Animation is an art form that has more than its fair share of contradictory impulses. The medium has virtually unlimited potential for an artist to bring a compelling and unique vision to life simply through the power of their imagination and skills as an animator. But it’s also a labor-intensive art form, and creating animated films in any kind of reasonable time frame requires the talents of multiple animators working in many different disciplines.
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Animation Mentor has some news – we’re in the news! In the past few months, we’ve been penning stories about animation or publications are writing stories about us. Want to know more about animation as an art form? Or how to animate for video games? Keep reading…
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How is gesture drawing different from figure drawing, and how can it help you become a better animator? Mark McDonnell’s new book, The Art and Feel of Making It Real: Gesture Drawing for the Animation and Entertainment Industry, will tell you.
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Check out this month's short film:
Starry Night by Animation Mentor alumnus, Issam Zejly. Read further to discover Issam's train of thought as he discusses his short film from conception to completion.

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Animation Mentor:
What inspired you to become an animator?

Paul Allen:
I always loved to draw while growing up, but I really didn't feel like I had any direction I could go with it. I also loved Looney Tunes as a kid. In the early 90s, I was in my 20s working in retail, when I happened to see Pixar's Knick Knack at a small theater in Oklahoma. It really opened my eyes. I thought “You can do that with a computer?” So I paid around $2,500 for a computer, a DX2-50 with 4 MB of RAM and a 300MB hard drive. I didn't really even know what I was doing, but eventually I got a hold of some ray-tracing software, POV-Ray, and started experimenting.

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Animation Mentor is putting the student highlight back into the hands of the students themselves. We let students create whatever they want - revealing themselves by sharing video, text and anything else they feel is appropriate.
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Moving holds can be really tricky. It's so easy to have your character moving too much, giving the performance a floaty "CG" feel, or have the character freeze too much, which is instant death, especially in CG animation. You've worked so hard to convince your audience that your character is a living, thinking, feeling being, but no matter how much you've sucked them in, a frozen character instantly appears dead, and all your hard work goes down the drain as the audiences remembers they're just looking at a cartoon.

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Did you know that Ghostbusters: The Video Game was written by original GB writers Dan Aykroyd and Harold Ramis (Ray and Egon) and is essentially what Ghostbusters 3 would have been if it was filmed in 1991? All major actors and many supporting actors voiced their characters to further add to the game’s authenticity.
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The Animation Mentor Newsletter is your inside guide to U.S. movie and game releases and the visual effect companies who make movie magic.

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