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Hello, everyone.
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Havtza here.
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And today we'll be talking about working in 2D animation industry,
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some common roles in the commercial environment,
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and the difference between working as part of a team
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and in independent production.
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So first, let's talk a little bit about the industry.
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2D animation is present all around us
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from the obvious movies and shows
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to music videos, commercials, video games, infomercials, explanatory videos
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to even logo design and interactive screen
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this list goes on and on and on,
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you have so many options.
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After everything we've done in this course,
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you've probably already realized
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that animation is very time consuming to produce.
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In today's standard,
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each second of animation requires between 8 to 24 frames per second
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depending on your frame rate.
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So you'll potentially looking at 24 sketches,
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clean up 24 times,
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coloring and shading 24 times,
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and adding lighting 24 times for each second of your project,
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with each drawing needing to be perfect
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with the amount of details, proportions
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and poses to create an animation effect,
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which is pretty intimidating and exhausting
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and sometimes even impossible
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depending on the size of your project.
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So in a way,
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there is a limit to the capabilities of one individual,
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both in what they can physically make and their skill set
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but this is exactly why the industry is so big and varied.
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There is a space for everyone in this industry
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from independent creators
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who make everything themselves like what I do,
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people who specialize in small projects
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to small teams that take middle range projects
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with their specific animation styles
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or big productions that's made by collaborations
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of small studios or major studios.
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Every kind of production size has its own corresponding creators.
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You can choose how you fit into the industry
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in many ways and for many reasons.
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The great thing about this industry is the amount of freedom and power
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that you have as a creator in it.
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So in today's lesson,
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I'll be talking about the different tools
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you will commonly find in the industry,
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as well as the pros and cons of working
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as either a freelancer or as part of a studio.
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The 2D animation industry is a global industry,
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and in today's digital age
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and the use of digital software for production,
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you no longer need to work in the same environment
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to be part of a team, studio or project.
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With the wide exposure animation gets,
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clients are from all over the world
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will look for the exact talent they want for their project,
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and it's not unusual for people with many different origins to work together
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in all level of production.
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The way the industry works is very simple.
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A client commissions a product,
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it can be as small as a couple of seconds
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or as big as a feature film or a show.
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And the creators provide the product.
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Apart from a couple of major studios
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that will often have the viewships or the funds to commission themselves,
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and thus will always have multiple projects you can join,
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you will probably won't find one production to work with long term.
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And even if you do join as part of a studio in a permanent role,
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each individual project is going to finish after a certain amount of time.
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So we'll always have to move from project to project.
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The industry,
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especially in Europe and Japan, is full of small studios
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who employ individual animators
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to work as part of a team on certain projects
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or sometime, individual scenes
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after which your employment with the studio ends
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unless they want you for multiple or following projects.
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This employment term can be between a couple of days to a couple of years,
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depending on the projects and your role in it.
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But you will often switch
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between productions, clients and team throughout your career.
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The three biggest markets of 2D animation currently
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are the USA, Japan and France,
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each one with their own production procedure.
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The way this production works, however,
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your job security, your payment and the workload
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will greatly depend on the market your team and clients are part of.
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In the USA,
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you will often find big and established studios
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with hundreds or thousands of employees
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each working in their own role on their assigned scenes,
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and where you will often find work being exported
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into smaller and foreign studios
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to make the entire production cheaper for the producers.
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Depending on where you work and the states and union laws in your area,
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as part of an American studio,
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you will have an assigned role and will usually be paid with a salary.
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The USA has the biggest animation industry
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in terms of profits and monetization,
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but the actual biggest industry in terms of volume of content is Japan.
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In Japan, you will find thousands of studios ranging from small to big,
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and production will often be made by a couple of studios working together
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or by hiring individual freelance contractors
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to make additional scenes and supplement additional workforce.
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And as an animator in the Japanese industry,
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you will usually have to handle multiple roles in the production.
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You have a pretty good chance to get hired for a job by a Japanese studio
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since they contact people from all over the world,
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but only for a number of scenes or shots in the production.
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So unless you are going to be part of a studio in a permanent role,
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you would usually not be able to take part in the more decision based roles
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such as storyboarder or director,
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and you will have to work specifically in the same manner
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as any other employee in the studio.
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So if you have differing software
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or differing animation methods,
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you might not be able to be employed by them.
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In Japan,
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the payment is usually made depending on your production
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so it will be by scene, shot or frame.
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So you are not guaranteed a base and constant salary
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and your payment will depend on the speed and quality of your production.
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And since Japanese animation tends to be quite complicated,
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a lot of the time
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the actual payment is quite low.
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In France and the rest of Europe,
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you will also find multiple small studios working together
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with each studio often having their own distinct style
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and handling medium size projects,
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with studio collaborations being done for bigger projects.
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These studios sometimes hire freelancers and contractors as well,
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but will usually require you to physically move to the environment or the studio.
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In Europe,
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you will usually be paid a salary or by hourly rate.
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And again, you will need to fit with the software
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and style requirement of your production.
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The last option is working as an independent animator.
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This will allow you to get clients from all over the world.
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But you will have the freedom to calculate your payment in rates
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according to your own methods,
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be it per frame, per second, per scene, per hour, per project, film
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or any other options that works for you.
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It is important to consider your clients or employer standard markets though
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and be flexible with your methods.
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Or you might end up not getting the job
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if your standards are too different from your clients' standards.
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As said at the beginning of the video
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and as we've seen throughout the course,
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animation is very time consuming and complicated process.
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And this is why it's usually done in a team.
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In a team, the workload is divided between many people,
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each with their own role on the production line
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and their own responsibilities.
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Since the animation process is very linear,
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with each step building upon the one before it,
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each person will work on many different scenes
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and will continue making the same type of work.
