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Research

2D Character Animator/Junior Animator

Who is an animator, and what do they do?

They are artists, actors, and storytellers who understand how to convey emotion through characters and possess a strong technical grasp of motion. They create still images that, when played in rapid succession, produce the illusion of movement. By blending realism with artistry, they craft believable worlds.

 

Animators begin with a visual brief from a storyboard and a verbal brief from a director. With this information, they produce drawings, models, or computer images that animate the movement. The ability to translate a brief into motion is the essence of all animation.

 

In my research, I focused on two specific animator roles:

 

2D  Animators

2D animators create each frame by hand. Today, they often work with animation software using a graphics pen and tablet. While they don't always produce the final 'line' seen on screen, they concentrate on the overall action and character performance in a scene. Typically, they create a few clean, on-model drawings, known as tie-downs, for assistant animators to follow.

 

2D Assistant Animators

Also known as junior animators, in-betweeners, or clean-up artists, assistant animators take the drawings created by the lead animator and ensure each frame is precisely on model. They apply the final 'line' that appears on screen, which is known as clean-up. These animators often fill in missing frames that the primary animator did not create. They do this by following the animator's charting—visual instructions that indicate where additional drawings are required in the timeline. Assistant animators may also engage in lip-syncing, which involves drawing the mouth movements to match the dialogue.

 

Junior animators assist senior animators in creating animations. In 2D animation, they fill in frames produced by a senior animator or apply the final 'line' to the senior animator’s sketches.

 

Senior animators take a visual brief from the storyboard and a verbal brief from the director. They collaborate with a team to interpret the brief and generate drawings, models, or computer images that create the illusion of movement. The ability to translate a brief into movement is crucial in animation. Since animators commonly work in large teams, maintaining a consistent look and animation style across all pieces is essential.

Why did I choose those roles for myself?

I chose these roles in the animation industry based on what I enjoy most about production.
While I have a rich imagination and many ideas, I'm not the best storyteller. I often struggle to fully develop a world and narrative for my characters, because I tend to get sidetracked and focus on unnecessary details.

However, I excel at writing characters, understanding their personalities, psychology, and demeanour.

And I've been interested in this for almost the whole of my life!


My primary interest lies in visually conveying the nuances of characters through their behaviour, gestures, and emotions. The way a character moves can reveal a lot about their personality without the need for descriptive dialogue.
 

I plan to advance my animation career once I start working full-time in the industry. For now, I see myself as a junior animator, supporting senior animators in production.

What skills does a Junior Animator need?

  • Passion for Animation: 
    A genuine love for the medium and enthusiasm for the animation industry are essential for ongoing learning and motivation.

  • Knowledge of Animation:
    A solid understanding of animation principles and mechanics is crucial for creating believable and engaging animations.

  • Artistic Skills:
    A junior animator should be able to draw and express attitude, emotions, and mood through a character's movement. They should also possess spatial awareness and an understanding of movement over time.

  • Teamwork and Collaboration:  
    The ability to work effectively within a team is essential, along with the capacity to follow a brief and contribute to group projects.

  • Communication Skills:
    Junior animators need to communicate effectively, sharing creative ideas, engaging in productive discussions, and taking constructive notes on their work.

  • Organisational Skills:
    They must manage their time well, adhering to the production schedule and meeting deadlines for their drawings and animations.

    These are general skills required to enter the animation industry.
    However, different companies have their own requirements, which I will explore in the' company research' section.

Which sectors in industry did I choose to aim for?

Entertainment, TV Animation, 2D Video Games, Indie

Here are my top three companies I aim for:

  1. SPINDLEHORSE

  2. CARTOON SALOON

  3. GLITCH PRODUCTIONS

Why am I targeting indie studios specifically?

 

I am particularly interested in working within the indie side of the animation industry for personal reasons. Typically, indie studios have small teams, which makes it easier to feel comfortable, especially early in one's career. Additionally, in recent years, I have found that projects from indie studios inspire and engage me the most. The work produced by these smaller companies aligns more closely with my personal aspirations and the type of 2D animation projects I've always dreamed of being a part of.
 

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This is my favourite studio, and I have relied on their content and quality throughout my university studies. While their target audience is primarily young adults, they also aim some stuff at teenagers. 

All of their shows are, in one way or another, among my favourites.

Although the studio is based in the U.S., much of their work is done remotely, with staff members from around the world, including artists from my home country.
This gives me an understanding that, despite the current sanctions related to my nationality and my home country, I would still be able to receive a salary.

 

The audience demographics for this studio reflect a distinct mix of age groups and interests, significantly influenced by the themes and animation styles of their shows.
 

