My Notes from Blendfest 2019
You asked to see my notes and takeaways from Blendfest so here they are.
Full distillation up front, then some pertinent quotes ( though some of them
might not be direct quotes), and finally my raw notes. Enjoy!
My Thoughts about Blendfest 2019:
The creative process is difficult work. It requires us to be vulnerable and open ourselves up. To be a professional artist, you’ve made a career out of being exposed while you create and tough when receiving feedback. It’s a logical fallacy to stay closed off while still being able to create art.
You don’t have to walk that path alone. Sometimes you need to be a B.I.G.B.O.Y and accept other’s boints of view. It often takes two to mo-ball. When you work with other people different than you, your work gains a mix of their brand ( their cultural background and experiences ) with your own. It’s tempting to work together with those similar to you. However, working with clones of yourself limits the possibilities you can see. You trade away the potential for the best work you create for an smooth working environment. It’s not easy. you’ll have creative differences and your ideas will battle to the death. Appreciate those differences.
You’ll feel like the work you’re doing doesn’t warrant such strain. But fret not. Nothing is ever lost. The skills you cultivate on jobs that don’t deserve it come with you to the next one. The designs that don’t win the bid push your mind closer to the next design which will.
Don’t look to social media, it encourages conditional happiness. Don’t mentalize, you undermine yourself and prevent yourself from taking risks. Trust the process. Remember that good work is its own reward.
Storytelling is key. Everything is a storytelling mechanism: How audio moves through your world, how the music and sound effects interact, the eye-contact and postures of your characters, Every decision tells your viewer something. Make sure it’s telling them the right thing.
Rewrite your scripts, distill your concepts down. Start with broad strokes and refine with finer and finer passes. Be Vulnerable. I was. … and I’d be vulnerable for everyone again.
-JC
Pertinent Quotes:
“Your self worth goes beyond the things you create.” -Choi
“We’ve all played mo-ball, how many of you have a ball in your work?” -Gunner
“Trust the Process. The process is your product. The Process is your own reward.” -Handel Eugene
“[Have] Best Regrets” -Handel Eugene
“There are two types of fear. How will we do it? Why will we do it.” -Josh Beveridge
“Nostalja is a danger to the new.” -Josh Beveridge
“The most rewarding work is working on jobs with those better than you.” -Nicholas Menard
“Why aren’t you doing your personal projects? 2:00 minutes. Go.” -Part1
“Steer your career, don’t become ‘the paper guy’.” -John Kelly
Blendfest19 Notes:
Day1:
Design for web
Cool work is no longer client work
- personal work is cool work
symantics don't matter
- what is motion graphics?
Choi
Your cultural background and experiences are your brand
Dont wear your masks while creating.: Fuck Masks
What does sharing mean?
- Practicing authenticicty while exposing personal shame
Be Vulnerable, I was.
use that fear as a personal driving force
- turnabout personal motivation
- take a leap of faith
be the energy you want to attract
sometimes your biggest inspiration is a deadline
define success and plan for it
- creative freedom
- money
- fame
- free time
- etc
Your self-worth goes beyond the things you create.
Gunner
B.I.G.B.O.Y.
Be Good (trust)
I need help (hire squares)
- Mix and match for awesome combos
Get your money later (Pay others now)
b oint of view
Outstanding locations
Y (Why)
-Cool Moball
- Happy People
- Community
- not being bad
Tips1
Prush
-Paths Pannel
-Brush Path
Displacement Maps
- can be used for easy illustration paralax maps (ramps)
C4d Color from picutre
- command click to define swatches
Vary Cell Animations
-animate on 4s
- offset individual animations to introduce smoothness
UX with EGP
- consistency within design
- single icon comps
- mess with time remapping using master props
Ai shortcuts:
Command Y = outline view
Comman 3 = hide thing
Psyop
Psychology and Storytelling
Grow is to ndividual as lead is to teams
Thinking
conceptual - outside the system
experimental - incrementation of system
requires energy, envy?(scribble), intelligence. dicipline, and occasionally a cayalyst
empathize with your audience, don't bombard like daily content, strive desireability
Handel
3 Steps to Award Winning Work
-Trust the Process
- Process = Product
-Process = Reward
Creative Process:
Awesome
Tricky
Shit
I'm Shit
Maybe OK
Awesome
Uncomfortable - outside comfort zome
Alternative Inspiration
-Fashion
- Archetecture
Build a library of references of cool motions. (actions, not motion design)
Inspiration -> Process Feedback loop
Auto-Pilot robs you of the process
robs you of improving your process
robs you of being an artist
The work that doesn't deserve it is the work you should push hardest on
Nothing is ever lost -> skills and designs inform your future
Social Media = Conditional Happiness
Good Work is it's own reward
have "Best Regrets"
3 Steps to Rewarding Work
Moth
Animation is self inflicted punishment
perserverence
Have Mentors
" I thought this was success! I want to kill myself"
Studios as Entities, not individuals
Make the work you want. be positive and have faith
Ambrose
Audio as storytelling
Normally last, bails out animation
Audio should Always serve a storytelling purpose
Audio a common language,
allow for efficent questions
audio WILL inform some or all:
-physical -
- emotional
- intellectual
audio will inform above weather you decide or not
every element of audio can become a storytelling mechanism
- music as emoitional indicators
- music soundspace
- vo etc
contrast visuals and audio (eg: clean visuals, crunchy audio)
Audio design as communication
- how it feels, not distractions
- World feel, how does sound work in this environment?
