A few weeks back, I featured news from animator, Urvashi Lele, about the new show she’d worked on, Your Daily Horoscope. It was lovely to catch-up and likewise share Urvashi’s news, and I’ve been prompted to introduce a new strand on the Red’s Kingdom blog – Spotlight – wherein I can shine a light on other creatives, on their disciplines and their processes. I’ll be meeting up again with some of my former students, who are off doing exciting things, but also inviting other creatives to discuss the nuts and bolts of what they do, how and why. I’m flirting with the the idea of podcasts maybe, but haven’t quite broken the seal on that, but let’s see. To kick things off, I’m introducing you to animator, George Nwosisi, a nicer guy you’re unlikely to meet…
Phil: Hey George, thanks so much for helping me get this up-and-running. First things first, we need a quick potted history of your life since you graduated. What happened next and where are you now?
George:Hey Phil! It’s been a journey since I left uni in 2015, a good journey that is. From the very start, I knew animation was going to be a very competitive industry to get into. I knew I needed to get some type of industrial experience down on my CV just to get my foot in.
George Nwosisi Showreel 2017
After my graduation, I started applying for internships and putting a showreel together, animating new shots specially for the reel to keep it interesting. Thankfully, I landed my first animation intern with Digital Shoguns in north London. This internship lasted three months, which was good enough on my CV to help me jump into the next role. Soon after, I applied for Antimatter Games in Cornwall, landing a contract as a 3D animator for six months working on a game called Rising Storm 2 – Vietnam. I enjoyed my time there, and they wanted me to stay after my contract was up, but c’mon.. its Cornwall, nice place, but it was far from my family and life in general, so I didn’t renew my contract.
So I’m back home, job hunting again with nine months of experience on my CV. At the end of 2016, I got a job at Cubic Motion – who specialise in facial motion-capture animation and clean-up. During my time at Cubic Motion, I worked on games like Call Of Duty, Ghost Recon, Man of Medan and many more, but I wasn’t truly happy there because it wasn’t key-framed animation or full body character animation.
After a year and few months, I went job hunting again and was shocked when I got into Ninja Theory, which was always the one company I wanted to work for when I was back in university. I’m still at Ninja Theory and I’m loving it, as it’s what I’ve always wanted to do: 3D full body character/creature key-framed animation, working on Bleeding Edge, Hellblade 2 and other projects.
Phil: You’ve got animation in your bones, George – it’s your calling! What is it about animation that makes sense to you and what do you think are the ‘tell-tale’ signs someone is an animator? Were there signs when you were much younger? How did that love of animation shine out of you before you knew exactly what it was you wanted to do?
George: There’s always a reason behind why someone wants to become an animator – watching films, a love of gaming, cartoons or even VFX – having the thought of “Oh cool! how did they do that?”. Then the journey begins of finding out how things are done, and then the process starts. I’ve always been big fan of gaming, but I never thought “animation”. I studied gaming at college, but only the coding aspect of it. One day, I saw a friend of mine animating a biped on the computer and I was mind-blown. I haven’t stopped animating since.
Some of George’s earliest animations
Phil: Who are your animation heroes? Who inspires you or what inspires you? What have you seen recently that made you fall in love with animation all over again?
George:There are many animations out there that keep my fire going. I could sit on Vimeo for hours, watching people’s showreels, thinking how amazing their animation style is. Even looking at a character rig can make me want to animate that rig and do something cool with it. The number one animation that inspired me recently was Spider-Man – Into The Spiderverse. What brilliant film – everything from the animation to its art style, and how the animation was animated on 2s. There are also amazing animators here at Ninja Theory, whose work always pushes me to do better and go beyond the level I’m at.
Phil: What do you enjoy most about the animation process and why?
George:For me, it’s the planning, the researching, the ideas, and seeing the plan come together. Without all those things, the outcome of your animation might not be as strong as it could or should be. In one of my recent animations, the character lands and rolls on the floor; without researching parkour and reference videos on YouTube, the roll might not have been as convincing. Tweaking and pushing the animation – seeing what works and what doesn’t work – is also a fun part of the process.
Phil: And the least enjoyable?
George: Oh gosh! Finding bugs, having gimble locks and fixing it. A gimble lock is when your character’s rig gets a weird rotation and doesn’t behave in the way you need it to. Fixing this can be done, but it can be an annoying process!
