Special Guest Interview: Thomas Grummt

ThomasGrummt_AnimatorDreamWorks

Animator Thomas Grummt was recently profiled in Variety Magazine as one of the industry’s “Ten Animators to Watch” (check out the article here).

Today we are privileged to have Dreamworks Lead Animator, Thomas Grummt join us at the Animated Spirit. I’ve known Thomas since he was a student of mine almost five years ago. Already gifted with a great sense of timing and feeling in his animation, Thomas has since gone on to become one of the rising young stars in the animation industry, having worked on hits like Kung Fu Panda 2, The Croods, and How To Train Your Dragon 2 for which he received an Annie nomination for best character animation in 2014.

One of the most complicated yet loveliest shots from Dreamworks Animation’s How To Train Your Dragon 2. Beautifully choreographed, acted and animated by Thomas Grummt.

Welcome Thomas, and thanks for joining us!

“Hi James, thanks for having me! I’m excited that you’ve started an animation blog!”

Can you share a little about yourself, as to where you’re from and what your early interests were before becoming an animator?

“I was born and raised in Germany, and lived there until 5 years ago. I’m from Eastern Germany and I was 10 when the country was reunited. As a kid I certainly never imagined I’d end up up living in the US! Growing up I loved drawing and building things from wood or cardboard. I also remember tracing duck tales cartoons or masters of the universe characters using wax paper from the kitchen. I was outside all the time, since we lived in a tiny town. If I hadn’t discovered animation, I might have ended up as a graphic designer, or building miniatures and props for movies. As a teenager I was much more into music and sports, and stopped drawing almost entirely – something I regret nowadays. My real interest in animation as a profession started around age 18 or 19, shortly before college.”

A nice compilation of emotions, movements and reveal by Thomas Grummt from the 2013 Dreamworks release, The Croods.

What inspired you to do animation, and ultimately, move to America?

“I think animation was a combination of many of my interests as a kid. I loved movies, drawing, music, computer games and science, so I felt like I wouldn’t have to give up any of those. Also, some movies had a big influence on me, for example Aladdin, Jurassic Park, Roger Rabbit, Tarzan or Neverending Story. I was always fascinated by movie magic and effects, and animation was a big part of that. I didn’t know anything about how it was done at the time.

Moving to California was more of a happy accident, my wife and I were not really planning that. After working in Germany for 4 years, and then going through Animation Mentor, we wanted to try living in a different country. We had our minds set on Canada, New Zealand, Australia or the UK, the US just seemed like an unlikely option because of the visa difficulties and high caliber studios.

However, I met Simon Otto, the head of animation on the “How To Train Your Dragon” movies, at a conference in Germany where he gave a talk about the first movie. He was kind enough to talk to me and a few others afterwards, and also watched my demo reel. He liked what he saw and about five months later I started at the company.”

Croods_Ref

Video reference and preparation (see insert) by Thomas Grummt and his Dreamworks colleague, Jakob Jensen. The rough rig/model look is typical of how feature animators see and work with their characters during the character animation phase of production. (Dreamwork’s currently uses Premo, an updated real-time, hi-resolution system.)

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Final shot as seen from the movie, complete with background animation, sets and full lighting.

What were the first steps you took to make it all happen, and what was that like?

“The first step for me to become an animator was college. I didn’t really animate before that, I was interested in animated movies, drawing, and games, but I didn’t know how that stuff was made. The college education was pretty generic in the beginning, math, physics, some design foundations. The fun part was making shorts, and I created three of them with a few fellow students. The first was motion capture, cause we figured it would be easier, as none of us knew how to animate. It wasn’t really easier… The second short was keyframe animation and the third involved set building, filming and visual effects. It was an awesome time for experimentation and I learned a lot by working on those films. While I wasn’t a very good animator at the end of college, I think it was valuable to get a broad overview of what’s out there, before specializing in one field.”

A simple and clearly presented scene from Dreamworks’ Kung Fu Panda 2. Thomas’ animation proves you don’t need to be fancy to be good.

Tell us a bit about your work day. What is your favorite part?

“I usually start around nine o’clock, with a cup of coffee and emails. Our meetings are spread throughout the week, so I check if there is something on the calendar, like dailies, team meetings or screenings. I spend most of the day animating, obviously, or sometimes planning, shooting reference, and looking at work from colleagues to get inspired (and intimidated!) I used to worry a lot about the weekly quota, but nowadays we often get cast a chunk of shots that we have to finish until a certain deadline, which I prefer. There are days when I can concentrate and get a lot done, and there are the other days! I think as an animator it’s normal to have uninspired days where you feel not a single key is in the right place. My favorite part is getting a good reaction when I show my shot to colleagues, or in dailies! And lunch.”

Lovely facial animation and subtlety, make this a beautiful moment of sincerity in How To Train Your Dragon 2. Animation by Thomas Grummt.

