When
not working or taking classes, Dennis taught himself Strata
on a painfully slow Mac. Dennis created an Honors course
with Professor Dan McLaughlin (the head of UCLA's Animation
department). The result of this study was a 3 minute animated
short entitled "Meet Your Maker."
Armed
with this very primitive animation and his Photoshop expertise,
Dennis applied to Viridis - a local game company. Despite
volunteering to work for free and vacuum their floors while
he proved his abilities, they told him they'd call him some
'other' time. That call came two weeks later, when they
asked him to come in over his Christmas vacation and model
a shark and animate it swimming. He taught himself 3DS4
and finished the work in 1/4 the allotted time. He was hired
on the spot, and 4 months later made lead artist. Here he
worked on various games including Jester (Playstation),
BattleSphere, and as Art Lead on Firewolves. Dennis was
also in charge of modeling, rendering, editing and creating
audio for the company demo reels, as well as all print ads
and logos for the company and it's game.
When
Viridis inevitably went the way of the dodo bird, Dennis
spent six months teaching himself, studying every book he
could find, and basically honing his skills. "At a company,
you generally get hired to do the things you already know
how to do. I wanted to break out of the box and really focus
myself on character work, and specifically, character animation."
During this period, he started 3DStorm... his own little
pseudo company. He also spent 12 hours a day on his own
projects, teaching himself new techniques. The fruit of
this work was landing a gig writing the first 4 chapters
of Inside 3DStudio Max 2 Volume III: Advanced Animation
book. Dennis also has a shared credit for the 3DStudio Max
3 Bible cover art. Next, Dennis modeled and animated all
the characters for the N64 game, Charlie Blast's Territory,
then created architectural fly-throughs for Boston University's
Architectural School, and modeled the main character for
a national CircleK commercial.
Dennis
then took another 6 month learning hiatus and futher developed
his character skills. It was this time period where he really
advanced his animation skills, which he would need for his
next job...
Dennis
was seduced away by the dark and pungent powers of Dragonstone
Software for their crowing project: Dragon's Lair 3D. In
charge of the character work, he was quickly promoted to
the company's Director of Art and Animation. It was during
this time that he had the opportunity to work directly with
Don Bluth on his animation on two different occasions. He
also got pointers from Gary Goldman and John Pomeroy...
This was a huge honor, and a great learning experience he
won't soon forget. The project was a demanding one, and
Dennis alternated between working 120 hours a week on animation,
modeling, direction and recruiting, while acting as a stand
in lead designer to keep the project hitting it's milestones.
He spent 10 months of sometimes 120 hour weeks, showing
at a gym, and sleeping on an air-mattress at work every
night in an empty cubicle with a cardboard monitor box over
him like a tee-pee to keep the lights out. The rare occasions
he did go home greeted him with a 120 mile commute.
Following
the old addage "slavery... bad", Dennis left Dragonstone.
Tired of the computer-geek/homeless-person-lifestyle, Dennis
took a job as Creative Director for the internet application
company iPal, Inc. At iPal, he was in charge of design and
implementation of the website, flash demos, interface designs,
and user testing.
Dennis
left iPal in the fall and is cocooning again, working his
evil magic and preparing to burst back into the animation
world. He's focussing on 3D character animation, and experimenting
with exporting the characters to Flash and making them interactive.
"It's what I love to do. There's nothing I'd rather be doing
than breathing life into characters."
Dennis'
Thoughts On Production:
Anything
that comes between those that produce and their product
is truly evil. I've seen a lot of poor management in my
time, and the botchery I see continually is hiring qualified
people and then not letting them do their job. Management
should augment the flow of production... not impede it.
One of the best managers I ever had just doled out the work,
got us what ever we needed, and left it up to us to live
up to our commitments. He was a total stand-up guy, and
you didn't want to let him down. He wouldn't go home until
everyone else went home, even if he just stayed to get you
food and keep you company. When things went well, he'd give
credit, and when things got behind, he'd take responsibility.
To me, as management, that's the job description. Get the
respect of your team, and they'll follow you into hell.
That's how you get a team that'll produce.