Friday Favs 11_13_09

Posted on 13. Nov, 2009 by in Timbuktoonblog

Welcome to games-galore ‘Kung Fu Panda World’

Wall-E Explodes on the Comic Book Scene


Purpose, not just promise, is the key to winning in today’s market


Up Director Pete Docter on His Next Project and Why Pixar Movies End With Chase Scenes

Tonka gets Tougher, Sort of

The Last Campaign: How Experiences Are Becoming the New Advertising

How puppets got to be so cool

Friday Favs 11_06_09

Posted on 06. Nov, 2009 by in Timbuktoonblog

A few links to stuff we found helpful or just plain fun…

Brand in Public (a collection of what’s being said about different brands)

Cookie Jar launching Hulu-like site

Jaroo

The beloved Berenstain Bears meet the big screen

Keying Bad Green Screen

After Mickey’s Makeover, Less Mr. Nice Guy

A Pocket Guide to Social Media and Kids

The Most Popular Christmas Toys, By Year Since 1960

Creative Block

First look: DreamWorks’ 3-D ‘How to Train Your Dragon’

Get Some “R” and “R”

Posted on 03. Nov, 2009 by in Timbuktoonblog

Creatives Need Some “R” and “R”! Not rest and relaxation, but research and reference material.

Before launching Timbuktoons I toured a large animation studio to learn all I could about each step in the animation process.

One area I absolutely fell in love with was the Visual Development Department. Concept art, character designs, inspirational sketches, color studies, prop and environment design all take place in “vis dev”.

One of the things that amazed me was the amount of research, reference, and inspirational material on hand to give the concept artists everything they needed to work their magic. Each artist had a huge (I’m talkin’ 5′x8′) foam core board with tons of visual reference material that someone had meticulously researched and prepared for them.

They had anatomy diagrams, photographs, illustrations, inspirational artwork, lighting and color reference, all right there in front of them.

I point this out because I’ve talked with other artists who feel like they are somehow cheating if they use reference material. Here at Timbuktoons we use a ton of reference material to generate ideas and use as spring boards.

We spent the summer developing the story and key artwork for a show concept we’re going to start pitching in November. The main characters are from different time periods.

The thing with reference material is that you notice details and nuances you would otherwise have overlooked. Those are the exact details you need to make your designs unique.

I confess that I don’t enjoy research…at all! I just want to dive into sketching. Fortunately Sean Copley, our Creative Director (AKA “The Think Tank”) is a one man research department.

visdevpictFor each of our characters, he researched everything he could about their clothing, culture, personality, similar characters, etc. He created a huge digital file of images as well as a reference board with the best stuff for me to have on hand when I designed each character.

I also had images pasted up all over my wall in various artistic styles that inspired me in different ways.

Art doesn’t happen in a vacuum. We build on what others have done. We are influenced by all sorts of visual complexities that we often don’t think about. The job of a concept artist is to unpack those attributes and use them with intentionality in their visual story telling.

So, if you are a creative of any stripe…a little R and R will help inspire you and take your art to new levels!