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These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:04,337 If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile] 2 00:00:06,039 --> 00:00:07,007 Hello, everyone. 3 00:00:07,007 --> 00:00:08,041 Havtza here. 4 00:00:08,041 --> 00:00:12,312 And today we'll be talking about working in 2D animation industry, 5 00:00:12,312 --> 00:00:15,281 some common roles in the commercial environment, 6 00:00:15,281 --> 00:00:17,884 and the difference between working as part of a team 7 00:00:17,884 --> 00:00:19,719 and in independent production. 8 00:00:20,220 --> 00:00:23,123 So first, let's talk a little bit about the industry. 9 00:00:23,356 --> 00:00:26,860 2D animation is present all around us 10 00:00:26,860 --> 00:00:28,828 from the obvious movies and shows 11 00:00:28,828 --> 00:00:34,334 to music videos, commercials, video games, infomercials, explanatory videos 12 00:00:34,334 --> 00:00:37,437 to even logo design and interactive screen 13 00:00:37,437 --> 00:00:39,072 this list goes on and on and on, 14 00:00:39,072 --> 00:00:40,840 you have so many options. 15 00:00:41,141 --> 00:00:43,510 After everything we've done in this course, 16 00:00:43,510 --> 00:00:45,712 you've probably already realized 17 00:00:45,712 --> 00:00:49,115 that animation is very time consuming to produce. 18 00:00:49,449 --> 00:00:50,817 In today's standard, 19 00:00:50,817 --> 00:00:55,455 each second of animation requires between 8 to 24 frames per second 20 00:00:55,455 --> 00:00:56,956 depending on your frame rate. 21 00:00:57,090 --> 00:01:00,660 So you'll potentially looking at 24 sketches, 22 00:01:00,660 --> 00:01:02,595 clean up 24 times, 23 00:01:02,595 --> 00:01:04,998 coloring and shading 24 times, 24 00:01:04,998 --> 00:01:09,402 and adding lighting 24 times for each second of your project, 25 00:01:09,402 --> 00:01:11,738 with each drawing needing to be perfect 26 00:01:11,738 --> 00:01:13,973 with the amount of details, proportions 27 00:01:13,973 --> 00:01:16,543 and poses to create an animation effect, 28 00:01:16,543 --> 00:01:19,479 which is pretty intimidating and exhausting 29 00:01:19,479 --> 00:01:21,948 and sometimes even impossible 30 00:01:21,948 --> 00:01:24,050 depending on the size of your project. 31 00:01:24,751 --> 00:01:26,920 So in a way, 32 00:01:26,920 --> 00:01:31,024 there is a limit to the capabilities of one individual, 33 00:01:31,024 --> 00:01:35,962 both in what they can physically make and their skill set 34 00:01:35,962 --> 00:01:40,600 but this is exactly why the industry is so big and varied. 35 00:01:40,600 --> 00:01:43,870 There is a space for everyone in this industry 36 00:01:43,870 --> 00:01:45,572 from independent creators 37 00:01:45,572 --> 00:01:48,575 who make everything themselves like what I do, 38 00:01:48,575 --> 00:01:51,211 people who specialize in small projects 39 00:01:51,211 --> 00:01:54,080 to small teams that take middle range projects 40 00:01:54,080 --> 00:01:56,683 with their specific animation styles 41 00:01:56,683 --> 00:02:00,053 or big productions that's made by collaborations 42 00:02:00,053 --> 00:02:02,589 of small studios or major studios. 43 00:02:03,089 --> 00:02:07,193 Every kind of production size has its own corresponding creators. 44 00:02:07,560 --> 00:02:09,896 You can choose how you fit into the industry 45 00:02:09,896 --> 00:02:12,499 in many ways and for many reasons. 46 00:02:12,699 --> 00:02:16,503 The great thing about this industry is the amount of freedom and power 47 00:02:16,503 --> 00:02:18,471 that you have as a creator in it. 48 00:02:18,872 --> 00:02:20,373 So in today's lesson, 49 00:02:20,373 --> 00:02:22,542 I'll be talking about the different tools 50 00:02:22,542 --> 00:02:25,145 you will commonly find in the industry, 51 00:02:25,145 --> 00:02:27,480 as well as the pros and cons of working 52 00:02:27,480 --> 00:02:30,717 as either a freelancer or as part of a studio. 53 00:02:32,285 --> 00:02:36,122 The 2D animation industry is a global industry, 54 00:02:36,122 --> 00:02:38,324 and in today's digital age 55 00:02:38,324 --> 00:02:41,861 and the use of digital software for production, 56 00:02:41,861 --> 00:02:44,697 you no longer need to work in the same environment 57 00:02:44,697 --> 00:02:47,634 to be part of a team, studio or project. 58 00:02:48,101 --> 00:02:50,670 With the wide exposure animation gets, 59 00:02:50,670 --> 00:02:52,338 clients are from all over the world 60 00:02:52,338 --> 00:02:56,509 will look for the exact talent they want for their project, 61 00:02:56,509 --> 00:03:01,014 and it's not unusual for people with many different origins to work together 62 00:03:01,014 --> 00:03:02,782 in all level of production. 63 00:03:03,483 --> 00:03:06,286 The way the industry works is very simple. 64 00:03:06,719 --> 00:03:08,821 A client commissions a product, 65 00:03:08,821 --> 00:03:12,091 it can be as small as a couple of seconds 66 00:03:12,091 --> 00:03:14,794 or as big as a feature film or a show. 67 00:03:15,228 --> 00:03:17,897 And the creators provide the product. 68 00:03:17,897 --> 00:03:20,133 Apart from a couple of major studios 69 00:03:20,133 --> 00:03:24,704 that will often have the viewships or the funds to commission themselves, 70 00:03:24,704 --> 00:03:28,474 and thus will always have multiple projects you can join, 71 00:03:28,474 --> 00:03:32,378 you will probably won't find one production to work with long term. 72 00:03:32,545 --> 00:03:37,650 And even if you do join as part of a studio in a permanent role, 73 00:03:37,650 --> 00:03:42,021 each individual project is going to finish after a certain amount of time. 74 00:03:42,155 --> 00:03:45,558 So we'll always have to move from project to project. 