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I've been involved in computer visual media since around 1995, and I am currently working at Disney Feature Animation as a Digital Animator. Some of the projects I have worked on include "Nightmare Before Christmas", "Toy Story", "Bump in the Night", and "The New Gumby" TV Series.
My education was an eclectic mix of static art and film art; I took
a lot of college courses but never graduated (I wouldn't take the "101"
courses). I really began my animation career on "The New Gumby" TV
Series. They were hiring inexperienced novices and training us to
be stop-motion animators while we made the shows! And even there
it was a real "seat of your pants" experience; by that I mean watch and
imitate - as fast as you can.
| "... a background in stop-motion lends itself well to learning 3D-CG ..." |
The percentage of women to men is still very small, but a lot bigger
than it was in 1995. I think when I worked on Toy Story I was one of 3
women who had animated on the feature, out of about 25 animators. That's
around 10%. Now with about 10 women to 40 men in my department, the
percentage in my environment is about 25%. That same percentage seems
representative of the rest of the industry as well.
| "... a lot of important work-related information is spread very casually, i.e. over a beer, at lunch, during a break ..." |
The production end of the industry (Producers, Production Managers and
Coordinators, etc.) seems to be dominated by women. However, there
are still very few women in lead, supervisor or Director positions on the
artistic side of things. In the animation end of it I think I'm the
only woman I know who has ever held a director position; meaning I was
assistant animation director on "Bump in the Night".
| "If you can read and think for yourself, no one can stop you from competing". |
I believe it's a very friendly field for women. I've often wondered whether the field attracts more men than women because it's the plethora of male-oriented video games that attract boys to the industry. But more girls should be encouraged to explore CG as a career.
I've only attended SIGGRAPH two times, including this year. The
attendance seemed pretty evenly divided between men and women, which is
about what I expected. I did really enjoy seeing the motion capture
demonstrations. In the future I would like to see more demonstrations
of modeling and animation software. Also artists want equipment that
can easily dump their completed work onto film, and lay sound on it, so
I would like to see more packages devoted to that. I have to admit
though that SIGGRAPH as a whole is still too technical for me, and I often
get bored.
| "My husband and I both work, so I don't have to do all the supporting". |
In the future I just want to have a lot of fun with my work. Until now we've been trying for all the best projects with the highest production values, but I'm interested in quick and dirty animation again. Things like the "Celebrity Deathmatch" stuff are extremely fun because you can go really fast and it's really goofy.
My advice to others is to keep in mind that you deserve to be the boss as much as any man. Directors are generally chosen out of people who are artists in their own right and have produced their own films, so try to complete a film if you're still in school. You also need to decide what level of creative work you want in your job and make that known up front; don't assume that if your talented and do a good job you'll get the best scenes to work on. There are always scenes that are called "throw-away" scenes that nobody wants because it doesn't give the animator an opportunity to shine. You always have to sort of muscle your way to the front to avoid getting stuck with these scenes, and even then it doesn't always work. Then you end up doing an entire movie and having very little to show for it on your demo reel.
The words I live by are: