Career Path of an Art Director and Motion Designer at Apple
John's career journey began with a film studies degree at UCSB, transitioning from analog film to the burgeoning digital world and "this really sort of like revolutionary moment" of digital editing. This led to a path marked by self-learning, evolving roles from motion graphics to art direction, and a return to directing, culminating in a current position at Apple where John leverages their diverse skillset in concept design and product identity.
Digital Media Production, Motion Graphics and Animation, Career Pivoting and Adaptability, Technology and Innovation in Filmmaking, The Evolving Landscape of Digital Art
Advizer Information
Name
Job Title
Company
Undergrad
Grad Programs
Majors
Industries
Job Functions
Traits
John Robson
Art Director & Motion Designer
Apple
UCSB
Film, Media Arts, Visual Arts
Arts, Entertainment & Media, Advertising, Communications & Marketing
Creative
Worked 20+ Hours in School
Video Highlights
1. John's career path highlights a successful transition from traditional filmmaking to motion graphics and technology. He adapted to the shift from analog to digital media, showcasing versatility.
2. His journey emphasizes continuous learning and skill development. John actively sought new knowledge through various resources and embraced evolving technologies like digital humans and motion capture.
3. John's experience shows that career paths are not always linear. He combined his film background with technological advancements, landing roles in diverse fields like gaming and product design at major companies like Samsung and Apple.
Transcript
Could you walk me through your career path, starting with your experiences in college? Did you have any internships or jobs before your current role?
I went to UCSB from 1999 to 2002 and majored in film studies. I came from an art illustration background in high school but developed a desire to make my own films. At UCSB, I became interested in cinematography.
As I neared graduation, the industry was shifting from analog film production to digital. We literally started university by cutting film with a splicer, which was valuable for understanding historical techniques. However, it was also a revolutionary time as we transitioned into the digital world with new cameras and editing software.
I started using the school's editing systems and found a strong interest in them. It was a revelation that a home computer could be used to make films without a large crew or equipment. After graduating, I sought internships but found it difficult to secure a position.
Instead, I took on a lot of free production work. Because I initially wanted to be a cinematographer, I worked as a camera assistant. This experience was tough, unlike the collaborative environment at school. The people I worked with were often disengaged and unwilling to help me progress.
I realized cinematography wasn't what I enjoyed. Since I had started working with computers, learning editing software from Adobe, I began exploring graphic design and effects. Over the next few years, I self-taught myself motion graphics and 3D animation through books and tutorials, which were less readily available than today.
I landed an entry-level job in motion graphics, and my career took off. The industry was evolving rapidly; many came from print design backgrounds and were learning 3D as computers became faster. This marked a new era of digital filmmaking, and I evolved with it from a motion designer to an art director and creative director.
I eventually returned to directing, particularly as DSLRs in the 2010-2015 era allowed for professional-level video shooting without extensive equipment or crew. This reignited my earlier passion for filmmaking. This led to directing work with various studios.
In 2019, I was offered a directing position at House Special in Portland, Oregon. They are the commercial division of Laika, known for stop-motion films like Coraline. I worked with them for a few years before moving there with my family.
The pandemic hit, causing a halt in live-action production and leading to everyone working remotely. During this time, I became interested in new technologies, specifically digital humans and motion capture, as a way to tell stories without real actors. This led to creating personal projects featuring artificial humans, which gained attention before the recent AI craze.
In 2022, Samsung noticed my work and hired me for their research group developing real-time digital humans. I worked remotely with scientists and engineers, bringing my filmmaking experience and tech-savviness to the team. We focused on developing the world around digital humans for real-time gaming and creating personal avatars.
I realized that careers often come full circle. After pursuing technology, I found myself returning to filmmaking principles in unexpected ways. Working in the tech world was fascinating, but it also involved risks.
Last year, Samsung closed some divisions, leading to layoffs. I then moved to Apple, where I've spent the last year creating concept designs and identity for new products. This role allows me to apply the experiences I gained from both school and my career leading up to this point.
