Mark Lewis

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What is your name and your current occupation?
Mark Lewis. On my most recent gig, I did prop design, color and board revision. I’ve also done character cleanup and design.

What are some of the crazier jobs you had before getting into animation?
I worked in one of the art departments at Lawrence Livermore Lab. People say artists are nuts, but there were stories about things some of the physicists had done… Also, I worked for a while in a sign shop that was headquartered in a storage facility. You were surrounded by corrugated metal, no real insulation, heating or cooling. So it would get freezing cold during the winter months, and into the 100’s inside during the summer months. Hard sometimes to make your hands (and your brain) work in those conditions.

What are some of your favorite projects you’re proud to have been a part of?
Conan: Red Nails has to be one of the coolest projects I’ve worked on. We got to do some things I’d never seen done before in a western-produced animated film. I hope to see that released one day, finished at the same level of quality with which it started. And I was glad to get a chance to work on what turned out to be the last outing for the classic Warners Batman, Batman: Mystery of the Batwoman. There are lot of other projects I could mention, but that’s probably a good place to stop, before the list gets too long.

How did you become interested in animation?
I always liked it (grew up seeing Disney cartoons and the like, and had my Saturday morning favorites), but it was actually secondary to my interest in Continue reading

Starr Allen Shaw

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What is your name?
Starr Allen Shaw
What are some of your favorite projects you’re proud to have been a part of?
“I once made a 3D pre-vis film for Nextel that ending up making a multi million dollar sale. I help design the Nascar Car of Tomorrow inspection platform that is still used in Nascar today.  But, by far one of my most favorite… and proud of projects is a game my brother, a friend and I made together in just a little over 2 months for the Apple iPad & iPhone called BattleNoidz (Available on iTunes) LOL. ”

 

What would you say has been your primary job in animation?
For most of my Computer Graphics career (Since the early 90’s) I have been a 3D artist. I have done my share of animation, video, short corporate films,  and web media. The smaller the company I work for, the more animation I seem to do.  I often have to wear an Animators hat when its called for. So, I would say I primarily do 3D Pre-Visaliaztion Animated films, well at lest I did for many years before I started working in the game industry.

How did you become interested in animation?
“I remember when I was young I was lucky enough to meet Don Bluth at a mall in southern California. I think it was the mall.  He was sketching there and I was able to walk away with a signed sketch of Dirk from Dragons Liar.  I do not remember where the hell that sketch ran off too… I lost it.  But, anyway, I remember going to the art warehouse somewhere in Pasadena, and getting my parents to buy me tons of Cels, Pegboards and Cel paint for my next animated feature film. 🙂
My dad made me a Rotating Light Table for painting cells and I somehow got a 8mm film camera with a stop motion trigger for doing animation.  I can not remember if I actually even finished any animation…. but do remember working allot on my own kid version of the next dragons lair. LOL”

Where are you from and how did you get into the animation business?
I am from Southern California. My first CG job was in Hollywood.  I started making little animated banners for websites, and Shockwave Director applications.  Now I am a bit of a CG nomad and really move to where there is work to be done.  I have travel and worked from coast to coast.

What’s a typical day like for you with regards to your job?
These days I work in the game industry.  I am a CG generalist, so I will do a lot of Tech Art, Rigging, 3D Modeling and Animation.

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Steve Schnier

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What is your name and your current occupation?

My name is Steve Schnier. I’m an animation screenwriter and story editor, also a producer and director. I specialize in creating pitch bibles and pilot scripts – usually for animated programs, but some live action as well. I’m best known for creating the animated anthology series, “Freaky Stories”. We produced 3 seasons of the show which amounted to 140 4-minute short stories. Here are some links:

FREAKY STORIES: “The Suspect”

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Jobs: Image Finaling Artist- DreamWorks

Dreamworks

Image Finaling Artist

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Company: DreamWorks Animation Skg
Location: Glendale, CA
Date Posted: July 17, 2015
Source: DreamWorks Animation Skg
Tracking Code
    TBD
Job Description
    
DreamWorks Animation is seeking an Image Finaling Artist.

Required Skills
    
Image Finaling Artists "polish" each shot as it leaves the lighting department. As an Image Finaling artist, you will be required to digitally alter frames using compositing techniques in Nuke. Artists also diagnose rendering issues with Nuke scripts that were created by other artists. They review each frame to ensure that there are no issues or problems. All Image Finaling artists take feedback from supervisors and artistic leads to correct or enhance footage. Image Finaling artists also address stereoscopic discrepancies which cannot be fixed by other departments. Photoshop is also used frequently by the artists to fix and enhance large resolution still images for use in commercial products and posters.

Required Experience
    
- Must be proficient with the latest versions of Nuke and Photoshop.
- Must be comfortable with exploring large Nuke scripts to troubleshoot and fix issues.
- Ability to track patches, rotoscope, digitally paint, color correct, and diagnose rendering issues in Nuke.
- Strong understanding of compositing.
- A minimum of one year work experience in a production environment.
- BA or equivalent experience
- Efficient and speedy work practices for quick turn-around time under deadline pressure.
- Please be highly motivated and passionate about your work and have a positive attitude.

Bonus:
- Professional stereoscopic experience.
- Ability to create motion graphics.
- Knowledge of 3D Animation Pipeline.
- Experience with working in CG environments.
- Traditional art skills which demonstrate an eye for light, shadow, composition, and color.
- UNIX or Linux operating system experience.
- Knowledge of Nuke''s 3D environment and tools.
- Programming or scripting experience.

Job Location
    Glendale, California, United States
Position Type
    Full-Time/Regular

Jobs: Modeler (FEATURE ANIMATION)-ReelFX

Modeler (FEATURE ANIMATION)reelFx

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Company: Reel FX
Location: Santa Monica, CA
Date Posted: August 3, 2015
Source: Reel FX
This is a Dallas based position.

Creates character, set and prop models that support art and story concepts. May focus on developing technical drawings for model production. Utilizes modeling software to prepare and build character models. Writes, maintains and runs scripts and model databases. Able to develop character models for multiple types of productions from simple to moderately difficult. Accountable for meeting productivity and quota targets.
 
• High to Master level of competency with poly modeling and Zbrush
• Mastery of the Blendshape system, requiring 1 note pass or less for a production ready set
• Able to build maquettes in pose using Zbrush or other software for hero characters
• Able to polypaint or use basic textures and UVs on maquettes
• Moderate level of competency lighting and rendering maquettes for show
• Able to foresee problems with designs, identify 2d cheats, and tailor models to the design intent rather than matching it verbatim to the page
• Available as a mentor for apprentices
• Able to consistently hit deadlines under the time allotted
• Able to generate high quality assets with no direct supervision
• Available as a point person to interact with other departments on modeling’s behalf
• Able to train other modelers in various disciplines
• Able to step in as a temporary lead if necessary
• Must have a good understanding of the overall studio pipeline
• Able to make accurate bids on assets to your supervisor
• Able to document processes in Pages
• Minimum 2 years production experience
 
• Degree/diploma in fine arts or recognized animation program, and/or equivalent work experience.
• Knowledge of one or more high-end 3D software packages such as SoftImage 3D, XSI, Maya.
• Knowledge of Adobe Photoshop.
• Good knowledge of polygonal and patch geometry modeling.

This job description is not meant to be all inclusive. Employee may be required to perform other duties to meet the ongoing needs of the organization.