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Your Film Is Finished. Now What? A Realistic Guide to Distribution for Independent Animators

10/5/2026

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​Did you finish the animation and then realize you still have a movie-sized pile of work in front of you?

Do you have a final export, but no trailer? A film, but no captions? A story you are proud of, but no idea whether to submit it to festivals, contact a distributor, use an aggregator, or release it yourself?

And are you wondering how to animate a feature film all the way to an actual audience, rather than stopping when the characters finally move?

I understand. Animation is not finished when the last drawing is complete. A finished film is not automatically a released film.

I'm Gene Hamm, and I have been through this process myself. I worked on Ralph Bakshi's The Lord of the Rings, Hanna-Barbera's The Smurfs and Super Friends, Gumby, and the Dick Tracy game. More importantly for this conversation, I independently made and distributed three animated features: Hell Toupee, The Dream Hat, and Don't Call Us, We'll Kill You.

I have just started a fourth feature, but I'm keeping the title secret for now so nobody steals it. You understand.

So let me give you the map. Not every technical detail of the workshop, because that is what my Animation A2Z Complete Course (link: https://www.animationa2z.com/product/animation-a2z-complete-course/ZBEEMUSQ3TMXGIOLXTZI3SDO) is for, but the decisions you need to make next.

​A Finished Film Still Needs Finishing

Before you submit anywhere, ask yourself:

• Is the audio clean and properly mixed?
• Are the dialogue, music, and effects balanced?
• Do you have closed captions or subtitle files?
• Does the film need chapter breaks?
• Do you have a trailer and short teaser clips?
• Is the film listed correctly on IMDb?
• Do you have a poster, stills, logline, synopsis, and credits?
• Can you deliver different versions for festivals, distributors, and streaming platforms?

These are not glamorous questions. I know. You would probably rather animate another explosion.

But distribution begins with delivery. If a festival or platform asks for materials and you do not have them ready, your film can appear less professional than it really is.

Your basic delivery package may include:

1. Final master file: A high-quality export of the complete film.
2. Screening copy: A smaller, secure version for reviewers or festival programmers.
3. Clean audio mix: Dialogue, music, and effects that are clear and balanced.
4. Closed captions: Helpful for accessibility and commonly required for digital release.
5. Chapter breaks: Useful for features and certain digital platforms.
6. Trailer: Usually thirty seconds to a minute and a half, showing the story and tone.
7. Poster and key art: The image that makes someone stop scrolling.
8. Film stills: High-resolution images for festival listings and publicity.
9. Logline and synopsis: Short and longer descriptions of the film.
10. Credits and filmmaker information: Make it easy for people to understand who made the project.
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​Decide What You Want the Release to Do

​o you want festival recognition? Do you want to build an audience for your next film? Do you want people to rent or buy the movie? Are you trying to prove that your story could become a series? Or do you simply want the film available for viewers who have been waiting for it?

Those goals can lead to different choices.

A short film may benefit from a festival run and online audience-building. A feature may need a longer plan involving festivals, a distributor, digital rentals, subscription platforms, advertising-supported streaming, or direct sales.

There is no single route that works for every independent animated film. That is one reason I do not promise that any film will receive a distribution deal. Distribution is competitive. A good film can be rejected. A festival can say no. A platform can pass.

That does not mean you stop. It means you make a plan that gives your film more than one chance.

​Route One: Film Festivals

​Festivals can provide visibility, reviews, awards, audience feedback, and useful proof that other people are responding to your film.

They can also cost money and time.

Entry fees are real. Deadlines are different. Some festivals have premiere requirements, which means submitting to one event may affect whether another event will consider your film as a premiere. You need to track the rules, fees, deadlines, and responses instead of sending the same email everywhere and hoping for magic.

Rejection is normal. I have submitted work myself, and I can tell you that a rejection does not automatically mean your film is bad. Festivals have limited screening slots, changing themes, local priorities, and large numbers of submissions.

A practical festival package includes:

• A secure screener
• Runtime and completion date
• Logline and synopsis
• Director's statement
• Credits
• Filmmaker biography
• Poster and stills
• Trailer
• Captions or subtitles when requested

A festival campaign can take several months, and sometimes longer if you are carefully working through different submission windows. Start with festivals that genuinely fit your film, not just every event you can find.

