Navigate Your Dream Studio Job: Thrive as an Industry Professional in the 3D Animation World | Madison Erwin | Skillshare
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Navigate Your Dream Studio Job: Thrive as an Industry Professional in the 3D Animation World

teacher avatar Madison Erwin, Animator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:31

    • 2.

      Getting Started

      4:14

    • 3.

      Negotiating Contracts

      6:06

    • 4.

      Navigating Studio Hierarchy

      6:21

    • 5.

      Handling Feedback

      5:36

    • 6.

      Overcoming Burnout

      7:18

    • 7.

      Final Thoughts

      1:22

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About This Class

Ease the transition from student to industry professional by learning how to navigate an in-studio 3D animation role. 

Madison Erwin started her career as a 3D animator by teaching herself the ins and outs of 3D software like Blender and the workings of the animation industry. Just three years later, she’s gone on to work on projects like Spider-Man: Across the Spider-Verse, I Am Groot, and Doctor Strange in the Multiverse of Madness. Now Madison wants to share everything she learned and did to skyrocket her 3D career to the next level.

In this class, Madison will reveal how to start a 3D animation career and navigate your dream job without unnecessary stress or burnout. By learning how to vet contracts, navigate studio hierarchy, and properly handle feedback, you’ll move from a 3D animation student to an industry professional with ease.

With Madison by your side, you’ll:

  • Craft a personalized career goal
  • Discover the ins and outs of contracts and studio hierarchy
  • Learn how to handle, implement, and ask for feedback
  • Build habits to maintain your energy and avoid burnout 

Plus, Madison will help you create a five-year plan and burnout prevention plan based on her own experience working in the 3D animation industry.

Whether you’re a self-taught animator and are curious about what working at a studio would be like or you’re early on in your animation career and looking to sustain success, you’ll leave this class with the tools you need to build a solid career plan and deal with any bumps in the road as you go. 

You do not need professional experience as a 3D animator to take this class. You’ll need a journal and pen or your preferred note-taking system to follow along with these lessons. To continue learning more about building a successful 3D animation career, explore Madison’s full 3D animation learning path

Meet Your Teacher

Teacher Profile Image

Madison Erwin

Animator

Teacher

Madison Erwin is a self-taught 3D animator based in LA. Known for her acting and animation skills, she successfully freelanced for a year before taking a role in-house at Sony. Her work has been featured in blockbuster films like Spider-Man: Across the Spider-Verse, Doctor Strange, the Disney Plus Series I Am Groot, and hit game Kena: Bridge of Spirits.



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Level: Beginner

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Transcripts

1. Introduction: The day in the life of a professional animator can be very strange. One minute you can be shooting reference of making silly faces and then the next minute you're having a very serious conversation with your lead about deadlines and feedback for your latest work, so it's definitely a whole gamut of things that are happening to you and it's so much fun. Hi, my name is Madison Erwin. I am a self-taught 3D animator and in the past three years inside Florida animation, you may have seen my work on Across the Spider-Verse, a few TV shows, video games, short films. In this class, we're going to be talking about how to get the career that you want. What kind of career do you want in the industry? How are you going to navigate landing your dream job? I'm so excited to teach this class because I don't want anyone to feel as overwhelmed and as stressed as I was when I was making the transition from student to industry professional. This is going to help give you some tips that I wish I would have known and just some information that is hard to find in a solid one place that I could have referred back to. In this class, we're going to be using journal prompts and I'm going to help you create a plan of how to be able to find your career, how to deal with contracts, how to negotiate contracts, ways to navigate the hierarchy within a studio, and then we're going to cover how to handle feedback, and then we're also going to deal with burnout. You should take this class if you're self-taught, like I was on Blender or any other 3D software, or maybe you've just started animation and you're wondering what the future is ahead for you, I'm here to show you that even if you're self-taught in 3D animation, you too can get into the industry. Let's get started. 2. Getting Started: Welcome to the class. We are going to be going over and giving you intel about different parts of the industry and all things having to do with 3D animation. Maybe you've landed your first freelance job offer and you're trying to figure out how do I negotiate contracts? Or maybe you've had a few freelance gigs and now you're really wanting to land a staff job and have more security. But that's super different than a freelance job. I'm here to give you a roadmap of how to navigate all the challenges that might come up with these different things. Before you even accept your first job offer, you need to land on the priorities of what? What is my priority for this job or for the next job? What do I really want to do? Do I want to make more money? Do I really want to be more creative in my career? Do I want to just take this job because it was the only offer I got? It depends, and that will change over time and fluctuate. Thinking about your priority when you're accepting your job, they can be broken down into three main priorities, at least in my career that I've noticed. The first one can be money. Is your career based on money right now? Do you want to start leveraging so you can make some more money compared to what you were previously making? Or maybe you want to take a job that's higher paying but maybe less creative freedom or fulfillment. Next thing which leads into that is creative. Are you wanting to take a job that maybe doesn't pay as well, but gives you a lot more creative freedom, and the project sounds a lot cooler and it sounds like something that you'd be willing to take a pay cut for? Sometimes you are going to pivot to that kind of job because you are specifically, really craving to push yourself creatively. Then the next one is networking. This can be important in terms of maybe there's someone that you know that works at a studio that's given you an offer letter that you really admire their work and maybe you just want to watch them and pick their brain. I know from some jobs that I've had, I've really been able to learn so much by animators that I truly admire and that I've followed for years and followed when I was still a student and I've been able to see their work and really learn from it. All three of these points have all been priorities for me at different times in my life and continue to change, usually month to month, depending on what I'm really interested in and what I feel a pull towards creatively. The first thing that we need to do, if you've seen my past class, I talk a lot about you need to know why of why you want to get into animation. But for this class, I really want you to know the what. What's the what of your animation? What do you want to do? What kind of career do you want to have? Do I want to work for Disney or do I want to work for Blizzard? Do I want to work for just games or maybe I want to work for everything? Do you have a specific goal in mind? A lot of times students when they're going from student to professional, they have a very specific goal in mind. You need a what in your career journey, because you're never going to get somewhere without a roadmap. The what is what gives you a personalized goal, that you know that you're going that way. It can give you a roadmap of how to navigate the industry, how to navigate your career, and really inform a lot of decisions that you're making now in the early stages that will help you later on. For you personally, I want you to go into your journal and really do some meditative thoughts about what is your what, what do you want to do? Is it I want to work at Disney? Is it I want to work at a VFX studio. For my journal specifically, I remember I was like, I want to work in VFX games. I also wanted to do TV, short film. I wanted to do all these things, but then at the end of the day I wanted to do feature. Feature animation was my big what, but I had these side quests in the goal of my what. I don't want you to get super specific of I want to do this at this date and at this time, I want to be here and at this company and then at this studio. You don't need to do that. Just make your gut feeling overarching goal. It can be as simple as possible. It could be as simple as what I wrote, feature animation. That was it. That was my what for a long time. Or it could be a specific studio. But what we're going to do in this class is we're going to give you some more information and intel to narrow down how to get to your final what of what is your career going to be. We're going to give you the steps in the manageable way that you can get to that point maybe in the next lesson where I'm going to talk about how to negotiate contracts. 