‘to get students past technical crap, to a creative space
(where I believe most of them want to be)’
It seems a bizarre and very basic philosophy? Is this really
what’s underpinned not only my teaching, but my ideas on course development and
curriculum development for the past ten years? Animation is a bizarre mix of
the technical and the artistic – the technical covering basic craft aspects
(art skills, drawing, concept development, writing and performance), as well as
a tsunami of digital and media skills (2D software, CGI software, sound,
post-production, emerging technologies (new
software, hardware and media).
The artistic covers some of the aspects already covered by craft, but in
a different, deeper and more immersive way – concept development, creative
thinking and ideas generation (including world creation and the more swamping
immersive aspects of writing, painting and drawing).
In our 4 year ab initio course, we notionally simplify our
course concept to claim that Stage 1 and Stage 2 concentrate on the development
of ‘skills’ (be they artistic or technical), whilst Stage 3 and Stage 4
concentrate more on the development of ‘authorship’. The early stages tend
towards a more Behaviourist teaching style and course delivery, whilst the
latter stages present far more
Constructivist potentials and challenges. Perhaps the differences between the
early and latter stages could be framed as the difference between ‘Makers’ and ‘Creators’?
Some students struggle with the ‘maker’ role, whilst others never gather the
multidisciplinary aspects of their practice together enough to become accomplished
‘creators’. In the world and industry of animation (and in the broader world of
media), there are fulfilling lifelong career opportunities for both ‘makers’
and ‘creators’.
‘to get students past technical
crap, to a creative space…’ let’s examine my philosophy again… Whilst
technical problem solving and corner-cutting always forms part of any animation
or media project (in college or in the big wide world), the technical tends to
become just one problem in a pantheon of problems. I call this ‘inflicting
yourself on the software, inflicting yourself on the tools’. But beyond the technical, what is this ‘creative
space’, this place where our students begin to become authors, world-creators,
film-makers?
The ‘creative space’ is where authors have the confidence to
move beyond concepts such as ‘ideas are cheap’ into a realm where they are the creative, they live and breathe
concepts and ideas. The authors have the skills to work independently or to supervise
teams of creative people, using diverse craft and technical techniques to create
something from scratch, something wholly original, something wholly their own.
Authors have the ability to discover and create even within this process of
creation, changing concepts and ideas up to the very moment of completion. And,
in the end, the best projects are never quite finished, they are merely
abandoned.
A word of caution – the creative space is not an entirely
comfortable place. Because creative work and the self become synonymous,
problems, doubt and failure become hotwired into the author’s self, in a very
raw and difficult way. Authors tend not to view any past accomplishments, but only
the challenges of today and of the future. As I frequently tell my students ‘creativity
is a life sentence, inescapable’. Indeed, when creative cease to do their own
work, it strikes into their beings, like the removal of their limbs.
‘to get students past technical crap, to a creative space (where I believe most of them want to be)’
I had hoped to move beyond this philosophy, even in this
first preliminary examination, but I haven’t. This is very much a first
iteration, which can now be examined and questioned from now on, even if it is
ultimately reaffirmed.