Sunday, April 12, 2015

Animators Hunter Grant (Lead @ Blizzard) and Tomáš Jech (Lead @ Riot) Visit CIA and Tell Us How to Poop

[Updated 4/15/2015: Factual errors corrected.]

Recently, the Cleveland Institute of Art invited professional artists to speak and workshop with the Animation and Game Design Departments. Hunter Grant, Lead Animator, of Blizzard Entertainment and Tomáš Jech, Lead Animator, of Riot Games spoke about their careers and how students can improve their creative processes. Tomas titled the talk “How to Poop.”  The following are my notes from that excellent talk. At times, I've inserted my own thoughts [in brackets] among their comments.

The talk began with each artist sharing his most current demo reel. You can get an idea of what we saw here:
http://www.huntergrant.com/new-gallery-5/

http://www.tomjech.com/reel/

Hunter’s reel was a showcase of dramatic and powerful character interaction. Each shot included lighting and VFX that interacted with the characters beautifully. Interestingly, Hunter later admitted to being a fan of the Transformers movies, and we all know how much they depend on rich VFX simulation to help sell action too!
Transformers 3 film still from http://moviemansguide.com/main/2012/01/review-transformers3-3dbd/

Hunter and I (Michael) have similar origin stories. If you read the bio on his site (http://www.huntergrant.com/about/), you’ll see that he started as an architecture student in the Midwest (Ohio), but was dissuaded from that discipline after a friend showed him 3D graphics on a SGI workstation. Me too. I was in Champaign/Urbana, Illinois studying architecture, when my roommate introduced me to the one and only computer animation class at the U of I, taught at the Beckman Institute by Donna Cox. We used IRIS SGI workstations (when 3D modeling and animation required machines that cost tens of thousands of dollars). Maya was called PowerAnimator back then. But, I digress.

I got my start as a 3D graphics professional at an ornamental metal shop in the Chicago suburbs, making fancy metal plaques with computer-guided machines. Meanwhile Hunter chose to pursue a series of animation gigs, starting at the now defunct 3DO, until landing a full-time position at Blizzard Entertainment, which he cultivated into his current position as a lead animator, within the cinematics department. The point is, nobody gets to the top level of a craft without taking an occasional risk or sub-optimal job. Even if one doesn't meet your long term aspirations, you can leverage each experience toward your goal.

Tomáš (pronounced “Tomash”) was a student when Hunter met him. In fact, Hunter knew of him before they met face-to-face, because Tomáš shared his work online. He too followed a series of jobs after school until he found a full-time position at Blizzard and then at Riot. There were setbacks and experiences that left him emotionally drained (a Pixar internship that did not turn into a full-time offer, and a Bungie contract job that ended the same way). Despite being hired at great studios, he questioned his qualifications, he feared being the worst animator in the room, and he was intimidated by the skill demonstrated by his peers, whom he saw as rivals. His negative reaction to thwarted goals, critical feedback, or the success of others, harmed his career and well-being. He learned to overcome this and dedicated his talk to helping us overcome the same problems.

As a sub-text to all this, I couldn't help but notice that Tomáš's opportunity to enter the field was greatly enhanced by his connect ion to Hunter. I may be biased, because I too entered the industry with the help of a guest-speaker at my school (Paul Zinnes, Lead Artist at LucasArts Entertainment). So during the Q&A that followed the talk, I asked, what happened to the other students that Hunter did not immediately notice? They elaborated that many of the students went on to very successful careers. The time it took varied; some graduates rocketed to success right out of school, some needed years of additional study and practice, but they all ended up in the same place – doing top-level work in a creatively rewarding environment. No matter your situation, put in the time you need to get there.

Tomáš’s demo reel clearly demonstrated his ability to bring non-traditional characters to life. Some looked like inanimate objects, but through motion, became living creatures with unique personalities. Many lacked features we normally need to empathize with a character – no face or no hands, for example. During subsequent portfolio reviews, he noted how important specificity and pose are to creating a character. What counts most is whether or not we understand the specific details that motivate a character – why it’s performing an action, what it is thinking or feeling. Also, each frame/pose should be considered important, as if you were going to make an 8 foot tall statue out of it. Don’t skimp on a pose just because it’s a transition between states.