3. Negotiating Contracts: Now we're going to talk about contract negotiations. I remember when I got my first contract sent to me, I had an offer letter, I went back and forth talking to the recruiter, and when I saw and I opened up that first contract PDF, I cried. I legitimately cried because I had no idea what I was doing. I was so overwhelmed with just I'm not ready for this. I didn't expect to have to deal with all this legalese and all this different stuff. I wish I would have had someone that could walk me through and say, it's going to be okay, you'll be fine. It's not as serious as it sounds, but just make sure that all your ducks are in a row. One of the most common misconceptions as an animator that I've gotten from family, friends, people that don't know much about the career in general and in the world in general of this whole 3D animation industry is very gig-based. What I mean by that is a lot of contracts are going to have an end date in them. My first contract that I ever signed, it was, hey, you're going to animate with us from April to June, that was it, and you had a hard cut off at June 2nd. In terms of contract extension dates and deadlines, there's not a huge room for negotiation, but what's good to know is know what the project actually the scope is. Are they saying, hey, we only are going to have you for two months and this contract is for two months because the project's supposed to wrap and be completely done by the time that your contract end, or is it going to be something more like, hey, we want you for two months, but we don't know if we're going to need more artists, but the project's still going. That is a much higher chance of getting extended than, oh, the project is wrapping at the end of your contract. That's something that is a good talk to have with the recruiter or whoever you're talking to in terms of hiring. That's something that you're really going to want to look out for is contract length. Another really important thing to know is gigs versus staff are very different. Depending on the genre of animation that you're in, you're going to have a lot more of one and a lot less of the other. For example, working in feature film, you're going to have a lot more gigs. It's going to be short contracts. I think some of my feature film contracts have been two months and then they kept extending, and then I was there for a year. It really just depends on what you're doing. Video games now, it's a lot more likely to get a staff position because they're always having projects on the back burner and they're constantly getting things. So they need a lot of artists on hand at all times and they don't like to batch higher like a lot of feature films like to. That's an important thing to differentiate is what kind of studio am I applying for? Is it a studio that I know is probably going to give me a short term contract. Am I okay with that? Because it really depends. When I was transitioning from student to professional, and I had already taken a few freelance gigs, I was really focused on taking whatever sounded interesting to me creatively and not worrying so much about the contract length because I was living with my parents, shout out mom and dad, and they kept me while I was starting my career journey. That wasn't a big issue to me. Then when I moved to LA, I was like, I should probably prioritize money and contract links, and if it's staff versus gig is really important to me and I really want a secure role. So I took a job that was going to be a more staff position. That's something that's really important. Figure out what you need is staff versus gig. With your contracts, getting into the legal bits and bobs of it, there's going to be certain contracts that you retain use of your own work and then most other contracts you're going to owe all the work that you've done under the name of the studio to the studio. This is where NDAs get signed, non-disclosure agreements. There's lots of those. Those are usually pretty standard, but it's always good to go over them with a fine tooth comb, make sure that there's nothing weird that's sticking out. Their IP is their IP, it's not yours. Just make sure you know that at the end of the day because there could be even stipulations about hey, don't post anything online about you working for us. I've had a few jobs like that where it's very secretive, very NDA, because they don't want anyone even knowing that the project exists. Another thing to look out for is how do I use the work that I've done for this job to secure myself for future work? Different contracts might say, hey, you can use our work, but you have to put it on a password protected demo reel and it can't be used for anything but securing another job. That's pretty standard, especially when you're working for bigger companies, something that has to do with feature film, that's a lot of video games will also have that. Sometimes that can be negotiated depending on who you talk to. You have to make your case to the person that you're talking to to say, hey, I really do need this on my password-protected demo reel, I'll make sure nobody gets it, I'm only sending it to employers. Sometimes you can make a case and they'll give you the okay green light. But it just depends from studio to studio if they're going to let that happen or not. That's another thing to consider is demo reel use. Another thing to consider is there is a big difference between staff/ full-time employee versus freelancing. With freelancing, you are your own boss, you are your own business, you're the one invoicing the company and then working full time for a studio. That's when you might receive benefits like health insurance, retirement. If that's a priority for you, you really want retirement, savings, home insurance, stuff like that. You might want to start looking