View my Demo Reel Project - Indiginauts Game Project - House Chimeric Project - Wake the Dragon

My Illustration View my Bio/CV

View my Demo Reel 2013

My 3D/Traditional Animation Demo reel for Summer 2013.
Breakdown:
0:01 - 0:06 - Adobe Illustrator/Photoshop animation intro.
0:06 - 0:17 - 3D Character design, modeling, rigging, skinning, and animation in Autodesk Maya 2013.
0:17 - 0:25 & 0:28 - 0:41 - Animation, background modeling, environment, motion graphics in Autodesk Maya 2013 with Adobe After Effects CS6. Roboter 2.0.1 rig by Niklas Wennersten and model by Andreas Karlsson - download here.
0:26 - 0:28 - 3D Character design, modeling, rigging, skinning, and animation in Blender.
0:41 - 0:49 - Animation and lip synch, and background in Autodesk Maya 2013. Billy Barker model and rig by Jana Johnson. Audio from NPR's Morning Edition with Steve Inskeep, February 22, 2013.
0:49 - 0:52 - Traditional animation for indie game using Photoshop for characters and Blender/Photoshop combination for background.
0:52 - 1:03 - Traditional animation and pencil tests for characters in an upcoming Suspended Belief Studios game.
1:03 - 1:17 - Traditional animation end sequence done in Photoshop CS6.


Tools used: Adobe AfterEffects CS6, Photoshop CS6, Flash CS6, Illustrator CS6, Autodesk Maya 2013, Blender 2.6, Toon Boom Animate Pro, Traditional pen and paper

Ami Bogin is a narrative artist who animates, illustrates, makes comics, and tells stories in every possible way. She is currently animating, storyboarding, and editing for an internationally-recognized animation studio on the English coast. She has graduated last autumn, with distinction, with a Master's of Design & Digital Media at Edinburgh University, where she focused on 3D and traditional animation. Prior to this programme, she was entirely self-taught and has animated games full-time for several app companies. She currently resides in Kent, UK, but hails from the United States. She has wanted to be a professional animator since she was seven.


Indiginauts -

Game Animation Lead

An upcoming adventure game by Suspended Belief Studios, Indiginauts is an imaginative romp through a world of colourful characters. Below are some pencil tests showcasing movement for a couple of the characters.

(c) 2012 by Suspended Belief Studios, Character Animation by Ami Bogin.

House Chimeric -

Animation for Projection Mapping

During my Master's programme at Edinburgh University, I had the great fortune to bond with two other like-minded and talented artists, and together we formed the projection mapping group House Chimeric. Using multiple projectors and surfaces within a structure, we tell stories through animation and sound in an unconventional way. Check out three of our events below.

Project Lifehouse was set at the University of Edinburgh's Anatomical Museum. Using the building's unique structures and keeping in mind the anatomical themes of the building, we told a story that dealt with a journey of the body. Animations were custom made and mapped to be played on, in, and behind several of the museum's statues and skeleton figures. To find out more, please watch our documentary. The event was a one-night only affair which took place on April 5th, 2012, and was very well received.

Inspiration Burns was our second projection mapping event and it took place at the Edinburgh Burns Monument. It was awarded the project prize for best final project of our year and class. Taking the themes of the poetry of Robert Burns, we were inspired to create several animated sequences which played throughout the building's interior and completely imemersed the audience. It was held throughout the day on August 1st 2012, and drew a large crowd to the building's remote location.

Edinburgh International Film Festival : Atmosphere - Hellboy was an immersive projection mapping display played in conjuction with Hellboy for the Edinburgh International Film Festival 2012 Atmosphere series. 3D backgrounds, weather effects, colours and special effects were used to really draw the audience into the mood of Guillermo del Toro's masterpiece.

Wake the Dragon -

3D Animated Short

What happens when a trio of vikings need to recover their treasure from a sleeping dragon. This is a Maya 2013 animation that's currently in production! See some animation tests below.

"Wake the Dragon" is primarily an experiment for me to extend my 3D animation background from Blender to Maya, and I have used it to hone my modeling, skinning, rigging, and animation skills. Some of my concept and production stills can be seen below!

