and know your subject matter. Having a massive library of inspiration is great, knowing what medium fits to the subject matter is key. Sometime i hit a wall when coming up with a concept, the best thing to do is get away from the computer and walk, most of my ideas come to me away from the
computer.
4) Who handles clients, money, contacts and how?
- I currently handle the clients, money and contacts. This is not ideal and i hope to change this soon. Clients can be tricky, but you just have to be up front, honest and professional with them. Money can sometimes be an issue, working freelance (not in a studio) you should always ask for a percentage up front and give a deadline for when the money should be paid to you.
5) What route did you take to get to your position, is there progression in the industry and if so where?
- I did a lot of work experience when i graduated and worked in a few studios doing various jobs. I learnt a huge amount from just getting myself out there, and i soon learnt that i wanted to be doing the creative pre-production stuff. I've struggled to find jobs in this area as the competition is tough. So i work for myself. To progress in the industry i recommend knowing what you want to do, and becoming really
good at it. You have to start from somewhere and usually the bottom, so work experience and internships are good. You are most likely to get technical jobs (animator or compositor-learn how to use flash, after effects, celaction or maya), before really being able to explore the creative side, but you just have to prove yourself as a creative.
6) Are there many jobs out there and what are employers looking for?
- There are jobs in Bristol, but a lot more in London. Jobs in character design are few and far between. Most of the animation done in Bristol
are adverts or online videos, and the design is mainly done by the directors. Employers are looking for people with a specific technical skill, you need to know what you do. They are also looking for someone nice that they don't mind spending a lot of time with.
7) What are the hours/timescales and pay like?
- Working in studios i mainly worked from 9:30am or 10:00 am to 6:00 pm. Working freelance i work from 9:00 till 6:00. Pay starting out for me
was either nothing, doing work experience or around £50 a day for an internship. I know charge £110 a day.
8) Do you have any advice on strategies for getting work experience and with who?
- I got work experience by emailing studios inquiring about work experience, saying i liked their work and showed them examples of my work. You should get work experience in a studio that you feel fits what you like in the animation world. Great companies in or near Bristol are Arthur Cox, Wonky Films, Aardman, Complete Control and Rumpus Animation. Meeting with people face to face is great, people want to work with nice people, so again networking is good!
9) What are the benefits in character design? Why did it appeal to you and who are your influences?
- Good character design adds to the story. I really believe that story is the most important part of an animated film. You have to tell a story through your design. A good character design will benefit the story you're trying to tell. Character Design appealed to me as i love drawing, designing and story, all of these things are integral to character design.I try to look outside the world of animation.I am influenced by the films i watch: Drive, Looper, Stand by me, Heat, E.T and Road to Perdition. Designers i like are: Maxime Mary, Oliver Jeffers, JP Vine, Jon Klassen,
Robin Davey, Carter Goodrich. Animation Directors: Johnny Kelly, Dave Prosser, Ben Hibon, Marc Craste, Grant Orchard. Animation Companies: Studio A.K.A, Nexus, Passion Pictures, Aardman.
10) How does working in studios compare to working freelance?
- There are pros and cons to both. And this is only based on my experience, so other people will have different opinions. I started out working in studios, and i learnt so much! Even if the work i was doing wasn't great, or the company wasn't great i still learnt a lot. Working in a studio is
also beneficial as you are surrounded by creative people, and i believe collaboration is very important. I'm working freelance now, and i really like being my own boss and being the sole creative person behind a project, it's been a great way to explore my creativity. Sometimes i am out of my depth but you work through this and are a better person for it! Negatives about freelancing
are not having people around to bounce ideas off, and the unstable income isn't
great!
1) How do freelancers get work in such a competitive environment?
- The key to getting work is networking, having a great site and advertising your services in the right places. Being a freelancer, you can work in a studio or from home. Most of the work i have got is creating animations for media companies, and i do these remotely. If you want to work in studios, you need to get your foot in the door, i think the best way is getting work experience to start off with and try to impress so they want you back again. Networking is key, go to local film and animations nights and encounters film festival. Be nice and make friends in the industry.
