Internship: Summer 2015 Adult Swim Intern

Adult_Swim_logoSummer Intern for Adult Swim

Found on Animationjobs.com
Job Description

Duties: The Adult Swim Talent and Development department is looking for a motivated intern to learn about the development process and how to manage talent for a major network. Ideal candidate should have an active interest in agency/managerial world or press/marketing and will assist in providing coverage for scripts, researching talent and projects, reviewing storyboards, animatics and work prints of current shows in production. Additional duties include but are not limited to converting media, organizing, filing and other various general administrative and clerical tasks.

Candidate will also have the opportunity to sit in on pitch meetings as well as to pitch their own project at the end of their internship.

Qualifications: In order to facilitate the learning experience, the following qualifications are preferred: Should be able to commit to 12 weeks of the internship and be able to work 15-20 hours per week. Course credit is optional. Should be self-motivated, ability to work in a team environment and multi-task, have a good attitude, and be able to function well in an environment with short deadlines and quick turnaround projects. MAC savvy – need active use of Entourage and Excel and Mac Office – should be savvy around an office.

Internships are paid at minimum-wage and structured to last approximately 12 weeks. Course Credit is optional. Resume and Cover Letter are required. Students should have a strong academic record (3.0 strongly preferred). Students must have completed their sophomore year in college prior to the start of the internship. In addition, students may not have graduated college prior to the start of the internship (i.e. students MUST be enrolled in school during the time of the internship). Students seeking college credit are strongly encouraged to apply.

Note to International Students: All international students will be required to provide documentation of proper visa paperwork prior to your arrival if accepted to the program. Due to the high volume of candidates for Turner’s (Adult Swim) Internship Program, interested students are encouraged to apply for openings as soon as possible, as these positions will be filled on an ongoing, as needed, basis.

Direct application link: http://jobsatturner.com/los-angeles/animation/summer-2015-adult-swim-intern-jobs

Jobs: Storyboard Artist at Nickelodeon

Nickelodeon_logo_new

Storyboard Artist at Nickelodeon
Responsibilities:

  • Meet with creative supervisors to discuss objectives of storyboard; what is desired or to be achieved.
  • Create storyboards by implementing storytelling objectives.
  • Follow instructions of creative supervisors.
  • Address any problems with creative supervisors; ask necessary questions.
  • Communicate progress of work to creative supervisors and to appropriate production staff.
  • Ensure quality and style of show is consistently achieved in storyboard work.
  • Follow proper document management requirements (i.e., file naming and storage) according to the production’s guidelines.
  • Meet all deadlines as determined by Line Producer or Production Manager.
  • Attend and contribute to relevant meetings and pitches as needed.
  • Maybe be required to pitch Storyboards.
  • Ensure all storyboard notes are added.
  • Assist with special projects.

Basic Qualifications:

  • Strong skill set for staging and composing boards for animation
  • Must demonstrate proficiency in style of show.
  • Strong staging and composition skills.
  • Strong drawing and mechanical skills.
  • Knowledge of or willingness to learn applicable design software and hardware.
  • Strong time-management skills.
  • Work well under pressure.
  • Ability to multitask a plus.

Desired Qualifications:

  • Relevant drawing experience necessary.
  • BA/BS preferred.
  • Minimum of 1 year storyboard experience and/or training on a similar show; or equivalent combination of education and experience.

Direct application link: http://chc.tbe.taleo.net/chc02/ats/careers/requisition.jsp?org=MTVNETWORKS&cws=1&rid=8351

Chris Houghton

What is your name and your current occupation?
My name is Chris Houghton and I am a Storyboard Revisionist at Nickelodeon.

What are some of the crazier jobs you had before getting into animation?
I’ve been lucky enough to always have a decent job. Even as a kid, I enjoyed my jobs: cutting lawns, babysitting, farm work. In High School I worked at a small gym for a couple of years but it was a cake job that allowed me to draw most of the time.

What are some of your favorite projects you’re proud to have been a part of? 
I’m most proud of the comic book series my brother Shane and I have created called Reed Gunther. It’s published by Image Comics but before that we self-published the series. We’ve poured our heart and soul into the comic over the past few years. Every small success the comic has gained, we’ve felt 10 times over.

How did you become interested in animation? 
I’ve always enjoyed animation but I became interested in animation as a career when I was Continue reading

Warren Leonhardt

 

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What is your name and your current occupation?
Warren Leonhardt, story artist at Blue Sky Studios

 

What are some of the crazier jobs you had before getting into animation?
Worked as a logger, prep cook at a truck stop, janitor at a hospital and a shoe repairman for a day. I thought about going into amateur kickboxing in 1993 or 94 after being invited by my coach to train in Thailand, but I’m too darn lazy when it comes right down to it.

 

What are some of your favorite projects you’re proud to have been a part of?
It’s not so much the gig as the folks I’ve been lucky enough to work with. I’ve been on great crews such as the one we had at Red Rover studios up in Toronto in the early ’00s. We had a blast making Puma, Mexican Gerber commercials, and concert videos for R. Kelly when he was just on the cusp of going completely bonkers. I had to draw his recently deceased mother as an angel who talked to him, which was awkward, to say the least. As far as movies or recognizable credits go, I’d have to say those guys at Sony who made ‘Cloudy With a Chance of Meatballs’ were really awesome for the short time I was on that movie. Still pals with a few of em. But there were fun crews in Ottawa, Copenhagen, LA, or Toronto that I’d like to gather together in a room again anytime, regardless of the job.  Of course I have high hopes for the movie that I’m working on right now. The crew at Blue Sky has some really bright and eccentric people here, which is always awesome to be around. Makes for good comedy bits.

 

How did you become interested in animation?
Same as anyone else, I guess. Television reruns of classic Looney Tunes and Disney shorts, mostly. There was one Disney special every Sunday evening when I was a kid. I was also a “Saturday Morning” kid, but I really liked waking up really early weekday mornings and watching original Tom & Jerry cartoons, Looney Tunes on Saturday morning and these Disney specials on Sundays. On one of those behind the scenes things, Walt Disney revealed that real live people made these cartoons with pencils and paper! I decided to try to become one of those guys even if it meant I had to figure it out myself. I’d have made a crappy chemical analyst anyway. My dad’s job was not for me. I got my hands on Preston Blair’s book and copied stuff from that and comic books.  And there was this other thing, too Continue reading

Direct X 12 and the studio behind ‘Final Fantasy’

During Microsoft’s BUILD dev conference, Square Enix showed off a real-time DirectX 12 tech demo called WITCH: Chapter 0 [cry]. True to its name, this demo includes a crying woman. WITCH features 63 million polygons per scene, “six to 12 times more” than what was possible with DirectX 11, Microsoft says. Check out the real-time demo below. While it’s pretty, and it will be AWESOME for in-game play, it still doesn’t sell me on that this is a real human, if only because it’s possible that her ‘design’ was made up by someone who doesn’t truly understand HOW to build a human face. They took parts they liked or gravitated towards, or even used a model to go from but it still doesn’t loo to me like a person.