Keaton Kohl wrote:Hey Brad boss you said you couldn't get any toy making jobs because of your drawings. I was wondering, how do you find those jobs to apply for? cause that has always sounded like an awesome profession.
mmm, well, KK, depends on your perspective. We were lucky enough to have Grey Williams teach for a year at the Art Institute, and I grilled him : P He invented "AT Wheeler" in the 80's. What? What is that? Oh, let's try it's other title---Mobile Armored Strike Kommand--M.A.S.K.!!!!! Anyhow, he said it sucks the life out of you. If you're really a good artist, you draw sketches/plans 8 hrs a day/5days a week. After 7 years you get burned out, and go design toilets or something. There are only a few toys that make billions, so they crank out tons of ideas until one hits. The company has you as a "work for hire", so if your toy takes off, they make $$$$, and you get your paycheck (if you are lucky, a bonus). I talked to the VP of boys toys at Mattel years ago while I was in school. The big companies want you to have a BA specifically in Toy Design, and 5 yrs experience doing Toy design just to get in the door (I got my AA, for reference) Not saying you shouldn't try, just that they want people with a specific background, and it's a lot of hard work. Same as Special FX (note Rubber heads reference above) you get in with a small FX company, doing grunt work. Somebody is sick/quits, they give you a shot. Maybe you do some touch ups, apply make-up. Later, maybe you get to sculpt stuff. You move onto a movie set, maybe get in with KNB, Rick Baker, etc. and you've made it. I want to write sci-fi like Bradbury, but I'm trying to get a comic off the ground now. Little steps, KK. : )