2) How do you fit into your creative team (if you have one)?
- I am currently working on a freelance project for a media company. The team is the creative director from the media company, me (acting as
the director and designer) and two animators. I deal face to face with the client and am the creative behind the project. My job is to come up with the concept for the animation, i do this by meeting with the client and presenting ideas. When the idea is signed off, i design and board the concept and brief the animators. I've worked with the animators for the past three years, so we work very well together.
3) What issues do you face in the creative process and how do you overcome them?
- The creative process is tough, but it is by far the favourite part of all the projects i work on. You have to understand the brief and know your subject matter. Having a massive library of inspiration is great, knowing what medium fits to the subject matter is key. Sometime i hit a wall when coming up with a concept, the best thing to do is get away from the computer and walk, most of my ideas come to me away from the
computer.
4) Who handles clients, money, contacts and how?
- I currently handle the clients, money and contacts. This is not ideal and i hope to change this soon. Clients can be tricky, but you just have to be up front, honest and professional with them. Money can sometimes be an issue, working freelance (not in a studio) you should always ask for a percentage up front and give a deadline for when the money should be paid to you.
5) What route did you take to get to your position, is there progression in the industry and if so where?
- I did a lot of work experience when i graduated and worked in a few studios doing various jobs. I learnt a huge amount from just getting myself out there, and i soon learnt that i wanted to be doing the creative pre-production stuff. I've struggled to find jobs in this area as the competition is tough. So i work for myself. To progress in the industry i recommend knowing what you want to do, and becoming really
good at it. You have to start from somewhere and usually the bottom, so work experience and internships are good. You are most likely to get technical jobs (animator or compositor-learn how to use flash, after effects, celaction or maya), before really being able to explore the creative side, but you just have to prove yourself as a creative.
6) Are there many jobs out there and what are employers looking for?
- There are jobs in Bristol, but a lot more in London. Jobs in character design are few and far between. Most of the animation done in Bristol
are adverts or online videos, and the design is mainly done by the directors. Employers are looking for people with a specific technical skill, you need to know what you do. They are also looking for someone nice that they don't mind spending a lot of time with.
7) What are the hours/timescales and pay like?
- Working in studios i mainly worked from 9:30am or 10:00 am to 6:00 pm. Working freelance i work from 9:00 till 6:00. Pay starting out for me
was either nothing, doing work experience or around £50 a day for an internship. I know charge £110 a day.
8) Do you have any advice on strategies for getting work experience and with who?
- I got work experience by emailing studios inquiring about work experience, saying i liked their work and showed them examples of my work. You should get work experience in a studio that you feel fits what you like in the animation world. Great companies in or near Bristol are Arthur Cox, Wonky Films, Aardman, Complete Control and Rumpus Animation. Meeting with people face to face is great, people want to work with nice people, so again networking is good!
9) What are the benefits in character design? Why did it appeal to you and who are your influences?
- Good character design adds to the story. I really believe that story is the most important part of an animated film. You have to tell a story through your design. A good character design will benefit the story you're trying to tell. Character Design appealed to me as i love drawing, designing and story, all of these things are integral to character design.I try to look outside the world of animation.I am influenced by the films i watch: Drive, Looper, Stand by me, Heat, E.T and Road to Perdition. Designers i like are: Maxime Mary, Oliver Jeffers, JP Vine, Jon Klassen,
Robin Davey, Carter Goodrich. Animation Directors: Johnny Kelly, Dave Prosser, Ben Hibon, Marc Craste, Grant Orchard. Animation Companies: Studio A.K.A, Nexus, Passion Pictures, Aardman.
10) How does working in studios compare to working freelance?
- There are pros and cons to both. And this is only based on my experience, so other people will have different opinions. I started out working in studios, and i learnt so much! Even if the work i was doing wasn't great, or the company wasn't great i still learnt a lot. Working in a studio is
also beneficial as you are surrounded by creative people, and i believe collaboration is very important. I'm working freelance now, and i really like being my own boss and being the sole creative person behind a project, it's been a great way to explore my creativity. Sometimes i am out of my depth but you work through this and are a better person for it! Negatives about freelancing
are not having people around to bounce ideas off, and the unstable income isn't
great!
