التخطي إلى المحتوى الرئيسي

What software do huge animation studios like Pixar or DreamWorks use?


Pixar, like any large animation and/or VFX studio, utilizes a mix of both 'off-the-shelf' software, and proprietary software, written in-house. This can range from a simple plug-in to a common commercial product from Adobe, like Photoshop, to a full-blown character rigging, animation, skinning, shader, and even rendering software. 


It would be pointless, not to mention illegal, to describe those proprietary products in any detail. Instead, I'll provide the stock answer that you'll hear from anyone at Pixar, to ILM, to Dreamworks, MPC, Digital Domain, etc., and that's this: just find what you like to do, and excel at it. 


The software is just a tool, what cannot be substituted in code (yet), is the inspiration, creativity, serendipity, collaboration, and yes, even mistakes, that are made in the path to creating a final product. 


Keep in mind, that with any large facility such as these, you are rarely, if ever, a generalist (those jobs and people do exist, but they are the exception, not the rule). If you are in the rarefied air of the top 2%-5% of digital creatives whom they hire, you'll be able to adapt to whatever the proprietary software will be; everyone gets a grace period on the learning curve (as well as intense training). 


If you want a job at one of these types of facilities, RESEARCH, and I would strongly urge that you do, as everything has its pluses and minuses. At any of these major facilities, you will be focused/assigned (for the most part) on ONE department (maybe two, for flexibility - if you are at the same high-level as the first), and then you must EXCEL in that area.


For example: if you REALLY like to animate, then DO NOT bother to become focused on the minutiae of every type of modeling, in every 3D program, etc. It will become irrelevant to your position. You will walk into your cubicle, and you will only execute a specific task, day-in, and day-out, for weeks, possibly months on-end, and it may even be just ONE shot for the entire film! 


If you can be OK with that, then apply the same theory to: digital painting, or composting, or creating shader materials, or code for optimizing renders, or story writing (even fewer jobs there!), or whatever your passion is in this space, etc. 


Any major facility will keep you focused just on that one area (which is why upward mobility tends to be a problem anywhere, and moving up means moving out), since the only way to make these types of films on time/budget, is to make it like an assembly-line factory. Dispense with the notion that it is this zany-kooky place (though they can be!), no, it is an intense place of business, with extreme pressure, and unbreakable deadlines (sometimes the movie poster has a date before story or even production has begun!); talk about pressure!


If you think you cannot survive 60, 80, 100-120 hour weeks (no, joke, and no hyperbole there), avoiding friends and family for everyday life, weekends, holidays, and other special events --- this is a career path you must seriously reconsider. Also dispense with the notion of job security, it does not exist in this profession. 


Now, if you can deal with all that, because you love these films, you love the process, and don't mind getting squeezed and sacrificing considerably to make them because it is your passion and reason for breathing, then by all means, apply to the Dream Factory! Just go in with eyes wide open to the reality of the type of work you will be EXPECTED to execute, again, at any such facility of note, not just Pixar. 




تعليقات

المشاركات الشائعة من هذه المدونة

What is the difference between UX and UI designer and web designer?

A bit cynical: UI design is the older term for UX design. New kids on the block disliked the ugly, annoying designs they were seeing, so they decided that, by renaming the discipline, they would produce designs less ugly and annoying. In the future, this will happen again, and UX (and the  letter X generally) will be disparaged as very old-fashioned and uncool. This will always happen because it is the nature of disciplines to rebrand themselves as newbies think old-timers were stupider than they were. But also it is true that by rebranding an activity, there is an opportunity to re-educate the world on why what you do matters. More serious: UX was an attempt to liberate users from the tyranny of cognitive psychologists, who themselves were trying to liberate users from the tyranny of programmers. UX has sometimes been successful in doing so, but other times it has only meant subjecting users to the tyranny of graphic designers. :) At the end of the day, what I want-...

Web Development - Website Design

From conception and strategy to design and implementation, Lodex  builds and hosts premium websites for businesses, associations, government, and Fortune 500 companies. Development Lodex  empowers our clients with an easy to use Content Management System (CMS).  Our  Content Management System(CMS) has evolved over the past 20 years to be a highly robust, highly flexible solution. CMS is constantly evolving and can be fully customized, yet the core platform can easily handle everything from a small consulting firm site to a large multi-site enterprise organization. Design Our award-winning designs and intuitive user experiences specifically address our clients' business goals and solve user challenges. Driven by passion and innovation, our work has been recognized for high standards of excellence by numerous industry experts. Our websites not only give the front-end user a great online experience, they're also easy to update for back-end administrator...

Should I learn Front-End Web Development first, or Back-end web development?

From a practical standpoint, there are more backend resources and a longer history of backend languages and frameworks, whether you're talking about Ruby, PHP, Java or C. Picking the right backend language to learn will also teach you some basic computer science concepts that will be valuable. Database indices, data structures, OOP, and jobs/threads are much more prevalent on the backend, and they're important software constructs which are making their way onto the frontend (that is, Javascript and HTML5) where devs without the background will find themselves limited. The front end comes with its own set of challenges and nuances, but the skills there are a bit "softer", dealing more with rendering issues and design. I'll be honest and say that the  vast majority  of engineers, when moving to the front-end, don't bother with learning the design side of things, but at the same time the market isn't demanding the position as much, or  maybe we...