
Originally Posted by
Kjesta
Animation requires heaps of time, just like any other craft. It's a highly demanding art form - the thing that you need to come to terms with is that you can't draw your way out of an animation problem. Of course a solid drawing foundation is paramount and the more time you spend solidifying your drawings, the better. But animation is not merely the art of drawing, first and foremost it's the art of timing and spacing, those are the things that make animation good, be they 2D, 3D, puppets, sand animation, or what not. Your drawings don't have to be pretty, they can be ugly and messy as fuck, and still work brilliantly as conveying motion. (You'll do some batshit crazy inbetweens to make zippy movements work, believe me.)
I'm not sure how much more versatile it is than game design or concept art. A lot of people from my CA line go on to be concept artists as well, but that's because my school puts great value in teaching design and versatility, not only animation. I think the field for animators is smaller than for designers, though. I think concept art is more versatile, but this is more of an assumption. I think it depends greatly on the things you compliment your animation studies with.
Nope. As far as I'm aware the same thing applies as with other creative positions: it's your portfolio/demo reel that counts.
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