At this point, my notes and recollection get a little muddy. The following is my attempt to sort every insight into a few categories. I may have misattributed a quote or mixed-up a fact or two, but the points should remain valid.

On Skill, Expertise, and Talent versus Work Ethic:
T: “Don't let being a generalist be an excuse for being bad at many things.” A generalist that doesn't excel in anything is not hirable.

H: Hunter personally looks for employees with a T personality – “someone with a broad working knowledge of many things, but are excellent in at least one area.” (Hunter later clarified that the notion of "T-Shaped" people appears in Valve's handbook for new employees. I looked it up and found it on Page 46. Link to the .pdf can be found here: http://www.valvesoftware.com/jobs/index.html)

T: Eight hours of straight work is really, really hard; students don't actually work a full day while in school. You’re always taking breaks. Being a professional means focusing for extended periods. It’s a skill that must be recognized and honed.

H: Someone with good work ethic can out-perform someone with talent, but less discipline, in the long run, so strong work ethic is actually a very important characteristic to cultivate in oneself.

On Teamwork & Attitude:
T: It’s perfectly normal to be frustrated, but it’s important not to give into despair. Pull others out of it when you see them giving in to frustration.

T: If you are the new person, you have to make yourself part of the team’s “bubble” – it’s up to you, not them, to include you. Since you can’t be inside their heads, don’t assume they don’t want you there. If you’re stand-offish, they may avoid you because they think you want space, when the opposite is true. A room will reflect your energy back to you. For example, during a job interview, if you’re reserved and serious, the interviewers will be too. If you’re open and engaging, you’ll be treated similarly.

T: “Being rejected 20 times is no big deal, if you meet the love of your life.” So go ahead and play a fool, risk rejection for the chance to meet a kindred creative spirit. Remember, people will reflect your attitude.

Before: “Guy starts a Dance Party”
After: “Guy starts a Dance Party”
https://www.youtube.com/watch?v=GA8z7f7a2Pk

“You cannot learn this stuff and look cool.” Just make sure you’d dance anyway, even if nobody else came; a sense of success measured by external factors is fleeting -- it won't make you happy in the long run. [I’d like to add this quote from the movie Almost Famous: “The only true currency, in this bankrupt world, is what you share with someone else when you're uncool.” https://www.youtube.com/watch?v=WzY2pWrXB_0]

T: Even when you’re participating in an online art forum, you should remember that you are critiquing your peers, possibly future teammates (after all, there are only about 800 studio animation positions in the US); write and speak in the same voice as you would to your best friend. [This is great advice for any situation that warrants a difficult conversation.] 

“You cannot indiscriminately rag on someone’s work. You will be working with them some day.” They are real people, trying their best; your online comments matter.

T: Measure your success by the success of your peers. If a classmate finds a job at Pixar before you, great! You now have a contact there. Anyone who is part of a successful team believes that, “You are only as good as the best person in the room.”

H: [Sensitive readers, skip this point. Gone? OK.] This is very important – “Don’t be a dick.” Seriously, it’s one of the key things Hunter looks for in a potential teammate. It doesn't matter if you’re a creative genius if you’re toxic to a team dynamic. 

[Here's a quote from an article about team-building that makes the same point, “My definition of a dickhead is a person whose ambition for themselves or their own career is greater than their ambition for the project or team.” 

On Hierarchy:
T: Beware the danger of idolizing more experienced people, especially your mentors and leads. If you do, you won't bother to consider how you can help them.  If the communication between you and another person is one-sided, it’s not a genuine experience. A real working relationship is reciprocal. 

Another danger of idolizing others is that you’ll follow their input without following procedure and hurt the project or someone else by accident. For example, Tomáš spoke of the time he restarted an assignment at Pixar, because a full-time animator made a comment as he walked by. When his lead noticed that the work was behind and not what was assigned, Tomáš reflexively blamed the other animator for the misdirection, when that wasn't really the case. Tomáš simply put too much stock in what his peer thought.

