Here's What It's Like to Work for Walt Disney Animation Studios

For many who grew up watching Disney movies the opportunity to work at Walt Disney Animation Studios would be an incredible experience. Many aspiring animators wonder what it’s like doing what you love at the most accomplished and iconic studio in the world. To prepare for what could one day be your dream come true, here’s an idea of what you can expect:

Working for Walt Disney Animation Studios is all about…

Taking Big Risks

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No company has ever reached worldwide recognition by only playing it safe. People who want to make an impact know that success doesn’t come from only doing what’s expected. To truly stand out and raise the bar you have to be willing to take risks and hope it pays off.

No one knows this better than Darrin Butters, an animator who has worked on Walt Disney Animation Studio hits like “Tangled,” “Big Hero 6,” and “Frozen.” During a recent talk at the New York Film Academy 3D Animation School, Butters spoke about how the slow sloth scene from “Zootopia” required going against the top principles of good animation. Despite this, the scene ended up being one of the highlights of the film and well worth the risk.

Giving Your Best To Make Disney The Best

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Most would agree that Disney wouldn’t be where it is today if it weren’t for the Disney Renaissance. During this era lasting between 1989 to 1999, Walt Disney Animation Studios produced hit after hit with no signs of stopping. Some of the most admired animated films were created during this time, including “The Lion King,” “Beauty and the Beast,” and “Hercules.”

The animators that worked for Disney at the time inspired today’s animators to do one thing: make Disney the best. Working at Walt Disney Animation Studios means remembering that the competition is fierce, so you must always do better than before. Of course, it also requires passion and love for animation to walk under Mickey’s wizard hat while on your way to work each day.

Remembering The Fundamentals

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Whether you prefer working with 3D graphics or prefer 2D drawings, there’s a place for you in animation. This is because no matter how 3D-dominated the industry gets, animation will always need people who know the fundamentals. No one understands this better than Eric Goldberg, a man who has worked in the industry for 25 years.

With animated TV shows and movies like “Looney Tunes” and “The Simpsons” under his belt, Goldberg knows the importance of mock up, character design, and other animation tasks originally done by hand. During his exclusive preview of “Moana” at the New York Film Academy’s LA campus, Goldberg expressed that all animators who want a future at big studios like Disney should remember that many fundamentals of animation have held true for decades. It’s why a 2D animator like him can survive in a 3D animation world like today.

Doing Whatever It Takes & Loving It

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There’s nothing like watching a finished animated film after countless hours of hard work have been poured into it. While a lot of people assume creating animated characters and worlds is all fun and games, animators know how much hard work is required to make something special. If you’re not willing to push yourself in order to come up with something unique and creative then perhaps working for the “Mouse” isn’t for you.

In a guest post on Chronicle Books, Maggie Malone of Walt Disney Animation Studios talked about how one of the artists went above and beyond while working on “Wreck-It-Ralph.” This artist was tasked with building the world for the Sugar Rush candy go-kart scenes. In order to make sure her candy world was authentic and reliable, she spent weeks creating actual models out of real candy. This resulted in a deliciously wonderful scene that might’ve never looked as good if she hadn’t put in the extra mile.

What are your goals as an animator? Let us know in the comments below! And learn more about 3D animation and visual effects at the New York Film Academy.

4 Groundbreaking Documentary Films to Note

Most of us consume quite a lot of TV and Netflix, and we tend to think of cinema as a means of entertainment. But the visual storytelling medium of film is capable of so much more, and there’s a dearth of real life stories and authentic and diversified representations of people on screen. This is where the documentary comes in. A documentary film is more than just educational non-fiction film: a well-made documentary can move the viewer as much as an Oscar-winning narrative film. Whether you’re a cinephile or a budding film maker, watching documentaries is an integral aspect of understanding how the cinematic medium works as well as for exploring its full potential.

Here are some groundbreaking documentaries that you just can’t miss.

1. “Super Size Me” (2004)

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Directed by Morgan Spurlock, this film is built on a very interesting premise: Morgan decides to eat only McDonald’s food for 30 days straight! From Feb. 1 to March 2, 2003, he ate at a McDonald’s outlet three times a day, consuming around 5000 calories per day.

Given the rising obesity rates, the movie is an eye-opening look at how dangerous junk food is for one’s physical and mental health. It took Morgan over a year to lose all the weight he gained from the experiment. The movie was so successful it was nominated for an Oscar, and a comic book based on it has been released.

2. “Fahrenheit 9/11” (2004)

The highest-grossing documentary film of all time, “Fahrenheit 9/11 ,” directed by Michael Moore, takes a cold hard look at the presidency of George W. Bush — especially the invasion of Iraq and the worldwide damage and chaos it caused. Coupled with intelligent humor and investigative journalism, the film displays a nuanced critical analysis of the situation.

Fahrenheit 9/11 made over $150 million. Among its many accomplishments, the film prompted several controversies, won the Palm D’Or, received a 20-minute standing ovation at the 2004 Cannes Film Festival, and also featuired a cameo by Britney Spears. The movie’s title is of course a reference to Ray Bradbury’s dystopian novel “Fahrenheit 451,” thereby ironically putting everything into perspective.

3. “Waltz With Bashir” (2008)

This autobiographical war film by Ari Folman is important for its innovative and heart-wrenching way of tackling its subject: the 1982 Lebanon War. Given that the documentary medium is primarily associated with realism, the film eschews the use of real people to talk about their experiences. Instead, most of the film is narrated via animation which has a gritty, graphic novel feel. When real footage is inserted in the narrative, suddenly, it hits you like a ton of bricks.

The style of the film not only challenges the traditional expectations of a documentary film, it also artistically conveys that some things are so violent and so depraved that it’s impossible to show them as they are.