Audience Age Range

  • Teenagers (13-19 years):

  The shows are particularly appealing to teenagers, with humour that often resonates with issues and experiences typical of this age group.

  • Young Adults (20-35 years):

  A substantial portion of the audience comprises young adults, many of whom have grown up with animation and are now engaging with more mature themes.

  • Older Adults (35+):

  Although the primary demographic skews younger, there are also viewers who appreciate the stylistic and narrative depth of these series, including adult animation fans.

Interests and Behavioural Traits


Who else is targeted in Spendelhorse shows?

Animation Enthusiasts:
  Viewers typically have a strong interest in animation and often follow the creators and studios dedicated to producing quality animated content.

 

Content Creators and Fans:
  Many audience members engage on platforms like YouTube, where the founder of SpindleHorse actively shares additional content and updates, fostering a community around the shows.

Gender Representation:
The audience is generally diverse, with balanced gender representation. Many female fans appreciate the strong female characters and thoughtful narratives present in the shows.

Inclusive Content:  
The shows have gained recognition for their portrayals of LGBTQ+ characters and themes, resonating with viewers seeking representation in media.


The demographic for SpindleHorse's works is primarily youthful, characterised by a mix of teenagers and young adults, with an increasing interest from older audiences. This audience seeks relatable content that combines humour, unique animation styles, and inclusive storytelling, contributing to the popularity of SpindleHorse's projects. 


This is the latest requirements company posted on its LinkedIn for the position I would like to be in:

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Cartoon Saloon primarily targets various demographics but focuses particularly on:

 

  • Children and Families  

Their films, such as *The Secret of Kells* and *Song of the Sea*, are designed for children, offering engaging stories that families can enjoy together.

  • Young Adults

Some of their works incorporate themes and narratives that resonate with older audiences, combining visually stunning animation with deeper emotional or cultural elements.

 


Who else is targeted in Cartoon Saloon projects?

  • International Audiences

Cartoon Saloon aims to appeal to viewers worldwide by incorporating universal themes and rich cultural references, especially those rooted in its Irish heritage.

  • Animation Enthusiasts

They attract fans who appreciate unique animation styles and storytelling, often appealing to those who value artistic and independent film production.

 

Cartoon Saloon's focus on high-quality animation, rich storytelling, and deeper thematic elements helps them create broad appeal across diverse age groups and cultures. Would you like to know more about specific films or their cultural impact?

 

Interests and Behavioural Traits

 

Art and Animation Enthusiasts:

Viewers often admire the studio's distinctive animation style and artistic storytelling, engaging with behind-the-scenes content and discussions.

 

Cultural and Mythological Interests:

Many audience members are captivated by the folklore and cultural themes integrated into the films, leading to an appreciation for storytelling that reflects heritage and tradition.

 

Environmental and Social Awareness:

Films like Wolfwalkers touch on themes of nature and conservation, attracting viewers interested in environmental issues.

 

Gender Representation:

The audience is diverse in gender, appealing to both male and female viewers. Many female lead characters resonate with audiences seeking strong, relatable heroines.

 

Cartoon Saloon's audience demographic is broad and varied, encompassing children, teens, and adults. The studio's commitment to quality storytelling, artistic innovation, and cultural relevance has created a dedicated following among animation enthusiasts and families alike. This diverse appeal contributes to the studio's reputation as a leader in the animation industry.

Unfortunately, there are no open positions for me to apply for at the moment. But I found this list of requirements on the studio website:

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Glitch Productions has developed a distinctive audience, characterized by its engaging storylines, humor, and strong community involvement.

Audience Age Range
 
Children (8-12 years): 
The studio creates content that is accessible and entertaining for younger viewers, combining humor with captivating narratives.  
Teenagers (13-19 years): 
A significant portion of the audience consists of teenagers who appreciate the humor and themes that resonate with their experiences, often participating in discussions and creating fan content.  
Young Adults (20-30 years): 
Many young adults enjoy Glitch Productions for its nostalgic elements and its ability to blend humor with more complex themes; they often share their favorite moments on social media.  
Animation Enthusiasts (All ages): 
Fans of animation and gaming across various age groups are attracted to the unique presentation style and creativity of Glitch Productions' content.  

Interests and Behavioral Traits
 
Gaming Culture: 
A large segment of the audience engages in gaming communities, as many of the shows reference gaming culture and popular games, particularly Super Mario.  
Online Engagement: 
Viewers actively participate in discussions, share fan art, and create content related to the series, contributing to a vibrant online community, especially on platforms like YouTube and Twitter.  
Interest in Humor and Parody: 
Glitch Productions' knack for merging humor with parody of well-known franchises appeals to audiences seeking light-hearted, entertaining content.  

