Words: Nick Carson
Images: Courtesy of Framestore CFC & Ninja Theory

They were once a printmaker, a NASA shuttle engineer, a sound technician and a software developer. Nibbled by the CGI bug, they changed tack - and left in their wake the likes of Monsters Inc, Batman Begins and The World is Not Enough. Now they’re giving something back: 4Talent magazine grills the battle-hardened tutors at Escape Studios about the many facets of computer graphics.
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Escape’s manifesto is simple: “to provide the global computer graphics community with the best training, technology and talent in the world.” While in-house tutor and recently-crowned Maya Master Lee Danskin insists that there’s “no such thing as a 3D industry” per se, one thing that film, TV, games and commercials share is a voracious thirst for CGI production talent. It’s just the way it’s applied that differs.
Character design
“Character design is about injecting life. You may not be able to draw, but if you can sculpt then it’s much easier,” suggests Escape’s Character guru Nick Savy, whose proudest spot on his showreel is an indistinguishable 3D stunt-double for Christian Bale in Batman Begins.
Playing God with the caped crusader may sound like a small boy’s dream - and Nick admits he’s spent his life sketching comic books and cartoons - but he’s keen to point out that character building, like animation, involves a huge amount of repetition. Woe betides a rigger who puts a bone out of place.
“You have to be precise when building your rig. I once purposely made my students do a rig wrong, and then re-build it,” he smiles. “They were very pissed off, but that repetition is so important - for Batman we did 62 versions of the rig and 38 iterations of the muscle system.” It’s all-too-tempting to quip that character building builds character - although you may well risk repetitive strain disorder in the process.
Nick’s route has been something of a rambling one. When in a band in the mid-80s he became obsessed with synthesizers, mixed some tracks in the studio and ended up working as a sound engineer for five years. It was helping his brother on a corporate video in ‘92 that first broke him into his current trade: “I learned animation; he paid me with a computer,” he states simply. “I’d never touched computers ‘til then.”
When Sega were setting up a new studio, Nick managed to weasel his self-dubbed “crappy” ‘folio in front of them. One small segment made the difference: “A random animation of a psychedelic hippy. He had a pointy hat with a sphere on the end, surrounded by Saturn’s rings. When he bent forward it rotated, dangling in time - it was the secondary animation that caught their eye.”
His seat-of-the-pants journey makes for exhausting listening. He worked in games for five years; was interviewed for Glassworks while his wife was giving birth; eventually became head of the FMV (full motion video) dept, and then moved to into commercials.
After three more years he ended up at Pinewood Studios as a modeller. “They asked if anyone had experience of rigging, and ended up making me Head of Characters. Then I was taken on at Double Negative to work on Batman, where I peaked.”
His first film project, it was a hefty 8-month stint. “By the end I was bored crapless,” he chuckles. “But it’s the only one I actually got my name on the credits: usually there’s a big turnaround of staff - lots of freelancers. People get missed off.”
As the story goes, director Chris Nolan was dubious that a digital Batman would be convincing enough on the big screen, and wanted as much stunt work in camera as possible. Nick was part of a team that set about creating screen tests to be projected next to live action. Christian Bale was body-scanned in full costume, and then the resulting 3D model was equipped with a complex rig, coloured with a bespoke shading system and key-frame animated - no motion capture was used. Thankfully, Nolan was impressed.
“You’re interpreting the world into 3D - not the mechanics, but how something moves,” Nick concludes. “Modelling and skinning is very artistic: how the crease works when an arm bends; how material crumbles under the armpit; how the muscle inflates. It’s how it looks, not necessarily how it works. Then it’s up to the animator to make it move.”
Animation
Seeing animated characters interact with humans in ‘80s toon-gangster flick Who Framed Roger Rabbit sparked creative impulses in Jeff Pratt, an engineer at the time. He opted for a change, went to art school for four years, and fortuitously ended up at the doors of Pixar just as they were gearing up for a second run at Toy Story.
“They’d had story problems, and it was on hold,” he recalls. “At the time I was the fourteenth animator hired; they thought I’d be one of the last. There were 40 in the end.” In such a large team, and with CGI animation requiring increasingly realistic movement, an aptitude in engineering helped him specialise.