4. “The Square” (2013)

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A three-time Emmy Award-winner, this film depicts the ongoing crisis in Egypt. Marked by gritty cinematography, it begins with the Egyptian Revolution of 2011 at Tahrir Square and showcases the daily reality that most of us tend to turn a blind eye to. Over 500 hours of footage was edited to make this film.

And we have another reason for you to watch it: this groundbreaking political documentary was shot and co-produced by New York Film Academy graduate Muhammad Hamdy! For his remarkable work, Hamdy won an Emmy for Best Cinematography.

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Now that’s inspirational!

This list is just scratching the surface, but it should give you an idea of how diverse, original and experimental the documentary genre is, using a myriad of styles and techniques to critically and innovatively show audiences dynamic, true stories that may otherwise go unnoticed.

So if you’re looking to take a filmmaking class at NYFA, why not give documentary filmmaking a shot?

The Evolution of Film Over Time — A Brief History

Have you even noticed how much films are always seemingly evolving? Over the past few decades, film technology has made major advancements. Just  compare the original “King Kong,” made in 1933, to the Peter Jackson remake from 2005.

Notice how lifelike the CGI King Kong looks in comparison to the stop-motion King Kong in the original film.

Here are some other films that have been remade … can you spot the changes in filmmaking technology?

“War of the Worlds”

“The Thing”

“Charlie and the Chocolate Factory”

“Casino Royale”

“The Karate Kid”

“The Mummy”

“Ocean’s 11”

While some changes to filmmaking technology and the craft of filmmaking might be obvious, there are other things that are not so apparent. Below, we’ve gone more in depth to four of the biggest changes in filmmaking.

1. Shorter Shots

James Cutting, a psychologist at Cornell University, was a panelist for the Oscars’ “Movies in Your Brain — The Science of Cinematic Perception” discussion in 2014, and has been studying perceptual and cognitive processing. Cutting examines how the brain’s processes relate to film components such as editing, frame rates, projection, and scene and narrative structure. He has been looking at shot duration over the past few years and has found that the average duration of a shot is consistently shorter now than it was a decade ago.

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In an interview with “Wired,” Cutting said that the average length of a shot in 1930 was 12 seconds. Today, the average length is only 2.5 seconds. You may notice that in older films, directors added at least 1.5 seconds to each crowd scene, so the audience has time to look around and see who was  in the shot. That isn’t the case today.

Attention spans may have something to do with shorter shots and the different patterns as well. It is human nature for someone’s attention to waver, no matter how hard we try to focus. According to Cutter, “People flake out every few seconds. You fluctuate in and out, and there’s a natural pattern to this.”

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It is worth noting that some film scholars disagree, but Cutter argues that different patterns of shots found in today’s films go better with natural fluctuations in human attention because each new shot forces the audience to refocus on the film. There is a fine line though: films with too many short shots require too much attention, while films with too many long shots may allow the audience’s attention to wander. A strategic mix of short and long shots will help keep the audience engaged and entertained.   

Of course, there are obvious exceptions. Recent popular movies such as “Birdman,” “Gravity,” and “1917” have almost no visible cuts at all. However, all three films take advantage of modern technology to move the camera in ways that would have been impossible even a few decades ago.

2. More Motion

Motion and action in a film help keep the audience’s attention. Have you ever watched an action movie and noticed your heart beating fast? Was your adrenaline pumping hard? It’s your body’s physiological response to motion within a shot. Filmmakers carefully and intentionally craft the motion we see on screen, to match the dramatic intensity of the scene.  

3 Changing Light

Modern digital technology has allowed filmmakers to maintain better control over a more dynamic range of light. Movies today are often shot with much less light than their predecessors, allowing for more naturalistic effects. Take “Collateral,” for example, which was shot in the nighttime streets of LA with mostly natural light. Additionally, modern films are often much darker than films made in the gold age of Hollywood. And even the application of color has been adjusted to suit the taste of modern audiences. As Cutter explains, bright colors have stayed the same but interestingly dark colors have gotten darker.

An example of this is “Harry Potter and the Deathly Hallows: Part 1.” Notice that some shots from the trailer are extremely dark with only small focal points of light in the frame. Filmmakers use this technique to control where the audience looks and what they see.

4. Other Factors

There are other factors that have played a part in how film has evolved such as Blu-ray discs and IMAX theaters. Audiences can now also watch movies on smartphones, tablets, and computers, and stream movies through platforms such as Netflix.

Of course, these are just the changes in visual style that have been made possible by new technologies. Perhaps the biggest changes are those brought about by changes in society. But that’s the subject for another article.

Want to study film and filmmaking further? Explore our Filmmaking Workshops and Degree Programs to find one that fits you and your schedule.

National Pride Month: Movies and Stories That Deserve an A+ on Pride

“Angels in America”

This sweeping, breathtaking six-part HBO miniseries covers a number of important issues facing the LGBTQ+ community in the mid-1980s, including the rise of AIDS and lack of access to both knowledge and treatment regarding the HIV virus.

Based on the 1993 Tony Kushner play “Angels in America: A Gay Fantasia on National Themes,” this series delves into the lives of gay individuals in New York City and examines how politics, social change, and the terrifying AIDS epidemic affects the LGBTQ+ community.

“Angels in America” garnered much critical acclaim, winning multiple Golden Globe and Emmy awards; it was the most-watched made-for-cable film in 2003.

“The Adventures of Priscilla, Queen of the Desert”

This 1994 Australian comedy-drama film follows the adventures of two drag queens and a transgender woman who attempt to cross the vast Australian Outback in a van named “Priscilla.” It became a surprise cult classic worldwide, especially in the LGBTQ+ community, for its positive and empathetic portrayal of queer and transgender characters.

The film was so popular that it was made into a Broadway musical and also referenced during the 2000 Sydney Olympics Closing Ceremony, where a replica tour bus was adorned with a giant stiletto heel during an Australian popular culture scene.

“Viva”

Set in Cuba, “Viva” is a 2015 Spanish-language Irish drama written by Mark O’Halloran and directed by Paddy Breathnach. It stars newcomer Hector Medina as Jesus, a young gay hairdresser who dreams of being a drag performer.

Jesus’s life is turned upside down when his father, who abandoned him in childhood, comes back to live with him and is blatantly intolerant of Jesus’s drag queen activities.

The clash between father and son is portrayed well; Jesus’s father must come to terms with his son’s sexuality. “Viva,” the Irish entry for the Best Foreign Language Film at the Academy Awards, made the December shortlist of nine films but was ultimately not nominated.

“Milk”

Gay rights activist Harvey Milk is spotlighted in this 2008 biographical film, which follows the career of Milk as he becomes the first openly gay person to be elected to California public office.

The film stars Sean Penn as Milk and Josh Brolin as Milk’s assassin. Directed by Gus van Sant, “Milk” covered a number of important LGBTQ+ issues, as Harvey Milk fought for gay political rights against major opposition.

“Milk” ultimately received eight Oscar nominations including Best Picture and Best Actor in a Leading Role (Penn).

“But I’m a Cheerleader”

While this satirical 1999 romantic comedy looks campy on the outside, it covers some important LGBTQ+ issues. Natasha Lyonne plays a high school cheerleader who is sent to conversion therapy camp as a cure for her lesbianism. She eventually embraces her sexuality and falls in love with another camper.

The film explores gender and sexual identity within a given social construct (the strict rules of the camp) as well as within a larger society (the outside world, which is much more accepting of homosexuality).

What are your favorite films and plays that celebrate LGBTQ+ pride? Let us know in the comments below!

Learn more about filmmaking at the New York Film Academy.

Inspiring Advice from 3 Top Animation Studios

No matter whether you’re about to start your program at The New York Film Academy’s 3D Animation & Visual Effects (VFX) School or are already deep into your journey into the magical wizarding world of professional animation and effects, we are sure that the hard work and long hours you put into your work are motivated by a lot of passion and a lot of creativity.

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Because you work so hard at what you love, we rounded up some inspiring advice to give you a boost. So regardless of where you are on your path as an animator or effects artist — whether you’re gearing up for class, tackling a tricky challenge on a project, or hunting down your next professional animation job — we thought you could use some extra insight and inspiration from animators who work for Walt Disney Animation Studios, Pixar, and Dreamworks.

Here are 8 great tips to inspire your animation and effects work:

1. Research

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Just like actors who do research for their role, animators should do research too. Even if you’re just jumping into a shot, take the time to draw or do video research. Make sure that it becomes a habit.

2. Animation Motion

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Chances are that at some point in your career, you’ll have to animate something that you aren’t familiar with creating. If you need to, break the animation down into simple components to help you.

According to Andrew Gordon and Robb Denovan, directing animators for Pixar’s  “Monsters University,” the team had to color-code Terry-Terri’s tentacles to help during the process.

3. Drawing It Out

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Aaron Blaise, an animator for Walt Disney Animation Studios, tweeted, “Try forcing yourself to draw by just laying single lines down. No searching lines. This will force you to think about every line.”

4. Mastering Technology

According to Scott Wright, an animator for Dreamworks, always look to enhance your skill set. He wrote on Twitter, “Technology changes fast. Don’t rely on mastering one program. You never know how the next software package will enhance your imagination.”

Don’t be afraid to use the different types of tools that you have. Computers and software can do CGI well. Put your efforts into the performance and let the computers help you fine-tune everything.

5. Polishing Your Work

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If you prioritize correctly, you will know what aspects of your project may need more polishing. Animation requires a great deal of time and effort to bring an idea to life, and you will need to spend a lot of time to achieve a level of work that is polished and ready to share.

6. Show Your Work

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It’s better to show your creation early on versus keeping it under wraps: you can gather valuable feedback, see your work from a new perspective, and find new opportunities to collaborate or flesh out an underdeveloped part of your idea. Creating solid animation is teamwork and that means being open to critiques.

7. Seek Out Advice

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There will be times when you feel stuck while working on an animation project, and there may be a time when someone else’s work fits better in a scene. If that is the case, go find the person who created the work and talk to them. Some animators will open up and go over scenes to show another animator how they made a scene work. Again, collaboration and critique are vital tools to help you grow and improve your work, so don’t be afraid to ask for advice from your colleagues and peers whose work you admire.

8. Live Your Life

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Animation is similar to acting in that it requires emotional understanding, a passion for storytelling, and an awareness of life experiences to develop believable characters.

Your creativity and discipline at work will draw from how you live your life, so take the time to travel or go see a show, watch people, and write about memorable experiences. Your own life can serve as a valuable resource and support for you as you develop animated scenes, whether you excel at creating funny scenes or subtle and dramatic scenes.

Either way, it’s important to learn to draw from real life, as that can give you immense insight into understanding what makes a scene entertaining for the audience. After all, your audience is full of people living their lives, too.

Do you have any inspiring advice for our animation students? Let us know below!

NYFA Conservatory: Why a 1-Year Program Is Your Next Life-Hack

We’ve all heard inspiring rags-to-riches tales of celebrities who found their big break by being discovered in malls or whisked away from their ordinary job by a chance encounter with a talent scout, director or agent. While we can’t deny this fairy tale does sometimes come true in real life, for most professional visual and performing artists the road to success is paved with hard work — and excellent training. If you’re considering the arts, you may want to consider updating your training.