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So by joining a team,
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you can aim to walk in the part of the process that you like
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and avoid the parts of the process that you really hate doing.
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There are many different roles and sub roles in the industry
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and every production has slightly different role arrangements
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with sometimes specialized or individual roles,
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depending on the size of the production.
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That being said,
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there are a number of general roles you will find in almost every project.
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Starting from the top,
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the executive producer is the main provider of finance for your project.
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This can either be your actual client
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who commissioned the animation
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or it can be the person raising the funds for the project.
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It can be the person presenting the pitch
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to the potential clients or investors,
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the broadcasting company looking for content
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or even internal production in studios or independent creation.
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Without this role,
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you would not have the funds or the ability to even start
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and get your team for your project.
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And if you are an independent animator
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who wants to be an independent producer,
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you still need to get the funds to live.
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So if you are an independent animator, you're also a producer.
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The actual producer is the person responsible
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for the entire production process from start to finish.
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They are the one responsible for the management of the project,
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securing the funds from the executive producers,
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calculating the budget for the production
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and dividing it between the workers,
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keeping track of deadlines,
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assigning tasks, checking the quality of the product and delivering it,
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and any other task required to keep the production going.
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The producer will have to work
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with many types of people in many capacities throughout the production,
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from negotiations with the clients
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to conflict resolves between the management and creators,
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to actual communication with the workers and artists.
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So it's important
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to know every part of the process to have this role,
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even if not to the same level
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as the actual technical artist who creates the product.
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Essentially, the producer role is to be the troubleshooter
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for the entire production,
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making sure that it will be completed
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and make it as efficient as possible.
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In small production,
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The producer will also be the director
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as part of the job is to keep track on quality.
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But in bigger productions,
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the director will be a separate role.
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Moving on to the director,
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this is the person responsible for having the vision for the project
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and ensuring that it gets creating according to this vision.
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The director is the person
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who decides on the overall look of the scene
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and they must have a clear understanding of the story
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or the purpose of the animation
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and will be the one to give the instruction
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as to how to create the scene
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in a way that represent these ideas best.
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They will give the guidelines and descriptions
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on which you will work as well as input on corrections.
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As a director,
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you must have good artistic vision, be decisive,
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and have good communication skills
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so that you can effectively get your ideas animated.
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The director also must understand
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that the process of animation in great detail
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so they can get on the same page
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with the artist and inspire them to create their vision.
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Below the director, we have the assistant director.
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This is not a role
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that appears in every production
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and usually only happens in big projects
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which have many people working on them.
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Essentially, the assistant director is the communicator
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between the different production departments and the director.
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They will handle giving directions,
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solving technical difficulties,
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even small corrections during the creation process,
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or even translating the creator's vision into the actual particular terms
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relevant to the department,
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in case where the director comes from a different field
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and might not be familiar
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with the terminology or techniques of the project.
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In essence,
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they are a buffer between the artist and the director
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and ensure that the director's vision gets done
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as well as support the director
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and provide input and second opinion.
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The writer's goal is pretty self-explanatory,
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but basically this is the person
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providing the script for the animation.
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This can either be a specialized role
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or just a secondary role of the people making the production.
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You will often get a script or a story from the executive producers
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as they created the production to tell their own story.
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And in smaller production,
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the director might be the writer as well.
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In really small productions
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or in productions that allow a lot of creative freedom
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from the different artists working on it,
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you might even see the writers
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between your storyboard artist
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or pre-production designers.
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And of course, if you are an independent animator,
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you will also be responsible for being the writer of your story.
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Next, we have the designers.
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They are responsible for creating the style rules for the animation,
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giving each production its own recognizable and special look
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that distinguishes it from any other animation.
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The designers job is to basically create the guidelines
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according to which the rest of the artists
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are going to base their own drawings upon.
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The designer is also responsible to make sure
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that every part of the visuals work together
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be it characters, background, props
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and even effects and compositing assets.
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The designers job is to make sure
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that they create a coherent and aesthetically pleasing look for the animation.
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And depending on the size of your production,
285
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you might have multiple different designers.
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They can either work on different types of assets,
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such as having character designers, background designers or prop designers,
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or they can be responsible
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for certain sequences or scenes.
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The designer's job is to work with the director
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and present a large number of options
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for them to choose from to make their vision.
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To be a designer,
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you must have good technical drawing skills,
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design principles and understanding of shape language,
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and again, good communication skills.
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The designers assets will later be used
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by the rest of the team to draw from
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for their own asset creation
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or to reference to make sure that the style is being kept.
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The storyboarder is the person responsible
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00:15:22,421 --> 00:15:26,358
for designing each individual scene and shot assigned to them.
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00:15:26,525 --> 00:15:27,359
In a sense,
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they are the practical directors
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and in small productions
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the directors might also be storyboard artists.
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They are responsible for the composition of each scene,
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giving the baseline for the animators
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00:15:41,073 --> 00:15:43,509
and background artist to work from
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as well as for the timing,
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if they bring the storyboard to the animatic stage.
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The storyboard artist will work directly
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with the directors or assistant directors
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and will usually focus more on speed
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and try and work through large number of scenes quickly,
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keeping the storyboard as a sketch
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00:16:02,194 --> 00:16:05,931
and trying to give as much information as possible efficiently.
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00:16:06,198 --> 00:16:09,601
The storyboarder has to have good communication skills,
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00:16:09,601 --> 00:16:12,071
good understanding of cinematic rules
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00:16:12,071 --> 00:16:14,039
and good art fundamentals,
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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
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00:16:21,213 --> 00:16:23,449
so that the animators and background artist
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00:16:23,449 --> 00:16:25,384
can do their job properly.
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The animator is the person
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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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