Gender Distribution
Diverse Gender Representation: The audience includes individuals of all genders, with characters and themes that resonate across the spectrum, appealing to a wide range of identities and preferences.  


Glitch Productions caters to a diverse audience aged 8 to 30, encompassing children, teens, and young adults. With a strong focus on gaming culture, humor, and community engagement, the studio has successfully built a dedicated following that appreciates its unique blend of animation and storytelling.

Unfortunately, there are no open positions for me to apply for at the moment. But I found this list of requirements on the other website:

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Tech Dairy

What do I plan to work on in this module?
 

Improve my workflow

​To understand my creative process, it is important to first reflect on how my workflow has evolved throughout this course. Earlier in the course, I relied exclusively on a step-by-step animation process. I attempted to draw in a freer, more instinctive style, but I couldn't make it work at the time.

As my experiments later revealed, the issue was not a lack of ability — I simply needed to change my approach. Being autistic fundamentally shapes how I engage with creative work: animating without a precise understanding of where and how a character or object is moving felt disorienting and counterproductive, making it nearly impossible to work with any sense of freedom.
My brain requires clear structure and a defined sequence of actions before I can engage confidently with a task, which is precisely why step-by-step animation felt so natural to me for three years. However, I also recognise that rigidity has its limits. I strongly believe that pushing beyond my comfort zone and developing new skills will make me a stronger artist and a more adaptable professional. With that conviction, I set out to find a way to work with my neurodivergence rather than against it — to "trick" my brain into embracing creative freedom without sacrificing the structure it needs.

Drawing on this self-knowledge, I developed a hybrid approach: I still created keyframes first, but with significantly more time between them. Crucially, I did not allow myself to fill in the in-between frames in advance — instead, I moved the character freeform from pose A to pose B, extending the timeline organically as needed. This gave me the structural anchor my brain required, while opening up genuine space for spontaneity in between. The result genuinely surprised me. This approach gave me the freedom to observe and respond to characters as I animated them, rather than simply executing a plan. Small, unplanned details began to emerge naturally — unsynchronised blinking to convey genuine surprise and momentary confusion, a subtle sway in the hips as the character turned, adding real weight to his movements. These were not decisions I had planned in advance; they arose from being present in the process. That sense of discovery is what makes animation feel alive, and finding a method that allows me to experience it has been one of the most meaningful breakthroughs of this course.

I intend to continue developing and refining this method. There is still much to explore — how it might adapt to different types of movement, more complex scenes, or entirely different animation styles. In the future, I want to experiment with combining this hybrid approach with other animation workflows to see how far it can be pushed. What matters most, however, is what this process has already proven: that with the right framework, I am capable of animating with spontaneity, creativity, and genuine artistic instinct. That might be a small thing, but it is the foundation I will build my future approach to animation on.​

Program of Choice for This Semester.

For eight years, Photoshop was my sole creative tool — a deliberate choice made early in school, rooted in the knowledge that Adobe software dominates the professional art and animation industry. Alongside it, I invested in a Wacom graphics tablet, again the industry standard. The logic was simple: arrive at university already fluent in the tools most studios rely on, with years of experience that peers encountering them for the first time would not yet have.
 

During my studies, however, I noticed that many of my peers were working on iPads using Procreate — a program I had never encountered before and had not considered relevant to a professional pipeline.

My initial reaction was scepticism. Procreate seemed unlikely to find a place in professional animation pipelines, and I continued working within what I considered a more industry-aligned workflow — one anchored by ToonBoom Harmony, a program widely used in professional studios and one I had been building familiarity with. Over time, however, as my understanding of the industry matured and the technology around Procreate evolved, I decided to give it a genuine try.
 

It took a full six months to feel genuinely comfortable with Procreate’s interface and workflow. The results, however, were far beyond what I had expected — not just in the quality of work produced, but in what the process revealed about how I create. The clearest measure of this is not any single piece of artwork, but how fundamentally my approach to drawing has changed.

In Photoshop, I followed a rigid sequence: body sketch, clothing sketch, precise line art, and finally colouring and rendering. Every layer and folder was meticulously organised, allowing me to isolate and revise any element at any point. It was a system built entirely around control.

This process had been refined over the years — and as I eventually came to realise, it was holding me back far more than it was helping me.
 

