Abraham

Motion Designer

Meet the team
/
2/11/23

We caught up with Abraham, one of the motion designers here at Buff, and spoke with him about his experience working in the animation industry.

What does a typical day look like for you?

Hello 👋🏾,

So far, a “typical day” at the studio could mean just about anything from animating, designing, experimenting and losing at table tennis against Mark for the dozenth time… But as part of the motion design team at Buff, my main role is to translate storyboarded design, created by our ridiculously skilled designer(s), into animatics (sequenced stills to establish timing), experiment with a couple of ideas and finally translating designs into mostly 2D animations for explainer videos, animated brand assets and even motion toolkits [sample animations that represent the essentials of a brand’s motion language] at the best of my ability.

I might also be involved in the early exploration phases, after we get the script from a client, where some of the creative team get together and brainstorm how we can translate the script into compelling and understandable visuals - before the designers in the team begin exploring the design or illustrative style for the overall look and feel (i.e. Styleframe phase).

As multiple projects tend to run simultaneously, often at different stages, I might find myself spending a couple of days animating project A, then working on delivery for project B while we await feedback on project A.

How did you get into animation?

Some days I also wonder…

Originally convinced I wanted to become a hardware engineer and build my own Android phone, at the last minute, I was recommended to look into Creative Media & Technology while picking a subject for college/high-school.

From the get-go, the course exposed my peers and I to a more hands-on and autonomous way of working compared to secondary school, exposing us further to content creation with tools like Premiere Pro, After Effects and designing in Illustrator and Photoshop as part of our briefs. It was a challenging course, but there’s something about creating your own content, instead of just consuming it, that flipped a switch in my head.

My peers and I would often consume a ton of video content, ads, clips, animations and games, and try recreating things we saw from tutorials to emulate those. In my case, most of it looked crap, but there was no pressure; we were in an environment where learning new tricks was more important than making a stellar video/animation.

What might have later gotten me to this point was the act of just creating for myself. I did more of this in the basement of my uni’s UX course, often experimenting during the summer to add yet another project to my Behance portfolio.

Doing all those things made me watch more tutorials, curate projects I liked, email and DM people I admire, as well as follow new artists and studios, shamelessly imitate their work, feel like garbage because my stuff looks really bad, iterate on it till it looks less crappy and post it online. I try doing that for new, interesting ideas I have – until I’m tired of looking at it. All of that stuff eventually added up to a portfolio of work that convinced people into hiring me for stuff. But I’ve said too much 🤫

What are your tips for creating a great portfolio or showreel?

While my portfolio (and general presentation skills) still need improving, I remember discovering UX/UI case studies on Behance back in college, and marvelling at how in-depth and well designed they were. Often being one continuous chronological journey from the brief to the final thing, and everything in-between, showcased boldly and using the white space so creatively. I was more impressed with the presentation than the actual outcomes at times.

While that can’t always be done for every portfolio project (making updating them even more daunting), I’ve personally learnt a ton from observing how other people present their projects, saving them, and making notes for how I could imitate or incorporate what they did into my presentation. Little things from how they order the project, their choice of embeds, the header/thumbnail image or the layout (and amount) of the text.

I’m personally still iterating on how best to present the work across platforms, but taking time to really show it in a way that does it justice, and implementing what some more “professional” creatives do, can be really worthwhile, especially for the bigger projects :)

What are the most exciting aspects of your role?

There’s something about being handed a still image/design and starting to imagine how I can go from nothing to something unexpected and lively. It's a daunting process, as I often struggle to come up with good ideas, but every now and then it’s just nice to sit down, play some music and start sketching down (or gesticulate) ideas for how something can move in an interesting way.

Despite my limited knowledge of software and animation, I’ve been trying to be more expressive with movements and approach things in a more playful and bouncy fashion (when appropriate), and dial it down or up depending on feedback received or the execution I see in front of me.

While most of what I ideate turns out feeling a bit meh, on a few occasions, through sheer iteration and perseverance, I’ll stumble on something that excites me and really sets the tone for the shot or entire project I’m working on. The tricky part is maintaining that momentum and quality, but something worth striving for.

On a few occasions, through sheer iteration and perseverance, I’ll stumble on something that excites me and really sets the tone for the shot or entire project I’m working on.

What do you like most about working in the creative industry?

I became more aware of the creative industry by chance, having no clue people could get paid making graphics, illustrations, animations and other weird forms of media I’m still unaware of myself.

Ultimately, what I love the most about this industry is its low barrier of entry. Unlike some other disciplines, almost anyone around the globe, with whatever level of education, can take part in it. Equipped with a decent computer, an internet connection, the relevant software and some quality time, anyone can get creating, experimenting and sharing what they are capable of, get feedback and (hopefully) improve with every new project/post. While it can be daunting, for better or worse, I’ve noticed how it’s a “show me” what you can do, rather than “tell me” kinda discipline - the work does most of the talking, without needing to show any degrees, awards or fancy diagrams for why one might be qualified for the job.

