



Nicolas Ménard
Nicolas Ménard is a Canadian artist and
animation director who makes short films, GIFs,
illustrations, and interactive art. His animated
short films have been screened in festivals around the world; his original short, Wednesday With
Goddard, won Best Animated Short at the 2017
SXSW film festival.
I've been interested in animation since high school, when my brother installed Macromedia Flash on our family PC. I also enjoyed drawing very much. That’s mostly what I did during my classes. Every class was an opportunity to start a new drawing, or finish one. At 17 I applied to a graphic design course at Collége Ahuntsic in Montreal, even though I had very little understanding or knowledge of the field— coming as I did from a small village of 5,000 people where culture wasn’t exactly blooming. At school I discovered the world of visual communications. It wasn’t exactly how I imagined but I was taken by it immediately!
I studied graphic design for 6 years in Canada, with a multidisciplinary curriculum. We learned about printmaking, graphic design, book design, publishing, typography, photography, and so on. My first job was when I was 18, working a for big product company for the summer. The next year I got a job at a TV channel, where I worked four years on and off—mostly during summers but occasionally overlapping with school. It was a hectic experience but I really enjoyed it. I learned very different things on the job than at school but they were all within the same field.
I completed my studies with a two year MA in Animation at the Royal College of Art, in London. Before that animation was something I learned on my own, on the side, thanks to the internet and various friends who studied or worked in animation. At the RCA I met people from very different backgrounds. Sometimes I found that people with backgrounds unrelated to animation had a more interesting take on the medium than classically trained people. No matter one’s background there’s a place for everyone in this field.
Studying the work of animation masters is very useful to develop a personal language towards motion. One can do that by scrubbing through any film frame by frame. I recommend the short films of Osamu Tezuka. Scottish Canadian animator Norman McLaren also did a series of essential videos on the basics of animation which can be found on the website of the National Film Board of Canada.
The works of photographer Eadweard Muybridge are an inspiring look at motion in the world surrounding us. Finally, a classic textbook one will find in most animators’ bookshelf is The Animator’s Survival Kit, by Richard E. Williams. Its basic principles remain forever relevant.

Norman McLaren
Begone Dull Care, 1949


Norman McLaren
Rythmetic, 1956

Comics are an international language, they can cross boundaries and generations. Comics are a bridge between all cultures. Osamu Tezuka



Osamu Tezuka
Astro Boy, 1963


Osamu Tezuka
Talking about experimental animations
Japan Society Film archives, 1986