Phil: How has the pandemic changed your working life?
George:Since we all now work from home, the office banter is out the window, likewise walking over to your colleague’s desk to see the cool things they’re working on or vice versa, sharing ideas, getting visual feedback there and then – all that’s missing now. The advantage is you literally get off your bed and your work is right in front of you – that and spending good time with your family. Me personally, I prefer the atmosphere of the office.
Phil: Outside of your day job, how do you stay fresh, inspired and healthy?
George:PLAY GAMES! WATCH FILMS! And GYM! Playing games and time at the gym gives me time away and keeps my state of mind good and healthy. Watching films gives me the inspiration for the next animation shot that might go in my showreel,
Phil: What remains on your ‘animation bucket-list’?
George: Getting more games under my belt, being a better animator in both character and creature animation, and also being able to play with motion capture data and pushing it to its limits. Honestly, it’s a never-ending skillset, a journey. You can always better yourself and do more and more things – and that is my plan!
Phil:Hey Graeme! Welcome back. Before we begin I should thank you on behalf of everyone for giving us that image of those dolls and their henchmen spiders in last week’s Kick-About. I’m sure everyone found that very soothing and not at all nightmarish… I noticed a few exciting updates going out on social media about new progress on your animated short, The Green Glider. How’s it coming along?
Graeme:Hey Phil, things are moving forward well with The Green Glider. I just sent the film off to see it will be picked up for some funding. Now things are really revving up, I want to get everything ready and in place if it does get funded. Currently I am translating all the concept art into 3D, and plopping things in place for each world, which is one of the most enjoyable aspects. I love trying to bring the concept art alive through Maya.
Phil: You’ve been learning Substance Painter. What is that, how are you finding it, and why did you feel it was time to acquire a new creative tool?
Graeme:I decided to hop into Substance Painter and use it to UV the bubble cars because the amount of UV pieces, or shells, for the car was absolutely mammoth, and would have taken me yonks to finish in my usual go-to, which is Photoshop. Basically, to UV an object in 3D space allows you to paint and colour your object as you see fit. To achieve this you first have to tell the 3D software the model you want to paint is flat. Imagine you’ve got a simple 3D box and you want to paint it; first you unpack the box so it’s completely flat, and only then do you start painting onto it. Then, later, your painted texture is wrapped back around the 3D box.
The great thing about Substance Painter is it’s a 3D painting program – it is like having Photoshop and Maya together in one program so you can paint onto the actual 3D model – without flattening it first – to your heart’s content, with all the same capabilities of Photoshop, such as layers and blend modes, as well as having a massive library of materials to choose from. It really speeds up the workflow of texturing models, and I can see myself using Substance from now on.
Phil: The value of this new tool for you is it means you can continue to work illustratively with your 3D models. Why is it so important to keep the original style of your concept art when you’re moving from 2D into 3D?
Graeme:I feel really averse to CGI being completely perfect… It ends up looking like plastic. Sometimes when I’m doing concept art, I’ll just do a random scribble to see the kind of texture I can get out of a brush and I decide to leave it in. Usually that scribble adds something visually interesting to the piece and those happy accidents make the piece more analogue. I have a style I like that revolves around imperfection, as it adds charm. I always try and recreate that in 3D. For example, with the 3D bubble cars, I really wanted to add a pop of blue colour on top of the main purple colour, to counteract the blazing orange; I just scribbled a bright blue stroke and ended up loving that random scratchiness to the car, so it’s something that stayed with the final model and was easily implemented with Substance. With the green glider model, it was really important to get across the original style too, especially with the leaf venation, so I modelled the venation in Maya to make it pop more, and also textured more venation in Substance to really show the leaf is budding with life.
Phil: You alwayssound so excited. I love it. What’s next?
Graeme:I’m doing some long-awaited organic modelling by tackling the characters Ash and Clover. Organic modelling is a totally different ball game to modelling cars and worlds, as for me at least, it’s more difficult to get across the characters’ nuances and quirks suggested by the original concept art. As I said, I like things that aren’t perfect, and Maya makes this difficult with characters, as a character that is asymmetrical is a nightmare to rig and skin, so I have to work within the confines of that and still get across the flaws and idiosyncrasies of the characters populating the world. I’ve said before when I’m doing concept art, there’s a “shite zone” where everything looks crap until one scribble or stroke brings things to life; when you’re modelling characters, the “shite zone” is a lot longer, where they look like horrifying spawns of Frankenstein for what feels like ages! I can’t wait to texture Ash and Clover in Substance, adding details like smile lines, grey hairs, and eye-bags. I want these characters to show they’ve earned their stripes!
