Feedback Sucks! - A chat about creating things professionally
Creating something, especially something creative, takes time. Consuming it? Not so much.
Especially in animation ( but absolutely not limited to it ), a second of 'intake' might be what you spent a whole day making. And.. It is judged quickly.
There's no way around it: if you're a professional artist, you'll get feedback. Lots of it. Usually, you only get to hear the bad things. You'll get feeback from people you admire, people you hate and from people you have to listen to, even if they don't have a single idea about design ( or animation or games or.. whatever you're making ) at all. You'll get feedback for things you spent the better part of a week working tirelessly on - and you'll have to implement it. Now. Even if it hurts.
On the flipside, feedback and notes is how we learn best. Feedback is how a rough idea gets sharpened and distilled. It is how things become better over time. It is an incredible trust-building excersize. It's the only thing helping you improve your craft and building a visual library and habits of creation. Without feedback, you'll never become a good artist ( sorry ).
So... how do we get through feedback? How do we give better feedback? How do we work through feedback that we don't agree with? Why did it even hurt? We're professionals after all?
In this talk I'll try to share what I learned over 20 years of getting feedback as an animator, giving feedback leading animation teams and how I think we should all embrace notes, especially bad ones, a bit more.