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Rebecca Shieh

@repecca / repecca.tumblr.com

Hi I'm Rebecca, a visual development from SoCal, currently working at Sony PIctures Animation. Previous clients include Netflix, Pixar, Cartoon Network, Chromosphere. Please don't repost my art! reblogblog | Photography blog | twitter | instagram Contact: repeccart (at) gmail (dot) com
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Anonymous asked:

Hi, I just saw your ask about visdev and was wondering if you could please elaborate on your second and forth points? The one's about your work fitting into the pipeline and being applicable to the animation industry? Thank you! :)

I think those two kind of go hand in hand, all it means is if you're applying for a feature visdev job, at least some portion of your portfolio should be formatted like a feature visdev portfolio (obviously there are exceptions though). Show a practical understanding of the visdev design process by approaching a personal visdev project as though you were making a movie. This also ties into "showing your process" which is something I've heard a lot of recruiters say. This might look like: 1) Thumbnails 2) Beat painting 3) 3/4 cutaway 4) Breaking the environment down into props/materials etcetc. These are not requirements or anything, but any of this stuff would inform a recruiter that you understand the kind of ideas/information that a visdev artist is expected to provide on a job. I also want to stress that this is way more about format/content than it is about style. Keep in mind that visdev encompasses A LOT of things (early ideation, props, colorkeys, environments etc...) and your portfolio doesn't have to include ALL of those things, lean into what you enjoy the most and expand on it.

The are a lot of exceptions to this though, so if this does not sound fun or cool then please do whatever you want. There are established artists who's portfolios aren't typical for 3d animation production, but they are usually hired just to work on pre-production art and usually don't stick around past doing early concept work. There are also people who have switched industries (like from games to animation) who have portfolios that are not totally geared towards animation visdev, but their body of work demonstrates enough transferrable skills that they can still be hired in animation. All of this is to say....there are no hard or fast rules!! (fr!!!!) so take all of this with a grain of salt 😜

Another tip that might be kind of obvious is to look at portfolios of people who have successfully gotten visdev jobs, you'll be able to get a sense of what kind of format/content works and try to apply it to your own work.

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Anonymous asked:

Any hard and fast rules for doing Vis dev in the animation industry? I love your work, and wanted to know if you have any guidance for breaking into the industry??

There are no hard and fast rules 😀 If you get enough exposure on your work and are ready with a good portfolio at the right time and place, you'll get a job. Ultimately it comes down to luck and timing though. The animation industry has been particularly dead as of late with ongoing layoffs, even people who have already "broken in" are having a hard time finding jobs so nothing is ever a guarantee.

In terms of building a feature visdev portfolio:

  • Lean into your strengths, don't include things you're not proud of
  • Show exactly how your work would fit into a pipeline
  • Work in the kind of style/genre you want to do for a living
  • Curate your work with the job you want in mind, make sure most what you're showing is relevant/applicable to animation in some way
  • Don't be afraid to be self-indulgent with personal projects, a lot of people get jobs because of personal work vs. professional work
  • Have fun with it!!!! (seriously!)
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I tried my hand at risograph printing a few months ago, super fun! This is a 3 color print, yellow, fluorescent pink, and sky blue. Last image is the og digital drawing. Prints be available at designercon in a few weeks for anyone attending!

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Anonymous asked:

Hii! How long did it take you to be comfortable drawing characters without difficulty? Is it only possible to draw characters perfectly if you master anatomy? I love your art so much btw!💕💕

Hi! I still have difficulty drawing characters sometimes so I can't answer your first question lol. I don't know what you mean by "perfect", but to me as long as the anatomy is not wildly off to the point where it's distracting and the overall gesture is appealing you're good. There are certain features people will pay more attention to than others though, like faces and arms/hands.

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Hello 👋, I love your art, there's so much life in it 💖. Can you tell us anything about the early versions of "The Sea Beast"?

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Thank you!

If I recall correctly...there was no Maisie, instead there was a baby that Captain Crow had abducted from a widow (who's husband had been a crew member of the Inevitable) in Three Bridges. Crow wanted the raise this baby to be his heir after his near-death experience. Jacob spends most of the movie trying to return the baby to his mother with the help of Red who becomes emotionally attached to the baby after not being able to have offspring of her own. I think that's the gist of it!

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