What drives you to keep animating day in, day out? How do you get thru the tough parts?

“Well, first of all, it’s my career so I want to do the job well and feel like I’m not standing still. Depending on the projects you work on, you can’t be inspired and super motivated everyday. After more than ten years of animating, there is a certain routine you follow (and there should be). However, it’s important to keep that feeling alive that you had as a student, the excitement and the ‘want’. That still drives me, and the inspiration is there when I start on an exciting show, work with awesome people, when I see cool shots, or when I work on a fun and challenging character. It can also be motivating to adapt and adjust to a studio that’s constantly changing. New projects with varying styles, new software, tools and rigs mean you have to keep learning. For the tough parts, I usually just whine and complain with my colleagues, haha!”

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Cloudjumper, the mystery dragon from Dreamworks’ How To Train Your Dragon. Animation by Thomas Grummt.

You became a Lead Animator on Dragons 2, what was that experience like and how was it different from just being an animator?

“I’m really thankful for that chance, and I had a great time working on Dragons 2. Being a lead means different things in different studios. At Dreamworks, it usually means you’re responsible for a character. In my case that was the four-winged Cloudjumper, and I was involved in the early testing, rig-feedback and creating the character library. I did animation tests and helped figure out his style of movement with the supervisors and Simon. During production I animated a lot of the key shots, and other animators came to ask feedback when they had the dragon in their scenes. It was different because I had more creative responsibility, and also more interaction with the artists, through critiquing their work. For me, being a lead was a lot of fun and very satisfying.”

Dragon2_Duel

A beautiful and powerful moment during the duel between the mystery rider and Hiccup, from How To Train Your Dragon 2. Animation by Thomas Grummt.

This is a demanding career. How do you keep yourself balanced?

“It is demanding, and currently I am lucky to be in a bigger studio with steady work and fairly regular hours. That makes it easier to have a balanced life! We have an eleven month old son, so that’s pretty much where the rest of my day goes 🙂 Starting a family puts everything in perspective, and priorities shift. It is also a new source of inspiration, especially now that I am working on a movie that has a couple of babies in it! I ride my bike to work which feels weird in LA, but I love it. I like watching crime shows (the wire!!), going for hikes and hanging out in cafes with friends. Nothing special, really! Oh, and I love action RPG games.”

Here, Thomas displays nice timing and choreography of action to give this scene a wonderful sense of humanity and humor. From Dreamworks Animation’s How to Train Your Dragon 2.

A hypothetical; if you were to choose anyone in history that you could apprentice under, who would it be?

“Five years ago, I would have probably said James Baxter. I worked with him on Croods and Dragons 2, so I was fortunate enough to experience that. There are so many amazing animators in history, and today. I would love to travel back in time to maybe the 30s and 40s, when Disney animation was really being invented and refined. There must have been such an excitement and sense of discovery.”

Bossbaby

DreamWorks’ Boss Baby, due for release in January 2017, will be the next film to feature Thomas’ latest animations.

Thank you so much for your time Thomas. We look forward to seeing more of your awesome work!

“Thanks for having me!”

To see more of Thomas Grummt’s artistry, visit here.

Special Guest Interview: Geoff Hemphill

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Veteran animator, Geoff Hemphill. (Photo by Derrick Hammond)

As our first interview on the Animated Spirit Blog, I’ve asked an old and dear friend of mine, animator Geoff Hemphill – a talented veteran whose experience spans many different arenas of this industry and one of the most sincere and hard-working individuals out there.

Geoff’s CV includes a long list of hit projects; from live action films such as Transformers: Revenge of the Fallen, Star Trek, Narnia: Prince Caspian, Pirates of the Caribbean: Dead Man’s Chest, to feature animation productions like Free Birds, Rango, and Robots as well popular games like Star Wars: Bounty Hunter and Jedi Starfighter, and most recently, the next generation multi-player shooter, Evolve.

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Behemoth character, from Evolve, developed by Turtle rock Studios. Animation by Geoff Hemphill.

Today, we’re asking him to share a bit about his background, his life as an artist, and what he’s up to today:

Welcome Geoff. Thanks for agreeing to be our first guest.

“I’m honored! Thanks for having me.”

Geoff, tell us briefly about yourself, like where you’re from and all that stuff before animation?

“I grew up in Louisiana and then the Portland, Oregon area. After high school I started getting interested in animation and eventually graduated from Sheridan College’s Classical Animation program, in Canada.”

Transformers

 Scene from Michael Bay’s Transformers: Revenge of the Fallen. Animated by Geoff Hemphill.

You’ve now been an industry veteran for a long time. Tell us, what was the main trigger that got you started in this field?

“It was a practical decision. I needed to figure out something I can do for a living. As a kid, I had typical influences like Super Mario Bros, Doom, JRR Tolkien, and Star Wars. I started paying attention to the people behind this stuff. I liked ILM’s model shop, Milt Kahl and Glen Keane. I was also influenced by my college professors.”