for a lot more full-time employment and staff gigs versus freelance because freelance, you're not going to be getting any of those benefits that you might want. What I want you to do is think about all these things that we just talked about. What's the contract length? What is staff versus gig? What's important about my demo reel usage with the work that I do with the studio? I want you to think about all those things and prioritize what do you really want so when you get that contract, you're going to know exactly what you're looking for and what you aren't, and you're not going to be overwhelmed by it. Something else to keep in mind is what's the main thing that you're going to want to fight for? What are you going to want to negotiate for and what are you not going to settle for? Have a good rough number in your head too, for rates, especially if you're working as a freelancer, know that hey, I'm going to work for X amount of money and if they offer me this much, I'm going to say no, and if they offer me this much more, I'm going to definitely say yes. Go do that in your journal and then come back and we're going to talk about, in the next lesson, how to navigate the studio hierarchy. 4. Navigating Studio Hierarchy: In this lesson, we are going to talk about navigating studio hierarchies. Knowing the hierarchy is really important because it's going to be imperative in how you communicate with people. Communicating with your lead is going to be different from communicating with your director versus communicating with your production coordinator. There's a lot of different ways that you need to know where you're going to fit within that hierarchy because you need to have effective communication with all departments and you don't want to waste anyone's time. The first top of the hierarchy is going to be director. The director is going to be the end all, be all of your animation of any project that you're working on. Director from there, this is where you can branch off to several different things. Is usually you're going to have animation supe. This is your supervisor and a lot of times they are called supes, S-U-P-E-S. They're the ones that are going to be the middleman talking directly to the director and being the mouthpiece for everyone that falls underneath the animation department. Next is going to be leads. These are the people that you're going to be talking to day in, day out. These are the people that are making the calls on the battlefield. They're really the ones that are talking directly to you, making sure all the work's getting done in times, on deadlines. They're the ones making sure that you're the first line of defense before it gets to the director or the animation supe. Then after that, it's going to go to the animators. Junior animators are going to be people that don't have a lot of experience already in the world of animation, but their skills are still good enough to be there and be working on whatever animation project that they're employed for. The next one's going to be mid, intermediate character animator. This is someone that can take on the task of any shot really that's thrown at them. Any level of difficulty, any different challenges they should be expected to face alone, not needing a lot of hand holding. Then the next one in the hierarchy is a senior animator, a person, an animator, an artist that can really handle whatever is thrown at them and take on extra responsibility too sometimes. Usually in a studio environment, this is going to be pretty standard. The only thing that might be changed is leads versus supervisors. Sometimes that term can be used interchangeably, which can be a little confusing. Some studios just have said it like that for years. But I say this is the more common way that you're going to have director, supervisor, lead, animator, senior, mid, junior. Directors are the end all, be all for your creative work. This can be definitely something a little different when you're going from a student to getting your first gig working freelance and then working for a studio. Directors will tell you, hey, your shot's cut. I had that happen to me on a project recently where I did about 25 minutes worth of video reference for this whole sequence, and we were all figuring it out. Then the director decided that that sequence was cut. I was like, cool. All that work just goes away. You have to be very used to whatever the director says goes. Now, that doesn't mean that you have no creative freedom and you are a drone in the machine. You can actually have a creative say. You can always have a discussion with the director and ask for clarification while you're in meetings and say hey, why is this being done? In a non confrontational way, obviously just getting more insight and clarity. Something that's a little bit specific to studio jobs is the hierarchy is definitely difficult to break into sometimes. A lot of times the way that people move up within this social ladder in the hierarchy of animation is they go to different jobs. You might work as a junior for a long time at one studio and then you take another job because your skills have gotten better as you've worked for the studio. You might take another job as a mid animator because now you have that experience. It's a little more difficult to be in a studio and be in a studio for a long enough amount of time to be able to move up the ladder. My best advice for wanting to climb the ladder, wanting to get into higher up positions, become best friends with whoever your higher up is. Always, just be nice. Be the best person to work with. If you are effective communicator and you are a pleasure to have on any project, that is the highest compliment you can get. That is one of the big differences between a lead animator versus a senior or mid, is, are you effective to work with? Are you effective communicator? Are you a pleasure to work with? Am I happy to have you on my team or are you that artist that I have to pull teeth in order to try to talk to you because you're very reclusive and you don't really talk and you're not really one to take initiative? If you're taking an initiative too, saying, hey, I have free time on my hands, what do you need help