One of the lovely things about having spent a decade or more working with young early career animators is… I know a lot of young early career animators! A few days back I received an email from Urvashi Lele, who I had the pleasure of supporting and working alongside all the way back in 2014. Urvashi’s award-winning graduate film, An Interview With The Owl & The Pussycat, established her as a talent to watch. After graduating, Urvashi completed a Master of Fine Arts in Animation at the University of California, Los Angeles and she hasn’t looked back since.
Urvashi Lele winning the New Designers 2014 Judges’ Choice for An Interview With The Owl & The Pussycat
An Interview With The Owl and The Pussycat (2014)
In her recent email, Urvashi had this exciting news to share:
“Hullo Phil! Hope you are keeping safe and well during this ridiculously crazy time. I’m writing to share a project that I have been a part of for the better part of the year- it’s a show on a mobile network called Quibi titled Your Daily Horoscope. The show is an adult comedy based on the 12 signs of the Zodiac. The animation team comprised of 24 animators with 2 animators for each sign. I animated the even episodes for the character, Aries. Your Daily Horoscope is available to watch on Quibi, which can be downloaded via the App Store or Google Play and can be enjoyed with a free 2-week trial. I do hope you are able to watch it and enjoy it. It is something I am rather proud of and would love to know what you think!”
It’s time to catch-up with Artist-in-residence, Tom Beg, a moment to which I always look forward because I know I’m in for a visual treat or two – and this latest update is no exception.
Phil: Hey Tom, it’s nice to have you back again. So, let’s start with the most obvious question… Exactly what were the creative and technical challenges of realising this most surreal of your Miroverse critters, which appears at first glance to combine a rather exhausted-looking whale with an ambulatory witch’s hat?
Tom: Hi Phil. Yes, I’ve been away for a little while, but I’ve been chipping away at this animation whenever I’ve had the chance. For the first time so far in this project, I also have a little bit of animation to whet the appetite. If you compare my initial sketch to this 3D character, you can see I took a few decisions to make it fit it better with the overall aesthetic I’ve been working towards, by tweaking and adding where I felt things could be improved.
So far, I’ve been creating these creatures with a very old-school method of animation in mind, more like a traditional stop-motion animation, where each part would have to be moved individually and all animation would have to be generated by hand. However, in all the images I’ve produced, there are multiple characters with multiple poseable elements, all of which will need animating to create a convincing effect.
I’m not a traditional character animator, so I needed to start developing a strategy to make these characters come alive in a satisfying way. With that in mind, for this character I decided to adopt a ‘dynamic rigging’ workflow. To put it simply, while the bulk of the main animation is done by hand, beneath that is an underlying system of physical properties, based on the real world, calculated by the software and computer, which help to make this character move in an organic, dynamic way. I’m getting a lot of animation that would usually have to be done by hand at a great cost of time and energy. Now I’m essentially getting that extra movement for free.
This has meant another layer of complexity on top of what I was already dealing with, so there were a bunch of issues when it came to building the control system of this thing. At times I had to call on the help of the secretive ‘Maya Jedi Council’, who helped me get through a couple of the technical difficulties I was having. In the end I’m totally happy with this character in terms of the flexibility it offers for animation and the amount of movement I can get from it – so happy in fact, once I’ve made the next three creatures, I’ll go back and update the previous ones with this new system.
Phil: I get such a strong impression of this creature’s character; I’m getting an Eeyore-meets-Orko vibe...
Tom:I absolutely wanted to try and create a creature with two personalities; one half a kind of regal and majestic whale-like creature, while the other half is like a parasitic creepy-crawly. I think their relationship mimics things like Parasitoid wasps, which lay their eggs inside other bugs, or other so called “zombie” parasites that take over and control their unwitting, helpless victims. It’s all very morbid stuff!