Whether your dream is to make magic behind the camera, on the screen, or in post-production, don’t wait for a chance encounter with fate: you can take matters into your own hands by pursuing hands-on training in the skills you’ll need to change your own life and learn to be an artist.

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Daydreams Come True

It’s never too late to pursue your dream, but it’s important to understand what tools you’ll need along the way. It can seem like there’s a huge gap between daydreaming at your day job and actually living your dream. The good news is that there is one secret weapon that can help you find your footing as you develop professional skills while saving time: a conservatory program.

Why a Conservatory?

Picture spending all day every day doing only what you love, all while working closely with and learning from people who are experts in what you want to do. That’s a conservatory: intensive artistic training in a creative environment designed to push aspiring artists to develop their skills to the highest level.

A conservatory program is a little bit different than traditional college. Rather than requiring classes in a core curriculum of all subjects, a conservatory allows students to focus exclusively on their subject. The intensive focus allows conservatory students to develop a unique depth of understanding for their craft and receive specific training relevant to their specialty in the arts.

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Why NYFA?

At the New York Film Academy, our conservatory programs offer students from all backgrounds the training and experience they need to rise to a professional level and build a body of original work. The New York Film Academy’s conservatory is unique because we believe in “learning by doing.” That defines everything we do, and our hands-on instruction helps our students learn to handle the real-world challenges of their chosen industry, whether that’s a working film set, an animation studio, a photography studio, or a Broadway stage. In one or two years at NYFA, students complete more training in less time through an intensive, project-based curriculum crafted to prepare professionals for the real world.

Hands-On Learning

Starting on day one, we put our conservatory students in real-world situations, whether that’s behind the camera, in front of the camera, or working with software to create their own digital works of art. Learning hands-on challenges our students to learn to think on their feet, adapt and problem solve — all skills that are essential for work in the arts. Collaborative projects allow our students to work together, build a strong network, and learn to see their chosen craft from every angle.

Industry Teachers

Our students learn from a faculty of working professionals who are still active in their fields. This means that our instructors offer a direct line to the heartbeat of current industry trends and provide vital insight to the business side of the professional arts.

Incredible Locations

If you’re excited about the idea of spending a year or two changing your life through one of NYFA’s conservatory programs, check out our campus locations:

NYFA New York

If you are looking for a sense of adventure, choose a conservatory program at NYFA New York City. Our campuses at 17 Battery Place and 26 Broadway place students in the heart of one of the world’s most diverse cities, the home of independent film, the proving ground for actors, and the theatre capital of the world. For the artistic soul, New York City is alive with unimaginable hope and inspiration, and students will recognize the setting of many beloved films and television series shot in the city, from “The Godfather,” “Ghostbusters,” “Taxi Driver” and “Do the Right Thing” to “Madmen,” “Broad City,” and “30 Rock.”

NYFA Los Angeles

NYFA Los Angeles is in the heart of Hollywood, the birthplace of American cinema and the heart of the film industry. From the sunny and inspiring city to the nearby beaches and mountains, students are in the perfect place to create their own original projects in the same city that served as the location for countless classic and contemporary films and television shows, from “Sunset Boulevard,” “The Graduate,” “Tangerine,” and “Nightcrawler” to “Star Trek,” “Game of Thrones,” and “Broke Girls.” And NYFA students have unique entertainment industry opportunities, such as working on the prestigious Universal Studios backlot and in Warner Brothers facilities. 

NYFA South Beach

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“The Gateway of the Americas,” Miami is a city of diverse culture, sun, and energy, with gleaming white beaches, turquoise ocean waters, a beautiful Art Deco district, and a famed nightlife and restaurant scene that draws visitors, artists, and industry leaders from around the world. Located in the heart of the gorgeous South Beach neighborhood of Miami, NYFA South Beach offers conservatory students the opportunity to make art while exploring one of the most vibrant cities in the U.S. Miami has served as the location for many major films and television shows, including “Scarface,” “The Birdcage,” “Jane the Virgin,” and 2016’s Academy Award-winning film for Best Picture, “Moonlight.”

NYFA Australia

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The New York Film Academy Australia has two campuses, in Sydney and Gold Coast, where conservatory students can can attain their CUA60615 – Advanced Diploma of Screen and Media or CUA51015 – Diploma of Screen and Media.

NYFA Australia: Gold Coast

Our Gold Coast (Queensland) campus is located in a state-of-the-art facility in Southport, directly across from the Gold Coast Broadwater with a popular waterfront promenade, large estuary and attractive parklands. We also have our own production studios on-site at the renowned Village Roadshow Studios, where our students have the opportunity to do their production work in the backlot, the filming location of international blockbusters including “San Andreas,” “Unbroken,” “Pirates of the Caribbean: Dead Men Tell No Tales,” “The Shallows,” “Kong: Skull Island,” and “Thor: Ragnarok,” among many others.

NYFA Australia: Sydney

Australia’s largest and most famous city, Sydney is considered the jewel of the Southern Hemisphere, with one of the most beautiful harbors, great surf beaches, a magnificent opera house, and an eclectic film and music scene that adds to rich cultural environment. NYFA students have access to premier facilities and equipment and can create their own work throughout Sydney’s beautiful beaches, iconic buildings, historic landmarks, award-winning restaurants, and a uniquely vibrant culture. Sydney has served as the location for numerous blockbusters such as “The Great Gatsby,” “The Matrix,” “Stealth,” “Babe,” “Crocodile Dundee,” “Wolverine,” “Mad Max The Road Warrior,” and “Mission Impossible II.” 

