Thursday 21 April 2016

Evaluation

For my groups presentation we decided to focus on the animation company Laika, and it’s stages of production. Before we even chose Laika we already had some preconceived ideas of what they were like, for example they’re the forefront of technology, they blend physical stop motion and digital CGI. They’re also artistically driven with story focus. We spilt the presentation into different sections, they were storyboarding, model making, post-production and animation. My job was to focus on model making.

Laika is an American stop-motion animation studio specialising in feature films, commercial content for all media, music videos and short films. They’re best known for films such as Coraline, Paranorman and Boxtrolls. All highly successful. I looked into the model making for all of these films and was blown away by the process, to put it simply. It all starts off with a 2D design that the model makers then have to turn into a 3D model.

During my research process I was able to get in touch with the model maker ‘Helen Duckworth’, we’d previously talked to her about her job. Because of this I felt inspired to learn more about model making, she explained I was inspired to follow a career in CG when I did work experience at Aardman animations in Bristol when I was 14. As a child, I loved to make things from nothing, I had a keen interest in art but also was very interested in computers. CG was a perfect marriage of both these things. 

The process continues with an amature being made, along with a mould. The model is painted and dressed. But the process that fascinated me the most is ‘Rapid prototyping’, the process of 3D modelling the puppets faces that has rapidly improved through the years due to Laika’s innovative nature. During Coraline they were able to produce multiple 3D heads by 3D modelling them and using a 3D printer. Laika have made leaps and bounds in rapid prototyping, by being able to colour print faces of their puppets. Coraline’s face had to be carefully hand painted, resulting in the model makers not having such creative freedom to the design of the puppet. Since they couldn't get every face identical, it would make the animation look noisy.

Angry Aggie, a character from Paranorman was another puppet that was fascinating. She was an innocent little girl accused of witchcraft. She was a very complicated looking character, she needed to be constantly rigged as she was able to fly. Her face needed to look like it was tearing and stretching. As if she’s being torn between two realms of existence. It was very tempting to make her CGI, so the animators could play with her. But they wanted to make sure she looked traditional. Although there were parts of her that was impossible to animate. Rapid Prototyping, VFX, puppets, costume, art department all worked on it together.

Laika is a growing company, and if they continue to improve on this old art style which is popular. They seem to be going in the right direction.


Tuesday 12 April 2016

Presentation

 Here are just the slides that I contributed to the presentation, but below is the PDF file of the entire Presentation.





file:///C:/Users/Taechel/Downloads/Studio%20Laika%20Presentation%20MK1%20(1).pdf

(PDF  FORMAT OF THE PRESENTATION)


Friday 8 April 2016

Summer Internships

https://www.velvetjobs.com/job-posting/2016-summer-model-shop-internship-381611

I tried to find examples of the contracts they have in Laika, and how long people stay there. But it was pretty hard to find, apart from Helen Duckworth who mentioned contracts can be unpredictable. But I found a few websites for summer internships.

Job At Laika

http://www.cgmeetup.net/home/jobs/laika-recruiting-soft-goods-model-maker/

I found an example of the traits of a model maker and this is just at Laika.

Presenting Our Presentation


Our group has set up a online presentation that each of us can add too whenever we wish. It also automatically saves, it's been incredibly useful.

Meeting with Helen


As a group we had a meeting with one of our tutors, we told her what we had and recommended what we could include. Examples..


  • The production line: Do they keep to the same people all the time or is it long term
  • Income?
  • Why we decided to choose Laika
We took it all on board, and are working on the presentation. 

Monday 4 April 2016

Key skills of being a Model Maker

http://creativeskillset.org/job_roles/342_model_maker

https://app.hiive.co.uk/knowledge/job-roles/head-of-model-making-stop-motion-animation/34/

Key Skills include

• ability to function as part of the senior creative team
• ability to take creative decisions
• excellent communication and presentation skills
• ability to both take and give direction
• knowledge of the diverse craft and technical skills required by Model Makers
• ability to recruit and set up a team or department, including interviewing and assessing potential employees
• ability to support and manage a team of artists and technicians
• ability to manage a schedule and work to a budget
• ability to be flexible and problem solve
• knowledge of the requirements of the relevant Health and Safety legislation and procedures; including use of PPE (Personal Protective E
quipment) and COSHH (Control of Substances Hazardous to Health) regulations.

Qualifications/Experience

It is likely that a Head of Model of Making will have worked their way through the department. They will have acquired a thorough knowledge of all the craft skills and management procedures required for a production. It is probable that they have a design or sculpture background and have had the opportunity to gain leadership and organisational experience.
Heads of Model Making are likely to be hired on the basis of their talent, track record and reputation. The quality of their previous work will be of more value than academic qualifications. However, it is very likely that they will have gained an art or design-related degree before entering the industry.
If asked to show a portfolio, Producers and Directors will be looking for confirmation that the applicant has the appropriate range of skills required for their project. In such a relatively small industry, personal recommendations are also invaluable.


Response From Helen Duckworth

Helen Duckworth was nice enough to take time out of her busy schedule to answer my questions! Yay references!

 Hi Rachel,

It’s great to hear from you. I’m sorry that it has taken me so long to reply to you. My life got very hectic for a bit. I hope this doesn’t come to late!

1.What made you decide to be a model maker?
A:  I was inspired to follow a career in CG when I did work experience at Aardman animations in Bristol when I was 14. As a child, I loved to make things from nothing, I had a keen interest in art but also was very interested in computers. CG was a perfect marriage of both these things. 

2. Do you get art tests within the interview for a model maker or is it all portfolio work?
A The majority of companies base their decision to hire you on your portfolio and interview. However, I have had to do model tests before as well. When I first went to Aardman I had to create a model of a puppet in a week. I have heard that Blizzard require a modelling test as well.

3. What do you like most about your job?
A I like the challenge of turning a 2D drawing of a character into a 3D sculpture that still captures the beauty and appeal of the original design. I also love seeing my characters animated , it feels like they have come to life.

4. What is your least favourite aspect of your job?
A The hours can be gruelling sometimes and the industry as a whole can be pretty unstable with contracts changing suddenly due to script changes or films being pulled. 


Best of luck in your career Rachel. 

All the best,

Helen