Linus Media Group
Video Editor / Graphic Designer Application Portfolio
Video Editing (KC Media)
I worked at KC Media for the last 6 months of its life, as the channel grew from 100K subscribers in September 2016 to 200K in February 2017; it was one of the most valuable experiences that I've ever had. When I would arrive at work at 8am, I would be given 1-2 hours worth of Let's Play footage, and by the time I left at noon, I would have completed my edit in its entirety. That 4 hour work cycle including everything: I'd have to watch through every second of the footage, sort it and label it in Premiere, organize a timeline, and turn what was really just half-decent content into well-paced and exciting videos with effects, pop-ups, and music.
At first, this was an incredibly difficult task to complete on time, but I soon learned how to handle it with ease. The most important skill: organization. When you have to edit hours of content down to just a couple minutes in half a day, you really need to know exactly what and where everything is. I built myself I template to help me skip set-up steps in my project and in my timeline. I learned the perfect system for organizing the plethora of media that needed to stay in sync on different layers (2 voice-over tracks, 2 in-game audio tracks, an upper thirds face cam layer, a high resolution face cam close-up). Almost as important as organization: keyboard shortcuts. Don't learn a few important ones. Learn them ALL. Anything you do more than even once a day that doesn't have a shortcut? Make one for it. The time and mental energy you'll save will be immense. Finally, the most widely-applicable skill: learn to focus on what really matters. Don't spend half an hour perfecting a single effect. If you have the time, then great - go for it. Your video will be all the better for it. By I didn't have the time. I had to learn how to really focus on what made these videos tick. If it wasn't absolutely necessary to include a clip in order for the viewer to understand the game mechanics and what the players were doing, then it wasn't important. If it wasn't funny or exciting, then it didn't matter. Ultimately this comes down to pacing. How much information and data can you convey to the audience without them either getting overwhelmed or bored? I really started to learn how to find that sweet spot working at KC Media.
I also really learned how to not only take feedback, but apply it. There was no time to dance around the issues. If I screened my edit and they had a problem with it, I had to work out exactly how to fix it.
Task: Take 1-2 hours of (boring) footage, and make it into an engaging 10 min video
Time: 4 hours until it had to start exporting
My Outcomes: Learned how to work fast and efficiently. Learned how to really pace an engaging video. Learned to focus on the core/heart of the content. Learned to apply feedback effectively to the final product. Learned how to best organize projects and timelines for efficiency.
Process: Work from high priority to low - Create template to skip steps in future. Organize and look through ALL footage. Label. Sort out the timeline. Lay everything out and get a solid assembly before wasting time fine-cutting something that might get scraped later. Slowly mold down the edit tighter and tighter. Add in jokes, effects, and music.
Software: Adobe Premiere and Audition
Motion Graphics & Animation
2D and 3DVideo Essay (Now 3 years old but shows a good variety)
Most Recent Video Essay (Written, Recorded, Edited, Animated in 3.5 hours to stay newsworthy)
Tiny Motion Graphic & Animation Reel
I've been writing and animating video essays since before I even had a word to describe them. From these projects, I've learnt most of my motion graphics skills. My greatest improvement from the beginning (top video) to now (bottom left) is by far the pacing. That's more of a voice-over thing though, so I won't focus on that. (Besides to mention that I use Premiere to cut the audio, and Audition to add a Hard Limiter to keep the audio at a nice -6dB. On other projects I'd use a more standard -12 or -20 and probably use a more natural/dynamic audio compressor.)
My motion graphic style varies from project to project. I used to use a lot more low-poly 3D assets (Blender3D) but that tends to take more time than I have for personal projects, and so now I mostly stick to 2D work. One of the greatest changes that I ever made to my workflow, has to do with syncing motion graphics to voice overs. I used to meticulously calculate and convert exactly which keyframe in my 15-30 second After Effects composition perfectly lined up with 00:08:34:12 (for example) in my Premiere sequence. But trying to figure how many frames apart 00:08:32:22 is from 00:08:34:12 and what timecode that would convert to in my short AE comp, was just incredibly impracticable. I now just make a note of how many separate audio queues I have, and animate each one accordingly with a good one or two second gap in between. I then cut that comp up and adjust the speed/duration in between the animations in Premiere to quickly line that up to my sequence.
I've also gotten a lot faster. The older video took about a month to animate. The newer one took about an hour and a half to animate. Of course, in a perfect world, I'd end up somewhere in between, and spend more time making higher quality visuals, but alas, sacrifices must be made.
Another really big change is a new found love for easing keyframes. I didn't used to do this as much as I should and those videos suffered for it.
Most of the logo animation in the reel (bottom right) were done for DS90 Media, where I've worked on some really cool projects for organizations as big as BMO. I usually spend around 15 minutes working out exactly how I think the logo would best be animated, and then only about 10 minutes to execute. Over the years, I feel that I've grown quite proficient at working with After Effects.
Task: Motion Graphics and Animation, mostly timed to narrations.
