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Everything posted by SermonOfMockery

  1. great work! you have a very strong sense of design as well as a unique voice- two things that are missing from most reels.
  2. chops = skillz nice work. i miss seattle a lot.
  3. call the eameses and ask them what version of after effects they used
  4. hey dylan- i don't know a ton about character work, but your reel looks solid to me. the key for you is going to be to decide what role you want to play in the broadcast design world. it's going to be pretty tough for you to reinvent yourself as a designer, but it's possible. however, there is a lot of demand for good 3D people with a design sensibility in the motion graphics world, and that might be a better place for you to fit in. i think we're just now starting to see more people like that, but they're still scare. most 3D people in my experience are software jockeys that aren't strong creatively. shops like lobo and psyop, though, are examples of how incredible the power of 3D can be when it's coupled with design sensitivity (and a ton of hard work, of course). my suggestion would be to keep a lot of what you already have, but just put together a couple personal pieces (they don't need to be more than a few seconds each) that are character-based, but perhaps a little more narrative and "designerly" than your game work. i would avoid things like monsters, space ships, and warriors. assuming your intended audience is art directors/designers, you can also leave out all the stuff about rigs. also, you should find some better music- something a little hipper and more engaging. the track you have now sounds pretty stock, and frankly, like what i would expect from a VFX guy. good luck dude! edit: did you design these characters, or just animate them? if you only animated them, you should make that clear. if you designed them, include the character animations on your current reel. they're solid. just dress them up with some camera moves, maybe some background elements, etc (doesn't have to be much).
  5. a lot of the gaming-heavy reels you'll see feature work that played on plasmas and LCDs that don't need to worry about title safe... just something to keep in mind. that might be the case here.
  6. i mean, go create some personal stuff that shows the kind of work you wish you could do for clients. as sao bento says, it should represent your personal best- show us your stuff. the work that's in your reel now is perfectly competent but lacks anything really stunning. if you could add just a couple really hot pieces, it would make the whole thing much stronger. just my $.02
  7. i agree with what monkey said. as far as graffiti goes, let me give you some advice... i started writing graffiti in 92, so i've seen a lot of things come and go in that world. if you're going to use graffiti elements in your work- which i actually think could work- they've got to be fucking HOT. your graff skills are still at the novice level, so i don't think you're ready to use those as the foundation of your work just yet. Saber and Revok can do it because they're insanely good at graffiti (and they weren't always- Saber was a toy back in the day just like everybody else), but you're not there yet. like monkey said, ditch the decoration and go back to the basics. if you want to be known for using graffiti in your design work, get REALLY REALLY good at it, and realize that you will indeed be pigeonholed.
  8. hey dude, good first effort. you have to work with what you've got. i think you might have gone a little past your limits as a designer, though. i think you're trying to do something edgy and trendy, and you're not quite there. you did the right thing by trying and pushing yourself, because that's the only way you're going to grow, but i'd suggest giving the site another pass. you haven't quite found it yet. the logo is solid- nothing we haven't seen before, but solid- now make the rest of the site match. as for the reel, like i said, you have to work with what you've got. i suggest adding some spec pieces that push things a little, and cutting it down. keep it up dude, you're doing the right thing. just keep pushing yourself super hard, and always be really critical of yourself. tear yourself down and build yourself up as many times as you can.
  9. i agree with the above comments. overall your work is solid, but if you added a couple spec pieces in there that were really, really sweet- just a few seconds' worth- it would improve the reel a lot. also, work on your edit. when i posted my first reel on here, the thing most people criticized was the edit. i went back and tightened it up, and they were right. my reel was 100% better with the improved edit. finally, i don't know if maybe you rendered this out as DV or something, but the color in general feels washed out. either drop an adjustment layer on everything to bump up the contrast, or render out as a better codec. good luck!
  10. it's amazing how little some marketers know about the rules of marketing to online communities. rule #1 is transparency, authenticity, sincerity and honesty. i'd say rule #2 is that you'll always get the best results from being a legitimate part of the community. for example, look at companies like trapcode- they're absolutely beloved by the people on forums like this, and for good reason. they're a part of the community and everybody knows it.
  11. sao bento is on the money. i should make another "reading list for n00bz" thread with a book on type, one on color, etc.