“I like the technical aspects,” he admits, small surprise given he started out tinkering with space shuttles for NASA. “Take the spring in Slinky Dog – I was the only animator that could understand how to make it work convincingly, using sine waves and so on.”
And while the traditional process of sketching scenes frame by frame has been replaced by tweaking rigs and walk cycles, roles are also split differently. “For hand-drawn animation, a team is assigned to a certain character to make sure it’s drawn consistently – when you’re working on computer, that’s all defined already,” he points out.
“On a production like Toy Story or Monsters Inc there’s a team of up to 40 animators – you can’t have two animators on one character while the other 38 sit around twiddling their thumbs. You work on the shot as a whole.”
With the whole team dipping into a central pool of characters, it’s essential to get the puppet controls set up properly in the first place. “A modeller and a rigger will work closely with the animators to develop a character and test it,” confirms Jeff. “The more the animator knows about rigging, the better: it helps to understand the whole process.”
Fundamental to all forms of animation is the walk cycle, and as with the character rig, this will be crafted first. “A team of animators will spend two weeks honing it down to minute details, and then it’s used by everyone in production,” he reveals. “You’re always improving: walk cycles are unique to each character, and help to define personality.”
With rival studios pushing each other’s standards higher by the day, it’s crucial to stay across all new developments – and Pixar provides its animators with bespoke preparatory software that’s updated for each production. So with a clutch of seminal CGI masterpieces behind him, what were the peaks?
“For me, milestones are technical ones,” he confesses, perhaps unsurprisingly given his background: “the fur in Monsters Inc; the clothes in The Incredibles. It’s getting close to absolute realism now: motion water works pretty well off-the-shelf; clothing still has its bugs but it’s pretty good.”
So how important were those four years studying tomes of art history, traditional drawing, photography, colour theory and the like? “It’s useful, but none of that is required for animation,” Jeff admits. “A polished 20-second piece will get you a job, not whether you can draw.”
Games
“At some point in the future, the visual quality of Film and Games will be indistinguishable,” foresees Simon Fenton, ex-Sony Computer Entertainment and now creator and tutor of the centre’s Games courses. “But there’s a real demarcation of roles. In film, you could just be a character modeller. In games, until recently a senior artist would do character, environment, assets, everything. Now those roles are starting to separate.”
Equipped with a Fine Art degree in Painting & Printmaking, Simon might not seem like the archetypal gamer – although it was the printmaking process that first got him interested in mechanical reproduction, not so far away from rendering thousands of frames to produce an animation sequence.
“That was 15 years ago, when silicon graphics machines were the price of a house,” he recalls fondly. “The only way to get access to the software was as a runner at a post-production house. So that’s what I did. I taught myself Alias and Softimage in the evenings: I was actually sleeping in the studio to get access to the machines.”
At a similar time, Lee Danskin was starting his career at Alias Research, putting the wheels in motion for the first ever version of Maya. With a visual effects background – he went on to co-found Smoke & Mirrors 3D, before becoming Deputy Head of 3D at influential London post-house MPC – he speaks with a helicopter view.
“Yes, the finished products are converging, but the way you apply tools in the pipeline is very different,” he reasons: clearly the language of a man who’s dealt with budgets and workflows as well as the creative coalface. “You’ll never have to master camera tracking in games, or compositing – they talk about tri-stripping, and how many texels you have.”
Creatively, an understanding of film is useful: “The language of cinematography will come into gaming,” Lee admits. “They’re starting to apply the process of a real-world camera to a virtual camera, so you’re not always bumping into walls jerkily. But you’ll never have to reverse-engineer a virtual camera as you do in the effects industry.”
Particularly with the growth of hi-def consoles, there’s never been higher demand for stunning 3D game graphics – and Simon asserts that the volume of work has quadrupled in recent years. “Studios are outsourcing to India and China to meet the volume, but this can be an unhappy experience if the quality isn’t up to scratch,” he goes on. “As a junior artist in the UK you have to hit the ground running, specialise, and raise your game to make it worth paying you more.”
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