​oute Two: Distributors and Aggregators

​A distributor may help place your film with different outlets, handle parts of the delivery process, and negotiate licenses. An aggregator may help deliver your film to digital platforms under a particular arrangement.

That sounds simple, but read the agreement carefully.

What rights are you giving away? For which countries? For how long? Is the deal exclusive? Does the company recoup expenses before you receive money? Which platforms and formats are included? Who controls the trailer, artwork, captions, and pricing?

Do not sign simply because somebody says your film is "accepted." Understand what you are accepting.

A distributor may be a good choice if you want help with sales and delivery and are comfortable sharing control or revenue. An aggregator may be useful if you want to retain more control but need technical access to platforms.

Neither one can create an audience out of thin air. You still need a strong film, clear artwork, a useful trailer, and a way to tell people the movie exists.

​Route Three: SVOD, TVOD, and AVOD

​These names sound complicated, but the basic differences are fairly straightforward.

• TVOD, Transactional Video on Demand: Viewers rent or purchase the film.
• SVOD, Subscription Video on Demand: Viewers watch through a subscription service, usually as part of a larger catalog.
• AVOD, Advertising-Supported Video on Demand: Viewers watch without paying directly, while advertising supports the service.

TVOD can make sense when you have an audience willing to pay for the film. SVOD can provide broader exposure if a platform licenses your movie. AVOD can help people discover the film later, although income and visibility can vary.

Some independent filmmakers begin with festivals, then explore paid digital release, then move toward subscription or advertising-supported availability. Others self-release immediately. Your audience, genre, budget, rights, and goals all matter.

A release can take weeks after an agreement, or several months if delivery materials, listings, captions, artwork, and approvals are still being prepared. Do not announce a streaming date until you know the platform has actually accepted and scheduled the film.

​The "Be Your Own Boss" Moment

​This is where owning your film matters.

A single-skill animation path can prepare you for a job inside somebody else's production. That is a good path if that is what you want. I have worked in studio environments, and there is a lot to learn there.

But when you finish and release your own film, you are not waiting for somebody else to give you permission to become a filmmaker. You own the project. You decide whether to submit it, license it, sell it, or keep building the audience yourself.

That does not mean you must do every task alone. You may hire a sound mixer, editor, captioning specialist, designer, lawyer, or distributor when your budget allows. Being your own boss means understanding the complete road well enough to make good decisions and hire help intelligently.

Here is the artwork from the three features I made and distributed myself: Hell Toupee, The Dream Hat, and Don't Call Us, We'll Kill You. Different styles, same process, and each one went from an idea to something an audience could actually find.
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​A Simple Timeline to Keep in Mind

​Every film is different, but a realistic map might look something like this:

1. Final delivery preparation: Several weeks, depending on missing materials.
2. Festival planning and submissions: Several months to a year or more.
3. Distributor conversations: A few weeks to several months, with no guarantee of an offer.
4. Aggregator or platform delivery: Often several weeks after all materials are approved.
5. Self-release preparation: Several weeks or months for setup, artwork, promotion, and audience-building.
6. Long-tail distribution: Ongoing. Your film may continue finding viewers long after the first release.

The important thing is not predicting the exact date. The important thing is understanding what must happen next.

​Learn the Whole Path From Start to Finish

​This is the stage covered in Module 20 of the Animation A2Z Complete Course (link: https://www.animationa2z.com/product/animation-a2z-complete-course/ZBEEMUSQ3TMXGIOLXTZI3SDO), which includes film festivals, aggregators, SVOD, TVOD, AVOD, trailers, IMDb, chapter breaks, and closed captioning.

The complete course contains 20 modules covering the entire animated filmmaking pipeline, from financing, writing, drawing, character design, storyboarding, voices, music, sound effects, animation principles, special effects, timing, editing, and distribution.

You also receive the ever-expanding Best of Hammination Bonus Vault, including behind-the-scenes material from my own features, drawing tutorials, interviews, demonstrations, and the How To Get A Job In Animation And Keep It audiobook. There is more on the way, and future course updates are included at no extra cost.

