Ben Rosales


What is your name and your current occupation?
Ben Rosales – Animation Instructor

What are some of the crazier jobs you had before getting into animation?
Full-time missionary in the Canada Calgary Mission of the Church of Jesus Christ of Latter-Day Saints. (The “white shirt & tie” guys on bikes)

What are some of your favorite projects you’re proud to have been a part of?
Open Season III

Where are you from and how did you get into the animation business?
Texas – My first animation job was at a small studio in Houston called Illusion Studio, Inc. Then Continue…

DreamWorks TV – Visual Development Artist

TV – Visual Development Artist

You can apply HERE.

Job Description
We are looking for an artist with a diverse set of design skills to work in a fast paced, television production environment. The ideal candidate will be able to complete architectural elevation drawings and turnarounds from approved designs, generate rough concepts to explore new designs, as well as explore color palette ideas. They will need to be able to design within the style of the show as well as work digitally on a Cintiq and various software programs, including, but not limited to Photoshop and Illustrator. They should be organized and able to manage a variety of tasks within the given schedule.


  • Resolve design problems with creative supervisors.
  • Ensure all deadlines are met.
  • Communicate progress of work to appropriate production staff.
  • Ensure all artwork is properly backed up and stored appropriately.
  • Ensure all shipping materials are prepared and ready on time.
  • Work with partner studios.
Required Skills
  • Must demonstrate proficiency in style of show.
  • Strong design and construction/mechanical skills.
  • Knowledge of or willingness to learn applicable design software and hardware.
  • Strong time-management skills.
  • Must be organized and able to work within a schedule.
  • Work well under pressure.
  • Ability to multitask required.
  • Must know Photoshop.
  • Able to work digitally on a Cintiq.
Job Location
Glendale, California, United States
Position Type

Texture Artist-DreamWorks TV

Title: Texture Artist, TV

Department:   Texture

Reports To: Line Producer, TV  / Art Director, TV/VFX Supervisor

Apply HERE.


The Texture Artist will primarily paint 2D line art in Photoshop to give the characters, locations and props the final CG look of the show. In addition, they will specifically describe the texture, color and material properties for the surface of the asset.

Essential Duties and Responsibilities:

  • Utilize Photoshop to paint 2D line art to give the characters, locations and props the final CG look of the show. It would be beneficial to have some experience painting CG models in Mari.
  • Able to align with style of the show and utilize specific styles to texture characters, props, and sets.
  • Collaborate with the Art Director and VFX Supervisor to help create the textures for our CG assets.
Required Skills


  • Minimum 2 years’ experience in the television, feature film or gaming industries.
  • Strong background in texture painting, color theory and application.
  • Able to paint, texture and demonstrate strong artistic skills.
  • Experience creating high quality texture maps, including all supporting maps (transparency, specular, bump, etc).
  • Understanding of the CG pipeline, UV layout and principles.
  • Mari, Maya and UV unwrapping skills a plus, but are not required.
  • Flexible to changes, able to multitask, prioritize and follow through on requests.
Job Location
Glendale , California, United States
Position Type

Character Modeler-DreamWorks TV

DreamWorks Animation

Apply HERE.

Title:               Character Modeler, TV

Department:   TV Production HUB

Reports To:    Production Supervisor, TV

Essential Duties and Responsibilities:

Responsible for creating models during prebuild including characters, character blend shapes, and character UV unwraps.

  • Ensure that character assets are of high quality while staying within the production’s parameters, pipeline and schedule detailed and adaptable to various styles.
  • Generate overview notes for the designs in order to meet the requirements for the production.
  • Responsible for ensuring all deliverables are completed on time and according to production standards.
  • Ensure that creative and technical Modeling standards are adhered to by partner studio within the confines of the production schedule.
  • Provide recommendation and suggestions for designs and animatics while ensuring timelines are met.
  • Document workflows and processes using Camtasia video and Publisher software.
  • Review & note assets submitted by our Partner Studios.
  • Serve as character modeling point person in show specific meetings and reviews.
  • Complete all tasks within a timely manner.
Required Skills

  • Ideally 2-4 years of industry experience in film, broadcast, and/or games
  • Advanced knowledge of hard surface characters and organic models.
  • Intricate understanding of Maya’s referencing system and ability to organize complex hierarchies.
  • Solid modeling and rigging skills.
  • Prior experience working in a fast paced production environment.
  • Creative problem solving skills and adaptability skills.
Job Location
Glendale, California, United States
Position Type

Lighter/Compositor- DreamWorks TV

TV – Lighter/Compositor

Apply here

Tracking Code
4007-01.2 (PIB)
Job Description
Title:               Lighter/Compositor, TV

Department:   TV Production HUB or Lighting

Reports To:    Production Supervisor, TV or Line Producer, TV


Working closely with the Lighting & Compositing Supervisor and CG Supervisor, CG-TV, to develop lighting looks and light rigs for CG series and for lighting and compositing final scenes.

Essential Duties and Responsibilities:

  • Design and create lighting and the look of environments and characters for digitally composited sequences to reach the vision of the Animation Director, TV and Supervising Producer, CG-TV while meeting the production schedule.
  • Set up, light, rig and comp Character and Environment Assets.
  • Manage personal asset lighting load, meeting all deadlines of milestones to material delivery, based on the established schedule and technical requirements.
  • Initiate, set up, organize and document any lighting tools.
  • Perform technical work in support of shot lighting using various production tools.
  • Perform creative lighting development setup as required using lighting and compositing tools.
  • Optimize setups for rendering.
  • Serve as lighting & compositing point person in production specific meetings and reviews.
Required Skills

  • Aesthetic eye for light composition and detail.
  • Strong understanding of color, contrast, and lighting design is required.
  • Ability to work in a fast-paced environment.
Required Experience

  • Ideally 3-5 years’ experience in the television, feature film or gaming industries.
  • Experience in Maya and Nuke required.
  • Node-based compositing experience required (preferably Nuke).
  • Experience compositing render passes generated from V-Ray and Mental Ray.
  • Python scripting experience preferred.
  • Working knowledge of Linear Workflows.
  • Experience with asset management software.
  • Experience in Television, series, or game production highly desirable.
Job Location
Glendale, California, United States
Position Type

Mark Behm

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What is your name and your current occupation?
First let me say thanks, Mike, for the opportunity. My name is Mark Behm and I’m an artist at Valve Software. We don’t have propper titles, so what I do depends on what I feel the project I’m working on needs and if I feel I am up to the task. Mostly I design or make assets and sometimes animate them.
What are some of the crazier jobs you had before getting into animation?
Before? I’d say a lot of my jobs IN the animation industry were fairly crazy. As a teenager I did enough manual and kitchen labor to build a healthy fear of spending my life swinging a hammer in a cold rain. Craziest? Hmm…I once taught a class on animal tracking.
What are some of your favorite projects you’re proud to have been a part of?
My first feature was as an animator on Robots at BlueSky. That was a huge learning opportunity for me. At Valve, I got to design, sculpt and texture all of the aliens in a little top down game we released for free on Steam called AlienSwarm. That kind of ownership was very fun for me.

How did you become interested in animation?
I grew up in the mid 70s into the 80s as SciFi was getting big. I saw Star Wars when I was around 7 and was Continue…