T or H?: What is leadership? If people come to you with problems, you are a leader.

H: Junior artists only exist in title. Hunter expects the same quality from all his staff. They may not be as proactive or productive, or may require more input and time to create an asset, but the quality has to be consistent with the team's. So when people say that a junior staff member is someone whose mistakes can be tolerated, they are talking about their need for support and time, not a lower quality bar.

T: As a lead, we hire people better than ourselves. Tomáš admits when he is not solving a particular creative problem well, he will delegate that task to someone else – so having access to people better than you is critical. [If you’re trying to figure out what an art team is looking for, don’t compare yourself to existing work examples. Instead, strive to be better than the current standard. A team wants someone capable of making the next big thing.]

On Feedback and Criticism:
T: “All your ideas suck.” So stick with an idea and finish it. Don’t stop a project just because you think you've come up with a better one. They are all bad at some level, so maximize the educational benefit of the experience by finishing what you start. [This is the same advice Adrian Finol, senior programmer, Valve, gave to CIA GD420/320 students last semester.]

T: Know that you are wrong already. Don’t be defensive when others critique your work.

H: An example of good feedback is when someone offers an idea that helps you edit (cut down) your work; it saves effort, or simplifies your plans moving forward -- even if it means abandoning work you've already done. An example of bad feedback is a critique of your idea (rather than the work itself) after brainstorming is done. If you show an in-progress sketch of an orc warrior and someone says, “Orcs are dumb.” Finish anyway. On the other hand, if you say, “I'm thinking of drawing an orc, what do you think?” It’s perfectly fine to hear a suggestion for something else, because you haven’t started work yet.

On Adversity and Perseverance:
T: The crew members for the first mission to the moon were selected from a large pool of very talented pilots, by virtue of how well they survived disaster.

[Studios do this too – we need to see your failures. Do you fail elastically (you bend before you break) or catastrophically (you just snap)? In other words, do you communicate trouble in advance, and in proportion to your need, or do you keep a stiff-upper lip until you suddenly fail before anyone can help? Your teammates would rather support you before you miss a deadline, but they need you to give an appropriate warning. We are much more likely to forgive a failure if you do so gracefully.]
“Falling [Failing] with style” Toy Story, Pixar
T: “Learning isn't fun.” It's satisfying and worth it though.

T:  Aristotle said, “We are what we repeatedly do. Excellence, then, is not an act, but a habit.” [Success is not the result of a single act. It requires you to repeat things over and over – learn from each attempt. Don’t stop once you’ve hit your mark, keep practicing until excellence is a habit.]

H: In a race, everyone is struggling. From first to last, finishing in any position is hard, but every participant ends up in the same spot. So don’t sweat where you are relative to everyone else.

T: Do whatever it takes to make good art; don’t just finish your homework, expand upon it, master the subject. [Bungie and Valve guys told the GD 420/320 class the same thing last semester – it’s not what classes you took, or what grades you got; it’s about what you did with what you learned afterward.]

On Creativity & Working within Limits:
T & H: Don’t blame your equipment or software for an inability to make the best work. Professional animators sitting down in your class/lab would do amazing work, even with all the problems students complain about. Real studios don’t have unlimited resources either and you’d be surprised how productive pros are with old equipment and software. 

[I had the pleasure of visiting WETA Workshop in New Zealand a few years ago and while their performance capture and model-making facilities were unsurpassed, the concept department worked with surprisingly modest resources – imagine an attic cramped with files and models, with artists working nearly shoulder-to-shoulder, yet each producing world-class concept art. The CIA labs are spacious in comparison.]

T: Here’s the difference between an amateur and a professional. If you tell them that they've been granted more time to do something, the amateur thinks, “Yes! I get time to add all that stuff I wanted!” On the other hand, the professional thinks, “Yes! This gives me time to get rid of stuff that I don’t need.” Cut your work in half. Be an executioner. It will be less effort and a better story. [This point is akin to Sid Meier’s game design rule: double it or cut it by half. This means you shouldn't waste your time on small changes. Be bold to really gain ground.