Would it help to talk through your specific project? You can also book a Live 1-on-1 Zoom Lesson with me (link: https://www.animationa2z.com/product/live-1-hour-zoom-lesson-with-gene/SDPCMS4QA7P76XPBPZEDLZFA). After your order comes through, I receive an alert and email you so we can compare schedules. I am in California, so we will make sure the time zone and Zoom link are correct.

The course includes a 10-day full money-back guarantee. Look through it, use the material, and decide whether it is helping you. If it is not useful, let me know within the guarantee period. You are not trapped.

If you have not read the first two posts, start with How to Make an Animated Movie From Scratch (link: https://www.hammination.com/gene-hamms-blog/how-to-make-an-animated-movie-from-scratch-even-if-youve-never-animated-before) and then read Animation Pipeline Course vs. Single-Skill Tutorials (link: https://www.hammination.com/gene-hamms-blog/animation-pipeline-course-vs-single-skill-tutorials-which-actually-gets-your-film-to-streaming).

Your film is not finished when the animation stops. It is finished when you have prepared it, made your decisions, and put it in front of an audience.

Start now. Own the next step. Your film is waiting.
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Animation Pipeline Course vs. Single-Skill Tutorials: Which Actually Gets Your Film to Streaming?

10/2/2026

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​Animation Pipeline Course vs. Single-Skill Tutorials: Which Actually Gets Your Film to Streaming?
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Do you want to make one animated scene, or do you want to finish your own animated film? Do you want to get hired to work on somebody else’s production, or do you want to understand what happens from the first idea all the way to festivals, distributors, and streaming?
And when you search for an animation course online, are you finding the complete path, or just another lesson about one small piece of it?
That difference matters more than most people realize.
A single-skill tutorial can teach you how to animate a walk cycle, write a screenplay, draw a character, record a voice, or add sound effects. Those lessons can be useful. I have used specialized training myself, and I still believe you should keep improving individual skills.
But if your goal is to make your own animated feature from start to finish, learning one isolated skill at a time can leave you with a large pile of knowledge and no finished film.
​That is why I created the Animation A2Z Complete Course.
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​The Difference Between Learning Animation and Making a Film

Most animation education is organized around a job or a particular craft.

You might find a course about character animation. Another course might focus on screenwriting. Another may teach voiceover, digital painting, 3D modeling, storyboarding, or editing.

There is nothing wrong with that approach if your plan is to join an existing studio pipeline. You specialize in one department, become very good at that department, and contribute your work to someone else’s film.

That is a perfectly valid career path.

But what if you want to make your own film?

Then you need to understand how all the departments connect. You need to know what must happen before animation begins, how a script becomes shots, how voices affect timing, how music and sound effects support the picture, how editing changes the story, and what your finished film needs before you submit it anywhere.

A film is not finished just because the characters move.

You also have to think about copyrights, release forms, audience, financing, post-production, captions, trailers, film festivals, aggregators, and different forms of video distribution. These are not glamorous subjects (I admit it), but they are part of the road.

An animation pipeline course should help you see that road clearly.
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​A Pipeline Is the Whole Journey

​When I say “pipeline,” I mean the complete working path from an idea to a finished, deliverable film.

You do not have to master every single job at the same professional level. You might be stronger at drawing than editing. You may decide to hire a composer, work with a voice actor, or ask another artist for help.

But you should understand the whole process well enough to make decisions.

Here is the basic map:
​1.  Idea and Planning: What film are you making, and why?
2.  Legal and Financial Preparation: Who owns the work, and how will you support production?
3.  Writing and Storyboarding: How does the idea become a sequence of shots?
4.  Design and Drawing: What do the characters, settings, and action look like?
5.  Animation and Performance: How do the drawings move and act?
6.  Voice, Music, and Sound: How does the audience hear and feel the film?
7.  Editing and Post-Production: How do all the pieces become one finished movie?
8.  Release and Distribution: How do you prepare the film for festivals, aggregators, and viewers?
​A single-skill tutorial usually lives inside one of those sections.

A complete course shows you how the sections relate.

That is the important distinction.