75 00:03:46,226 --> 00:03:47,260 The industry, 76 00:03:47,260 --> 00:03:51,030 especially in Europe and Japan, is full of small studios 77 00:03:51,030 --> 00:03:53,433 who employ individual animators 78 00:03:53,433 --> 00:03:56,502 to work as part of a team on certain projects 79 00:03:56,502 --> 00:03:58,705 or sometime, individual scenes 80 00:03:58,705 --> 00:04:01,641 after which your employment with the studio ends 81 00:04:01,641 --> 00:04:05,044 unless they want you for multiple or following projects. 82 00:04:05,311 --> 00:04:09,782 This employment term can be between a couple of days to a couple of years, 83 00:04:09,782 --> 00:04:12,518 depending on the projects and your role in it. 84 00:04:12,719 --> 00:04:13,886 But you will often switch 85 00:04:13,886 --> 00:04:17,657 between productions, clients and team throughout your career. 86 00:04:18,458 --> 00:04:22,462 The three biggest markets of 2D animation currently 87 00:04:22,462 --> 00:04:25,832 are the USA, Japan and France, 88 00:04:25,832 --> 00:04:28,534 each one with their own production procedure. 89 00:04:28,768 --> 00:04:31,237 The way this production works, however, 90 00:04:31,237 --> 00:04:34,674 your job security, your payment and the workload 91 00:04:34,674 --> 00:04:38,711 will greatly depend on the market your team and clients are part of. 92 00:04:39,212 --> 00:04:40,313 In the USA, 93 00:04:40,313 --> 00:04:43,549 you will often find big and established studios 94 00:04:43,549 --> 00:04:46,653 with hundreds or thousands of employees 95 00:04:46,653 --> 00:04:49,922 each working in their own role on their assigned scenes, 96 00:04:49,922 --> 00:04:52,659 and where you will often find work being exported 97 00:04:52,659 --> 00:04:55,228 into smaller and foreign studios 98 00:04:55,228 --> 00:04:58,264 to make the entire production cheaper for the producers. 99 00:04:59,165 --> 00:05:04,771 Depending on where you work and the states and union laws in your area, 100 00:05:04,771 --> 00:05:06,773 as part of an American studio, 101 00:05:06,773 --> 00:05:11,411 you will have an assigned role and will usually be paid with a salary. 102 00:05:12,011 --> 00:05:15,181 The USA has the biggest animation industry 103 00:05:15,181 --> 00:05:19,152 in terms of profits and monetization, 104 00:05:19,152 --> 00:05:23,956 but the actual biggest industry in terms of volume of content is Japan. 105 00:05:24,557 --> 00:05:29,829 In Japan, you will find thousands of studios ranging from small to big, 106 00:05:29,829 --> 00:05:34,600 and production will often be made by a couple of studios working together 107 00:05:34,600 --> 00:05:37,870 or by hiring individual freelance contractors 108 00:05:37,870 --> 00:05:41,641 to make additional scenes and supplement additional workforce. 109 00:05:41,908 --> 00:05:44,911 And as an animator in the Japanese industry, 110 00:05:44,911 --> 00:05:48,648 you will usually have to handle multiple roles in the production. 111 00:05:49,449 --> 00:05:53,820 You have a pretty good chance to get hired for a job by a Japanese studio 112 00:05:53,820 --> 00:05:57,190 since they contact people from all over the world, 113 00:05:57,190 --> 00:06:00,993 but only for a number of scenes or shots in the production. 114 00:06:01,294 --> 00:06:06,065 So unless you are going to be part of a studio in a permanent role, 115 00:06:06,065 --> 00:06:10,870 you would usually not be able to take part in the more decision based roles 116 00:06:10,870 --> 00:06:14,640 such as storyboarder or director, 117 00:06:14,640 --> 00:06:18,177 and you will have to work specifically in the same manner 118 00:06:18,177 --> 00:06:20,413 as any other employee in the studio. 119 00:06:20,680 --> 00:06:23,483 So if you have differing software 120 00:06:23,483 --> 00:06:26,652 or differing animation methods, 121 00:06:26,652 --> 00:06:29,355 you might not be able to be employed by them. 122 00:06:29,822 --> 00:06:30,656 In Japan, 123 00:06:30,656 --> 00:06:34,327 the payment is usually made depending on your production 124 00:06:34,327 --> 00:06:37,430 so it will be by scene, shot or frame. 125 00:06:37,997 --> 00:06:41,167 So you are not guaranteed a base and constant salary 126 00:06:41,167 --> 00:06:46,105 and your payment will depend on the speed and quality of your production. 127 00:06:46,672 --> 00:06:50,343 And since Japanese animation tends to be quite complicated, 128 00:06:50,343 --> 00:06:51,477 a lot of the time 129 00:06:51,477 --> 00:06:54,080 the actual payment is quite low. 130 00:06:54,647 --> 00:06:57,116 In France and the rest of Europe, 131 00:06:57,116 --> 00:07:00,720 you will also find multiple small studios working together 132 00:07:00,720 --> 00:07:04,323 with each studio often having their own distinct style 133 00:07:04,323 --> 00:07:06,793 and handling medium size projects, 134 00:07:07,126 --> 00:07:11,697 with studio collaborations being done for bigger projects. 135 00:07:11,697 --> 00:07:16,202 These studios sometimes hire freelancers and contractors as well, 136 00:07:16,202 --> 00:07:21,007 but will usually require you to physically move to the environment or the studio. 