- how do the music and sound effects interact
- intensity/energy chart map (not just a storytelling tool)
know your collaborators
Day2:
Everything Moves (even 404 pages)
Content > Concept
Kenticards
Animated but tactile
lmimitations are features not bugs (16:9)
AR is an Active experience (webapp possible?)
consider all elements
both static and motion
does it make a product that will last
Part 1 Branding
Mistake Sharing is valuable to all
Mentalizing
-Thinking about how other people are thinking of this
- do not do, undermines self, prevents risks
1 - Don't mentalize
2:00
Why aren't you doing your personal projects?
2 - Encourage motivation to create
Don't consider past investments when thinking about the future (similar to sunk cost fallacy)
3 - be honest asap
4 - Be Kind ( even to collegues )
Send good vibes
Help the peope around you work to reach their potential
5 - Appreciate the differences
Working with peope similar to you is easy but produces inferior work
would you rather a smooth process or the best work?
Tips2:
Complacx Shape Layers in 3 steps
Primary Shape PSR
Secondary Shape Path Animations
Link KeyArt to above
Vertex color for cam view to paind fbx in VR
link view space + sculpt space for easy round trip
Shift curve view to change values without affecting animations
Ai Soft Shading Gradients
- pencil tol
- highlights and shadows as shapes blending mode then blur it, add clipping mask
- blend it, blur it, clip it
AE Hamburger menu "AutoKeyframe" makes path animating easy (no twirl)
"Let me think about it and get back to you"
- "... get back to you in 15 mins"
- if no answer, that's an answer.
= that answer is ask for help
Nicholas Menard
Winning vs losing pitches
Start on paper
rewarding work is working on jobs with those better than you
Josh Beveridge
Head of char anim sony imageworks into the spiderverse
top down " break the pipeline"
Comic as anchor, adjudicator, core decision maker
treat everything graphicly - everything comes back to a graphic design layout
define bondaries: not cartoon, not real
two types of fears:
How will we do it?
Why will we do it?
remain comic book while no nostalja
Nostalja is a danger to the new.
Deconstrct and design to fill the hole
- Magic cube
- design deconstruction core element
don't handicap animation with the demands of reality - > can do anything
Smears = feel not see
Designed Deconstruction aligns with "Design with intent"
Make detail with a graphic world
all on 2s strobe
anim on 2 cam 1s = mega strobe
solution = sliding 2s
solution = locked screen space 2's cams on 1s
pixel locked to camera
No cereal commercial,
-artists are interoverted right?
-world skeptical
-think in head
Animation storytelling tools
-eye contact
-postire
- everything in service of story
Kendra Ryan
Work in borad strokes, then refine with finer and finer passes.
John Kelly
Directing
rewrites are distillations of concepts
don't become "the paper guy"
Steer your career
risk
- agency reference taken with a pinch of salt
- sometimes lose job
Storyboard like nobody's watching
storyboarding shows in the final results
Make time for inspiration
you need input to make output
You know more than you think you do
be sure of yourself
Prepare, Details add up
Don't Prepare, open for spontenaity
doesn't hurt to ask for things to be more difficult. shows an understanding of the brief and willingness to work to make things cool
work with nice people
nobody knows how other people will take it