Will Crook - Treat Studios (Andy)
1) How do freelancers get work in such a competitive environment?
- No easy answer. Get out there and meet as many people as possible. I just moved to Zurich (r.e. the baby thing), where there are only 50 or so animators in the whole city. That's for sure made it much easier to get noticed.
2) How do you fit into your creative team ( at Treat, elsewhere or just collaberators)?
- I've always been interested in the technical stuff, so when working with good designers and animators I naturally find myself compositing and doing other post-production stuff.
3) What issues do you face in the creative process and how do you overcome them?
- Different for every project. When things get difficult I look at it like a really harsh lesson that I should never make the same mistakes again. When I'm stuck doing something unsatisfying, I try make stuff that I like in my own time.
4) Who handles clients, money, contacts and how?
- At Treat, it was pretty unusual, we all knew each other well and would trust whoever got the job to take care of the money and contacts side of things. Working freelance, me. I keep a lot of notes and some boring spreadsheets just that I know i'm not spending too much.
5) What route did you take to get to your position, is there progression in the industry and if so where?
- I never considered myself a part of the industry. I guess I ended up here through perseverance, and always trying to hang around with people whose work I admire.
6) Are there many jobs out there and what are employers looking for?
- I don't think anyone knows how many jobs there are out there, there are so many weird little circles of people making stuff. What people are looking for depends on the project.
7) What are the hours/timescales and pay like?
- Varies insanely from job to job. I've taken good jobs that i've worked on day and night for almost nothing, and have taken crappy jobs for advertising agencies in zurich that pay £600 a day. I can say this for sure - my first proper animation job in London in 2009 was in an 'artworker' position at Nexus, and it paid £150 a day.
8) Do you have any advice on strategies for getting work experience and with who?
- I'd never 'try' to get a work experience job, always aim higher. Like I said before, meet a lot of people, keep making, and hopefully stuff will come up.
9) What are the benefits in character design? Why did it appeal to you and who are your influences?
- My two main influences are definitely Matt Layzell and Robin Bushell, who I
worked with at Treat.
10) How does working in studios compare to working freelance?
- Never worked full time at a studio so I can't say. I have however worked full time at an advertising agency, and it was the best pay, and the worst work ever.
1) How do freelancers get work in such a competitive environment?
- No easy answer. Get out there and meet as many people as possible. I just moved to Zurich (r.e. the baby thing), where there are only 50 or so animators in the whole city. That's for sure made it much easier to get noticed.
2) How do you fit into your creative team ( at Treat, elsewhere or just collaberators)?
- I've always been interested in the technical stuff, so when working with good designers and animators I naturally find myself compositing and doing other post-production stuff.
3) What issues do you face in the creative process and how do you overcome them?
- Different for every project. When things get difficult I look at it like a really harsh lesson that I should never make the same mistakes again. When I'm stuck doing something unsatisfying, I try make stuff that I like in my own time.
4) Who handles clients, money, contacts and how?
- At Treat, it was pretty unusual, we all knew each other well and would trust whoever got the job to take care of the money and contacts side of things. Working freelance, me. I keep a lot of notes and some boring spreadsheets just that I know i'm not spending too much.
5) What route did you take to get to your position, is there progression in the industry and if so where?
- I never considered myself a part of the industry. I guess I ended up here through perseverance, and always trying to hang around with people whose work I admire.
6) Are there many jobs out there and what are employers looking for?
- I don't think anyone knows how many jobs there are out there, there are so many weird little circles of people making stuff. What people are looking for depends on the project.
7) What are the hours/timescales and pay like?
- Varies insanely from job to job. I've taken good jobs that i've worked on day and night for almost nothing, and have taken crappy jobs for advertising agencies in zurich that pay £600 a day. I can say this for sure - my first proper animation job in London in 2009 was in an 'artworker' position at Nexus, and it paid £150 a day.
8) Do you have any advice on strategies for getting work experience and with who?