137 00:07:21,274 --> 00:07:22,008 In Europe, 138 00:07:22,008 --> 00:07:25,611 you will usually be paid a salary or by hourly rate. 139 00:07:26,345 --> 00:07:29,615 And again, you will need to fit with the software 140 00:07:29,615 --> 00:07:32,218 and style requirement of your production. 141 00:07:32,885 --> 00:07:36,622 The last option is working as an independent animator. 142 00:07:37,023 --> 00:07:40,293 This will allow you to get clients from all over the world. 143 00:07:40,760 --> 00:07:44,163 But you will have the freedom to calculate your payment in rates 144 00:07:44,163 --> 00:07:46,299 according to your own methods, 145 00:07:46,299 --> 00:07:50,770 be it per frame, per second, per scene, per hour, per project, film 146 00:07:50,770 --> 00:07:53,172 or any other options that works for you. 147 00:07:53,439 --> 00:07:58,311 It is important to consider your clients or employer standard markets though 148 00:07:58,311 --> 00:08:00,413 and be flexible with your methods. 149 00:08:00,713 --> 00:08:03,015 Or you might end up not getting the job 150 00:08:03,015 --> 00:08:06,819 if your standards are too different from your clients' standards. 151 00:08:08,921 --> 00:08:10,957 As said at the beginning of the video 152 00:08:10,957 --> 00:08:13,459 and as we've seen throughout the course, 153 00:08:13,459 --> 00:08:17,330 animation is very time consuming and complicated process. 154 00:08:17,530 --> 00:08:20,366 And this is why it's usually done in a team. 155 00:08:20,366 --> 00:08:23,903 In a team, the workload is divided between many people, 156 00:08:23,903 --> 00:08:26,339 each with their own role on the production line 157 00:08:26,339 --> 00:08:28,174 and their own responsibilities. 158 00:08:28,441 --> 00:08:31,010 Since the animation process is very linear, 159 00:08:31,010 --> 00:08:34,146 with each step building upon the one before it, 160 00:08:34,146 --> 00:08:37,116 each person will work on many different scenes 161 00:08:37,116 --> 00:08:39,652 and will continue making the same type of work. 162 00:08:39,819 --> 00:08:41,354 So by joining a team, 163 00:08:41,354 --> 00:08:45,157 you can aim to walk in the part of the process that you like 164 00:08:45,157 --> 00:08:48,694 and avoid the parts of the process that you really hate doing. 165 00:08:49,195 --> 00:08:52,632 There are many different roles and sub roles in the industry 166 00:08:52,632 --> 00:08:56,235 and every production has slightly different role arrangements 167 00:08:56,235 --> 00:08:59,272 with sometimes specialized or individual roles, 168 00:08:59,272 --> 00:09:01,440 depending on the size of the production. 169 00:09:01,941 --> 00:09:02,975 That being said, 170 00:09:02,975 --> 00:09:07,246 there are a number of general roles you will find in almost every project. 171 00:09:07,747 --> 00:09:09,248 Starting from the top, 172 00:09:09,248 --> 00:09:13,920 the executive producer is the main provider of finance for your project. 173 00:09:14,253 --> 00:09:16,522 This can either be your actual client 174 00:09:16,522 --> 00:09:18,491 who commissioned the animation 175 00:09:18,491 --> 00:09:22,228 or it can be the person raising the funds for the project. 176 00:09:22,662 --> 00:09:24,864 It can be the person presenting the pitch 177 00:09:24,864 --> 00:09:27,333 to the potential clients or investors, 178 00:09:27,333 --> 00:09:30,303 the broadcasting company looking for content 179 00:09:30,303 --> 00:09:34,874 or even internal production in studios or independent creation. 180 00:09:35,508 --> 00:09:36,742 Without this role, 181 00:09:36,742 --> 00:09:40,112 you would not have the funds or the ability to even start 182 00:09:40,112 --> 00:09:42,014 and get your team for your project. 183 00:09:42,181 --> 00:09:44,383 And if you are an independent animator 184 00:09:44,383 --> 00:09:46,619 who wants to be an independent producer, 185 00:09:46,619 --> 00:09:48,988 you still need to get the funds to live. 186 00:09:49,388 --> 00:09:53,626 So if you are an independent animator, you're also a producer. 187 00:09:54,393 --> 00:09:57,597 The actual producer is the person responsible 188 00:09:57,597 --> 00:10:01,133 for the entire production process from start to finish. 189 00:10:01,400 --> 00:10:04,904 They are the one responsible for the management of the project, 190 00:10:04,904 --> 00:10:08,341 securing the funds from the executive producers, 191 00:10:08,341 --> 00:10:10,343 calculating the budget for the production 192 00:10:10,343 --> 00:10:12,945 and dividing it between the workers, 193 00:10:12,945 --> 00:10:14,647 keeping track of deadlines, 194 00:10:14,647 --> 00:10:19,785 assigning tasks, checking the quality of the product and delivering it, 195 00:10:19,785 --> 00:10:23,556 and any other task required to keep the production going. 196 00:10:24,123 --> 00:10:25,791 The producer will have to work 197 00:10:25,791 --> 00:10:30,630 with many types of people in many capacities throughout the production, 198 00:10:30,630 --> 00:10:32,732 from negotiations with the clients 199 00:10:32,732 --> 00:10:36,268 to conflict resolves between the management and creators, 200 00:10:36,268 --> 00:10:39,405 to actual communication with the workers and artists. 201 00:10:39,872 --> 00:10:40,873 So it's important 202 00:10:40,873 --> 00:10:44,610 to know every part of the process to have this role, 203 00:10:44,610 --> 00:10:46,212 even if not to the same level 204 00:10:46,212 --> 00:10:49,915 as the actual technical artist who creates the product. 