Hi, my name is Angie and I am an artist and animator specializing in computer generated character and creature animation. As an animation director/supervisor and lead animator I work closely with directors and vfx supervisors to design character performances and sequences for major motion pictures, commercials, and games. I enjoy the challenge of moving between the “sweet and endearing” and the “evil and deadly.”
I am Assistant Professor at the University of Southern California at the John C Hench Animation & Digital Arts School of Cinematic Arts and advise undergrad and MFA candidates on senior thesis projects.
My film and commercial work include Oscar-winning films, two Clios, and one VES award. I started my career working in video games including ODDWORLD: ABE’S EXODDUS – (Oddworld Inhabitants), DINO CRISES 3 – CAPCOM, and RED DEAD REVOLVER – Angel Studios. After six years working in games I moved to a successful career working on features like the VES (Visual Effects Society) Award Winning STUART LITTLE 2, XMEN2, SMURFS, Spike Jonze’s short film I’M HERE, and Academy Award winning film PAN’S LABYRINTH.
I have created animation for film, music videos, television, ride films, games, virtual reality, simulation experiences and commercial projects at various studios including Buck, USC Institute of Creative Technologies, Walt Disney Feature Animation, CAPCOM – Japan, Angel Studios/Rockstar, Sony Pictures Imageworks, Method Studios, Mirada/Motion Theory, The Third Floor, Brand New School, Digital Domain, Asylum FX, Cinesite, Psyop, Oddworld Inhabitants and Rhythm and Hues.
My clients range from MSN, Geico, Stolichnaya, Toyota, Honda CrossTour, KIA, T-Mobile, Disney, and Coca-Cola. I authored three books on animation and taught at several institutions in the Los Angeles area including Gnomon School of VFX and iAnimate. My most recent animation book is called “Thinking Animation: Bridging the Gap Between 2D and CG” and she routinely writes for her popular animation blog (carrying the “Thinking Animation” namesake).
I earned a Bachelor of Fine Arts degree in Electronic Arts from the Atlanta College of Art and a Master of Fine Arts in Painting from Laguna College of Art + Design. In addition, I studied classical painting and drawing at the Kline Academy and Los Angeles Figurative Art Academy.
My personal work has been exhibited nationally, including Ball State University Atrium Gallery, Laguna Art Museum, Bedford Gallery, Beverly Hills Arts Show, Cella Gallery, Fullerton Art Museum, and The Chandler Center for Art in Arizona, Rockford Art Museum and James Gray Gallery.
My artwork has been published in LA Weekly, Apartment Therapy, Platinum Cheese, Where LA, Quiet Lunch, and Projection Mapping Central. I lives in downtown Los Angeles where I spends time painting on enormous canvases and building new computer generated worlds of motion.Download Resume
Study is something I am invested in for life. You cannot exist as an artist in a vacuum and I find innovation through study and observation.
1 year training, 1 year performing
“The whole purpose of education is to turn mirrors into windows.” ~ Sydney J. Harris
Thinking Animation: Bridging the Gap Between 2D and CG
Learn how to think before you animate. Thinking Animation is a one-of-a-kind book that emphasizes how artists can use traditional animation techniques and principles with the computer generated animation technology of today. Written by seasoned animators with experience in both 2D and CG, Thinking Animation is an exquisite guide aimed at experienced animators; however, the skills taught within are still accessible and valuable to the novice animator. This full-color book includes numerous interviews with experienced contributing authors from a wide range of backgrounds, including stop-motion, visual effects, traditional animation, and CG. Thinking Animation is non-software specific. It contains a history of the field of animation as well as insight into how CG studios operate. It embraces the future of animating with the computer while still retaining the core values that traditional animators use as formulas and principles.
3D Studio MAX 3(r) Professional Animation
3D Studio MAX 3 Professional Animation is the only book that take you extensively through the 3D Studio MAX 3 animation process, showing you the techniques that professional animators use to create everything from simple animated particle effects to complex character animation for Web sites, video, film, and other multimedia formats. Written by a group of top-flight 3D animation professionals, this book features the real deal–real-world applications and advanced tutorials: make bipedal, quadra-pedal, and multipedal characters walk; use Cstudio’s Biped and Physique; build and animate a realistic human skeleton using MAX Bones IK; create complex scripting with MAXscript to enhance MAX’s capabilities; produce muscle-based, multi-layered facial expressions and lip syncs; create deformable objects and fine-tune them with space warps; display and edit trajectories; and animate cameras, lights, and atmosphere.
Inside 3d Studio Max: Animation
Volume III of the ultimate 3D Studio MAX reference provides hands-on tutorials on creating realistic an imation. 3D Studio MAX’s revolutionary new animation capabilities have set the industry on fire. And this is the most focused, in-depth reference on creating animation with 3D Studio MAX available.
— Hot techniques, tips, and hints from expert animators are contained
— Provides detailed coverage of Character Studio’s Biped and Physique features
— CD-ROM includes exercise files, sample animations, texture maps, and MAX plug-ins
ACADEMY – Oscar Best Achievement in Cinematography
Best Achievement in Art Direction
Eugenio Caballero (art director)
Pilar Revuelta (set decorator)
Best Achievement in Makeup