What drives you now to continue to do this?

“My interests are pretty diverse, so there isn’t one thing in particular but my latest drive comes from my family. I love watching my son react to a character or game I helped make. I get to see him experience it for the first time, and it reminds me of when I was a kid exploring dungeons in Ultima Underworld, or watching The Dark Crystal in the theater.”

One of the funnest shots from ILM’s Oscar-winning animated feature film, Rango. Animated by Geoff Hemphill

Geoff seen here doing the research necessary to create a memorable performance. 

You’ve worked on an impressive number VFX projects, feature animated films and video games, working in many different studios and living in different cities. But you also made a short 2D film. What drove you back to such a classic medium given the industry is now so completely absorbed in digital technology?

“My graduation from Sheridan’s Classical Animation program coincided with the death of 2-D feature animation as a viable day job. I wanted to keep my own modest version of that torch lit. I got an idea of this weird little story while on a road trip. I chose 2-D because the medium is appealing, and because it’s something I can do all on my own. I chipped away at it on nights and weekends.

There were long stretches of crunch at my day job where I didn’t have time to work on it. It took longer than I’d hoped, but I finished it. I felt like Steve McQueen at the end of Papillon, “Hey you bastards! I’m still here!” It seems traditional, but I actually completely re-did it digitally, though it’s still classical animation. I realized I couldn’t get smooth in-betweens at the scale I was drawing on a light table, so I switched over to using a Wacom Cintiq. The experience was like building a life-sized sand castle with tweezers.”

Now you’re onto another new adventure at Oculus VR, a Virtual Reality company that is making headlines around the world. What brought you there, and why?

“There have been some pretty cool things happening in game development that made me want to get back into it. Virtual Reality (VR) is one of them. Some friends I worked with at ILM joined Oculus and recommended me. It was a tough decision because at the time I was at a game dev’ job I enjoyed and my family and I were happy in California. We decided to take the chance and I’m grateful to my wife for her willingness to make the move. She’s been very supportive.

What I like about game development is; you give the player some tools and environments, and they get to be the center of their own story. VR takes it a step further. I’m hoping this feeling of “being there” can help players empathize with each other. When that happens in games it’s a pretty great experience. It brings along a bunch of new challenges for VR dev’s, which is more fun for us because we love tough problems.

I’m also interested in the non-gaming aspects of VR. In ‘06, my brother and I visited the Angkor Wat complex. Unfortunately for people like my grandmother, long distance travel isn’t possible. I’d love for us to be able to put on the Rift and tour Angkor Wat as a family.”

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Trying on ‘Rift’, Oculus’ popular VR headset, during a visit to Oculus VR in Seattle, Washington.

What is the best part of your day there as an animator?

“The best part of my day is getting to see the next steps in the development pipeline after animation. The programmers take the animation assets and give them a brain. VFX and sound bring them to life. It takes so much planning and hard work to pull it off. Without them, the animation would just be a bunch of disjointed clips.

Related to that, I also enjoy showing my animation to the people I rely on for art assets. The concept artists, modelers, and tech artists have put in a lot of work and want to see some great animation. It’s really fun to hear them react positively to some piece of animation. At that point I know there’s a good chance the player will also like what they see.”

And how do you get through the parts of the job, or any job you’ve had for that matter, that are less interesting?

“I’m lucky in that I have diverse interests and don’t get bored easily. Over the last few years, I’ve gotten interested in tools programming and animation tech. It uses the other side of your brain. Switching from animation to Maya Python on the same day can be almost physically painful to an artist. At first, it feels like downshifting from 5th gear to 1st on a freeway. Once you get used to switching back and forth, solving a problem through code is fun.”

Some lovely naturalistic animation of Templeton, the talking rat, from the film adaptation of Charlotte’s Web, released by Paramount Pictures. Animation by Geoff Hemphill.

A hypothetical – apprenticeships are rare in this day and age, but if you were to choose anyone that you could apprentice under, anyone throughout history, who would it be and why?

“I have my list of ‘The Greats’ but there’s this picture by French Pre-Impressionist, Toulouse Lautrec that just gives me a ‘case of the sighs.’

Toulouse_Lautrec

 A sketch of Henri Ibels by Toulouse-Lautrec that sits at the NY Metropolitan Museum.

But in general, I try not to think too much about idols because it kind of diminishes our appreciation of the mentors we have right now. I’m already lucky to have been mentored by some of the best people in their field. Pretty much every place I worked at had someone who’s work I admired who took time to mentor me. I’m surrounded by these people and I’m constantly leaning over and saying, ‘Hey, I’ve got a question…’ Outside of work, I’ve got my parents, in-laws, and friends to mentor me in the stuff that really matters!”

That’s very well said Geoff. Thanks again for your time and generosity.  We look forward to seeing more of your work in the future!

To learn more about Geoff and his work, you can visit his Facebook page here.