Recalling the wonderful group call we had with Jeff Smith regarding Bone 3yrs ago. So much amazing talent in one zoom call, all fueled and jazzed about the potential of what was to come. That kind of artistic encouragement, both to and from everyone involved, was unmatched. [1/?]
We saw boards, James Baxter animation, details from Jeff on what the world he created would be like in animation, from design to music to sound. It was glorious, and the excitement was palpable. The electricity from that alone could've powered countries. If only it lasted.
I knew after that call, I didn't want to work on anything else. I didn't want to be a pain in the ass, but I checked in every few months while at Netflix to see when they were eventually staffing. I doubt whether or not I would've been on it, but it was worth the shot. Always is.
Netflix kept me on board their to tide me over when they told me the project wasn't ready yet, but would be VERY soon. I worked hard on Cuphead n' Storybots, and those experiences alone were fantastic in itself, but in a way it was a means of biding time. Waiting for that call.
After I left Netflix when things were slowing down and I felt I did all I wanted to do there, and once I learned behind the scenes that Bone was dropped last fall, even though I was a bit mentally prepared for it, it still kind of gutted me. Chased that carrot for far too long.
It's hard for me to be excited about projects being announced when there's the strong potential that at any point the bottom could drop out of it and die. It's always been that way really, but more now only because the announcements are more hyped and the fallout more publicized.
I think I'm also at the point that, after the 2.5 year high that was Looney Tunes Cartoons, the best job experience I've ever had, I knew it was possible that it'd never be that good again, and in a way, I was right. I still enjoy my jobs since, but it's diminishing returns.
Covid, and the work from home life that came because of it, certainly didn't help. I realized everything I loved about animation, my job, that life, no longer existed. But at the time, I still tried to find ways to feel inspired and driven to do my best work, but I'm tired now.
I'm looking forward to another break, to focus my creative energies back into myself, and to find other outlets to satiate that drive I had, and whatever I have left, without it going to something too big for me to comprehend or control.

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More from @AGuyWhoDraws

Feb 28
I've worked so hard boarding these last 10yrs, wearing so many hats and dealing with the unrealistic expectations that come with it, that I've irreversibly made myself sick, which has affected my quality of life since. Enough is enough. #StoryCraftUnite #NewDeal4Animation
I have constantly sore wrists. Chronic headaches. I take tons of painkillers to numb the pain. I walk with a cane now. It's a key topic in therapy. I have no time to properly care for my body... made worse by pandemic life, with no let up. #StoryCraftUnite #NewDeal4Animation
And the worst part of all, the studios and the toxic environments that many times come with the job has made us believe that this is necessary. That this is our fault. Our reward. Not anymore. #StoryCraftUnite #NewDeal4Animation
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Feb 26
I guess its about time I shared some "Cat Burglar" panels. For most of our assigned sequences, we kept our boards super rough knowing that we'd have a team of amazing revisionists/designers to flesh things out later, but early on I had some time to go "overboard" on my tiedowns. ImageImageImageImage
It was fun drawing Rowdy & Peanut. Designer extraordinaire @3optic designed the characters for the project, and he has a knack for capturing the solid but off-kilter wonkiness of the golden age Tex Avery style, and I tried to channel Carey's approach as much as I could in boards ImageImageImageImage
And of course, it can't be an homage to Tex without some wild takes. I didn't get to do too many, but I tried to find as many opportunities to do so as I could when the sequence called for it, as well as tried to not copy any classic ones verbatim. ImageImageImageImage
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