205 00:10:50,716 --> 00:10:54,286 Essentially, the producer role is to be the troubleshooter 206 00:10:54,286 --> 00:10:56,222 for the entire production, 207 00:10:56,222 --> 00:10:58,324 making sure that it will be completed 208 00:10:58,324 --> 00:11:00,626 and make it as efficient as possible. 209 00:11:01,260 --> 00:11:02,495 In small production, 210 00:11:02,495 --> 00:11:05,131 The producer will also be the director 211 00:11:05,131 --> 00:11:08,000 as part of the job is to keep track on quality. 212 00:11:08,234 --> 00:11:09,602 But in bigger productions, 213 00:11:09,602 --> 00:11:11,804 the director will be a separate role. 214 00:11:12,471 --> 00:11:14,473 Moving on to the director, 215 00:11:14,473 --> 00:11:18,744 this is the person responsible for having the vision for the project 216 00:11:18,744 --> 00:11:22,515 and ensuring that it gets creating according to this vision. 217 00:11:22,715 --> 00:11:24,250 The director is the person 218 00:11:24,250 --> 00:11:27,520 who decides on the overall look of the scene 219 00:11:27,520 --> 00:11:30,423 and they must have a clear understanding of the story 220 00:11:30,423 --> 00:11:32,558 or the purpose of the animation 221 00:11:32,558 --> 00:11:35,027 and will be the one to give the instruction 222 00:11:35,027 --> 00:11:36,629 as to how to create the scene 223 00:11:36,629 --> 00:11:39,665 in a way that represent these ideas best. 224 00:11:39,965 --> 00:11:42,635 They will give the guidelines and descriptions 225 00:11:42,635 --> 00:11:46,172 on which you will work as well as input on corrections. 226 00:11:46,472 --> 00:11:47,506 As a director, 227 00:11:47,506 --> 00:11:50,876 you must have good artistic vision, be decisive, 228 00:11:50,876 --> 00:11:53,079 and have good communication skills 229 00:11:53,079 --> 00:11:55,948 so that you can effectively get your ideas animated. 230 00:11:56,315 --> 00:11:58,451 The director also must understand 231 00:11:58,451 --> 00:12:01,620 that the process of animation in great detail 232 00:12:01,620 --> 00:12:03,522 so they can get on the same page 233 00:12:03,522 --> 00:12:07,560 with the artist and inspire them to create their vision. 234 00:12:07,893 --> 00:12:10,930 Below the director, we have the assistant director. 235 00:12:11,130 --> 00:12:12,364 This is not a role 236 00:12:12,364 --> 00:12:14,467 that appears in every production 237 00:12:14,467 --> 00:12:17,470 and usually only happens in big projects 238 00:12:17,470 --> 00:12:19,672 which have many people working on them. 239 00:12:19,905 --> 00:12:23,275 Essentially, the assistant director is the communicator 240 00:12:23,275 --> 00:12:26,445 between the different production departments and the director. 241 00:12:26,645 --> 00:12:28,714 They will handle giving directions, 242 00:12:28,714 --> 00:12:30,649 solving technical difficulties, 243 00:12:30,649 --> 00:12:33,552 even small corrections during the creation process, 244 00:12:33,552 --> 00:12:38,190 or even translating the creator's vision into the actual particular terms 245 00:12:38,190 --> 00:12:40,059 relevant to the department, 246 00:12:40,059 --> 00:12:43,229 in case where the director comes from a different field 247 00:12:43,229 --> 00:12:44,497 and might not be familiar 248 00:12:44,497 --> 00:12:47,700 with the terminology or techniques of the project. 249 00:12:47,900 --> 00:12:48,934 In essence, 250 00:12:48,934 --> 00:12:52,304 they are a buffer between the artist and the director 251 00:12:52,304 --> 00:12:55,775 and ensure that the director's vision gets done 252 00:12:55,775 --> 00:12:57,977 as well as support the director 253 00:12:57,977 --> 00:13:00,479 and provide input and second opinion. 254 00:13:01,080 --> 00:13:04,250 The writer's goal is pretty self-explanatory, 255 00:13:04,250 --> 00:13:06,385 but basically this is the person 256 00:13:06,385 --> 00:13:08,687 providing the script for the animation. 257 00:13:08,854 --> 00:13:11,357 This can either be a specialized role 258 00:13:11,357 --> 00:13:14,894 or just a secondary role of the people making the production. 259 00:13:15,060 --> 00:13:19,231 You will often get a script or a story from the executive producers 260 00:13:19,231 --> 00:13:22,535 as they created the production to tell their own story. 261 00:13:22,735 --> 00:13:24,303 And in smaller production, 262 00:13:24,303 --> 00:13:26,839 the director might be the writer as well. 263 00:13:27,206 --> 00:13:28,874 In really small productions 264 00:13:28,874 --> 00:13:32,378 or in productions that allow a lot of creative freedom 265 00:13:32,378 --> 00:13:35,014 from the different artists working on it, 266 00:13:35,014 --> 00:13:36,949 you might even see the writers 267 00:13:36,949 --> 00:13:39,151 between your storyboard artist 268 00:13:39,151 --> 00:13:41,187 or pre-production designers. 269 00:13:41,687 --> 00:13:44,723 And of course, if you are an independent animator, 270 00:13:44,723 --> 00:13:49,728 you will also be responsible for being the writer of your story. 271 00:13:50,296 --> 00:13:52,464 Next, we have the designers. 272 00:13:53,199 --> 00:13:57,970 They are responsible for creating the style rules for the animation, 273 00:13:57,970 --> 00:14:01,974 giving each production its own recognizable and special look 274 00:14:01,974 --> 00:14:05,110 that distinguishes it from any other animation. 