Have you enrolled or completed one our conservatory programs? Let us know about your experience below! Learn more about our conservatory programs and continuing education at the New York Film Academy.

A Guide to Getting Your First Film Made (On The Cheap)

Alright, so you’ve just graduated and you’re eager to make your first feature film. And you’re broke. Let’s just assume everyone reading this is broke. Where do you go from here?

Here are some tips to help you get started on your quest to create your own low-budget feature film, outside of the comfort of school:

Rule #1: Make a List of Everything You Have

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So you have a script written, but you need actors, a cinematographer, editor, costumes, craft services, and maybe even a director.

We all know that filmmaking is expensive, but if you’re a first-time filmmaker on a shoestring budget you’re far from a Hollywood level of production quality. So take some time to make a list of all the locations, equipment, actors, crew members, or props you might already have access to for little or no costs at all.

See if any of your friends have time or tools. Got a camera? That’s somewhere to start! And once you’ve made a list of everything you have that you can make a film with, that leaves…

Rule #2: Make a List of Everything You Need

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Reverse budgeting works: figure out what or who you need. That’s all a budget is. Now, itemize everything and everyone on that list. Do your research. Figure out how much you’re able to get for cheap or zilch.

There are three ways people pay for the budgeted line items:

  • pay now (cold-hard cash)
  • pay later (deferred payment based on profits made from the film)
  • pay through product placement (sometimes referred to as “in kind,” or the “you scratch my back/I scratch yours” deal).

Rule #3: Locations Are Expensive

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Ever wonder why so many low-budget movies seem to take place in just one location? Rodrigo Cortés’s “Buried.” Steven Knight’s “Locke.” Steve McQueen’s “Hunger.” Michael Snow’s utterly sublime Wavelength. Even Barry Jenkin’s Oscar-winning film “Moonlight,” with a story that takes place throughout many decades in a character’s life, only has a handful of on-screen set locations throughout.

Every time you add a location to your story, you add in more costs and even more time. Keep that in mind when budgeting. Always remember your paperwork too. Paperwork is super important.

Rule #4: Sound is King

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You may be fretting about whether you have the most streamlined, high-tech, newest and hottest camera on the market for your first film project, but we’ll let you in on a little secret: Having good sound is equally important.

Just look at any documentary to see how good-quality audio can make a professional difference. You can find more creative solutions to shoot compelling visuals with a cheaper camera or very little lighting equipment, but audiences will be far less forgiving if your audio is impossible to listen to.

Rule #5: Have the Rights to the Music

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If you know someone who can do your soundtrack, if you can hire someone for cheap, or if you can make music yourself, go that route for sure.

But definitely, definitely do not use music that you have no rights to.

There are so many urban myths surrounding fair use laws and licensing, but the simple truth is that you can’t use anyone else’s music effects or soundtrack without their permission. Charles Burnett’s “The Killer of Sheep” wasn’t released for nearly 30 years for this very reason.

Get permission in writing if you can.

Rule #6: Thinking On Your Feet Is Okay

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If you went to film school or made some short films in the past, you’re probably well aware that it is often the case that things don’t go as planned when on set or in the editing room.

You may have spent months or even years writing the perfectly crafted script or creating storyboards and shot lists that are detailed to the teeth, but all of that is likely to change any given minute you spend on set. Let’s be real: problems happen all. the. time.

All legendary filmmakers have had to deal with this. What is their secret? They see these “problems” as creative opportunities. And as most film junkies know, some of the best scenes in movie history were completely improvised.

Rule #7: Marketing

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For most filmmakers, this is the hardest part. You’ve spent sweat, blood and tears making your baby, and now you need to deliver it to the people.

The toughest part after your film is made is getting people to care. We wish there was a catch-all tip for marketing indie movies, but there isn’t. However, we will say that marketing is something you need to be thinking of from day one, when you first begin writing the script. Throughout the process, reach out to professionals and hire a professional if you can.

What is your best advice for first-time feature filmmakers? Let us know in the comments below! And learn more about filmmaking at the New York Film Academy.

The Table-Top Gaming Revolution: Just 40 Years in the Making

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by NYFA Instructor Andy Ashcraft

So, as some of you may have noticed, table-top games — board-games and card games — are really popular right now. You can find dozens of new games in the big box stores like Target, Walmart and Toys-R-Us, and even find well-stocked selections in the big bookstores. Local specialty retail shops are everywhere, and always have people inside playing a game or two. Board-game cafes are springing up in cities around the world, where you can enjoy a beverage and a snack and borrow a game to play from some pretty extensive libraries. In Glendale, my favorite local game café called GameHaus boasts a library with about 1500 games, and is packed full of people on a Friday and Saturday night. What is happening here? When did this start?

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Even though it seems to have sprung up overnight, our seemingly newfound love of table-top games has a history going back about 40 years.  In the paragraphs that follow, I’ll outline a timeline that shows how this hobby has grown to what it is now.

Pre-1974:  Wargames, Family Games and Abstract Strategy Games.

Prior to, say, 1976, the world of tabletop gaming could be split into these three reasonably distinct categories:

Family Games

Family games were those that you could easily find in a Toy-R-Us or in a small area near the toys in a department store. These are titles I’m sure you’ll recognize: Monopoly, Candyland, Stratego, Clue (or Cluedo), Trouble, and Scrabble. You would be hard-pressed to find any suburban home in the U.S. that didn’t include at least one of these games.  (My grandfather was a huge Scrabble fan, and taught me to play just as soon as I could read. Perhaps I come to my love of games through him!)

