Jo Jugens answers everything you ever wanted to know about basic computer animation but where afraid to ask. Think you don't know enough to be hired? Think again.
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Surviving a war and sanctions, the Bikic Studio returns to the marketplace and prepares for an uphill waltz.
Traditional animator Guionne Leroy describes her first digital experience. Currently working on a new clay short, she is shooting it with a digital camera and having a blast with the new opportunities.
William Moritz profiles the career of John Whitney and his significant contribution to computer animation.
Sean MacLennan Murch describes how companies are integrating 2D and 3D animation in order to obtain the best of both worlds.
Those plush toys, toothbrushes and lunch boxes are continuing to gain importance. Deborah Reber reports on the most successful Licensing International Show to date.
With digital animators being the hottest commodity on the market, AWM profiles three schools that have recently received major donations from leading corporations. Mike Scroggins profiles CalArts. Dr. Richard Weinberg discusses USC's program, while Robin King describes the Sheridan College experience.
Who said games weren't booming? Joseph Szadkowski recounts the parties, bustle and new CD-ROM releases from the Electronic Entertainment Expo.
Janet Benn relates how hard work and The Fates helped Nancy Beiman to her rightful place in the Pantheon of Disney Animators.
Michael Whitney relates a few of his father's ideas and achievements and his own hopes to fulfill his father's dream of creating an official archive of films and materials.
Super hip SIGGRAPH was founded in the world of academia and military tests far before visual effects were even considered. Joan Collins traces the growth of computer animation through the organization's conferences.
Computer animation is on everyone's lips, but what exactly is being said? Heather Kenyon discusses the good and the bad.
Computer animation is prevalent in the U.S., U.K., Canada, France and Japan, but what about the rest of the globe? Olivier Cotte investigates...
Computer animators Steve Williams, Webster Colcord and Doug Dooley reveal their top ten animated films.
Gene Walz chronicles the mysterious career of Charlie Thorson, a crucial character designer who was quite a character himself.
We have all been glued to our television screens, amazed by the images of Mars that are being beamed thousands of miles through space. How do they do that? William B. Green and Eric M. DeJong from the California Institute of Technology Jet Propulsion Laboratory explain.
Take a look at comics and their animation counterparts by Bill Plympton, Todd McFarlane and Christian Clark.
Frederik Schodt explains to Maureen Furniss a few aspects of the Japanese culture behind manga and its huge success.
So how does one go about getting a comic book published? This is the exact question we asked the following folks. Whether you choose to go the distance with a large established company like Dark Horse or delve into the world of self-publishing, a few things remain certain. Getting a comic book off the ground requires not only amazing talent, skill, and knowledge of the marketplace but also determination and an ego of steel.
Also, for tips on how to submit materials to a publishing company, see our compilation of Submission Guidelines compiled...