with? That's an incredible sign to someone that would easily say, hey, this person's a great person to work with. I would recommend them for a leadership position or a higher up position, or maybe they should take more serious shots now, or more complicated shots. Looking at this flow chart and thinking about your career goals, what do you want to end up doing? Do you want to be a lead one day? Do you want to just stay as an animator? That's also a completely okay thing too, because maybe a leadership does not interest you at all. Do you just want to coast as an animator because you're really interested in doing cool projects and you just want to be on that team? Totally fine. Make sure that you know in your head what you're aiming for always. A good thing to do is you're going to get your journal out and you're going to write down what's your five year plan. It sounds cheesy, but it helps. Five year plan. Maybe for a five year plan, Year 0 through 2, maybe I'm going to be junior to mid. Maybe in the next few years I want to get into a mid character animation position because maybe that's where I want to get to because my end goal is lead. Let's say that's your end goal, let's say at Year 5. Maybe your zero through two is you're starting animation. You've got your first studio job and you're like, I'm going to try to really focus hard on making sure that I'm getting that wealth of knowledge. Then maybe Year 2 through 4, I want to be a senior animator in this time. Maybe this is when you're, I know what I'm doing now. I'm still leveling up my animation skill, but how am I going to communicate effectively? How am I going to be able to talk with my team? How am I going to make good connections with people? How am I going to have people trust me when it comes to advice and feedback and being able to be an effective teacher too? It's going to change your mindset of what you're focusing on, what you're prioritizing in your job. Take your journal, go write out your five year plan. Think a little bit about what you want to do and then come back. Meet me in the next lesson where we're going to talk about how to handle feedback. 5. Handling Feedback: Now we're going to jump into a new topic that's super important and it is how to handle feedback. If you really want to become a professional animator, you're going to have to learn how to get feedback, how to handle it with grace, and how to view it as a gift. The first thing that you need to keep in mind always is constructive criticism is a good thing. Even in bad feedback that I've gotten that I know that is objectively a bad note, I can always find something good for it. That's the best thing I've always said is show your work to everyone that you can. Show it to your mom, show it to your family, show it to your friends, show it to your little brother. People are going to always have something to say about it, and even if they don't know how to fix it, they're going to be able to tell you, hey, that's not good because I don't know why, but it looks really funny the way that they move and you're like, okay, I know there's something wrong. So even if you get notes from a director or a lead that you're like, I don't agree with this note. At least you know something is being seen and you need to know how to fix that. That's something that you can take and that is definitely a skill of knowing how to bad note sometimes and taking that and turning it into constructive criticism for your own work. Getting feedback is a skill. How to implement feedback is also a skill because the worst person to work with, we've all had horror stories, is someone that's like, hey, here's my work, look at it and you're like, oh, that's great, here's this, you should fix this. Here's this note. Then they say, oh, no. But you don't understand that note, I can't do that because I did this before. No, you don't want to hear that. Sometimes there are valid reasons to fight a note or to be like, hey, like that won't work because of this constraint. Totally understandable. But you do not want to be the person that's constantly fighting feedback. That is constantly trying to overt their position of, oh no, I did that because of this. No, don't do that. I always take feedback with grace because you never know what might be useful about it. What might be something that you agree with, what you don't agree with. It's always for the further betterment of the work. Learning how to take feedback with grace is a very important skill to be able to hone in early. My number one advice is all feedback is good, contrary to popular belief. Because all feedback is going to be something that you're going to feed back into your work of even if it's bad, even if it's good, you're going to use it to further your skills and sharpen your skills as an animator. One of my most important people's skills when it comes to feedback is knowing how to ask for feedback. That is also an art. You don't want to just be shoving your work to people and saying, look at it. Tell me what you think? Occasionally, that can be good for very specific circumstances, which I won't even get into because those are very specific and you'll know when you hit them. But usually 9.9 times out of 10 you're going to want to show your work to someone, have a set of questions, or have a idea in mind that you want the person to give you feedback on. If someone comes to me and just says, here's, here's my shot. Can you give me notes? I could give you notes, but I might be giving you notes on something that you don't want or maybe something that you haven't worked out yet or maybe something that is a part of the shot that you're planning on cutting anyways, or something that you're not interested in. So giving parameters to the person that you're asking for feedback from is incredible. If someone ever comes to me and says, hey, here's my shot I'm still working on the end bit from Frame 59 onwards, so don't worry about that, but I really need help on facial expressions. I'm like, golden. I love you. Please let me give you more feedback because that person really has an idea and a set of directives in mind that is going to be more receptive to feedback. That's how I would recommend. Asking for a