Interview with Scott Nance
- Apr 29, 2016
- 3 min read
*What projects have you worked on?
I have worked on a variety of projects including: Corporate Videos, Commercials, Logo animations, logo design, concept art and web design. examples can be seen at http://www.uncleduck.com/
Clients I've worked with include: Gamestop, 7-Eleven, Ratheon, Prestonwood Baptist Church, Novartis, Motel 6, Sprint, etc..
Recently I finished a large project for AT&T. A series of large animations that were used as a set design for their technology conference. The animations played as speakers were introduced on a screen that was about 70 feet wide.
*What styles do you have experience with?
typography/motion graphics, 3d animation, some experimental and traditional 2d animation.
*What's your favorite style to work with and why?
I love traditional animation because I love drawing and it has a really nice feel to it, even though it takes a lot of time. However I usually do typography/motion graphics because I get the most jobs in that.
*What's the easiest style to work with and why?
I guess that is subjective and different for everyone. I feel like Motion graphics/typography is easiest because of the quickness and for the ease of using and learning the software.
*What steps do you take to get to the final project?
I start with a story. This can be in the form of a written script and/or storyboard. The storyboard could be created by me but is usually already prepared and planned out. From there I make sure I have all the graphic elements needed to execute the story. This could be any number of files including 3d renders, video footage or other graphic elements such as logos or photos. I look for any branding guides and color palettes to use as a guide too.
The storyboards will have key frames and you want to try and match the look, composition, colors, look, etc.. as closely as possible. If I am doing a project for a client I will first have an initial meeting with the producer and/or client to discuss the look and feel and talk through what they want to see and any ideas I may have.
Once we have met, I will start by laying down the audio or voice track so that I can start to get the timing down. I will go through and build the basic structure or shots in each section of my video using what is known as precomps. Then will go back and start animating in each section, usually going from general animation to secondary animation details. With my style of animation, I would see that an element needs to move in the storyboard. I would create the main keyframes and then once I get that timing right, I would go back and adjust how fast things slow down or speed up, and other details of each piece and how they work together.
Once I get a rough version I will send the client a rendered test, Get feedback and go back and make any changes, add details, etc... Once I have a finished animation and it is approved, I will do a final render making sure the quality is good and everything is correct.
Then I send the client an invoice to get paid! It usually takes 30-90 days to get paid from a typical client.
*How long does a step/project take?
Depends on the project. Most motion graphics/typography projects take in a range from 1day - 1 month, just depends on the length, complexity, client deadline. Usually my projects average 1-2 weeks.
*Is there anything I've not asked you about that I should know?
An animator needs to constantly keep in mind and be mastering the 12 Principles of Animation: squash/stretch, anticipation, staging, pose to pose or straight ahead, follow through/overlap, slow in/ slow out, arcs, secondary action, timing, exaggeration, Solid Drawing, Appeal. These will go a long way in improving your animation and I am always looking to improve my skills. These are worth researching and they apply to all animation styles.
Negotiating with and managing client expectations is probably the toughest task, along with doing the work at the same time. That is the most challenging part of freelancing. But companies will also hire animators full time for various positions.
Good drawing and art skills will go a long way as the foundation for all animation. If it moves right but is not appealing aesthetically, then it won't be great. You can learn various software and tools, but the storytelling and artistic feel are equally important, in my opinion.

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