Tom:As soon as I started to produce the sketches in 3D, I imagined this animation to be somewhere between pure cutesy and whimsical like any typical kind of colourful character animation, and a somewhat creepy Boschian-like nightmare. Maybe like you, I grew up with a much-rewound VHS tape of Fantasia and in the spirit of that film, I want the creature’s behaviour and personality to come across as very ‘not of this world’, and coming from a place of abstraction and pure imagination in the tradition of classic avant-garde animation, like the works of Oskar Fischinger. I’m digging deep for influences so once this project starts to move into time-based media, I think all the pieces will come together.
Phil: And now for my traditional last question… By my reckoning, your 5 drawings down with three more to go – who’s next?
Tom: If I look at the remaining three initial sketches and try to imagine how they will move and come alive, in terms of unknown technical challenges, I think I can say with a little more confidence I have come to terms with the main Maya mysteries of the Miroverse. With this latest attempt I got things moving and animating in an organic way that is intuitive and easy to produce. There isn’t much more I could add without taking the animation style in a slightly different direction or without adding yet another level of complexity of top what I already have. However, for each creature I’ve tried to challenge myself to attempt something new, so I’d like to keep up that tradition.
For the next creature I’m thinking to go with these drone-like blue bug things which I imagine to behave like irritating wasps, buzzing around and being a general nuisance. The questions I’m going to ask are what can I do to further to improve the overall visual quality of my images and how can I continue to refine my control system.
“drone-like blue bug things which I imagine to behave like irritating wasps“
Truth be known, I’ve been badgering Emily to get her feet under Red’s table for a while now and we’ll be talking about her initial reluctance a little later. Before that, I just want to say a few words about Emily as they’re words she would never use about herself, but someone has got to say them. Emily is one of the most commensurate animation-centric creatives I know, and it’s been my pleasure (and saving grace) to work with Emily on a bunch of very challenging, time-pressured and under-funded projects. Emily has seen me at my best – and at my very worst – absorbing my stress, my ineptitude and my poor temper without rancour. Emily can build entire worlds in her mind and communicate them to other people through ravishing production art; she is a designer of charismatic characters, and a skilled animator with nifty comic timing.
If Emily is reading these paragraphs, her first instinct will be to bat these endorsements away. Okay, her first instinct will likely be to blush rather unhappily, and then bat these endorsements away, but don’t listen to Emily, listen to me. Better still, before we meet Emily for a proper chat (and while her blushes subside), I’d like you to watch Marcus & The Mystery of The Pudding Pans (2019) commissioned for The Seaside Museum Herne Bay and funded by Heritage Lottery. Everything you see here, Emily envisioned for us first.
Welcome back (oh, and I will be asking questions later on the provenance of the pudding pans, so I hope you were paying attention!). So, let’s meet production designer and all-round class-act, Emily Clarkson, and begin by finding out why, on God’s green earth, she was worrying about taking up her rightful place as an artist-in-residence at Red’s Kingdom…
Emily Clarkson, concept painting for the Harp District, Red & The Kingdom Of Sound (2017)
Phil: Hey Em! You’re here then? I’m very happy about that, but when I originally asked if you wanted to take up residency in Red’s Kingdom, you were definitely a bit reluctant! I’m going to take a guess and ask if you’re suffering from ‘imposter syndrome’?
Emily: I guess the answer is yes? I don’t feel like a fraud who is about to be exposed, I just don’t think I’m capable a lot of the time. My experience of imposter syndrome is characterised by performance anxiety, obsessive comparing, (‘at this age, I should be here… etc’) and a lack of confidence. When you asked me to take part in the A.I.R (Artist-in-Residence) I just felt a bit odd, as I see it as a spot for those who are successful, experienced and who can share lots of wisdom.
Phil: You realise how crazy that sounds to me, right, given everything I know about you and everything we’ve accomplished together? My own experience of imposter syndrome is that it is rarely evidence-based; it’s a ‘feeling’ and not based on any empirical observation. If the real test of a creative’s legitimacy is that they often undertake creative projects – sometimes for actual cash! – so you pass this basic test?
Emily:Yes, I would pass the test. Yes, I make creative work (and have been paid to do so in the past!). However, I’d say my imposter feelings aren’t rooted in doubts about my creativity, but more in my capabilities in a professional setting. Being creative doesn’t feel like a high stakes situation; it’s freedom of expression, exploration, experimentation and sometimes just a fun way to chill out. Being creative in a professional setting is achieving very specific tasks in a concrete time frame, with the added stress of mistakes having consequences. That is the root of my imposter fears – messing up badly and having a directly negative impact on my employer’s credibility and mine.