275 00:14:05,578 --> 00:14:09,048 The designers job is to basically create the guidelines 276 00:14:09,048 --> 00:14:11,183 according to which the rest of the artists 277 00:14:11,183 --> 00:14:13,586 are going to base their own drawings upon. 278 00:14:13,786 --> 00:14:16,388 The designer is also responsible to make sure 279 00:14:16,388 --> 00:14:19,458 that every part of the visuals work together 280 00:14:19,458 --> 00:14:22,094 be it characters, background, props 281 00:14:22,094 --> 00:14:24,563 and even effects and compositing assets. 282 00:14:24,897 --> 00:14:26,999 The designers job is to make sure 283 00:14:26,999 --> 00:14:31,370 that they create a coherent and aesthetically pleasing look for the animation. 284 00:14:31,604 --> 00:14:34,139 And depending on the size of your production, 285 00:14:34,139 --> 00:14:36,876 you might have multiple different designers. 286 00:14:37,176 --> 00:14:40,546 They can either work on different types of assets, 287 00:14:40,546 --> 00:14:45,584 such as having character designers, background designers or prop designers, 288 00:14:45,584 --> 00:14:47,219 or they can be responsible 289 00:14:47,219 --> 00:14:49,688 for certain sequences or scenes. 290 00:14:49,989 --> 00:14:52,791 The designer's job is to work with the director 291 00:14:52,791 --> 00:14:55,060 and present a large number of options 292 00:14:55,060 --> 00:14:57,663 for them to choose from to make their vision. 293 00:14:57,930 --> 00:14:58,931 To be a designer, 294 00:14:58,931 --> 00:15:01,901 you must have good technical drawing skills, 295 00:15:01,901 --> 00:15:05,838 design principles and understanding of shape language, 296 00:15:05,838 --> 00:15:08,073 and again, good communication skills. 297 00:15:08,507 --> 00:15:11,210 The designers assets will later be used 298 00:15:11,210 --> 00:15:13,412 by the rest of the team to draw from 299 00:15:13,412 --> 00:15:15,848 for their own asset creation 300 00:15:15,848 --> 00:15:19,318 or to reference to make sure that the style is being kept. 301 00:15:20,019 --> 00:15:22,421 The storyboarder is the person responsible 302 00:15:22,421 --> 00:15:26,358 for designing each individual scene and shot assigned to them. 303 00:15:26,525 --> 00:15:27,359 In a sense, 304 00:15:27,359 --> 00:15:29,561 they are the practical directors 305 00:15:29,561 --> 00:15:31,196 and in small productions 306 00:15:31,196 --> 00:15:34,400 the directors might also be storyboard artists. 307 00:15:35,334 --> 00:15:38,938 They are responsible for the composition of each scene, 308 00:15:38,938 --> 00:15:41,073 giving the baseline for the animators 309 00:15:41,073 --> 00:15:43,509 and background artist to work from 310 00:15:43,509 --> 00:15:45,311 as well as for the timing, 311 00:15:45,311 --> 00:15:48,380 if they bring the storyboard to the animatic stage. 312 00:15:48,681 --> 00:15:50,950 The storyboard artist will work directly 313 00:15:50,950 --> 00:15:53,953 with the directors or assistant directors 314 00:15:53,953 --> 00:15:56,655 and will usually focus more on speed 315 00:15:56,655 --> 00:16:00,159 and try and work through large number of scenes quickly, 316 00:16:00,159 --> 00:16:02,194 keeping the storyboard as a sketch 317 00:16:02,194 --> 00:16:05,931 and trying to give as much information as possible efficiently. 318 00:16:06,198 --> 00:16:09,601 The storyboarder has to have good communication skills, 319 00:16:09,601 --> 00:16:12,071 good understanding of cinematic rules 320 00:16:12,071 --> 00:16:14,039 and good art fundamentals, 321 00:16:14,039 --> 00:16:15,307 as they need to make sure 322 00:16:15,307 --> 00:16:18,510 that the general character, shape and model are being kept 323 00:16:18,510 --> 00:16:21,213 and that the perspective of the shot is correct 324 00:16:21,213 --> 00:16:23,449 so that the animators and background artist 325 00:16:23,449 --> 00:16:25,384 can do their job properly. 326 00:16:25,684 --> 00:16:27,353 The animator is the person 327 00:16:27,353 --> 00:16:30,422 creating the actual movement in each shot 328 00:16:30,422 --> 00:16:33,125 from action to acting to effect. 329 00:16:33,392 --> 00:16:36,195 The animator has to have very good art skills. 330 00:16:36,362 --> 00:16:38,364 They need to have a good understanding 331 00:16:38,364 --> 00:16:40,032 of what they are drawing 332 00:16:40,032 --> 00:16:42,234 every angle, every position, 333 00:16:42,234 --> 00:16:43,769 how it can theoretically move 334 00:16:43,769 --> 00:16:46,972 and have the skills to draw the action correctly. 335 00:16:47,172 --> 00:16:51,643 Animators also need to have good understanding of acting and people, 336 00:16:51,643 --> 00:16:54,146 as well as good communication skills 337 00:16:54,146 --> 00:16:55,981 so that they can immediately understand 338 00:16:55,981 --> 00:16:58,450 how to make the movement requested of them 339 00:16:58,450 --> 00:17:01,153 and how to correct and adjust it if needed. 340 00:17:01,553 --> 00:17:04,990 Animators also need good observational skills 341 00:17:04,990 --> 00:17:07,426 because you will often find yourself 342 00:17:07,426 --> 00:17:09,962 animating objects or characters 343 00:17:09,962 --> 00:17:12,131 that you haven't encountered before, 344 00:17:12,131 --> 00:17:14,833 especially if you're moving between productions 345 00:17:14,833 --> 00:17:17,436 with each one of them having a different style. 346 00:17:17,803 --> 00:17:20,739 You will need to be able to recognize differences 347 00:17:20,739 --> 00:17:23,542 between art styles and objects 348 00:17:23,542 --> 00:17:25,711 and be comfortable with drawing them, 349 00:17:25,711 --> 00:17:27,880 even if you haven't done them before. 