Showing posts with label Zane Whittingham. Show all posts
Showing posts with label Zane Whittingham. Show all posts

Tuesday, 20 January 2015

Kath Shackleton


Last year I had the chance to attend a talk with animator Zane Whittingham (In a nice empty theatre with some of my classmates and with some of the other seniors from DFGA), who shared with us the variety of works he has done over the years. And this year, his lovely wife, Kath Shackleton, paid us a visit to talk about her role as a producer and project manager in this husband and wife tag team.

Whilst Zane normally stays in the studio to get the animations done, Kath is the one that heads out to submit pitches to various clients in hopes of getting their commission. She has to face the brutality of rejection most of the time, especially when these clients unsurprisingly wish to go with someone cheaper. But despite all of that, Kath just continued pushing until she got that commission!

"Fall down 7 times, get up 8 as they say."

With their office situated in the heart of Pennine Yorkshire (Hi Anna!), Fettle Animation takes commissions for all sorts of animation, from promotional films, to children's TV, to animated documentaries to animated music videos, which is no surprise considering that they have the versatile Zane Whittingham as their animation director.


"You are as good as anybody, no one is truly better than the other."
"It just happens to be price over quality, sometimes."

Fettle Animation was soon enough commissioned by BBC animate a series of poignant short films on interviews with people who experienced the horrific genocide first hand, as a way to educate the UK children on the Holocaust. Titled the "Children of the Holocaust", these shorts were created by Zane, Kath, as well as several trainees, thanks to funding from Kirkless Jobs Fund and Creative Skillset, with Paul Honey, providing the soundtrack.

It was a long process getting the commission for "Children of the Holocaust", Kath previously worked with the National Media Museum on "Fragile Stories", a series of animated documentary shorts based on interviews with members of Bradford's Polish Community, and it was from there that she caught the attention of her next client.

"TV people do not innovate, they iterate, they avoid risks and always try to stay safe."

Needless to say, it wasn't as easy as that, while the client was indeed interested, Kath still had to make sure her pitch jumped out from the first page alone before she was able to get that commission, and when that was done... that was only just the beginning. Various people still needed to be brought in, especially when it came to their finances, which most of us in this area probably dread and will panic about the most (God, I really wish I still had my Principal of Accounts textbook...) for any project.


While I had the chance to watch an unfinished preview during Zane's talk and one during the Bradford Animation Festival, Kath happily allowed us to actually watch all of them during this talk. Needless to say, most of these shorts easily pulled at my heartstrings, especially as I thought about my own family when these brave souls recounted how they had lost their own during their nightmarish ordeal.

As mentioned before, several trainees were hired to work on this series, some did good work, some did better than others, while some just thought way too highly of themselves... Needless to say, it was an experience working with these newbies, and on the bright side, most of them were hard workers that did what they were hired to do. Regardless of how talented you are and how well you did in school, don't be a douche.

For such a project, Fettle Animation had to work with people  such as Lilian Black from the Holocaust Survivor Friendship Association, whose role is to double check on the accuracy of the historical facts that would be presented in these animations. A Sales Agent was hard to find, seeing many believed that animation doesn't sell in this day and age, but they got one soon enough.

Before the talk came to an end, we were given a few tips on how we should present our pitches to potential clients in the future. I honestly wished that we had been give a copy of that sheet that she showed us instead, but hey, just take what you can get, am I right? So anyway, the first things you should most definitely consider are:

  1. What's your idea?
  2. Write/Draw it down
  3. Who is your target audience? (Remember what these people are like)
  4. Who might be interested in paying you for it? (Eg, internet, commission through different channels)
  5. Who do you want to pitch it to?
  6. Did you do your homework?
  7. Refine that idea
  8. Summarise each point into one sentence if you can.

For the pitching process, what you write is absolutely minimal, think who your commissioner is this and persuade him/her that there is an audience for this product.

Tuesday, 25 March 2014

Zane Whittingham


I attended a pretty insightful talk last friday, with character animator Zane Whittingham (Whose studio is based in Marsden, near Huddersfield, Wesk Yorkshire), who has had 20 years of experience in the UK animation industry. Working in partnership with producer Kath Shackleton, the two takes commissions for both 2D and 3D animation projects, as well as run education projects and All Animated, a network that brings together animation professionals from across the north (Which I have been following on Twitter this whole time without realizing it, whoa~).

In his early years, Whittingham humorously struggled with gadgets, mistaking printed for scanners (And in the process destroying his heart earned work by attempting to scan them in), but it was no surprise due to the fact that computers, printers and scanners at the time were still generally new  to the public, in his 3 years of studying, only 5 computers were actually available to the entire class, and a bidding had to be held just so that each of them can use one for only 20 minutes a week (Definitely makes me appreciate what I have a lot more than ever).

Interestingly, his portfolio in the beginning that consisted of short traditional animation exercises (He didn't have enough time to do full animations and so focused on something he was more confident in) allowed him to get his first job after graduation. It involved him animation walking and running cycles, as well as design posters, and paint and trace over cels (Which ones has to be careful and precise in, otherwise those mistakes have to be carefully scratched out of the cel).

I have already heard this numerous times since I started this course, about connecting with as many people as you can in the industry, even before you get out there to work, and I am aware that it really is one of the most important aspects when one desires to get into the animation business (And it's actually a lot harder than it sounds, harder than hard)… I'm still trying though, and pathetic as it may seem, this has always unnerved me the most, especially since I keep hearing it over and over.

Perhaps what stuck with me the most from him talk was his advice is training one's self to be diverse with art style, to look into things that you are not interested in, as most of the time, you are required to work on a variety of licensed characters where you will be required to animate in a specific style (Not very often will you be allowed to use your own original style for animations, unless they are your own personal projects). This is especially notable in the animation and game reels he showed us, where each example shown differed incredibly from one another in terms of the style used (And of course the subject matter, ranging from typical children shows to ones with more mature content (And when I mean mature, I don't mean butt naked explicitness-ness, why do people always think that???)).

One has to keep with the times and also learn and familiarize themselves with as many techniques and softwares as they can, Whittingham especially was trained in 3D animating when the industry commenced with their higher demand for it (And obviously to this day, 3D animations stays in high demand, sadly in comparison to 2D animation (But we all already knew that didn't we?)).