  12. i originally posted this on my blog the other day, but a lot of these questions come up here often, so i thought i'd repost it: We've been interviewing some recent design grads lately at work, and it made me remember how hard it is to get started in the creative world. As my friend Chase Jarvis told me, "Once one person says yes, everybody starts saying yes." The hardest part is definitely getting your foot in the door, and I thought I'd offer some of the lessons I've learned over the years on how to do it. 1. Go beyond your assignments It sounds corny, but it's true: design isn't a job, it's a lifestyle. I see a lot of students and fresh grads who have a book of nothing but schoolwork. Don't get me wrong, I want to see your stuff from school, but I need to see more. Beginning designers should round out their portfolios with personal or freelance work. It really doesn't matter that much what it is: make a poster about your cat, a booklet about your trip to Florida, a flier for your friend's band, whatever- just show me what your personal style looks like and that you have the initiative to go beyond what you're told to do in school. 2. Create relationships - meet face to face Email and the web make it really easy to contact people without ever leaving your desk, but don't be fooled into thinking that an email out of the blue is a substitute for a face-to-face meeting. You should definitely use the internet to reach to people, but don't stop there. Only by meeting in the flesh will people get to know you, get an idea of what it might be like to work with you, and most importantly, create an lasting, personal connection. Use email as an introduction to set up a meeting with people you'd like to work with. 3. Show your passion Few things are less attractive in a designer than lack of enthusiasm. For example, I interviewed someone a while ago who only wanted part-time work as a designer because she wanted to keep working 20 hours a week at her other job as a bartender. This was pretty confusing to me, because basically she was saying that being a bartender was more appealing to her than being a designer, and that's really not what I'm looking for in a candidate. When you interview somewhere, make it clear that you want the job. Show some excitement- tell them you're excited about the opportunity and why. Ask lots of questions. Tell them how you think you could help out. 4. Be prolific Like any other skill, you only get better at design by practicing. So you should try to make as many things as fast as you can. No matter how tired you are from whatever else you have going on in your life, you have to push yourself to produce. Spend an hour or two every night doing some type treatments, a quick animation, a little illustration, whatever. Let's say you make three things a week: in a year, that's 150 pieces! If only 10% of them are solid, that's still 15 additions to your portfolio. 5. Make the best of every project As a beginning designer, you're going to end up doing a lot of shit work. That's OK, because you have to pay your dues, and you're probably not ready to do more. The problem is that you might end up working on a lot of projects that aren't much good for your portfolio, like laying out the legal copy on a can of soup or something. Try to follow what a poster on Mograph calls the "2.5 second rule": No matter what the project is, try your hardest to make at least a little piece of it worth including in your portfolio, even if it's only a little 2.5 second snippet. For example, if you're working on a local used car commercial, do a cool text animation that you can use for your reel. 5. Find mentors- and listen to them! This part is really important. Design is a complex industry with tons of nuances and lessons that can only be learned the hard way. But the good news is that you can learn from the mistakes and hard work of the people that came before you by finding mentors. It's not hard- designers love to bitch and tell war stories. The really tricky part here is that you have to actually listen to them. Young people don't like to listen, but if someone's been in the business 5, 10, or 20 years longer than you, you probably should pay attention. Some of the stuff they tell you will be kind of a bummer- bitterness and cynicism come with experience as a designer. It might be disheartening, but the sooner you can learn these lessons, the better. A mentor is one of the best allies you can have, so find one.
  13. love the use of texture in the 3rd one- great work!
  14. nice stuff, dude. did you design most of this stuff? if so, you have solid design skills, which most newcomers don't- and in my opinion, that's the most important thing. nice use of color and type, and a good range of moods and style. i think you might speed up some of the pacing and cuts in the reel, because it feels a little slow to me. in general you could push your animation more- i'm not the world's best animator by any means, though, so i'll leave that for other people to discuss. overall, though, i think this is very strong work.
  15. this is honestly some of the best advice i've ever heard
  16. Reek of Putrification is my favorite Carcass record, but Heartwork is good too. i agree that your work is solid, although i'd like to see a little more variation. most of it explores similar territory, which isn't a bad thing, but a little more diversity- just a few pieces here and there- would add a lot of depth.
  17. there are many places to buy stock maps... they're not that expensive
  18. billboards are at MOST 72dpi... oftentimes less. ask your vendor for specs.
  19. i saw the "heartwork" poster... do you like Carcass?
  20. spence, agreed, i don't care for the palette wolff olins are GREAT. "on brand" is one of the best branding books ever.
  21. SermonOfMockery


    nice motion work. i agree that you'd be better off ditching the print and identity sections as they aren't nearly as strong as the rest (which is quite good).
  22. finally got around to reading this- excellent post my friend! you deserve a medal! also, this is a testament to the power of good animation. when i just saw the boards you posted, i thought it looked solid, but not great. once i saw it move, though, i was blown away. brilliant transitions, timing, and smooth camera movements that really take it from good to great. personally, i'm a terrible animator, so i can totally appreciate how well you pulled that off. A+
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