When I transitioned to Procreate, I quickly discovered that many of my established workflows were simply not replicable within the app's more constrained feature set. Attempts to carry over my Photoshop process produced unsatisfying results, and for a time, I felt genuinely stuck. Rather than forcing a familiar system onto an unfamiliar tool, I had no choice but to rebuild my approach entirely.
The method I turned to was one I had never seriously attempted before: drawing from a spot — building a composition loosely and organically from a single starting point, rather than constructing it layer by layer from a predetermined structure. A close artist friend became my guide through this, and we spent hours drawing together over Discord, sharing our screens and watching each other's processes unfold in real time.

 

I began introducing looser, smoother lines into my sketching, blending them with my naturally angular style. The focus shifted away from precision and towards composition and form — learning to let the overall image breathe before committing to detail.

Colour came next — not carefully placed, but dabbed loosely over the sketch to mark the rough location of objects. This freed me to focus on palette relationships and contrast, using colour to direct attention to what mattered most within the composition. I then roughed in shadows and light direction before finally lifting the sketch to a higher layer and gradually introducing detail, distributing my attention across the whole painting rather than fixating on individual sections.
 

For a long time, the inability to simply erase and redo felt deeply uncomfortable — a direct challenge to the control I had always relied on. But gradually, something shifted. I began to see those imperfections not as failures, but as invitations: unexpected marks that could be developed into something more interesting than what I had originally planned.
 

This approach unlocked a level of creative freedom I had never experienced before. What is most striking in hindsight is that it was Procreate's limitations — not its features — that drove this growth. By removing the safety net I had relied on in Photoshop, the program forced me to develop a more intuitive, responsive way of working that I now apply almost constantly.
 

To this day, I use Procreate exclusively for my art.
 

When Procreate Dreams was released, I had high hopes. ToonBoom Harmony, while powerful, has a steep learning curve and a workflow that can feel rigid. Dreams seemed to promise something different — a more fluid, intuitive approach to animation that would extend naturally from the creative freedom I had already found in Procreate.
 

Those hopes were quickly tempered. At launch, Procreate Dreams had a significantly limited feature set compared to what I was used to in ToonBoom Harmony, and I found it genuinely frustrating. Even after a couple of years of updates, the program had not evolved as much as I had anticipated. Despite this — and, in some ways, because of it — I deliberately chose to use Dreams for this module. My experience with Procreate had already shown me that working within constraints can force growth that comfort never would.

Part of my reasoning was also deliberate professional preparation. Having worked with ToonBoom Harmony and knowing it reasonably well, choosing an entirely unfamiliar program was a way of simulating the experience of joining a studio and being handed tools I had never used before.
No graduate can be fully prepared for every pipeline they will encounter — but the ability to adapt quickly, rebuild a workflow under pressure, and remain functional in an unfamiliar environment is a skill in itself. This was my attempt to practise exactly that.

 

Working in Procreate Dreams was immediately challenging. Despite sharing a developer with Procreate, the internal structure, controls, and logic of Dreams felt entirely foreign — there was very little that carried over intuitively from my existing experience with Procreate.


The most significant constraints were the absence of transformation tools and the inability to isolate or reposition specific elements within a layer. In ToonBoom Harmony, these are foundational features — tools that allow animators to reuse, adjust, and reposition elements across frames with precision and speed. Without them, I worked more in the traditional hand-drawn animation style: redrawing almost every frame from scratch, with no shortcuts and no safety net.
 

I made a conscious choice to reframe this not as a problem, but as a constraint with creative potential. Working within these conditions gave me direct insight into how animation was produced before modern software transformed the craft. It demanded more from me as a draughtsman, sharpened my drawing consistency across frames, and ultimately made me more adaptable — better equipped to work across different tools and workflows.
 

The process was undeniably more labour-intensive than anything I had done in ToonBoom Harmony, and it demanded far more time and effort per second of animation.
But it was also among the most formative experiences of the course. Drawing every frame by hand, with no transformation tools and no ability to reuse movement, forced me to develop a level of draftsmanship and consistency I had never needed before.
Crucially, it was also within these constrained conditions that I began developing the hybrid animation method described in the previous section. That method — arguably the most significant creative breakthrough of this course — might never have emerged had I been working within the comfort of a more fully-featured program.

Report

2D Character Animator/Junior Animator



This semester has been one of the most demanding and, ultimately, most formative periods of my development as an animator. Across two interconnected areas — my animation workflow and my choice of software — I have undergone changes that I did not fully anticipate when the course began, and which have reshaped how I understand both my creative process and my professional ambitions.
 

At the heart of everything I do as an animator is a deep fascination with character — specifically, with how personality, psychology, and behaviour can be communicated through movement alone, without relying on dialogue to do the work. This has been a personal preoccupation for years, and it is what drew me to pursue a 2D character animation role in the industry. The studios I researched this semester — particularly smaller indie studios — share this commitment to expressive, character-driven storytelling, and I feel I am well-suited to this environment.