Abstract Strategy Games / Traditional Games

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Abstract strategy games are much older than many of the family games above, like many card games using a traditional deck of cards. They include games like chess, checkers, dominoes, backgammon, Pente, and Othello. Many of these games are old enough to not require a license, and therefore different manufacturers could make games for different market segments: kid’s versions, travel versions, or expensive, hand-crafted versions that are left out as objets d’art. Similarly, anyone can publish a standard deck of playing cards, with which literally hundreds of games can be played. You can buy decks of cards at dollar stores, or find very expensive and beautifully illustrated decks, depending on your taste and budget.  

Wargames

This last type of game is the lesser-known cousin of the other two, and in many ways, the predecessor of the gaming boom we’re experiencing today. Wargames were a niche hobby for adult men (generally white) who enjoyed strategy and history. Many of these games were set in a particular historical battle. Avalon Hill was a major publisher of many of these strategy games like Tactics, Blitzkrieg, Gettysburg, and a railroad game called Dispatcher. These games typically used tiny cardboard tokens on a map to illustrate the action.

Wargaming with these tokens led to using miniatures (usually cast in lead or pewter) as nicer-looking replacement game pieces. In 1970, medieval wargame enthusiasts Gary Gygax, Jeff Perrin and Don Lowry teamed up to create a medieval miniatures wargame called Chainmail. As “an afterthought,” Gygax added a section at the end dealing with fantastic and mythological creatures, notably elves, goblins, wizards and dragons. This turned out to be quite popular and lead to the first big breakout hit for this industry.   

1974-1994:  D&D, Hobby Games and Game Stores

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In 1974, Gygax (and some others) created a company called TSR and released Dungeons & Dragons, an expansion of Chainmail where each player played as just one hero character instead of as the commander of an army. It was the first role-playing game (RPG) and was enormously influential and innovative. There have been hundreds, if not thousands, of table-top RPG’s published since then, and an equally vast number of computer RPGs. A great deal has been written about Dungeons & Dragons so I won’t get into too much detail, except to point to this moment as a big expansion in the hobby.

At this point, game conventions began to grow from small gatherings where groups of friends spent the weekend playing games together to the 90,000+ people that are expected to attend GenCon Indy this year, it’s 40th anniversary. Gen-Con, the “best five days in gaming,” brings more money into Indianapolis each year than any other event outside the Indianapolis 500. Los Angeles alone hosts three much smaller game conventions each year.

These game conventions became fertile fields for design-oriented players to start making and sharing their own games, and some cult classics first appeared in these venues, often as self-published packages sold in ziplock bags: Wiz-War, Talisman, Cosmic Encounters, Battle Stations, and Insecta are examples of these “early” hobby games.

Another direct spin-off of Dungeons & Dragons is the British company named Games Workshop. Early on, this company had the license to publish D&D (and other American games) in Europe. They were both a publisher and a brick-and-mortar retailer, with a rapid growth during these 20 years. Games Workshop also published their own games, like Fury of Dracula and, more importantly to them, Warhammer and Warhammer 40K.

Warhammer (and the 40k variant) are a return to miniatures-based war-gaming, with players commanding large armies of elves, orcs, and other fantasy creatures. They teamed up with a miniatures manufacturer named Citadel Miniatures to create a line of figures that were a requirement to play the game. These fantasy tabletop wargames became their core business.  

During this time, the hobby began to acknowledge the best games for their excellence. The Germans were the first to start awarding prizes in the field of game-design. The Spiel de Jahres was awarded in 1979, and two other awards started in 1989/1990: the Kinderspiel de Jahres (for children’s games) and the Deutscher Spiele Pries. That same year, the American Mensa organization would also begin awarding the Mensa Select to games that promote thinking and learning. In 1991, Games Magazine gave their first Game of the Year award.

1994-1999:  The Years of Magical Thinking

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In the mid-’90s, the industry saw two big shifts that would help swing this niche hobby into the mainstream — Magic: The Gathering, and a simultaneous surge in creativity from Europe.

Magic: The Gathering debuted at Gen-Con in 1994. At the heart of this game was a then-revolutionary idea: what if there was a game you could play with trading cards? Instead of buying the entire game at once, players would buy smaller packs of cards, trade individual cards with each other, and play with the cards that they had collected. Each “booster pack” of 15 cards included one rare card, three uncommon cards, and 11 common cards. It was a huge hit, selling out their first few print runs, and ultimately changing the business of tabletop gaming across the U.S.

The game’s setting was a fantasy world, much like Dungeons & Dragons and Warhammer. Each card had a beautiful illustration, and the game itself could be played in 15-30 minutes. It took the company, Wizards of the Coast, a year or so to come to grips with their nigh-instant popularity and get their production pipeline flowing. The game — colloquially called “Magic” or shortened even more to “MtG” — was inherently open-ended so that Wizards of the Coast could release new sets of cards that could be added to each player’s collection. The growing community of players created a rich secondary market for the most useful cards, and some of these cards would be instantly worth 10 times the cost of the booster pack they’d be found in.  

Within two years, most tabletop game retailers were making the lion’s share of their income selling only these card packs. I remember hearing stories of game shops that were burglarized during this time where the thieves took nothing except boxes of unopened Magic cards.   

The market for this game was typically young men, and Wizards of the Coast realized something important: they were bringing new people into the hobby. They followed this success in 1996 by publishing a similar trading card game, slightly simpler, and based on a video game series popular among both boys and girls: Pokémon. The game’s slogan told you exactly what they wanted you to do: “You gotta catch ‘em all.”  

There were many other collectible trading card games that followed these two, but none as popular.   Wizards of the Coast created a rich and stable platform for a brand new generation of gamers. By 1999, Wizards of Coast had purchased the flagging Dungeons & Dragons publisher, TSR, and released a new version of that game, too. Wizards of the Coast has since been purchased by Hasbro, and now you can purchase Magic and Pokémon cards in very mainstream retailers like Toys-R-Us and Target.

