Animex Workshops

Wednesday 10 February

Animex Workshops



Animex Workshops give you access to some of the most highly respected artists in the animation and games industry, giving you a unique opportunity to meet and learn from the best.


Wednesday 10 February

Digital Painting: The Fundamentals of Environment Development - Morning Session [SOLD OUT]

9.30 AM - 12.30 PM

Dave Paget - Concept artist and games lecturer

This workshop looks at the early construction of environment painting. Starting with black and white sketches, Dave will demonstrate his painting process providing useful hints and tips. The session will cover composition, layout, how to bring colour into your work, and applying appropriate textures. You will also be guided through the development of your own digital environment painting over the course of the morning.

PLEASE NOTE: This session has sold out.


Wednesday 10 February

Making Games with Game Maker

9.30 AM - 4.30 PM

Shaun Spalding - Indie Developer / Community Manager

A lot of people want to make games. So why haven't you already? In this day and age the power and accessibility of design-driven tools like Game Maker means there's really no reason for a budding game designer to not be making awesome games today. This workshop will teach you the basics, and will have you building your first game prototypes with no programming or art experience necessary.

One session (full day)
20 places £25
Lunch break 12.30pm - 1.30pm


Wednesday 10 February

But is it Fun?

9.30 AM - 4.30 PM

Alex Trowers - Game Designer

It may have an epic storyline, use the latest incarnation of the Awesomesauce Omni-Engine and feature voice talent from beyond the world of daytime TV, but is it actually any good to play? Gameplay is the silver bullet. It's what keeps players coming back after the warm, post-purchase glow has subsided, the achievements have all been gathered and the credits have rolled. It's that 'just one more go' feeling that takes you well beyond bedtime and causes you to flunk college. This workshop aims to show how gameplay can be extracted from just about everything around you. It is also really good fun to play.

One session (full day)
45 places £25
Lunch break 12.30pm - 1.30pm


Wednesday 10 February

Unity 101

9.30 AM - 4.30 PM

Alan Thorn - Senior Lecturer, Developer, Author

Do you want to make polished and exciting video games? If so, this workshop will guide you in making interesting game projects that are fun to play. Learn how to use the powerful game making software, Unity, from the ground upwards - even if you have no previous experience! Receive tutor guidance and feedback as you explore solid techniques for building levels, designing gameplay mechanics, and building a standalone game that you can send to your friends for playing.

One session (full day)
20 places £25
Lunch break 12.30pm - 1.30pm


Wednesday 10 February

Digital Painting: The Fundamentals of Environment Development - Afternoon Session [SOLD OUT]

1.30 PM - 4.30 PM

Dave Paget - Concept artist and games lecturer

This workshop looks at the early construction of environment painting. Starting with black and white sketches, Dave will demonstrate his painting process providing useful hints and tips. The session will cover composition, layout, how to bring colour into your work, and applying appropriate textures. You will also be guided through the development of your own digital environment painting over the course of the afternoon.

One session (half day, Afternoon)
20 places £15

PLEASE NOTE: This session has sold out.


Wednesday 10 February

Movement Analysis and Character Performance

9.30 AM - 4.30 PM

Sarah Perry - Acting & movement coach

The workshop will include a combination of theory, discussion, observation & analysis and practical work, drawing influences from various acting styles and practitioners including; Laban and Stanislavski, focusing on techniques particularly useful for the animator to consider. The techniques can be applied to both human and creature character animation.

In the first half of the workshop you will be introduced to Laban Movement Analysis (the analysis of character in terms of body, effort, space and shape). Initially, we shall look at the physical life of characters; how people move, gesture, interact spatially with one another and generally physically behave, ranging from large postural movements to micro facial expressions. How does the body, using non verbal communication, tell a story? How and why do different characters react differently to situations and how is this manifested through the body?

In the second half of the workshop we will look beyond the physical to consider the internal life of the character, and how this affects our character performance choices also. Understanding who your character is, where they are, how they feel, etc before making some rash character decisions.

This workshop will be a fun and informative way of introducing and developing upon acting and character movement techniques and ideas which will aim to facilitate your animation work.

Please wear comfortable clothes to move around in.

One session (full day)
25 places £25
Lunch break 12.30pm - 1.30pm


Wednesday 10 February

Human Anatomy for Animators

1.30 PM - 4.30 PM

Elizabeth Rega - Professor of Anatomy

This three hour session introduces anatomical topics of greatest utility to animators. More than just a list of parts, anatomy explores the relation of form with function which underlies successful character design and animation. Topics include human walking, running, facial expression and eye movement, with an emphasis on joint pivot locations, rotation limits and corresponding surface deformation. Practical demonstrations with participants will be integrated with visual examples to ensure that the subtleties so vital to believable motion are achieved. Students are encouraged to bring examples of their own work for critique.

One session (half day, Afternoon)
50 places £15


Wednesday 10 February

Photoreal by Teatime

9.30 AM - 4.30 PM

Daffy - VFX Supervisor / Director

DAFFY has been working in VFX for over 20 years, both in a supervisory role in major studios such as Framestore and The Mill and also within his own studio. This combination of high end and low rent has allowed him to sift through various processes, and cherry pick his own brew of CGI VFX development that is full proof, lightning fast yet gives world class results.

From prepping and buying the equipment for a shoot all the way to delivering comps in the correct colour space, DAFFY will go through every principle involved in VFX, giving quick demonstrations, and vital tips within each discipline. Using a recently completed real world project, he’ll also discuss his open honest sharing policy that he has with clients.

By showing the lowest cost equipment, isolating the key tools and plugins and using models downloaded from Turbosquid, he shows techniques which are accessible to anyone in a semi-professional capacity, and by the end of the day, he’ll have worked his way through the entire pipeline, and have renders and comps to show for it.

Although this is an overview of the whole process, and different people will choose alternative kit on their own production, DAFFY hopes to inform his audience about what things to be aiming to achieve and what to improve on from one production to the next.

Areas covered
- Prepping a shoot, equipment needed.
- Shoot checklist
- Creating HDRI’s
- Planning a pipeline
- Modelling do’s and dont’s
- The Rigging Road Test
- Usable Walk cycle in 20 minutes
- Fast texturing cheats
- An Arnold HDRI lighting setup
- Basic Render Passes
- Compositing in After Effects

Kit and software used.
- Mac Pro and Mac Book Pro
- Maya (with Arnold)
- Photoshop
- After Effects (with RSMB and Frischluft)
- Tracking software
- PhotoScan Regular
- PT GUI Pro
- Canon 5D mkIII
- Fish Eye Lens
- Tripod
- Wacom Pad
- Google Sheet
- Dropbox

One session (full day)
100 places £25
Lunch break 12.30pm - 1.30pm


Wednesday 10 February

Pitch club – The first rule is you DO talk about it

9.30 AM - 12.30 PM

Gary Napper - Game director

You may have the best game design in the world, but if you can’t communicate what is great about it, you will find getting it out there a lot harder. In Pitch Club we focus on purely the method of delivery. The Message. How do you identify the best parts of your game? How do you talk about them? How should you approach pitching for funding? How should you approach being interviewed about your game? What should you concentrate on when given a chance to speak publicly about your game? This workshop breaks the process down and gives helpful advice and learnings on presenting, distilling your game into core components and how to pitch it in multiple environments.

One session (half day, Morning)
100 places £15


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