Phil: Tell me more about ‘obsessive comparing’. I’m sure this is something most of us can relate to, given the likes of Instagram etc. Do you have any advice for ‘breaking the cycle’? How do you get past it?
Emily:The obsessive comparing comes out of (what I perceive to be) society’s expectations. By the time you’re 30, you’re supposed to be in some kind of stable job and living independently at the very least. Social media makes it very easy to see the accomplishments of others. It’s hard not to look around and feel like a failure and far behind those who appear to have their lives more together!
I don’t have a fix for breaking the cycle of comparison. It’s something I’ll always do. More recently I’ve taken comfort in tweets by professional artists and creatives who point out age means nothing in this field. What I took from them was everyone makes their own unique journey in the creative world. Two people in the same career will have arrived there in entirely different ways, at different times, with totally different experiences and credentials! I just have to remember that. Maybe I should turn it on its head and think instead of being ‘behind’? I’m taking the scenic route and meandering my way through different possibilities.
Either way, I’ve learned a creative career isn’t necessarily time sensitive. It’s there, waiting for the moment you choose to do it. Being successful at it depends on how long and hard you work at it!
Phil: You and I have worked together on two big projects, Red & The Kingdom of Sound and Marcus and The Mystery of The Pudding Pans. For both projects you were the principle production designer. What is it about production design you enjoy?
Emily:Have you ever read or heard a kick-ass concept, where you can’t help your imagination running away with designs, solutions and ideas? You just have to nail the ‘feel’ of that idea. That’s it. The act of doing justice to the concept is the bit I enjoy. Bringing to life what may never have existed visually before is thrilling, especially when it inspires an emotional or thought-provoking response from other people who see the end result.
Inside the Seaside Museum, the digital set derived from Emily’s concept art, Marcus & The Mystery Of The Pudding Pans (2019)
Phil: Are you able to talk about some specific examples of production design in these projects – how you resolved particular designs or made sense of something that was otherwise poorly described in my scripts? Hahaha!
Emily:In Red and the Kingdom of Sound I was assigned environmental design initially. The big deal about R&tKoS was the world was built entirely out of musical instruments, entire cities of them. The art style was based on UPA (United Productions of America, a kind of Looney Tunes and old Pink Panther-style, line art and block colours, which I love. One thing I was intimidated by was the colour scheme, so I took colour-picking out of my hands by using real world reference. Red’s adventure takes place over the course of a day-to-night. I colour-picked from photographs of instruments, and the sky at different times of day.
“The horn district gleams in the last light of day… The music here is characterised by a quick succession of notes that align with a montage of shots compressing Red’s journey through the Horn District. We’re shown him going under arches, ascending staircases, arriving on bridges etc…” from the original script for Red & The Kingdom Of Sound.
One of my favourite environments to design was the Percussion District, also known as the construction site. Unlike other segments of the orchestra, percussion entailed multiple instruments, so I had LOADS of structures to play with; drums, xylophone, cymbals, tambourines – all sorts! That segment of the script was chock-full of moving parts, like a wildly swinging wrecking ball and a conveyor belt of doom, which made everything fun and exciting! It was even more fun to animate the shenanigans!
For Marcus and the Mystery of the Pudding Pans, I started with the characters after visiting the museum and actually HANDLING 2000 year old pottery! The script clearly described our four main characters personalities, so it was just a case of marrying up their shapes to their characters. The Drama Queen (Gaius) was cracked and smashed. The Old Bore (Saturio) was covered in barnacle-like structures, the Sage (Belsa) was a round welcoming-shaped bowl, and our protagonist, Marcus, was the new and smallest member. My favourite character was Scuttle, the crab. He was the perfect mime in the script with great character. His physical design was purely trial and error until he jumped off the screen at us.
Phil: You were also the storyboard artist for Marcus & The Mystery Of The Pudding Pans. Can you give some insight into what that process is like? You’re essentially ‘directing with a pencil’ and likewise adapting someone’s words into images. Your ‘mind’s eye’ is very powerful, Em! Do the images arrive fully built in your head? What does it mean to storyboard?