- I'd never 'try' to get a work experience job, always aim higher. Like I said before, meet a lot of people, keep making, and hopefully stuff will come up.
9) What are the benefits in character design? Why did it appeal to you and who are your influences?
- My two main influences are definitely Matt Layzell and Robin Bushell, who I
worked with at Treat.
10) How does working in studios compare to working freelance?
- Never worked full time at a studio so I can't say. I have however worked full time at an advertising agency, and it was the best pay, and the worst work ever.
Alex Maclean - Creative Director at Rupert Ray Studios [Nick]
1) How do freelancers get work in such a competitive environment?
Its usually a chicken and egg situation - Do great work - spreads by word of mouth, twitter, etc. - published in the design blogs / mags / etc. Get a (good) agent to represent you and tout your work, and who you know! Self initiated projects which people voluntarily share are the best and probably the only way to get the reputation necessary to receive commissions.
2) How do you fit into your creative team, when working with one?
I'm the boss! - As Creative Director my role is to guide and inspire the team. I never dictate direction , but some CD's do.
3) What issues do you face in the creative process and how do you overcome them?
That's a big question! - One for example is the all important PROCESS - who are the 'stakeholders'? Who is going to sign off your designs? How are you going to go about getting the brief in such a way that you totally understand your clients needs? If you have bad process, or you and you client aren't clear on briefing and feedback everyone is going to be frustrated.
4) Who handles clients, money, contacts and how?
Get a great managing director / account director or producer. It is possible to find one person who can do all three but as business grows you must divide and conquer - every designer needs admin and production.
5) What route did you take to get to your position, through both experience and education?
9 years of art college - BA, work placements, first job (1 year) MA, freelance, Research Fellowship, started first company 1993 (Pinsky & Maclean) started second company 1998 (Airside) started third company 2012 (Rupert Ray)
6) Are there many jobs out there and what are employers looking for?
If you mean design jobs - then yes - but competition is fierce - individual flair, evidence of personal projects, hard work and discipline are the obvious things to look for.
7) What are the hours/timescales and pay like?
! - from nothing for a work placement (although we always pay minimum wage) to large sums of money for single corporate illustration jobs - the market playing field couldn't be less even.
8) Do you have any advice on strategies for getting work experience and with who?
Create short, striking portfolio of the best work and send something real through the post - email is useless!
9) What are the benefits in character design? Why did it appeal to you and who are your influences?
Character design can become powerful branding (see Fiat EcoDrive as an example)
One simple benefit for brands is the need to avoid using real people - We read and judge people by their sex, ethnicity, clothing etc. Drawn characters allow us to use our imagination, bypassing our innate prejudice about 'types' of people.
10) How does working in studios compare to working freelance?
Its better IMHO! - I never got out of my pyjamas or out of the house when I was freelance.
Stephen Silver - Character Designer (Fairly OddParents & Kim Possible) [Nick]
1) How do freelancers get work in such a competitive environment?
Knock on more doors than your competitors and be more creative
2) How do you fit into your creative team, when working with one?
Be a good listener and give advise where you see fit. Be on time and do your best
3) What issues do you face in the creative process and how do you overcome them?
The ideas aren't coming out on paper what you see in your head. Best thing to do is walk away, even draw something different
4) Who handles clients, money, contacts and how?
The artists does unless you have an agent.
5) What route did you take to get to your position, through both experience and education?
I did not go to art school, I started by drawing caricatures in theme parks
6) Are there many jobs out there and what are employers looking for?
Depends on the field you wish to enter, but I believe in creating your own work and ideas and see if you can get them published or sold. Employees are looking for strong drawing skills in your chosen field
7) What are the hours/timescales and pay like?
Hours can be long, but if you love what you do it does not matter. Pay is good to
8) Do you have any advice on strategies for getting work experience and with who?
Just draw every day, carry a sketchbook and take life drawing
9) What are the benefits in character design?
Why did it appeal to you and who are your influences?Character design was just a lot of fun and my passion. Mad magazine was my influence
10) How does working in studios compare to working freelance?
