SERGIO PABLOS INTERVIEW
Animator and Designer
Thursday, July 12, 2007
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THE INTERVIEW

Tell me a little bit about yourself, about your life? Where did you go to school, and what classes did you study? What helped prepare you to become the artist that you are today?
Let´s see. First, I should point out that I am what you would call a "vocational" animator. In many cases, many of the animators who I went to school with would comment on how they never had considered Animation as a career choice until recently. That was not my case. My parents tell me I was five when I first decided I wanted to become an animator. Of course, they though that I would grow out of it, but seeing as how I was still bent on it at the age of eighteen, they started to take it seriously. They reluctantly sent me to Cal Arts. I say reluctantly, because they were convinced that Animation wasn´t the right choice. I guess they figured that I would become a starving artist eventually. Hey, they might still be right, who knows?
Cal Arts turned out to be the best choice I ever made. We have a broader choice today, but back then there weren´t many schools that would give proper training for Animation. I truly enjoyed my training there, and it was the first time in my life that I WANTED to go to class. I was fascinated by every aspect of Animation. I´ve never looked back.
How do you go about designing, and what goes through your mind, from start to end?
As I´m sure you´ve heard from most designers, I always start with character. Playing with shapes in fun, but the real design comes from making judgments on the character´s psychology. I have the hardest time when I star drawing without having figured out what the character is about, what his purpose is.
I´ll give you an example: recently I did a few designs of some porcelain dolls for a friend, to be used in a short animated film. He didn´t specify any particular personalities for the dolls. He basically just wanted to fill a shelf with them. So I got to work, and I had a very hard time with it. The reason being that IO was just playing with the physical aspect of design, all I was using was shapes, trying to get the appeal in there. Somehow, the first designs I did were not all that satisfactory to me. I mean, they were technically appealing, yes, but that was it. Then, on the last couple of designs, I tried to find something to aim for. I knew the short had to be somewhat scary, so I decided to try something in that sense. The very moment I wasn´t designing just dolls, but SCARY dolls, things got interesting. I wish I had thought of it earlier.
In any case, you get the point. Form and shape and appeal are important, but not as much as the message they serve.
What is a typical day for you, and who are the people you work with?
At the moment, and for the last few years, I haven´t had a typical day in a while. Running your own place, you have to be ready for anything. I try to surround myself with amazing artists, people who aren´t specialized in a particular discipline in Animation, but are versatile enough to jump from design to Story-Boarding to Animation to whatever. That way, I can work with a small crew and keep that small studio atmosphere we like so much.
I do anything from Development on my own projects, Animation Supervision, Design, Treatments and even payroll. Not always fun, but we take the good and the bad.
What are some of the things that you have worked on?
I´m afraid my credit don´t expand too far outside of animation. That´s my passion, and every time I see something good in written form, I can´t help but thinking: "Huh, I wonder how that would translate into an animated film". Yes, I´m that big of a geek.
As an animator, my credits include: A Goofy Movie, Runaway Brain, Hunchback of Notre Dame (Frollo unit), and Hercules (Hades unit).
As a Supervising animator I was in charge of Tantor (Tarzan), and Dr. Doppler (Treasure Planet).
I also have design credit on several of these projects. Actually, I´ve also done a lot of design I wasn´t credited for. Oh well.
Is there a design you have done that you are most proud of?
Not really. I´m somewhat of a pathological perfectionist, you see. Therefore, there isn´t anything I have done that I wouldn´t go back and fix today. For example, Tantor is an Ok design, but I was trying so hard to stay away from the Jungle Book elephants, that I feel I did end up with something different, but not quite as appealing. On Doppler, I was never too sure about the whole "humanized dog" concept. I really wish he could have just been a human.
There you go. Never completely happy.
What projects have you done in the past, and what are you working on now? (if you can tell us)
No, I´m afraid I can´t. But I´ll tell you this: they´re all AWESOME. By the way, if you know someone who wants to throw a few million out the window, I´ll be happy to pitch him my feature ideas.
Seriously, we´re in negotiations with several projects at the moment. So I don´t want to jinx it by speaking too soon. And yes, Giacomo´s Secret is among them. Still fighting to get that one off the ground.
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