Eadweard Muybridge
Close Up Movement Of Hand Beating Time. 19th century

Today on most of my projects I play the role of director and designer, collaborating with animators, compositors, producers and musicians. When the project is smaller I’ll also wear the hat of the animator. My work always begins with pen and paper. The shape of the work varies depending on the assignment. I mostly use Photoshop for drawing, but also animating.
One highlight of my career was winning the Jury Award for Best Animated Short at SXSW 2017 for my first professional short film, Wednesday With Goddard. The project was produced at Nexus Studios, and was made in collaboration with visual artist Manshen Lo. We enjoyed the experience so much that six months after completing the film we collaborated again on an MTV Ident. We hope to carry on developing all sorts of projects together.
I enjoyed how the whole thing felt physical
and contained, like a printed poster.
I’m personally not a big fan of transitions triggered
by scrolling down the page so I appreciated the
subtle use of animation here, simply bringing life
to abstract icons.
The decision to use short blurbs of text made
sense to me since the saturated, intense
colors don’t encourage the eye to linger on the
page too long. An eye-catching, entertaining,
and beautifully executed experiment; well done, Anton Repponen!
In 2016 I directed a series of 18 animations for Facebook to promote its Groups Discover feature, a function allowing users to browse suggested groups in their social circle or city. These videos were aimed to work in three different contexts for three different audiences. The first was college students, the second was parents of young kids, and the third was parents of older kids who are in primary or high school.
We did six videos for each group, which were shown on the Facebook feed. Each short film starts with a problem, like a character feeling lonely, or a young mom with a newborn baby who’s feeling isolated. With the help of Facebook groups the young mom would be able to organize a playdate or meet other parents so that she feels more connected.
Content these days is consumed very quickly so for Facebook it was important that the stories were clear, eloquent, and most importantly very short! So we had to come up with visual ideas that squeezed a beginning, middle, and end into a short duration of around ten seconds.
We also had limitations in terms of the colors. Each group required a different color palette so they could be distinguished. That was an interesting rule because it’s not necessarily something that I would have done as an artist if it was my own piece. All 18 films had to be produced on a rather tight turnaround—the entire production took about three months.
Rachel Nabors
Rachel is an interaction developer and author
of the animations at work book. She has also
helped develop web animation standards
within Mozilla and Microsoft and has been
invited to be a web animations expert at the
W3C.
Before 2004 there were only two ways to interact with the web: click a link and go to a new page or submit a form so the page refreshes and new content appears. But between 2004 and 2005 everything changed. On April 1, 2004 Google launched Gmail, and one year later it launched Google Maps. These two web apps were probably the first that took full advantage of the new features added by the Internet Explorer browser: the DOM API (the Document Object Model presenting HTML as a tree structure) and AJAX (asynchronous JavaScript, which allows pages to update information without refreshing).
Google Maps allows a user to map a location, scroll around, zoom in and out, and share the URL—all of which requires animation. You have to revise and update the page while people pan around within it, moving it around on the page. The page has to repaint as the viewer moves the map. And the same with Gmail, having an inbox that automatically updates and shows when new mail has arrived. In the past you had to use an entire program to do that or else be constantly refreshing the page.
That’s when the world of interaction on the web became real, although it took people a long time to understand it. Designers and developers soon realized if they used interaction wisely they would build a more competitive product. In the long run this prompted us to evolve from a point-and-click world to a touch-based world, a place where we interface with our fingertips.
Animation is what makes web interactions look and feel beautiful—slide a new modal in and out of view as it is added and removed from the DOM after an AJAX call. Flash provided an interface and library for interaction developers to create pleasing animations and interactions with, and some 10–15 years ago it was really popular. Flash did things with rendering animations on the screen that the web did not have APIs or standards for.
Flash developers were well-respected in the professional community. However, in 2010 Steve Jobs wrote his infamous open letter on Flash, which turned out to be a death sentence for the platform.
Perhaps Adobe should focus more on creating great HTML5 tools for the future, and less on criticizing Apple for leaving the past behind.
Steve Jobs
It became popular to make jokes about Flash at conferences. If you wanted to get a chuckle from the crowd you could just say something derogatory about Flash, like “Yeah, Flash. Good riddance!” Imagine going from being a rock star, a hero, and the person who brought in all the money to your agency to the person who’s being mocked at the conferences your company sends you to.
A lot of Flash developers left the industry. But some stuck around. They’d worked in ActionScript, which is a sister language to JavaScript, so most of what Flash developers were building translated well for the web. For instance, GSAP, the most popular web animation JavaScript library today, was a Flash animation library. It was written in ActionScript.
Today we’re seeing animation really taking off. You could say Flash meant we always had that capability. Well, it took us a long time to wean off Flash and move on to the web. After the death of Flash there was a period of several years when most people treated the web like a document, only considered in terms of layout, typography, content. There was no talk of interaction. But that has finally come full circle. Interaction designers finally moved away from Flash and back to the web. That’s been a big deal.
Secondly, hardware today can support animation—we have powerful phones and laptops. But also, I would say, education. People don’t build what they don’t know they can build. Because of folks like myself, Sarah Drasner, Val Head, and Sarah Swaden giving talks tirelessly, acting as unpaid evangelists for technology nobody asked for, the web design and development community realized they have access to useful tools.
Half the things people are building for today’s web are app-like experiences. When information interfaces with the page in an app-like fashion it requires app-like animation. Animation helps link users to what’s happening on the screen. If you don’t visually demonstrate cause and effect it can be difficult to figure out what your fingertips are doing. You have to correlate human input (a finger interacting with the screen) with computer output (how the screen changes and reacts to that input).
You also have to show when information is being added, removed, or updated. To explain to the viewer what has changed you have to bounce or highlight these updates and changes. These are all opportunities for visual animation. And these things inevitably look so much better if they’ve been implemented by an actual designer, rather than just dropped in higglety-pigglety by developers!
In the future the line between app-like web experiences and native apps will continue to blur. Everything is moving increasingly towards the web. I think we’re going to see the web stand alone as its own platform more and more, which means learning how to use web technologies will only become more and more important.
While I often advise only using animation when it facilitates the user's experience, there are times when it brings something to visual narrative that’s impossible otherwise.
In I, Pencil, readers are told a story with typographic elegance and cleverness worthy of a classic print publication coupled with motion design usually reserved for Pixar movies. Proof that, in the right hands, animation is a powerful design tool.