But on a day to day, what I’m starting to notice (and really appreciate) is how some of the best artists, designers and studios I admire, tend to be the ones who retain their inner child, coupled with experience, and really channel it into the work, obsessing over the details and putting themselves into whatever it is they do. Doing that well, I’m learning firsthand, can be really difficult, but I’m fortunate to know people (both at Buff and outside) who are also working towards achieving that. And reminding me of the importance of doing the best you can, but also not taking yourself too seriously - which is great as I can be quite immature 👉🏾😬👉🏾

What has been a highlight of working at Buff?

While I wish I could say it was “Completing X project” on my own to a spectacular standard (hopefully one day), surprisingly, I think it’s been about the simpler, more team-focused moments that have been noteworthy.

First and foremost, it’s the feeling of being surrounded by really skilled and hard-working people who are honest about what they know, and what they don’t, all while trying their best day in and day out to tackle what they struggle with in a non-judgemental environment that gives you space to breathe.

Secondly, it’s observing everyone’s taste in design, animation and illustration, and realising how compatible, yet distinct they are from mine, which makes me realise how this is a place where my evolving taste and inclinations are welcome and encouraged.

Lastly, it’s also been witnessing the blurring of work and personal life (in a good way) through each of our Buff Socials, Away Days, Anniversary Lunches and Inspiration Hour gatherings, where I get to learn something new and unexpected about the team members, from witnessing someone’s mad skills on the dancefloor to how hyper another gets when they’re 3 Margaritas in. Things like these keep the dynamic quite interesting and unpredictable.

What is the most challenging aspect of your job?

Meeting deadlines, whilst maintaining a high quality. 

Before finishing uni, I knew I’d struggle with that, and after a year at Buff, I’m still hit with a slap of reality of how client projects will often have tight deadlines we can’t always push back on, which need to be attacked with a certain level of efficiency whilst delivering something we’re still proud of. Learning to “cut your cloth”, is something our creative director, Tom Allen, often reminds us of - that is, assess the brief’s parameters, the time available and your resources, to problem solve a workable creative solution.

As much as I'd love extra time on everything I work on, and push it a bit further, often a deadline’s gotta be met anyways, a skill I still need a lot of improvement on, but grateful to be in an environment that’s understanding of that.

What is the most rewarding part of your job

Most of the great designs I’m handed tend to freak me out a lil bit, wondering “how the fudge do I animate this well?!?”, promptly followed by “I should’ve become a priest like mom wanted”, but due to the invigorating power of a looming deadline, I gotta begin even when I’m not ready, often starting by making tests for something I don’t know, picking up or developing new animation techniques/effect and experimenting with something I saw from another project to make a shot work.

That process of figuring things out, making notes of it, and iterating on it on the fly and slowly seeing it all come together feels like I’m making the most of my cognitive and creative abilities. Like Spider-Man swinging through buildings, but with keyframes and the thrill of After Effects crashing at any point keeping me on my toes.And while there are setbacks and unexpected issues here and there, when I finally manage to finish “the thing” to the best of my ability, and see multiple instances of it, at different parts of the animation in front of me, I’m like “Yeah, that was worth it”.

It’s the feeling of being surrounded by really skilled and hard-working people who are honest about what they know, and what they don’t.

We polled some questions on LinkedIn and here are some specifics that people wanted to know:

How many projects does the core team balance? And how do you deliver high standards whilst juggling multiple projects?

The creative team’s workload tends to vary on period and experience level, but in my case, as a more junior motion designer, say in a busy period, I might be juggling 2 to 3 projects during a given period.

This doesn’t necessarily mean I’m literally jumping between 3 projects in a regular day, but rather, I might be scheduled to start/continue animation on project A (for a couple of days), while our production team awaits feedback on project B, often rendering files for the delivery stage of project C in between.

Again, this tends to vary depending on experience level and how busy of a period we’re in.

What do you feel like are the more critical stages of your creative process?

While I tend to have an urgency for the animation stage, as I personally find it the most challenging, I’ve learnt firsthand and through observing our studio process how critical the pre-production and design stages are, especially the scripting stage from which everything else stems from. While I get tunnel vision for trying to make things move smoothly, if the overall script, thus the narrative, is weak, not only would we have failed the brief from the get-go, but the subsequent storyboards won’t flow as clearly - making animation even more challenging.

I’ve noticed how gathering different team members, during the scripting & storyboard stages, can help make the narrative clearer and potentially generate interesting and smarter visual design approaches to how we translate the script. Thus giving the motion designers confidence that what they’re animating makes sense before we even fire up our tools.

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Meet the team
/
2/11/23

We caught up with Abraham, one of the motion designers here at Buff, and spoke with him about his experience working in the animation industry.

No items found.
Next Blog Post

If you want to keep up to date with our news and job vacancies, give us a follow and keep an eye open.

If you want to keep up to date with our

news

and job vacancies, give

us a follow and keep an eye open.

Join our newsletter
Leave us with your email to
get updates from the studio

Meet the team
/
2/11/23

We caught up with Abraham, one of the motion designers here at Buff, and spoke with him about his experience working in the animation industry.

No items found.
Next Blog Post

If you want to keep up to date with our news and job vacancies, give us a follow and keep an eye open.

If you want to keep up to date with our

news

and job vacancies, give

us a follow and keep an eye open.

Join our newsletter
Leave us with your email to
get updates from the studio