  • Facial rigging and constraints along with painterly skinning and light bump mapping capture the cartoony style of the concept
  • Body constraints and muscle influences on top of a precise rig help easily pose the character
  • Concept art of the characters - a trio of vikings and a sleeping dragon
  • Though it is a fantastical creature, it was modeled with real-world bodies in mind


Mediums used: Autodesk Maya 2013, CrazyBump, Adobe Photoshop CS6, Adobe AfterEffects CS6, Pencils & inks

Illustration Pieces

  • Meeting - A digital painting for a class on visual storytelling
  • Maker Faire Poster detail for the audio game Stupid Creatures by Two Big Ears
  • A concept art piece about international communication
  • An illustration for webdesign
  • A digital painting for Saturday Night Live's Film Unit Christmas Card 2012
  • A watercolour advert illustration for the Bond Street Bar in Asbury Park, NJ, based on their company identity.
  • The Glass Urchin is an autobiographical webcomic I continue to update twice a week for over four years now.
  • A commissioned piece for a client, I was provided a description and a back story.  This character is not owned by me!
  • Give away - A digital painting for a class on visual storytelling
  • Background illustration for a charity pet shelter fundraiser event poster at The Brooklyn Lyceum
  • A fun self-portrait inspired by my love of the sequential arts
  • An early page of an as-of-yet unreleased comic I am working on. In addition to the art and design, I also wrote the story.
  • A series in which I found people who were still visible on the Google street maps and painted the scene as if I was there.
  • A personal piece and emotion study done entirely in Photoshop.
  • Some frames from a short piece called Rally published in Washington!, NERD Comics' second successful anthology.
  • Illustration for a win graphic in a social media brawling online game.
  • A concept art piece for a friend's voice modification program called Dehumanizer, inspired by the programs unsettling sounds.
  • Because I was not formally trained in an art school setting, I go to many life drawing classes to help improve my art

From personal pieces to commercial work, my style is often based on fanciful and imaginary characters with ligne claire settings. I am influenced by works of European and Asian modern artists, as well as the American indie artist culture. I enjoy animals as characters but I also like to experiment with people in varying degrees of cartoon style. I love to incorporate atmosphere in detailed backgrounds, working from sight or memory of the places I've traveled or lived in.

I also enjoy sequential art because, like animation, it is a form that plays with the passage of time. In addition to personal and commercial fiction and non-fiction comic projects, I am also the co-founder of NERD Comics, a New York-based collective. We publish our own anthologies, tour at comic conventions together, and host monthly meetups to encourage and engage the comic artist community. I can work with physical mediums with pencil, inks, and brush, or on the computer in full color with a Wacom tablet.


Mediums used: Pens and pencils, Markers, Watercolours, Adobe Photoshop CS5, Adobe Illustrator CS5


If you would like to read further, please check out GlassUrchin.com, where you can read my entire webcomic online for free! It began when I moved to New York City after graduating from my undergraduate degree and goes through my pitfalls, heartbreaks, and adventures, and has been updating for the past four years. All the stories are true.
Click to go to The Glass Urchin

About Me

I love to create narratives through animation and I am constantly pushing myself to learn more and use a wider palette of mediums every day. My animation experience includes both 3D, traditional, and Flash-based animation for games, web, video, and projection mapping. I specialise in character animation, illustration, and storyboarding, and I can adapt to new styles quickly. I am currently working at an internationally recognized animation studio on the English coast. I especially enjoy animating whimsical and imaginative characters, and I am an avid gamer and animation fan. I love to be challenged and I am a quick learner. I have made toys, wrote books, and lived in three different countries. I love to lose sleep working on something I'm passionate about.


Experience Currently a full-time animator/video editor working with educational animation and commercial work. Animation for several launched and upcoming mobile and online games, projection mapping events, and screen. Animating styles include 3D and various 2D mediums such as traditional and Flash based animation.
Education The University of Edinburgh - Design & Digital Media Master's 2012 with distinction
Specialty Traditional and 3D character animation, storyboarding, colourscripting, video editing, and animation for multi-plane projections
Computer Skills Autodesk Maya 2013, Adobe Photoshop CS6, AfterEffects CS6, Flash CS6, Illustrator CS6, Toon Boom Animate Pro 2, Storyboard Pro, Blender on both Windows and Mac platforms. HTML, CSS, Javascript and ActionScript 3.0

Thank you for viewing my portfolio. Please contact me at abanimates@gmail.com or on the phone at +44 7983 394 868 in the UK and +1 908 670 2782 in the US.