What this semester clarified for me is that achieving that level of expressiveness requires more than technical proficiency — it requires a willingness to work intuitively, to be present in the animation process rather than simply executing a predetermined plan. That understanding did not come easily.
 

For most of my development as an animator, I worked exclusively within a rigid step-by-step process: establishing keyframes, then methodically filling in every in-between frame before moving on. This approach gave me control and clarity, and for a long time, I mistook that control for quality. In reality, it was producing animations that felt mechanical and lifeless — characters that moved through poses rather than inhabiting them. The fluidity and weight I was striving for remained just out of reach, and I grew increasingly frustrated with the gap between what I was producing and what I knew animation could be.

 

The breakthrough came from understanding my own neurodivergence rather than fighting it. Being autistic, I need a clear structural framework before I can engage creatively with a task — animating without knowing where a movement begins and ends felt disorienting and counterproductive. But I also recognised that this need for structure had become a cage. The solution was not to abandon structure, but to redesign it: to give my brain the anchor it needed while creating genuine space for spontaneity in between.

The hybrid method I developed works as follows: I still establish keyframes first, but with significantly more time between them than before. Crucially, I do not fill in the in-between frames in advance — instead, I move the character freeform from pose A to pose B, extending the timeline organically as the movement demands. This single change transformed how I experience the animation process. Details I had never planned began to emerge naturally — unsynchronised blinking to convey genuine surprise, a subtle hip sway as a character turned, adding real physical weight to his movement.
These were not decisions made in advance. They arose from being present and responsive in the moment, and they are precisely the kind of details that make a character feel alive.

The same principle — that constraints and discomfort can be more instructive than comfort — shaped my approach to software this semester.

I came into this course with eight years of Photoshop experience and a working knowledge of ToonBoom Harmony — both deliberate investments made with professional studios in mind. My logic had always been to arrive already fluent in the tools most of the industry uses. That strategy served me well in some respects, but it also meant I had spent years optimising for familiarity rather than growth. Choosing Procreate Dreams for this module — a program I found genuinely frustrating, one that had not yet matured into the tool I had hoped it would become — was a conscious decision to break that pattern.

 

The absence of features I had taken for granted in ToonBoom Harmony — transformation tools, the ability to isolate and reposition elements within a layer, and effective layer merging — meant I was working more like traditional hand-drawn animation, redrawing almost every frame from scratch. This was laborious and, at times, deeply frustrating. But it also gave me something I had not expected: a direct, unmediated experience of what animation actually is at its most fundamental level. Without software doing the heavy lifting, every frame demanded genuine draftsmanship, and my consistency and confidence as a draughtsman improved substantially.

It was also within these constrained conditions that the hybrid animation method described above began to take shape. I am not certain it would have emerged had I been working in ToonBoom Harmony, where shortcuts and automation can insulate an animator from the raw process. The limitations of Dreams removed that insulation entirely, and the method I developed in response has become the most significant creative breakthrough of this course.

There is also a professional dimension to this that I want to acknowledge. No graduate entering the industry can be fully prepared for every pipeline they will encounter. Choosing to work in unfamiliar software — and to persist through the frustration of learning it under time pressure — was a deliberate attempt to practise adaptability as a skill in its own right. I believe the ability to rebuild a workflow quickly and remain functional and creative in an unfamiliar environment is something studios value, and I now feel genuinely more capable of it.

Looking back across the semester, the thread connecting everything — the workflow experiments, the software frustrations, the unexpected breakthroughs — is a shift in how I relate to difficulty. I began this course with deeply ingrained habits built around control: control over my pipeline, my tools, my process. What I have learned is that control, taken too far, becomes a barrier. The most meaningful growth I experienced this semester came not from mastering something familiar, but from being forced to work without the safety nets I had always relied on.

I am leaving this course a more confident animator, a more intuitive draughtsman, and a more self-aware creative practitioner. I understand my neurodivergence not as a limitation to manage, but as a set of cognitive tendencies to design around — and increasingly, to design with. I know what kind of animator I want to be: one who brings genuine psychological depth to characters, who communicates emotion and personality through movement, and who works with the kind of expressive instinct that this semester has helped me begin to develop.

The journey is far from over. The hybrid method I have developed needs further testing across different movement types, more complex scenes, and different animation styles. My drawing practice continues to evolve. And there is still much to learn — about the industry, about the studios I want to work with, and about what I am capable of producing when I am working at my best. But I am beginning this next stage from a stronger foundation than I had before, and with a clearer sense of the animator I am becoming.

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