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Meanwhile, in Europe, an explosion of creativity was also happening around board games. The story I heard, which may be apocryphal, is that a German marketing company did a survey asking young adults what they liked to do best on a Friday night. They expected to get answers regarding drinking and night-life, and were surprised to find out that a very large number of people liked to stay home and play games with the friends and family. It’s not clear from the story whether this caused publishers to pour money into tabletop games, or was the result of publisher money spent. What I do know is that by the late 1990s, a tidal wave of European board and card games were showing up in my local game stores, and they were wildly different than anything we had seen before.  

Some of these early “euro-games” were Settlers of Catan, Agricola, Carcassonne, Bohnanza, and Tigris & Euphrates.  These games were richly detailed, beautifully made, and introduced us to entirely new game mechanics. These were games made for people who liked deep strategy but with brand new themes: you could play as a tribe of people settling an island, or a plantation owner, or a city planner, and have that same strategic experience that had been mostly relegated to war-games.

1999 – Present:  The Mainstreaming of Games

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And so we come to what I consider the current era of gaming, a golden age for sure! I think it is also important to make two small digressions:  

  1. Gaming has grown in prominence in parallel with the popularity of manga, science fiction, fantasy and the supernatural genres on TV and at the box office.  
  2. Globalism (and the internet) has made it much easier for a small game publisher to make a much more high-quality product than was possible even in the 1980s.  

But let’s talk about the games themselves, the kinds of fun they create, and the affect they have had on the hobby.

Cooperative games have had a resurgence in popularity. There were a few early games (Dungeon! and Arkham Horror) that fit this description; games in which players work together to win or lose the game collectively. The title that really broke this type of game out is Pandemic, where the players are CDC (Center of Disease Control) Agents racing around the world attempting to find cures for rapidly growing, and thankfully abstracted, diseases. One of my other favorites is Red November, where you play as the grog-drinking Gnomish crew on a sinking submarine.  The fun of these games is intensely social, and their steep challenge — the players frequently lose these games — creates their delicious tension.  

Werewolf (and the similar game called Mafia) originated as party games that you could play with a group of people and a few normal playing cards. These are called social deduction games, where the players attempt to figure out which one (or more) of them are secretly playing against the rest. In the case of Werewolf, most players play as villagers, but among them are also secretly werewolves. Each round, the entire group of villagers can eliminate one player in the hopes of getting rid of the werewolf, then, while everyone else’s eyes are closed, the secret werewolf eliminates one other player. The popularity of Werewolf spawned a multitude of other social deduction games in a wide variety of themes. These games are meant to be played as party games, and are fun as purely social events.

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Magic: The Gathering is still going strong, of course, and the publisher of that game has refined its approach to the community of players. They have defined a suite of tournament types to appeal to different types of players. The truly hard-core players can play in “Unlimited” tournaments, which allow almost every card ever published to be used in the game. This appeals to those collector/players who have spent years and/or fortunes collecting the rarest and best cards. The “Standard” format only allows cards published within the last two years, basically, which means that newer collector/players can compete. “Booster Draft” tournaments are the most casual; players do not need to own any cards at all to play because they will “draft” cards from a brand-new booster pack before passing the remainder to the next player. Afterwards, they use these cards create their decks and play. They also created a world-wide database of players and track their wins and losses, ultimately leading to world championship tournaments that only the best players are invited to.

A few other new genres of games spun out of the collectible card games, like MtG. 7 Wonders is an example of a “card-drafting” game, where the entire game is just “drafting” cards — players choose cards from sets being passed around. Another game, Dominion, was the first of many “deck-building” games, where you start with a small set of cards and acquire more cards to add to your deck as the game progresses. Both of these game mechanics are part of the larger Magic game, but as these clever game designers realized, could be fun experiences on their own.  

One of the most recent innovations in game design is the Legacy game. The first Legacy game was Risk Legacy, developed in-house at Hasbro by Rob Daviau and Chris Dupuis and published in 2011. Risk Legacy takes the classic Risk strategy game-play and adds elements that persist from one game to the next. For example, a faction might gain an ability, or a territory space on the board could be modified in the first game, and that change would persist through the games that followed. These games are meant to change and evolve as they are played, and generally have a limited number of plays in them before the game once again becomes static and unchanging. This idea of persistent changes is at the heart of most tabletop role-playing games like Dungeons & Dragons, but had never been applied to board games before.  

As a counterpoint to that, some tabletop games are role-playing games reimagined as board games, card games or dice games. These experiences have pre-made player characters, pre-written adventures, little (or no) persistence, and tons of interchangeable tiles and miniatures. Good examples are the traditional fantasy-themed Descent and Thunderstone, or the adorably anthropomorphic Mice & Mystics.  

All this innovation brought new players to the table and the hobby continued to grow. In 2000, a website called Board Game Geek was founded and hosts a vast, user-edited database of table-top games, reviews of games (and an important game-rating system), tutorials on how to play and/or make games, pictures of games, and discussion forums.  Gamers can share their game collections and their experiences with others around the world.   

Now: The State of the Union

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Finally, since we’re talking about the internet, we must include Kickstarter. Kickstarter, launched in 2009, is a popular crowdfunding site that, has really clicked for the hobby games community. The first tabletop game sold on Kickstarter (Alien Frontier, I think) funded in April of 2010 for about $15k. As of this writing, the largest amount of money raised for a complete game was $8,782,571 for a game called Exploding Kittens. There are, as of this writing, 245 different table-top game projects with active Kickstarter campaigns.

