My Showreel 2015

Through out the past year I have worked in several different areas of animation allowing me to form a generalist background. I have worked on character animation, character design, modelling and building scenes. Working with different teams I have been a part of collaborated outcomes but I also work on my own to improve individual skills. For my character animations I have used models that I bought or which were made by other team members. My green fish animation was made using a model and rig built, by another team member, for a project we were working on at the time. The male and female walk cycles I animated were made using Ugg and Stella from the Body Mechanics Rigs which is an excellent series for learning to animate different body types. During the year I took on several roles in the teams I have been a part of. I have animated characters as well as designed them and in my Sushi Ninja animation I worked with another team member to model the characters I designed. Working on the story and character for the critter project I had less opportunity to animate the character but I did create the voice of critter and work on the character design with another team member. Animating a short scene on my own using a zombie rig was an interesting step into building a scene. I wanted something simple and clear so animating a short piece with a walking zombie and magic furniture was a fun opportunity to do some modelling and use some nCloth simulations. Working on a project for a client this year gave me the chance to experiment with both 2D and 3D animation, this meant I was able to develop some of my skills in Adobe AfterEffects. Building a scene as part of a larger team was enjoyable and I got the opportunity to model a clock tower, house, furniture and a car interior. Another team member used the car interior I modelled in a series of crash simulations. I used the Mery Rig to do some facial animation and voice acting as I feel these are necessary skills to develop should I want to work as a generalist animator.

Popular culture and mainstream cartoons

Popular culture refers to culture that is based on the tastes of the masses rather than an elite group. It is often viewed as being trivial, or dumbed down, as it seeks to gain consensus amongst the wider mainstream population. This tends to be criticised by non-mainstream groups (for example counter cultural groups) as being superficial, often sensationalist, consumer-oriented and, especially by religious groups, corrupt.

It is within this context that mainstream cartoons have historically reflected the memes, images and attitudes that define global western culture, as it emerged through the 20th and into the 21st centuries. It is influenced by commerce, mass marketing, mass media and mass consumption. This populist culture can sometimes even appear to be reactionary and non-cerebral, with a core focus on entertainment above relevance or didactic content. The themes tend to reinforce the status quo and emphasise social hegemonic structures. Occasionally it is given a definition that locates it as ‘authentic’ people’s culture, although the notion of people is again highly contested.

American animated movies and shows have for much of the past been almost exclusively made for audiences aged 12 or under.

Yet, in the rest of the world, animated films aimed at adults aren’t uncommon. Ali Forman’s autobiographical film about the Lebanon War, Waltz With Bashir, was moving, disturbing and often poetic – and was given an 18 rating in the UK.

Ryan Lambie