Emily:My mind’s eye is an instinctive thing. My vivid imagination has been picturing stories since I was a child. In storyboarding, I use the same skill to picture events in a script, but then embark on the huge challenge of getting it down in a visual way and framing it for a camera. (I find framing for camera is the hardest bit!) Super-descriptive, evocative writing practically appears fully-formed in my head. Other times, things can be foggy until discussed with the author. A lot of my creative thought processes are about whether it ‘feels’ right. When I’m trying to storyboard a script, my main goal is to communicate what I’m reading as authentically as possible, without spending too much time on it (You can’t spend years and years on a storyboard!) I usually feel out the rest in the animation process!
Phil: Any sequences you particularly enjoyed storyboarding?
Emily:I enjoyed sketching out the shipwreck sequence because of the silliness of it all. Gaius recounts such tall tales! It really lent itself to a cartoony-style of storytelling. The studio ‘reveal’ and fake tentacle was a funny punch line, especially when Scuttle is highlighted as the stagehand managing a bunch of props at once. I enjoyed designing fake cardboard tentacles for Scuttle to dangle from his stepladder!
Phil: You were also an animator on both Red & The Kingdom Of Sound and Marcus & The Mystery Of The Pudding Pans. Animation is a laborious, slow job, but I think you find it rather thrilling – why?
Emily:Granted, animating is long winded, BUT that’s literally the moment the production comes to life and it’s really satisfying. Character models start to feel like actual beings and people. It’s the turning point in production when you can start showing clips to people and there’s a reaction, a suspension of disbelief. You connect to what you’re watching. That bit is always exciting to me.
Phil: Can you recall a particular moment in a particular project when that connection to a character first happened?
Emily:I know I got very excited every time I saw team submissions of Red moving during the production of Red & The Kingdom Of Sound. Those developments genuinely felt like unwrapping Christmas presents! My personal ‘it’s alive’ moment came from my first major character scene, chapter 14, shot 9. The Percussion District...
‘Imagine a montage of shots that begins as a wrecking ball swings into shot followed by Red ducking, swerving and dodging… the overall impression should be dynamic and exciting’ from the original script for Red & The Kingdom Of Sound.
I was given all the freedom to play with Red as a character, and I felt it was my first major animation accomplishment on the film. The character went from being essentially a 3D puppet, to a panicked character, whose evasive techniques were ridiculous but balletic.
The big difference with Marcus & The Mystery Of The Pudding Pans was the speaking characters. (Red was always silent.) Also, this time the characters were bowls, who didn’t have limbs with which to act! One of my favourite sequences to animate was Scene 14 (it must be my lucky Scene number.) All the pots sink to the ocean floor, then, at the prospect of sitting dormant for a thousand years, the big old boring one starts gasbagging about their history. Each pot had to react differently as time passes and it was fun applying their personalities to the situation.
Phil: You’ve always been very honest about freelance life. What are the highs and lows, and what is your advice for anyone trying to make a living on the strength of their creativity?
Emily: Freelance life is a perpetual state of ‘where’s my next job?’ So when a client decides you’re the one to solve their creative problem, that’s already a bit exciting. The work is unbelievably varied and it depends who’s asking for your aid! I’ve had calls from advertising, filmmaking, live events, you name it! If you like variety, it’s brilliant. You never know how high profile your projects could be. Your work could turn out to be something for a big brand or feature celebrities or it could turn into a viral sensation.
Every job comes with its own challenges. Sometimes the best bit is nailing down something that’s been particularly prickly only to find the client loves it at the end. It was amazing the first time I had someone I’d worked for come back with another job for me months down the line. It was exciting to be doing more work, but I also had concrete evidence I must have done a good job before – something to stick to that imposter syndrome!
Freelance is completely unpredictable. You never know how long you’re going to need your money to last. There are times when a job ends and there’s nothing coming up. It gets worse when that period of silence extends. It’s prime territory for some dodgy mental health; doubts surface, about your skills, about whether you can make it in this line of work… It can be really, REALLY hard to stay positive and keep the faith.
No one really teaches you how to go from school to freelance. I’m bumbling along and learning as I go. What I have learned is, when things get quiet, keep busy. Practice something new. Explore creativity and go in a weird direction to your usual methods. Stagnation is an awful, negative, place to be.