$8.7 million is an outlier of course, but it does show how big the market for a game can be. Typically, the budgets for games are much, much smaller. The average publishing deal, in which a game designer licenses a game to a publisher to publish, is for five years. That publisher will print maybe 3000 copies of the game, which is just enough to get a few copies into most specialty retail shops and sell a handful at conventions.

An average MSRP for a game is around $40, so math tells us that an average game is expected to earn about $120,000 over five years, which must cover the cost of goods (and shipping) and also pay the retailer, the distributor, the publisher and the inventor/designer. That is to say, no one is making a lot of money on these games. This is still a hobby market, even if the entire industry earned $1.2 billion in 2016 (according to this article), a 40 percent increase over 2015.

The biggest change over the last 30 years has been the cultural change: where games are played and who is playing.

I’ve already hinted at this, but to be more explicit, this hobby is now multi-generational. The kids who are playing games now have parents who still play those same games. My friend has a boy, who at 6 years old was a fanatic about trains. He couldn’t have cared any less about games until he saw us playing Ticket to Ride, and now at 14, he is a gamer. This also illustrates that there are games themed for everyone now, from war-games to gardening-themed games.

Because more kids are playing more games as they grow up, and because the parents of these kids are still playing games now, the biggest change has been in the gender-balance of the players. In short, more females are playing games now than ever before. Thirty years ago, games not for kids/families games were made for and by men. Thankfully, that is no longer the case. There has been an active push by the community to make the hobby more accepting of, and attractive to, women. As a result, the places we play have become more open, cleaner and friendlier spaces to be in. Gone are the dimly lit retail stores stacked to the ceiling with games. Gone are the dank basements where mom never wanted to go.

Further, because of the immense popularity of Magic, these retail stores have had to change their business models. A store that only sells games is not competitive anymore; your store must also have space to play games. On Friday nights, you need to have space for Friday Night Magic, the weekly MtG “booster draft” tournament. During the rest of the week, you want to have people in your store playing games, or painting miniatures. In short, retail spaces have become the gathering spaces for gamers.  

A recent game prototyping event I attended, called Protospiel, was held in a retail shop in Mountain View, CA. It was a little crowded, but the store had enough space to hold 50 tables, each with room for 6 players. The amount of space this store dedicated to play-space was much larger than the amount of space dedicated to selling games (and snacks).  

And in conclusion…

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I wanted to provide an overview of why this hobby has suddenly (over the last 35+ years) exploded in popularity. I’ve given you the long answer, but the shorter answer is this: The time was right for innovation along multiple fronts — creative, business and technological — to turn a very niche hobby into a much more mainstream hobby. New games are being made, and the best games (and designers) are praised for their excellence, which raises the challenge to the next game designers to make even better games, which then attract even more people to the hobby.  

This is also a good place to add that many of us spend much of our day slaving over a hot keyboard or staring deeply into the soul of a computer screen. Perhaps tabletop gaming provides exactly what we need right now: fun, safe, human interaction.

First Day of Summer: 5 Awesome Movies To Watch Before Starting Your Summer At NYFA

Are you starting a course at NYFA this summer and wondering how best to use your time before you come for class? Here’s a tip — celebrate the summer doing what you love: watching films!

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There’s no happier way to spend a summer afternoon than by watching an awesome film with popcorn and a cold drink. Here are some fun movies you might want to check out to beat the heat.

1. “The Sisterhood of Traveling Pants” (2005)

At first this may sound like the average teen movie: four girls who are going to be separated for the first time over the summer all promise to stay in touch with each other. While shopping, they come across a pair of jeans that fits each of them perfectly, and they decide to share the pants among their group over the course of their summer holidays.

Yet the traveling pants serve another purpose: to teach the girls important lessons and infuse their lives with magic, miracles and the things that matter. This is a film about love, heartbreak, identity and facing adulthood that you won’t forget too soon.

2. “I Know What You Did Last Summer” (1997)

If romantic comedies or drama aren’t up your alley, and you like the taste of thrill, this horror/mystery flick may be what you need.

Once again, we have a group of four teenagers. This time, they’re covering up a car accident. A year later, they are stalked by a murderer. Drawing from the urban legend of The Hook, this film’s got quite a cult following, with two sequels and a great soundtrack of rock songs to chill out to.

3. “Vicky Cristina Barcelona” (2008)

Of course, you can’t go wrong with a Woody Allen comedy flick. Here, two American women are on a trip to Barcelona, where they encounter an alluring artist who’s into both of them … as well as his ex-wife.

Complete with a beach holiday in beautiful Spain, polyamory and stellar acting, this film has a dreamy and intoxicating quality that’s perfect to watch in summer.

4. “Little Miss Sunshine” (2006)

If you like road trips, this film is a safe bet. Meet the dysfunctional Hoover family, who are convinced that the youngest member, Olive, needs to win a beauty pageant. To that end, they embark on a cross-country journey in a VW bus.

Hilarious and heartbreaking, this gem of a film was nominated for four Academy Awards and won two, including the prize for Best Original Screenplay.

5. “500 Days of Summer” (2009)

Not a summer film per se, but it deftly examines a lot of themes connected to our idea of an ‘endless summer’: true love, a perfect relationship, this period of joy we’re convinced shall never end, intoxication, childhood daydreams and so on. The film reverses the typical ‘boy meets girl and falls in love’ trope where the boy is hopelessly in love and the girl isn’t and is told in non-linear flashbacks.  This is a film about wanting something you can never have and being okay to live without it. Summers always end, but we need to keep on living and this movie will show you how.  

What’s your idea of a perfect summer? Are there any other films you need we should add to the line-up? Let us know in the comments below! Spend the summer studying visual and performing arts with NYFA.