A character animation diploma can be applied in virtually any direction within the animation industry. Special effects, advertising, games for TV or games for hand-held devices and, of course, feature animation. We spoke with five animators across North America, all of whom are alumni of Animation Mentor, to find out how an education in character animation can blossom into a career.
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Listen to an exclusive interview of Clay Kaytis, Disney animator and creator of the Animation Podcast, talk to five young artists from Walt Disney Animation Studios. These animators share their educational experience, what it's like to be mentored, and their journey toward becoming members of the crew with a voice in the process of creating animated films.
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If you or a friend are thinking about applying for Animation Mentor, now is a good time. If you apply to Animation Mentor, get accepted, and pay your deposit for the Winter Term 2010 by Friday, October 23, 2009, you'll lock in the 2009 tuition rates and save $450! Winter Term 2010 starts January 4, 2010.
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Check out this month's short film:
The Sniper by Animation Mentor alumnus, Billy Tang. Read further to discover Billy's process of his short film from conception to completion.

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Animation Mentor:
Why did you want to become an animator?

Bryan Engram:
My background had been in acting and performance, and I had always doodled and drawn some. That is when I began to notice behind the scenes specials for animated films and VFX for movies. I couldn't believe it. It finally dawned on me, "You mean, people get paid to animate characters in movies?" It seemed like the perfect fit for me to take the acting background and combine it with art.

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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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I have a very different workflow depending on what type of shot I'm animating. I think most people will tell you that as long as your shot looks good, there's really no right or wrong way and I completely agree with that. We all want to do great work. So if I'm animating a realistic shot, I'll work straight ahead, but for a character animated show I'll work pose to pose.

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Did you know in 1995, rendering a single frame with 5 million polygons in Toy Story took 4-13 hours, while 2009 games Uncharted 2 and Ratchet and Clank render 5 million polygons at roughly the same resolution 60 times every second?
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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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