Alumni Interviews
Bridget McKahan
Animator, Disney Interactive Studios
Bridget McKahan embarked on her art career from the time she could first hold a crayon. From the mountains of Colorado to the San Diego coastline, she spent her youth taking art classes that prepared her for a major in illustration at the Rhode Island School of Design, drawing inspiration from artists such as Michelangelo and Rodin. Her passion for drawing, painting and sculpture led her to pursuing a career in 3D CG, a field she believed would offer her the satisfaction of working as an artist while fulfilling the need for a decent income. She has succeeded at both. After researching several options, she enrolled in the Gnomon Certificate Program. She now works for Disney in the VR Studio where she has been happily employed for the last 3 years.
- Were you already working in the arts before attending Gnomon?
I worked as a graphic designer as well as a professional sand sculptor. The sand sculpting was really fun, but pretty seasonal. No one wants a sand sculpture in January.
- What was the path that brought you to CG?
I've always loved art and was interested in animation. After graduating from art school but not enjoying working in graphic design, I decided to go to Gnomon to get into the field of visual effects.
- Did the desire to do 3D come through a career evolution, or was it something that you stumbled on unexpectedly?
I don’t really think I had an “ah ha!” moment that made me realize I wanted to go into 3D. I do remember seeing movies like Jurassic Park and Toy Story, and thinking it was a really cool medium. I always had an interest in animation, but was also aware that 2D animation was mostly on the way out, so 3D seemed like the best way to go.
- How did the Certificate Program prepare you for working in the real production world?
I think learning all aspects of Maya. Even though now that I'm working I only use specific parts, it's good to know other areas so I can solve problems that come up and work with people in other departments with ease.
- Did you find any pleasant surprises from your decision to choose Gnomon?
The thing that surprised me most about Gnomon was the amount of information I was able to learn in the year and a half I was there. I started with only knowing Photoshop and came out knowing Maya really well, as well as Shake and After Effects. It was enough to be able to get a job in the career I wanted, something I wouldn’t have been able to do on my own.
- Do you feel this career path is right for you?
Yes, definitely. I really like getting the chance to do the modeling and texture painting for the characters and props I make. It gives you a lot more artistic control to do both. Right now, at Disney, we are working on “The Pirates of the Caribbean Online” game. I got to work on some of the main characters from the movie. I had to make low poly models of the movie stars, and then our group had to submit them for approval to the studio and the talent before they could be considered finished. It was a new challenge for me but I really enjoyed it.
- What challenges would you like to tackle next?
I'm not sure; I really enjoy what I'm doing at the moment which is a lot of character design. Perhaps becoming a Lead in character design would be my goal. I’m taking a ZBrush course now, which is a great program for making highly detailed characters. I guess as long as it sounds like something that I would enjoy, I would be willing to try any challenge that comes along.
- Have you noticed much of an evolution in the field?
I've only been in the industry for about 5 years, but I think it has changed a lot in such a short time, especially in games; the graphics just keep getting better and better. Every time I’ve been to a conference like GDC or E3, I’m amazed at how the graphics have improved. There are also more diverse looks to games now. There are some that are very cartoon like, some very stylized, etc. It’s nice to see companies are branching out style wise.
- Do you feel the educational opportunities have kept up with the technological evolution?
I think at Gnomon it has. They were always really good at hiring teachers that are working in the industry today, so we were learning techniques that they were using at their jobs. The old saying, "Those that can't do, teach," doesn't apply at Gnomon.
- What advice would you offer to someone considering a career in 3D?
I would say make sure you have a strong background in traditional art first, it really helps. Also be prepared to spend many, many hours glued to a computer. If you have A.D.D. you may want to try something else.
- What advice would you offer those in charge of the industry?
I think the biggest changes I would like to see in the special effects/ gaming industries are being compensated for all the extra hours worked. Not everyone gets paid overtime, but most everyone works overtime. Recognizing that over working people can lead to major injuries that may shorten their careers is another problem. My workplace now is pretty good about these issues, but I’ve worked in some places that were really bad, and most people I know have had similar experiences.
- What do you think would improve the gaming experience?
I feel that technology addresses the needs of online gaming to a certain extent, but there is always room for improvement. Faster downloading time and more room for bigger textures would be nice.
- And what can a student do to really shine?
I think what makes a student stand out is someone who can combine their traditional art skills with the technical programs to make products that interesting and unique. Also someone who is willing to put in the time and effort it takes to learn the technology. It’s definitely worth the effort.
Interview by Renee Dunlop