I honestly love animation, and I got my current job because of my animation skill set. As of right now, I'm being steered into every facet of game art asset creation. I tried to postpone this direction change as much as I could, hoping I could stay in CG-animation for film and web only, but the job (and life) has a funny and persistent way of shoving me back in the way of an unstoppable force. So now I am part of a very well-funded indie game studio start-up in central PA. I'm not complaining per se, but my free time is currently nonexistent. So no time to work on personal projects. =/
Obviously, I will still try to weasel in some motion graphics whenever I can, but it is currently on the proverbial back burner.
JamesDohertyEsq said: Would anyone strongly disagree that there's a slight sense of instability with this career?
I wouldn't argue with that at all. I always remind myself that ultimately what we do can be considered by many to be dispensable. We might disagree, but in the grand scheme of the various careers out there, it's true.
I think what can also drive that feeling is that motion design (or any design for that matter) is driven by trends, and no matter how much we stay on top of things, we'll probably fall behind on the trends and up-and-coming designers pick up where we leave off. That's why I think many people migrate to creative directors in this field.
Now, so as to not leave this comment on a complete downer, the nice thing about this field is that there's so much room to move laterally as well. Get tired of 2D? Start learning 3D. Don't want to model all day? Start moving to lighting or rigging. Or be a generalist and move all over all the time.
Actually, you're not too far off there with the sculpting bit, Zickar. Following up on advice from a couple character modelers, I've started to do some physical sculpting with clay to try to get a firmer grasp on it. And it has actually helped.
My career in animation has pushed me through new and different areas a handful of times. From 2D to 2.5D with After Effects, to 3D mograph with C4D, then to modeling with Maya, and now to game asset creation with Maya/UDK. Crazy ride. But the more I think about it, the more I end up being content with just embracing the changes rather than fighting them. Who knows where it could go next, but I'm looking forward to it.
It looks like you're new here. If you want to get involved, click one of these buttons!