Animation
Arina Shabanova
Arina Shabanova
Arina Shabanova is an illustrator and animator
from Moscow. Her clients include Google,
MTV, WeTransfer, Bloomberg Businessweek,
Esquire Russia, Paramount Comedy, and Yandex.
I completed my bachelor’s degree in illustration at the British Higher School of Art and Design in Moscow in 2015. My studies included several workshops touching on the basic principles of animation, which served as the jumping-off place for my entry into this totally new world. From there I continued studying on my own.
My graduation project was a cartoon, Gde-to (Somewhere), which won in the category of the Year’s Most Personal Project, as it was based on my life. I had moved from the southern city of Gelendzhik to Moscow, and my father and I would drive back to Gelendzhik to visit every year. The move to Moscow changed my way of thinking about home. Shifting between two cities, I tried to figure out where I fit in. I attempted to convey these feelings in the cartoon. A year later I sent Somewhere to a number of festivals and, unexpectedly, people were interested, both here and abroad.
As a student I’d begun doing illustrations for L’Officiel Russia but after graduation an online Russian magazine about entrepreneurs, Hopes And Fears, approached me. I was very lucky: despite the fact that I was just starting out, I was allowed to experiment.
I didn’t try to create a style of my own; I simply made lot of work and, very gradually, my characters began to show shared features. I love geometry, balance, structure, and logic in illustration. As a rule my characters stand firmly on their feet and fit comfortably in the frame. Viktor Melamed, who supervised my work at the Brit, once told me “Arina, you draw like a peasant!” I think he meant my illustrations are very dashing and confident—I took it as a compliment.
Our attention these days is scattered and chaotic because of the overload of information we receive from the internet. The competition for readers’ and users’ attention continues to increase, making our choice of design instruments and devices that focus attention even more important.
First among these, we have animation. People look at what moves—this is one of the central principles of human psychology. It’s why explanatory videos, moving buttons on apps, gif illustrations, and animated headlines are so popular on the web. Because I’d picked up animation as a student I quickly caught the wave and began getting interesting assignments. Second, we have simplicity. My commissions these days tend to be for increasingly minimalist illustrations. These allow me to create visual effects that are clear and uncluttered. The eye wearies of excess but returns with pleasure to accessible, legible content. Third, there is the tactic of inducing surprise through a visual image. This is a very tricky and difficult business. For me in this regard my eyes were opened by a video called The Junction, which American animator Kyle Mowat, created for Red Bull Music Academy. Every second of it surprises the viewer.
There are many talented artists making their
own auteur animations but I’m most inspired
by the old school. The work of Sally Cruikshank
has special meaning for me. She makes both her own personal films and sequences for Sesame Street. Everything she does is spontaneous, unpredictable, dynamic!
I often recall something she said in an interview: “Animation is sort of this open door to fantasy-land. You’re only limited by what you can draw.”
This cheers me up and helps me look at what I’m doing with fresh eyes.
I’m not that great as animator per se,
but I do think I have a sense of motion that makes
for an offbeat view of the world.
Sally Cruikshank
Sally Cruikshank
Face Like a Frog, 1987
Sally Cruikshank
From Your Head
(Sesame Street) 1996
Because I’m primarily an illustrator my main tool is Photoshop. It’s where my process begins, drawing scenes frame by frame. Such painstaking business makes me feel I’m still working in the older tradition of creating animation with celluloid.
Many artist-animators now use Photoshop. In fact Australian animator and director Alex Grigg has made an excellent tutorial on the subject: Photoshop Animation Techniques. I’m also looking forward to studying TvPaint and Mocha, professional software for animators that supplements what Photoshop lacks and accelerates the animation process.
I feel absolutely no sense of being tied to a place or a context. I think all such concepts are being diluted to the point of disappearing. We no longer stew in our own juice. Everything is moving in the direction of globalization. I find inspiration in the most varied sources, so I think the idea of local identity is on its way out and that what’s left is just my personal outlook.