Time: As I've worked on more animations, I've learned how to really speed up the process from weeks, to a few a hours. Higher quality 10 minute motion graphics now take about a single day of work.
My Outcomes: Visuals have steadily improved as I've learned to use new and better tools/techniques.
Process (after voice-over recorded): Import voice over to Audition. Hard Limiter to -6dB, fill Left to Right. Cut voice over down and to perfectly match script. Import audio to Premiere. Apply markers to break up voice over into smaller sections which can more easily be animated in After Effects. Make a mental list of audio queues. Animate in After Effects. Find/create assets as needed. Time the animation to the voice over in Premiere. Repeat until done. Apply fine touches and add music / end screen.
Software: Adobe Premiere, Audition, After Effects, Blender3D
Short film shot in three and a half hours. Canon C-100. (I planned the shots and lighting, and since this was a small school project I was effectively the Cinematographer and Director, while the credited DP was actually the Cam Op.
Shot and Lit entirely by myself. Canon 60D
Above are some of my short films from recent years. I shot them both and did the directing/writing/editing as well. I've worked mostly with Canon cameras, but I have a pretty broad understanding of photography and cinematography and could quickly and easily adapt to any system from Canon to Sony to Red.
I've also used a range of lighting set ups from all natural light, to a set of home-depot can lights, to professional Kinos and Fresnels. I'm familiar with basic 1 light setups, as well as the standard 3 light setup and am very comfortable working with extra background and subject/eye lights. I've worked as a Gaffer and Grip on several narrative shoots so I have lots of lighting and rigging experience.
I've also embedded an older video (above) where I experimented with using light gels. I hadn't yet learned the importance of using a backlight effectively to separate the subject from the background, and was still learning how to balance the angle of the key light with the intensity of my fill.
And last but not least, I've attached a 28160x720 px, 352:9 video that plays across 22 monitors. It was made with Premiere, After Effects, and Blender3D, and although it might not be incredibly relevant here, I can't help but share it.
My strengths are found primarily in the video world, although I do have quite an extensive history with graphic design. For my video essays, of course, I had to create all of the assets - both 2D and 3D. You can see those above.
I also have some experience designing T-Shirts for internet-entertainment companies. I had four T-Shirts with a limited run at For Human Peoples (Philip DeFranco), most of which were designed in 2-3 hours in Photoshop. The blue Avatar one was created in Illustrator and took about 4 hours. When I created these designs, I didn't have much experience with the process of printing, and made several mistakes. I've since learned to pay more attention to my layers, and to never leave stray pixels hanging around, and to clean up my edges properly. I've also since learned to work at a better resolution than the digital standard of 72ppi. I now also convert most of my designs to vectors in either Inkscape, CorelDraw, or Illustrator once I'm done in Photoshop. This last step is where I do a lot of the cleaning, whereas when I'm mocking-up the design and experimenting in Photoshop I tend to be a little more free-flow.
I did some quick mock-ups for T-Shirt designs for Tech Quickie and Scrapyard Wars (below). They still need to be cleaned up a bit, and really need a good hour or two of fine touches to complete them as balanced and strong compositions.
My experience in sourcing materials for merchandise and being hands-on with the printing is pretty lacking, but I'm confident that I could learn. I'm organized and very systems-oriented.
I also don't have any experience in creating Sales Decks, but I took a quick run at it (below). You can read more about my process alongside the images, and I'm definitely open to tips and criticism on them.
I have lots of experience designing logos and creating minor brand redesigns (such as creating guidelines for font usage, and developing a colour palette). I work primarily in Photoshop and Illustrator here, but will occasional use Blender3D to either create the logo itself or create references for perspective drawing. I've including examples below again.
I also have lots of experience creating YouTube banners and thumbnails which you can see below. I make those in Photoshop. If the brand is already clearly established, I can usually make two or three finished banner designs to choose from within 90 minutes or so. If the brand still needs work when I'm starting on banners then it usually takes twice as long. Once I get feedback on which version looks best, I usually work on the final touches for another hour. The same goes for thumbnails, although those usually only take 15 minutes or so - especially when a basic formula is already established.
For Human Peoples (DeFranco - Limited Run)
These are just some quick mock-ups. The designs took a little less than an hour each from conception to finish. I made them in Photoshop but would convert them to a vector with Illustrator if they were to actually need printing.
This is another quick mock-up - this time a sales/media deck. I didn't want to assume anything about your business, so I opted instead to do a couple slides about these job openings. Both slides were made in Photoshop, and took about 45 minutes each. I modeled my devices off of the style of the ones featured in your intro, and used an iPhone 8 and a Galaxy S8 as scale models for the second slide. I added a glow from the monitors (which does not appear in the style of your intro) because I think it gives the final image a nice shine, and creates a subtle semi-flat 3D look.
For these pages, I went with quite a blocky look since there wasn't too much information that needed to be displayed. If more data needed to be communicated, I would shift the style of the text to a cleaner, slimmer look, with greater spaces between the denser blocks of information.