350 00:17:28,280 --> 00:17:31,150 Depending on the size and type of a production, 351 00:17:31,150 --> 00:17:33,185 the animator's role can be divided 352 00:17:33,185 --> 00:17:35,421 to multiple positions and people. 353 00:17:35,754 --> 00:17:39,024 In some productions you will have key animators 354 00:17:39,024 --> 00:17:42,961 which are responsible for the important poses and overall timing 355 00:17:43,095 --> 00:17:44,596 and in-betweeners, 356 00:17:44,596 --> 00:17:46,999 which are responsible to fill in the gaps 357 00:17:46,999 --> 00:17:50,402 and smooth out the transition between each keyframe. 358 00:17:50,636 --> 00:17:51,870 And in some cases, 359 00:17:51,870 --> 00:17:55,441 this role will be combined with the clean-up artist as well. 360 00:17:55,707 --> 00:17:57,576 In bigger productions or studios, 361 00:17:57,576 --> 00:17:58,777 you will also find people 362 00:17:58,777 --> 00:18:01,747 who specialize in different objects in animation, 363 00:18:01,747 --> 00:18:04,883 such as character animators, effect animators 364 00:18:05,184 --> 00:18:07,619 and animal or prop animators. 365 00:18:08,220 --> 00:18:10,122 Working alongside the animators, 366 00:18:10,122 --> 00:18:12,057 we have the background artist. 367 00:18:12,991 --> 00:18:14,093 The background artist 368 00:18:14,093 --> 00:18:17,763 is responsible for creating the finished background for each shot 369 00:18:17,763 --> 00:18:19,131 from the storyboard. 370 00:18:19,631 --> 00:18:23,001 They will edit the colors, values, lighting and details 371 00:18:23,001 --> 00:18:25,471 to the layout drawn by the storyboarder 372 00:18:25,471 --> 00:18:27,206 and give it a finished look. 373 00:18:27,539 --> 00:18:30,142 The background artist needs to have good understanding 374 00:18:30,142 --> 00:18:32,311 on coloring and painting techniques, 375 00:18:32,311 --> 00:18:34,446 as well as good drawing fundamentals 376 00:18:34,446 --> 00:18:37,549 to be able to add all the details in the scene. 377 00:18:37,716 --> 00:18:40,419 They must have a great attention to details 378 00:18:40,419 --> 00:18:43,322 and be organized in the creation process 379 00:18:43,322 --> 00:18:45,157 as the background needs to be designed 380 00:18:45,157 --> 00:18:48,093 with animation and camera movement behind it 381 00:18:48,093 --> 00:18:50,896 and thus made in advance with that in mind 382 00:18:50,896 --> 00:18:53,832 so that it can be worked on by the compositors. 383 00:18:54,299 --> 00:18:58,570 Again, background artists need to have good observational skills 384 00:18:58,570 --> 00:19:00,439 and be adaptable 385 00:19:00,439 --> 00:19:04,309 so that they can create many different scenes with many objects 386 00:19:04,309 --> 00:19:06,545 that they might not have encountered before. 387 00:19:06,879 --> 00:19:11,016 The last artistic role in the production pipeline is the compositor. 388 00:19:11,150 --> 00:19:13,051 The compositor is responsible 389 00:19:13,051 --> 00:19:16,288 to bringing all of the elements of each shot together 390 00:19:16,288 --> 00:19:18,457 from the different layers of the background, 391 00:19:18,457 --> 00:19:20,092 the animation itself, 392 00:19:20,092 --> 00:19:23,762 the character and environmental lighting and camera movement. 393 00:19:24,029 --> 00:19:27,032 The compositor has the last step on the production 394 00:19:27,032 --> 00:19:31,203 and after moving through it, we have the final product. 395 00:19:31,470 --> 00:19:35,340 The compositor must have good understanding of the software 396 00:19:35,340 --> 00:19:38,043 as well as good organizational skills, 397 00:19:38,043 --> 00:19:40,846 and they must be able to communicate effectively 398 00:19:40,846 --> 00:19:42,447 and work quickly 399 00:19:42,447 --> 00:19:45,851 since in many cases they won't have a lot of time 400 00:19:45,851 --> 00:19:49,221 to actually complete their step in the animation process. 401 00:19:50,088 --> 00:19:52,357 Last, we have the supporting roles. 402 00:19:52,658 --> 00:19:56,295 The main three roles in that category is the in-betweener, 403 00:19:56,295 --> 00:20:00,666 which is responsible to adding frames and smoothing out movements. 404 00:20:00,966 --> 00:20:02,334 The clean-up artist 405 00:20:02,334 --> 00:20:05,904 which is responsible for making the messy sketches of the animators 406 00:20:05,904 --> 00:20:10,209 into understandable drawings with clear, precise lines. 407 00:20:10,442 --> 00:20:11,944 And the colorist, 408 00:20:11,944 --> 00:20:14,846 which is responsible to adding the base colors 409 00:20:14,846 --> 00:20:16,181 to the animation itself. 410 00:20:16,448 --> 00:20:19,818 These roles are usually done by beginners in the industry 411 00:20:19,818 --> 00:20:21,353 and they are very technical 412 00:20:21,353 --> 00:20:23,889 and often repetitive and boring 413 00:20:23,889 --> 00:20:25,824 but they do give good fundamentals 414 00:20:25,824 --> 00:20:27,726 and help you hone your skills 415 00:20:27,960 --> 00:20:31,997 These roles require a lot of patience and good attention to details. 416 00:20:32,831 --> 00:20:36,101 Now that we know the basic role in the industry 417 00:20:36,101 --> 00:20:38,637 and how it functions as a whole, 418 00:20:38,637 --> 00:20:42,307 let's talk about deciding your own personal role in it. 419 00:20:42,641 --> 00:20:45,944 There are two main options for you to take as an animator. 