I have more time for myself to do what I want when I freelance
1) How do freelancers get work in such a competitive environment?
Knock on more doors than your competitors and be more creative
2) How do you fit into your creative team, when working with one?
Be a good listener and give advise where you see fit. Be on time and do your best
3) What issues do you face in the creative process and how do you overcome them?
The ideas aren't coming out on paper what you see in your head. Best thing to do is walk away, even draw something different
4) Who handles clients, money, contacts and how?
The artists does unless you have an agent.
5) What route did you take to get to your position, through both experience and education?
I did not go to art school, I started by drawing caricatures in theme parks
6) Are there many jobs out there and what are employers looking for?
Depends on the field you wish to enter, but I believe in creating your own work and ideas and see if you can get them published or sold. Employees are looking for strong drawing skills in your chosen field
7) What are the hours/timescales and pay like?
Hours can be long, but if you love what you do it does not matter. Pay is good to
8) Do you have any advice on strategies for getting work experience and with who?
Just draw every day, carry a sketchbook and take life drawing
9) What are the benefits in character design?
Why did it appeal to you and who are your influences?Character design was just a lot of fun and my passion. Mad magazine was my influence
10) How does working in studios compare to working freelance?
I have more time for myself to do what I want when I freelance
ANAIS BERBABE (UBISOFT) (Lauren)
1) How do artists such as yourself find/receive work in such a competitive environment? in my case, ubisoft came to recruit in my school and I am one of three people they hired, first internship, then ccd. I have been very lucky. this is a pretty enviable position even if I eventually left it for more adventures. i'm no longer working at ubisoft.
2) How do you fit into your creative team? (if you have one) I was the one who does not like video games, the girl who brings a different look to the designs. may be more perfectionist. In any case, we completed. we were 4 doing exactly the same work: creation of design, modeling and integration in the game engine. it was great, with no competition and good emulation.
3) What issues do you face in your creative process and how do you overcome them? the only way to overcome these problems is to work hard, trying to exceed. have higher expectations. and accept criticism. not always easy.
4) In your experience, what are employers/clients looking for? some bad ass characters :) they want the very best, the very professional work. must impress. they want you to understand what's in their mind. and to give some good ideas. and to be proactive. :)
5) What are your work hours like? drawing, learning to manage the software, and i had to play videogame every day. but i did'nt like it, so... i was only watching.
6) How would you recommend getting work experience and becoming a professional in the industry? woaaaaa. work hard and being the best you can. sending your resume really often. never give up. work on relationnal. meet the people. believe in your luck.
7) What are the benefits of working with character design? don't know! it has to please you! if you don't enjoy yourself , there is no benefit.
8) What kind of influences do you draw on to inspire your work? too many :)
1) How do artists such as yourself find/receive work in such a competitive environment? in my case, ubisoft came to recruit in my school and I am one of three people they hired, first internship, then ccd. I have been very lucky. this is a pretty enviable position even if I eventually left it for more adventures. i'm no longer working at ubisoft.
2) How do you fit into your creative team? (if you have one) I was the one who does not like video games, the girl who brings a different look to the designs. may be more perfectionist. In any case, we completed. we were 4 doing exactly the same work: creation of design, modeling and integration in the game engine. it was great, with no competition and good emulation.
3) What issues do you face in your creative process and how do you overcome them? the only way to overcome these problems is to work hard, trying to exceed. have higher expectations. and accept criticism. not always easy.
4) In your experience, what are employers/clients looking for? some bad ass characters :) they want the very best, the very professional work. must impress. they want you to understand what's in their mind. and to give some good ideas. and to be proactive. :)
5) What are your work hours like? drawing, learning to manage the software, and i had to play videogame every day. but i did'nt like it, so... i was only watching.
6) How would you recommend getting work experience and becoming a professional in the industry? woaaaaa. work hard and being the best you can. sending your resume really often. never give up. work on relationnal. meet the people. believe in your luck.
7) What are the benefits of working with character design? don't know! it has to please you! if you don't enjoy yourself , there is no benefit.
8) What kind of influences do you draw on to inspire your work? too many :)