Networking is everything. And it’s something you have to constantly work at. I’m led to believe consistency is key. If you have a constant presence in the online universe, you’re more likely to be spotted in the vast digital sea of creatives. At least, that’s what I am hoping!!!
Phil: Can you tell me about some of your other projects you’ve worked on? Any favourites? Any really challenging projects? Any personal projects?
Emily:My favourite project to-date was Red and the Kingdom of Sound. There was a really amazing sense of community throughout. I unexpectedly had multiple roles throughout and really enjoyed each of them. The best part was witnessing an audience’s completely honest, joyous response to the final film – with live orchestra! – auditoriums of smiling little faces, madly clapping at the end of the performance.
Marcus & The Mystery Of The Pudding Pans was probably my biggest challenge because of the level of responsibility and again, I had multiple roles. (It was a very small crew.) The last few months of production gave a new meaning to the term ‘crunch time’ haha! But the final live exhibition was well worth it.
Towards the end of 2019 I worked on a project featuring David Attenborough for the Wildlife Trusts, called ‘the Nature Recovery Network.’ Which was amazing. The short film entailed segments of 3D animation with live action footage- something I had zero experience in. Fortunately I was able to contact Ethan Shilling to help me fill my skill gaps with his 3D wizardry!
For personal projects, I tend to go traditional, card making, scrapbooking, or art journaling. More recently, I’m playing in digital. I made animated holding screens for a Twitch streamer. Then, in place of a birthday card, I sent my brother a homemade Final Fantasy themed gif. I have started a mini project in After Effects that came out of missing a job opportunity. Shortly after the role went to someone else, I discovered a physics-based plug-in that would have been ideal for the job. (Sod’s Law!) So I took the plunge and bought it, making it my mission to work out how to use it to make cool things!
Phil: What or who are your creative inspirations? Who do you look to for inspiration? What gets the juices flowing?
I tend to take inspiration from stuff I consider textured or quirky in some way. ‘Coraline’ springs to mind. It had a wonderful dark, whimsical style, and everything was totally tangible having been almost entirely handmade for the stop motion production. More recently I saw ‘1917’ and was utterly awestruck by the camera work. I can’t forget the hauntingly striking lighting in one scene. (Flares over a ruined French town. You’ll know it if you see it!) The behind the scenes revealed that the sequence was sussed out using scaled models, which is something I really admire. One of the best examples of a textured animated film is ‘Spiderman: Enter the Spiderverse’. The mixed-media type approach opened my eyes to the limitless ways you can present animation. (I’d never have dared to animate some elements on one’s and other elements on two’s). The three-dimensional smearing, the sound effects as text onscreen, and textures – like colouring outside of the lines – blew my mind. I’ve never seen such an organic, moving, representation of a comic book before.
I’m often inspired by art style in games. So off the top of my head, fun silly games would be ‘Kirby’s Epic Yarn’ and ‘Paper Mario’, where the developers literally play with yarn and paper textures. Big strong art styles that spring to mind would have to be ‘Journey’ and ‘Abzu’. (I’m a sucker for a view, scale and scenery) Then, to contrast completely and delve into horror, the sound and environment design in ‘Alien: Isolation’ blew me away. It balanced the look of the original ‘Alien’ film with the projections of future space travel beautifully, and I always liked the gritty, chunky, mechanical nature of it.
Pinterest – okay, I’ll admit I probably don’t use it properly. I just pin a ton of stuff to a couple of badly organised boards!
I essentially have three art folders; 1) Art Journal/ Book, where I pin anything and everything I’m inspired to try myself, things like sketchy life drawing, graphic posters, character design, abstract watercolour, and illustrations. 2) Travel journaling, where I’ll pin other people’s beautifully artistic travel journals. I adore urban sketching, pasted with nick-nacks from adventures. And finally 3) Scrapbooking, where I pin other people’s beautiful and ingenious methods of photo and memory keeping, in the hope it’ll spark ideas for my own scrappy stuff.
Emily’s travel journal on a theme of Barcelona
Phil: I’m curious. How did you manage the lock-down, Em? How have you been pushing things along and not twiddling your thumbs too badly?