420 00:20:46,378 --> 00:20:48,580 Working as a part of a studio 421 00:20:48,580 --> 00:20:50,582 or working as a freelancer, 422 00:20:50,582 --> 00:20:52,718 each have their own pros and cons. 423 00:20:53,285 --> 00:20:55,988 Starting with work as part of a studio, 424 00:20:55,988 --> 00:20:58,223 a studio production's best feature 425 00:20:58,223 --> 00:21:01,293 is the stability that comes with being part of a team. 426 00:21:01,493 --> 00:21:03,161 Even though the production size 427 00:21:03,161 --> 00:21:07,099 is much bigger than what you will have in independent animation, 428 00:21:07,099 --> 00:21:11,236 the workload and responsibility is divided between multiple people, 429 00:21:11,236 --> 00:21:14,139 each equipped to fulfill their role entirely. 430 00:21:14,439 --> 00:21:18,210 You can always find support and help within your own team 431 00:21:18,210 --> 00:21:19,211 and leave the roles 432 00:21:19,211 --> 00:21:22,080 that you dislike to the people working on them, 433 00:21:22,080 --> 00:21:23,715 making sure that you can do the parts 434 00:21:23,715 --> 00:21:25,651 that you find the most fun 435 00:21:25,651 --> 00:21:27,352 and the studio will have people 436 00:21:27,352 --> 00:21:30,322 handling the administrative jobs as well, 437 00:21:30,322 --> 00:21:33,458 letting you focus specifically on your creative process. 438 00:21:33,992 --> 00:21:36,895 The studio environment provides more job security 439 00:21:36,895 --> 00:21:39,031 and a better guarantee of income, 440 00:21:39,031 --> 00:21:41,466 as the studio itself has more projects 441 00:21:41,466 --> 00:21:43,669 than what you will get as an individual. 442 00:21:43,969 --> 00:21:48,240 And the task of finding more clients is not a concern to you 443 00:21:48,240 --> 00:21:51,143 unless you are aiming for one of the producer roles. 444 00:21:51,476 --> 00:21:53,512 Another great benefit of studios 445 00:21:53,512 --> 00:21:57,416 is that they can be good environments for your growth as an artist. 446 00:21:57,716 --> 00:21:59,918 When you're taking part in a big project, 447 00:21:59,918 --> 00:22:02,187 you will work with the best of the best, 448 00:22:02,187 --> 00:22:03,622 creative people like you 449 00:22:03,622 --> 00:22:06,458 who are passionate and dedicated to their work 450 00:22:06,458 --> 00:22:08,660 and have the skills to match. 451 00:22:08,894 --> 00:22:10,796 It can be an amazing experience 452 00:22:10,796 --> 00:22:13,565 and with the amount of work which is required of you, 453 00:22:13,565 --> 00:22:15,967 you'll be able to improve very quickly. 454 00:22:16,301 --> 00:22:17,703 In the studio environment, 455 00:22:17,703 --> 00:22:20,339 You will never lack in work and ideas, 456 00:22:20,339 --> 00:22:22,908 so you will always get to be creative. 457 00:22:23,642 --> 00:22:25,110 That being said, 458 00:22:25,110 --> 00:22:27,913 there are drawbacks to working with a studio as well. 459 00:22:28,280 --> 00:22:30,749 A studio environments is pretty rigid. 460 00:22:30,949 --> 00:22:33,585 You will be required to work certain hours, 461 00:22:33,585 --> 00:22:36,455 be part of certain environments and teams 462 00:22:36,455 --> 00:22:39,391 and work only on the job assigned to you. 463 00:22:39,691 --> 00:22:42,761 You will not have much freedom with creative choices 464 00:22:42,761 --> 00:22:46,131 and will often not have the opportunity to experiment. 465 00:22:46,331 --> 00:22:49,801 As a production, purpose is to create the product 466 00:22:49,801 --> 00:22:52,371 as quickly and efficiently as possible. 467 00:22:52,938 --> 00:22:56,274 If your studio environment is not ran properly, 468 00:22:56,274 --> 00:22:57,609 this can easily lead 469 00:22:57,609 --> 00:23:00,445 to cases of overwork, tight deadlines 470 00:23:00,445 --> 00:23:02,848 and overall stressful environment. 471 00:23:03,181 --> 00:23:06,518 Another drawback is the lack of individual credit. 472 00:23:06,752 --> 00:23:08,687 Although you are part of a production 473 00:23:08,687 --> 00:23:11,590 and will be credited with everyone else 474 00:23:11,590 --> 00:23:13,558 at the end credits, 475 00:23:13,558 --> 00:23:16,328 it's pretty hard to get individually recognized 476 00:23:16,328 --> 00:23:18,363 as part of a beautiful production. 477 00:23:18,663 --> 00:23:22,200 Each person is responsible for such a small part, 478 00:23:22,200 --> 00:23:25,871 which they cannot have a lot of creative freedom over 479 00:23:25,871 --> 00:23:30,442 so the chances of you creating something outstanding within your scenes 480 00:23:30,442 --> 00:23:32,144 are very small, 481 00:23:32,144 --> 00:23:34,780 even if the overall product is amazing. 482 00:23:35,147 --> 00:23:37,149 Moving on to freelance work, 483 00:23:37,149 --> 00:23:39,451 the best part of being a freelancer 484 00:23:39,451 --> 00:23:43,522 is the great amount of freedom and power that you have over your work. 485 00:23:43,889 --> 00:23:47,259 As a freelancer, same as with studio work, 486 00:23:47,259 --> 00:23:50,729 you can choose to join a team in a specific role 487 00:23:50,729 --> 00:23:53,965 in which case you will be an independent contractor 488 00:23:53,965 --> 00:23:57,002 and reap some of the benefits of a studio workers 489 00:23:57,002 --> 00:23:59,471 or you can take on independent projects 490 00:23:59,471 --> 00:24:02,774 where you fill in every role in the production process. 491 00:24:02,974 --> 00:24:06,645 You're also in complete control of your schedule, 492 00:24:06,645 --> 00:24:09,214 the amount of work you take, your prices 493 00:24:09,214 --> 00:24:11,383 and the general process of animation. 