Here are some simple facts that will help you for the rest of the semester. This class and this major are in the Department of Art. The animation major for the industry is in the Lee Caplin School of Journalism & Media. For a comprehensive explanation of the differences, go to the BFA Animation Major or the Animation Media and scroll down. The Chairs of both departments wanted to make those differences clear.
If you are confused, that is normal. Today the term "Art" is used across many creative fields, and many people call themselves Artists. However, an Applied Artist (Designer/Commercial Artist) is not the same as a Fine Artist. BFA stands for Bachelor of Fine Art.
1. The "Cover Band" Problem
A lot of students come into this program inspired by pop culture, anime, video games, and YouTube animations. That is great and it shows you love the medium. However, liking pop culture does not mean you should mimic it.
Think of it this way:
- DeviantArt and Fan Art are like being in a Cover Band. You are playing someone else's songs. You might play them incredibly well and you might be the best guitar player in the world, but you are still playing a Taylor Swift song.
- In this department, we are Songwriters. I don't care if you can play the solo from "Bohemian Rhapsody" or draw a perfect anime eye. I want to hear a song you wrote, I want to see an eye you draw, even if it's messy, dissonant, or strange.
Chef vs. Line Cook
Commercial animation studios need Line Cooks. They need people who can execute a "Big Mac" exactly the same way 500 times a day because that is what the customer bought.
Fine Art is being a Chef. You have to invent a new flavor. If you come to my class and make a "Big Mac" (Fan Art or Art using a Genre Style), you will not pass. Not because Big Macs aren't tasty, but because McDonald's already invented them. We want to see what doesn't exist yet.
2. Executing vs. Creating
There is content throughout this Discord about jobs, but that is only because being a Fine Artist is tough. Many Fine Artists have jobs that help them make the Art they want to make. The Artists on the Boiled Over podcast make it clear that they do commercial animation to support their Art. They do not believe the commercial project they were hired for is "theirs." It is another person's idea, script, and IP.
In this class, you do not make concessions to anyone. You will work on your own ideas using your own aesthetics. In upper-level classes, the concept of the animation guides the choice of style. You are expected to figure out how to use the software you need (via tutorials, documentation, and LLMs). I will not spend hours doing step-by-step tutorials because tutorials are a waste of time if you don't have an idea.
3. The Master List & "Trope Bingo"
Because so many students have consumed the same media (anime, games, Netflix), you often default to the same ideas. You are acting like "Human A.I."—predicting the next generic image based on what you've seen before.
To combat this, I have created the Master List of Clichés and Tropes.
We will be playing "Trope Bingo" during critiques. If your project contains a "Bingo" of clichés (e.g., An alarm clock opening + A character with a sword + A literal shadow monster representing anxiety), the critique will stop. You are better than a cliché.
4. How We Will Break the Habits (The Exercises)
To help you break out of the "Fan Art" mindset, we will be doing specific exercises designed to force you out of your comfort zone:
- The "Ban-List" Challenge: You will create animations with severe constraints (e.g., "Show Panic without using a face, hands, or sweat drops"). You must use texture, color, and pacing to show emotion, not symbols.
- The Audio Parasite: You will not animate to Lofi Hip Hop. You will animate to uncomfortable, textural audio (ice cracking, construction noise). You cannot "anime-sync" a jackhammer.
- The Ugly Portrait: You will take your precious Original Characters (OCs) and animate them decaying, aging, or melting. We must break the vanity of "cool" character design to find the humanity underneath.
- Analog Disruption: We will step away from Ctrl+Z. We will use charcoal, erasure, and physical media. If you can't "undo," you have to embrace the mistake.
5. The "Nintendo" Reality Check
If you are reading this and thinking, "But I want to work for Nintendo/Pixar/Cartoon Network!" please understand this:
The big studios hire Fine Artists. They don't hire people who copy their style. They already have people who can draw Mario. They hire people who can bring fresh ideas to the table. If your portfolio looks exactly like a game that already exists, they won't hire you because they don't need a copy machine. They need a Creator.
Welcome
To the students who are ready to make Artwork, WELCOME. Let us have fun, challenge ourselves, and think far outside the box. If you feel confused because you believe "it's all Art" and you should be allowed to draw big-eyed anime warriors, know that in this program you will be questioned and challenged.
We are not here to build a portfolio for Netflix. We are here to build a portfolio for YOU.