When I was three or four years old I watched Disney’s Snow White over and over for days. As a schoolgirl it was Nickelodeon at lunchtime. Obviously it all influenced me, and many
of my images come, if unconsciously, from impressions experienced in childhood.
Animation offers a medium of storytelling
and visual entertainment which can bring pleasure and information to people of all ages everywhere
in the world. Walt Disney
Walt Disney
Snow White and the Seven Dwarfs, 1937
Walt Disney
On the making of Snow White
CBC Archives, 1963
Curiously, Soviet animation left no traces in my memory. It’s possible that Western films won with me because of their wilder stories and bolder color combinations, their dynamism. Only now am I beginning to be more interested and appreciate the great Soviet creators. I recently had the good fortune to meet Mikhail Aldashin, a top producer at Soyuzmultfilm (a legendary Soviet animation film studio); I accidentally sat in his seat at the closing ceremonies for the Grand Festival of Cartoons. So I’m now part of the world of Russian and Soviet animators.
There are many talented artists making their own auteur animations but I’m most inspired by the old school. The work of Sally Cruikshank has special meaning for me. She makes both her own personal films and sequences for Sesame Street. Everything she does is spontaneous, unpredictable, dynamic! I often recall something she said in an interview: “Animation is sort of this open door to fantasy-land. You’re only limited by what you can draw.” This cheers me up and helps me look at what I’m doing with fresh eyes.
What I like about this project is that animation is used very selectively. The eye doesn’t become fatigued by excessive movement. The animation doesn’t distract from the essence of the thing, but delicately works as accompaniment and emphasis.
Among my contemporaries I especially like the group of young indie-animators that call themselves Late Night Work Club. These people work days on jobs that bring in money and create their personal films at night. Their first production, Ghost Stories, came out when I was just getting interested in animation and was a serious prompt to begin doing something of my own.
I very much like the work of Nikolas Menard. His visual devices, done with the most minimal of means, are always surprising. This is a reflection of his past as a graphic designer. A quite different approach is taken by Manabu Himeda, who finds beauty in the irrational and absurd. His characters and backgrounds are stretched and contorted, always in the process of becoming something else. This is breathtaking. Then there is the wonderful Moth studio, which specializes in commercial animations. But their work is so clever that it has been used for many auteur films. For example, The Last Job on Earth, made for The Guardian. This is a video that’s truly tactile and accessible and created with loving attention to detail.
I recently worked on a short video with the creative agency Doubleday & Cartwright for the WeTransfer service, which allows students to exchange large files for free. Our main idea was that, while there are various ways to exchange files, they are all outdated by comparison to WeTransfer. My comparison was with fax. It was crucial to tell the story with humor and to lay it out in 10 seconds.
The principal difference between commercial animation and auteur work lies in the concrete tasks and specific creative guidelines for commercial work. But client briefs are increasingly open-ended, and the differences are becoming blurred. It was my good luck to work under one of these arrangements on projects for Paramount Comedy and MTV International. The most important and the only requirement was that the logo appear at the end. For me it’s very important to feel free to express myself. It frees me to experiment and results in the most interesting work.
Nicolas Menard
Wednesday with Goddard, 2016
Manabu Himeda
Haircut day, 2014
Late Night Work Club
Strangers, 2017
As I become acquainted with all the many facets of the animation profession I’ve come to realize that its visual element is not the central aspect. What we remember are things that touch us deeply and that stimulate new feelings and thoughts. For the time being I look at my own work as “movement for the sake of movement.” I’m interested in what makes characters come to life. Soon, I hope, I’ll mature enough to pursue something even bigger.
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