feedback sandwich is how I describe it. I had a mentor once tell me that when I was still learning animation, he said ask for a feedback sandwich. A feedback sandwich is asking the person, what do you like about the shot? What is something that you don't like about it? Then what's something I can improve on later. It's good to know, hey, what do I not need to fix? What do you like about this? Because sometimes I've gotten notes before and they didn't tell me, hey, this is good or this is a great part here. I've inadvertently gotten rid of the thing that was really good because I just didn't know that that was standing out is a good thing. It's a good way to be able to ask. This is also a good way to give feedback too if you're giving feedback, because that's a big part of a studio job to your coworkers, your peers will ask you for feedback on their work before they even show it to someone else. That's an important thing to give and get feedback. Feedback sandwich, I would say that's the best thing. It's what's working. That's the first part. That's the what's good, what's working about my shot, my work. The second part is what's bad, lack of a better way to put it. Then the third thing is what can be improved. Now that we've talked about this, we've talked about getting and giving feedback, I want you to be brave. We have a great project gallery here that you can post. You can post your work, you can get feedback, you can give feedback. I want you to do both. I want you to post it. Have someone comment on your work, implement maybe some of their notes. Then also I want you to go onto other people's post on the project gallery, and I want you to find something that interests you and I want you to give that feedback sandwich. Don't just say looks great. I could have showed it to my mom and she could have said, looks great, that's awesome. But I want you to be able to give a feedback sandwich. Say looks great because of this, I don't like this. Or you could change this because I think this would look better. Then I want you to say at the end, like, hey, if you have time also, I think this could be changed. Have fun giving your feedback. Give it, get it, and then come back and we're going to go to the next lesson where we're going to talk about how to overcome burnout. 6. Overcoming Burnout: In this lesson, we're going to be talking about how to deal with burnout. Burnout is very real, very inevitable but not unmanageable and the biggest issue with three-D artists in general that I've seen over a course of lots of years is a lot of times we're very passionate people. People are very excited about what they do. Artists in general are known for being very passionate about what they do and we're also very technical, so we're very puzzled people and we're like, I need to figure out this thing and I need to do it. You get the worst of both worlds when it comes to the inevitable recipe for disaster in terms of burnout. Because you're excited about what you do. You love what you do and you're also a puzzle person, so you want to figure it out until you got it right. A lot of times I see people that just go in. I did this too. Like my first studio gig, I was like going crazy and I was doing lots of overtime and I got pretty burned out because I was just like, I'm so tired. Then what's so difficult is you're trying to work while you're still burnt out. My biggest advice for handling burnout when it inevitably comes up, have a life outside of animation, have a life outside of whatever creative career you've ever had, ever do. What we're looking here is longevity and sustainability. You don't want to be the person that is sitting around trying to figure out how am I going to deal with the next day of work. Because that is no fun to try to have to get the gumption up to be creative when you're just not feeling it. How are you going to maintain our longevity with staying creative and being fulfilled in a career that requires so much of us mentally, in terms of creativeness and also our technical ability? One thing that I would say is this is serious time. I do not want you to ghost. This is a big thing that we talk about animation. That is a huge issue that's not talked about enough, is you can ghost hours. A lot of times people will work more hours than they say they're working to their employer, to their freelance gig. Just because they personally have a creative kind of teeth into it. If they're like, oh, this is my project, I really want to make it good. If I don't build those last three hours I worked on this tonight, who's it going to matter? It matters a lot. It actually causes a collective burnout for everyone in your studio. Because what you don't think about is, oh, well, it's okay if I just ghost hours and I do some work that I didn't tell him I did or maybe I worked my 40-hour week, but I'll work a little bit over the weekend. I'm working remote. No one's going to know if I animate a little bit or I model a little bit more. What happens is you do that consecutively. Because now the whole production is thinking, oh, it only took Madison 40 hours to do these 12 seconds of animation last week. Now you've set this precedent for yourself that's gonna burn you out so quick because you're having to keep and uphold that quality that you falsely set for yourself early on. Another issue that this brings up is if you ghost hours, it has a domino effect. You're going to have to make sure that you're not ghosting so many hours that you created an unrealistic expectation for the person that's not ghosting and they're putting out the same quality of work, putting out good work, but if you're putting out more and saying that you're doing it in the same amount of time, well then that person's job becomes in jeopardy. Because production's going to say, well, why can't you be like Madison over here? She did 12 seconds of animation in 40 hours. Look what you started to do to the entire production department. Another thing that's really important is prioritizing healthy habits and this is just, again, longevity and your daily routine, your daily routine has a lot to do about if you're going to be productive and burn out quick or if you're going to have a long career ahead