T: Make any idea work. Limit brainstorming time and set deadlines for sub-tasks.

H: Artists are innovators. Every engine has its limits, so cheat, take short cuts, and do unexpected things with technology to get your point across. As an example, how could you use a handheld camera to make a spaceship out of a pine cone? (For example, tilt and shake the camera so that pine cone, lying on its side, looks like it’s flying.)

T: “If you can only make art when you're inspired with a great idea, you won't make it.” Can you salvage or “execute out of” a bad idea? Having and implementing ideas through to completion is the only way to learn to build a good one. Professionals can make even the most challenging or uninspiring material work.

[I remember learning that Frank Lloyd Wright welcomed the most difficult building sites. Likewise, if your source material is extremely flat and boring, find a way to express it in an exciting way. If a site is chaotic and unmanageable, find a way to harmonize with it.]
The Robie House built on a flat, featureless piece of former prairie, by Frank Lloyd Wright
Fallingwater, built over a wooded waterfall, by Frank Lloyd Wright
T: An idea does not have to be original. Being specific is more important. In terms of character animation, think of the specifics of the character. For example, a completely unique depiction of anger would be un-relatable to your audience (they wouldn't know what they were looking at). Instead, ask questions that will help you understand the specific circumstances of your character. Is he is a leader of an Orc clan, or just a grunt soldier? Is he insecure by nature? What is this Orc mad about? What is he holding? Your depiction of anger may be typical (e.g. roar, scowling face), but the specifics of your character will make the animation unique and compelling. So don’t try to be original, be specific instead!

H: Also on the topic of originality: [Spoiler alert: comments about the plot of Iron Giant, Wreck It Ralph, and Big Hero 6 ahead.] Surprise, they are all the same movie, with different specifics! A giant lumbering character (often a robot) is befriended by a small child. In the end, the giant chooses to sacrifice himself for the sake of the child. If you complain about a movie being the same as something else, what you’re really complaining about is the lack of specificity, because so many films retell some basic story, but with new details.

Original film and promotional images: Iron Giant, Warner Brothers; Wreck It Ralph, Disney; Big Hero 6, Disney
T: (Elaborating on specificity, i.e. creating unique details) Dig down and ask all sorts of questions. To illustrate the point, we watched a relevant scene from the French film Molière. A man is asked to act like a horse. After some consideration, he begins to gesture wildly in a vaguely horse-like way. 
Clearly not a horse, but a man playing as a horse.

Moliere stops him, identifies details of specific breeds, and becomes each of them in turn. Even though he uses the same basic visual and aural vocabulary throughout his performance, each breed comes across as distinct and believable.
This is a horse. Specifically, a Selle Francais, haughty and noble:
T: Last, but not least – don't poop in isolation (don't create something alone). Struggle, make a mess, and share it. Likewise, if you see someone struggling to poop, don’t embarrass that person or otherwise react with disgust. Instead, squat next to your friend and share in the process. Create a mess together!

You're welcome and thank you for reading.

Hunter Grant site and blog: 

Tomáš Jech site and blog:

Link to the Bungie/Valve Q&A I referenced in a few points:

Send email questions to me at koikodo@gmail.com.

-Michael



_________________________________________________________________________ 

Edited (4/15/2015): An error stating Hunter had initially taken a short contract at Blizzard was corrected, he was actually hired full time. I misheard him when he described being "loaned" to the cinematics department for a short time, but he ended up staying there. 

This post originally contained a section that compared work ethic to skill and expertise, when Hunter was actually talking about work ethic versus talent. I also conflated Hunter's personal philosophy toward hiring "T-shaped" people with Blizzard's policy. Blizzard has never stated that as their policy; instead Hunter pointed out that the idea exists in Valve's employee handbook. Link provided in the post.

Tom actually stated the differences between an amateur and a professional. The misattribution was corrected.

Image from the day added. 

Caption fonts fixed.