494 00:24:11,616 --> 00:24:14,753 You can work wherever and whenever you like 495 00:24:14,753 --> 00:24:16,955 and only take jobs that interest you. 496 00:24:17,489 --> 00:24:18,990 The amount of creative freedom 497 00:24:18,990 --> 00:24:21,993 you have as a freelance and independent producer 498 00:24:21,993 --> 00:24:23,695 is also much greater 499 00:24:23,695 --> 00:24:25,630 than you would have in a studio. 500 00:24:25,897 --> 00:24:29,201 Only needing to conform to your client's wishes, 501 00:24:29,201 --> 00:24:31,770 which they will often let you handle completely, 502 00:24:31,770 --> 00:24:35,373 as they don't really have a put together vision in their head 503 00:24:35,373 --> 00:24:37,142 and by being the main creator, 504 00:24:37,142 --> 00:24:39,878 you will get much more recognition and credit 505 00:24:39,878 --> 00:24:41,746 for your work as an individual. 506 00:24:42,080 --> 00:24:45,150 The main drawback to being an independent animator 507 00:24:45,150 --> 00:24:48,086 is the bigger amount of stress it can create. 508 00:24:48,420 --> 00:24:50,088 First, as a freelancer, 509 00:24:50,088 --> 00:24:52,324 you will have to waste quite a lot of time 510 00:24:52,324 --> 00:24:54,292 just finding work to take. 511 00:24:54,693 --> 00:24:57,362 You will need to constantly submit your portfolio 512 00:24:57,362 --> 00:24:59,498 and chase after clients, 513 00:24:59,498 --> 00:25:02,000 essentially limiting your job choices 514 00:25:02,000 --> 00:25:04,102 if you don't have many to choose from. 515 00:25:04,402 --> 00:25:06,071 And even after all of that, 516 00:25:06,071 --> 00:25:08,540 you might not have guaranteed income. 517 00:25:08,707 --> 00:25:10,575 It will fluctuate quite a lot 518 00:25:10,575 --> 00:25:14,112 depending on the amount of projects that you have 519 00:25:14,112 --> 00:25:17,849 which will be affected by both your individual capacity, 520 00:25:17,849 --> 00:25:21,653 as well as the type of people who see your product. 521 00:25:22,087 --> 00:25:26,658 You will need to have a very good understanding of your own capabilities 522 00:25:26,658 --> 00:25:28,860 and organize your time and schedule 523 00:25:28,860 --> 00:25:33,465 to make sure that you don't take too many projects or overwork yourself, 524 00:25:33,465 --> 00:25:37,202 as well as fulfill all of your obligations to your clients 525 00:25:37,202 --> 00:25:39,337 and keep on top of deadlines. 526 00:25:39,704 --> 00:25:41,406 As an independent animator, 527 00:25:41,406 --> 00:25:45,810 you will have to be capable in any part of the animation process 528 00:25:45,810 --> 00:25:48,280 and be able to match your client's demands. 529 00:25:48,513 --> 00:25:53,118 So you will need to have a wide range of art styles and capabilities 530 00:25:53,118 --> 00:25:56,087 to get as many job opportunities as possible. 531 00:25:56,288 --> 00:26:00,892 You will also have a greater amount of responsibilities specifically on you 532 00:26:00,892 --> 00:26:02,761 and will not be able to get away 533 00:26:02,761 --> 00:26:05,096 from parts of the animation production process 534 00:26:05,096 --> 00:26:06,665 which you don't like doing. 535 00:26:06,998 --> 00:26:09,134 Lastly, you will have to deal 536 00:26:09,134 --> 00:26:13,104 with your clients requests and criticism of you specifically, 537 00:26:13,104 --> 00:26:16,241 trying to work and figure out the vision of people 538 00:26:16,241 --> 00:26:19,110 who often don't have background in art 539 00:26:19,110 --> 00:26:22,047 and don't know how to describe what they want 540 00:26:22,047 --> 00:26:24,382 or even have a clear vision of it, 541 00:26:24,382 --> 00:26:27,852 which can be quite challenging and frustrating at times. 542 00:26:28,320 --> 00:26:29,454 To summarize, 543 00:26:29,454 --> 00:26:32,090 when deciding between studio and freelance, 544 00:26:32,090 --> 00:26:35,927 you will need to choose between security and freedom, 545 00:26:35,927 --> 00:26:37,596 control and pressure. 546 00:26:37,696 --> 00:26:39,965 Ideal paths can be very rewarding 547 00:26:39,965 --> 00:26:42,100 and you can always switch between them 548 00:26:42,100 --> 00:26:44,169 as long as you have the right skills. 549 00:26:44,569 --> 00:26:45,604 To recap, 550 00:26:45,604 --> 00:26:49,074 today we learned about the different roles in the industry 551 00:26:49,074 --> 00:26:52,043 and the paths that you can take in your own career. 552 00:26:52,177 --> 00:26:54,112 After completing this course, 553 00:26:54,112 --> 00:26:56,881 you've had a taste of each role 554 00:26:56,881 --> 00:26:59,517 and you will probably be able to expand 555 00:26:59,517 --> 00:27:02,087 and aim for your desired goal 556 00:27:02,087 --> 00:27:04,422 and the career path that you want to do. 557 00:27:04,623 --> 00:27:07,926 And if you'll only heal as part of a hobby 558 00:27:07,926 --> 00:27:09,894 or you haven't clearly decided 559 00:27:09,894 --> 00:27:12,364 that you want to take part in the industry, 560 00:27:12,364 --> 00:27:16,935 this lesson might of helped you get some context and ideas 561 00:27:16,935 --> 00:27:19,337 of what types of work you can do, 562 00:27:19,337 --> 00:27:22,007 as well as maybe have some appreciations 563 00:27:22,007 --> 00:27:25,477 to the amount of work that goes into the industry itself. 564 00:27:25,977 --> 00:27:26,978 Thank you for watching 565 00:27:26,978 --> 00:27:29,180 and see you next time for the conclusion. 566 00:27:29,414 --> 00:27:30,248 Bye. 46930

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