of you without crazy and saying burn out, make sure that you're prioritizing and implementing things into your routine. That's like, hey, I'm going to make sure that every three hours that I'm at the computer, I'm going to go out for 30 minutes outside. Make sure that your routine is helping you form healthy habits that are going to preemptively stop burnout before it starts. Something that is really difficult to navigate. When you are in a studio environment or even just working freelance, you're working on a project, you're in the depths of a project. Overtime crunch, these are really difficult times to know when you're burning out and when you're not. A lot of times burnout happens when you're in these really difficult projects. Kind of like the end phases of a project, you're trying to wrap things up. You're maybe working 70-hour weeks, you're doing some crazy stuff and you're like, all of a sudden when the project wraps or that period of crunch and overtime's over, you're like, oh no, I'm sober now. I don't want to look at a computer in the next 6-10 years. I just want to sleep and not think about animation that happens. Have a plan in place already, so you know. Okay, when I go into crunch, I'm going to force myself to set a timer for every two hours I need to look away from the computer or just stuff like that will help you a lot in terms of, hey, I know right after overtime I'm done with overtime, I'm going to go call my parents or I'm going to go talk to my friends. I'm going to go call my friends. Doing something to get yourself out of animation mode and get your brain into a relaxed state, making sure that you're creating time for yourself to rejuvenate and not just trying to push ahead and trying to continue that stress state of your brain when you're animating, especially like that in times like that. So make sure that you're recognizing those signs and symptoms of okay, I know that this is going to start triggering me being burned out because I'm working a lot or the shot or this task I got assigned is really difficult and it's really challenging me creatively. That's another perfect sign of, hey, I'm probably going to be burned out if I go too crazy doing this, recognizing those signs are important because then you can fall back on your burnout prevention plan. If I wake up, I know if I'm not feeling like I want to go to work, If I'm like, okay, I'm gonna go to work now I'm like, oh, I'm about to get burned out. Cause usually I'm very excited to go to work. I'm super excited about my job and work doesn't feel like work, but the minute that work starts to feel like work, the moment my eyes open in bed in the morning, I'm like, okay, I'm gonna start getting burned out. That's my personal tell. Another thing too is just like if you're tired, if you're feeling run down. There was a time where I was falling asleep at the desk while I was working. Even though I was just working normal eight-hour days. Because I was just so exhausted. Because the mental exhaustion that burnout takes on you is huge. Another sign could even just be you're getting sick a lot because that happens when our bodies are stressed and the stress state and also the biggest sign is just feeling uninspired. You're not feeling fulfilled by your work. You're feeling like you're having to trudge along and just do what you have to do and you're doing the bare minimum just to get by in your day and that's when you need to know, okay, if I'm feeling these signs, that's when I need to take action and make sure that I'm not going to get too burnt out to the point where it's hard to come back from. Now what I want you to do is go to your handy dandy journal and I want you to write down what is your personal burnout prevention plan. Have specific things that you know you're going to do when you're feeling burned out. Is it you're going to go take a class somewhere, you're going to go on a walk? Are you going to watch your favorite animated movie again? I know one of my weird ones that you might not even think about is I go back and I listen to a specific playlist I made when I was teaching myself animation for the first time. It's like, it brings me right back to that moment of, oh, I remember feeling so inspired about this, and to this day, while I'm working, I put on that plate list and it always like gets me out of a font immediately, you might have weird things like that. Think about all the different things in your life that you could use as your own personalized burnout prevention plan. Write them all down, and so that way you have a plan that you can refer to when that burnout inevitably hits. 7. Final Thoughts: We have covered a lot in this class. We've started out learning how to negotiate contracts, how to navigate the studio hierarchy, also, how to handle feedback. That's a big one that we were able to discuss today, and then the big one at the end, how to deal with burnout when it inevitably comes up. Hopefully, all these things will give you a good plan of how to navigate your career when you're first starting out. You now have this journal that is filled with all kinds of plans and preventative measures. A good resource and a reference for you to be able to reflect back on and be able to refer back to whenever you need it. Hopefully, you can see this not only as a career plan of where you're going going forward, but also a survival kit of how to deal with all these things when they come up because these are issues and specific issues with animation in the 3D sphere that we're going to have to come up with and you're going to have to deal with at some point. Now you have a career plan and you have a survival kit blended into one. You have chosen such a fun and rewarding career being an animation. However, it can become very unsustainable if done incorrectly, so that's why it's so important that you make sure and implement all these healthy habits early in your career so it can be sustainable further. Thank you so much for taking this class. I hope you enjoyed it as much as I did. Please share all of your journals in the Class Project gallery. I'm going to be teaching more classes here on Skillshare, so please take those, follow along, and I hope to see you soon.