Emily:I’ve tried to keep busy! I started out with some painting and decorating; then I got back to the sketchbook. I’ve got a tiny square art journal – The Book of Mish-Mash – which I’m trying to post to Instagram as I go. It’s very much a freeform art book, no rules, just full of mixed media and creative whims. I’m hoping I’ll complete it before the year is out…
‘The Book Of Mish-Mash’
On a completely different tangent, I’ve taken on a digital marketing course, the intention being to learn from it, then build a decent website and make myself an efficient business hopefully. It’s given me some valuable pointers I can turn toward freelancing. Beyond that, I feel like I’ve seen the matrix in online advertising! (The course is free and run by Google if anyone is interested- Google Digital Garage).
Besides the little After Effects plug-in experiment I mentioned earlier, I’m hoping to take part in the ‘Kick-About’ every two weeks here at Red’s Kingdom. The prompts have been brilliant so far. It’s fun just bashing out artwork so freely, and the community, and variety of work produced, makes for brilliant viewing, reading and listening to! More please!
And after that, my conversation with the always lovely, multi-talented Emily Clarkson turned to the idea of how we might collaborate together on a new project. We chucked a few ideas about and we might have the beginning of a cunning plan. More as and when it happens.
Stop-motion has a very special power of strangeness; stop-motion is to motion what the undead is to the living – not an opposite state, but something not quite opposite enough. The Brothers Quay understand this with their hollow-headed dolls and imminent toys. Jan Švankmajer understands this with his clawing clay heads and dancing meat. Robert Morgan understands this too, and in his celebrated 2001 short, The Cat With Hands, the substantive horrors of the story are all the more unsettling because the technique manifesting them has an exquisite queasiness of its own.
“LA Shorts International Film Festival ranks among the most prestigious and largest international short film festivals in the world. The festival is accredited by the Academy of Motion Pictures Arts & Sciences, the British Academy of Film and Television Arts and the Academy of Canadian Cinema and Television. Now in its 24th year, LA Shorts is the longest-running short film festival in Los Angeles.“
Directed by Andrew Thomas Huang, Solipsist is as arresting as it is difficult to categorise. It’s the film David Cronenberg would make if David Cronenberg was big into craft, or it’s a Frank Oz cheese dream.
What I relish about this film is the way it combines physical costumes and puppetry with green screen/cgi augmentation, which produces some wildly uncanny effects and a proper sense of ‘a happening’. For your interest, I’ve included the ‘making of’ video, which is delightful, in so much as it showcases a lot of technical wizardry – and also some reassuringly lo-fi aquatic feather boas.
Phil: Hey Tom. Nice to catch up with you this week. I always look forward to seeing what you’ve been up. This image is joyous – like a shoal of outlandish helium balloons. It looks to me like you enjoyed translating your Miro-verse ‘anchovies’ into 3D existence…
Tom:Yes, the Miro cinematic universe, otherwise known as the Miroverse, is starting to come together but there is still a long way to go. I don’t consider the creatures and critters I’ve made so far to be finished, but now I have a pipeline of sorts established, it’s certainly quite enjoyable to be able to pop them into an empty scene and play around and pose them, or see how they interact with light and shadow. This has always been my favourite part of the 3D process. Also, all of this is a bit of testing and planning for when the time comes that I have to make these things come alive. It’s good to get a feel for what the possibilities and limitations might be.
Phil: I have many questions when I look at your characters, and they create an impatience in me to see them come alive and exhibit their signature behaviours. Any thoughts on how these critters might express their physicality? They look as cheeky and social as house sparrows…
Tom:Each of the creatures have their own bespoke control system that allows them be animated and manipulated in various ways, so this will certainly give a lot of opportunity for them to be able move and behave uniquely. That being said, there is likely going to be a lot of these things inhabiting a scene at any one time, and I’m a one-man studio making this in my free time. I’m going to have establish a kind of formula for animating them and giving them personality.
Phil: Another of my ‘many questions’ regards vocalisation – what these creatures might sound like? What are your current ideas in terms of potential sound design strategies?
Tom: I’m not a musician and I’ve never created sounds or soundscapes from scratch myself so it’s definitely going to pose a big challenge. I’m thinking about how I can use existing sound libraries to my advantage by manipulating, layering and distorting them until something interesting emerges. When I look at these creatures there are so many real-life sounds that immediately spring to mind, and since Miro’s paintings are an expression of the real world, it would make some thematic sense to use the real word in humorous and interesting ways.
Phil: A bit of an aside here, but producing work like this on the computer is a long-haul; what do you listen to while you work to keep mind and body together?