​What I Have Learned by Making Three Features

​I am Gene Hamm, and I have worked in animation in a lot of different ways.

My first animation job was on Ralph Bakshi’s The Lord of the Rings. I later worked with Hanna-Barbera on The Smurfs and Super Friends. I worked with Gumby, animated villains for the Sega Dick Tracy game, taught animation and storyboarding, and spent years figuring out how to solve practical production problems.

More importantly for this conversation, I independently made and distributed three animated features:
​•  Hell Toupee
•  The Dream Hat
•  Don’t Call Us, We’ll Kill You
​I have now started a fourth animated feature. I am keeping the title secret for the moment (you understand. Somebody might steal it).

I have made the mistakes, adjusted the workflow, dealt with sound, editing, legal questions, delivery, and distribution, and learned that enthusiasm alone is not enough. You need a process that keeps moving when the project gets long and difficult.

That experience is what I put into the Animation A2Z Complete Course.

​What the Animation A2Z Complete Course Covers

​The course contains 20 modules of prerecorded classes covering the film from start to finish.

You can watch at your own pace and in the order that makes sense for your project. If you are a complete beginner, start at the beginning. If you already have a script, you can jump ahead and study the parts you need.

The modules include:
​1.  Streaming Video and Financing Your Film
2.  History of Animation
3.  Ideation: Making the Film You Want to See
4.  Copyrights, Plagiarism, and Release Forms
5.  Screenwriting and Breaking a Script Into Shots
6.  Finding and Understanding Your Audience
7.  Workflow for a Long-Term Project
8.  Drawing Foundations, Shapes, Heads, and Emotions
9.  Anatomy, Bodies, Hands, and Animals
10.  Realistic Faces and Drawing Real People
11.  Perspective and Foreshortening
12.  Storyboarding, Shot Types, Pans, and Screen Direction
13.  Performing Character Voices
14.  Composing Music and Creating Sound Effects
15.  The Principles of Animation
16.  Special Effects: Water, Lightning, Explosions, Tornadoes, and Glass
17.  Timing, Holds, Staggers, Lip-Sync, and Silent Scenes
18.  Walk Cycles and Character Movement
19.  Editing and Post-Production
20.  Film Festivals, Aggregators, SVOD, TVOD, AVOD, Trailers, IMDb, Chapter Breaks, and Closed Captioning
​That is a lot to put in one place, but that is the point. You should not have to keep guessing what comes next.
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What Single-Skill Tutorials Are Still Good For

​Let me be fair here.

A pipeline course does not mean you should never study a focused tutorial again. In fact, single-skill lessons are often most helpful after you understand the complete process.

You might use one to improve:
​•  Character acting
•  Facial expressions
•  Background drawing
•  Lip-sync
•  Effects animation
•  Editing rhythm
•  Music composition
•  A particular software tool
•  A specific type of walk cycle
​The problem is not the individual lesson.

The problem is trying to build an entire feature by collecting unrelated lessons without understanding how they fit together.

Think of it this way: a single-skill tutorial gives you a tool. A pipeline course helps you understand the job, the order of operations, and where the tool belongs.

You may eventually need both, but if your goal is your own finished film, start with the map.

​The Best of Hammination Bonus Vault

​When you purchase the complete course, you also receive access to the Best of Hammination Bonus Vault at no additional charge.

It is an expanding collection of additional lessons, interviews, demonstrations, and behind-the-scenes material, including:
​•  The making of The Dream Hat
•  The making of Hell Toupee
•  The making of Don’t Call Us, We’ll Kill You
•  Cartooning shortcuts, formulas, and cheap tricks
•  Drawing and animation exercises
•  Making a short film
•  Creating a character for a series
•  The “How To Get A Job In Animation And Keep It” audiobook
•  Interviews with voice coach Donna Grillo and stop-motion animator Nick Hilligoss
•  Lessons on water, lightning, tornadoes, breaking glass, and explosions
•  Storyboards, sound effects, music, staggers, and the wave principle
​And more is on the way.

I keep adding material because filmmaking questions do not stop at lesson 20. Sometimes you need to see how a real film was made. Sometimes you need a quick drawing exercise. Sometimes you need somebody to explain the same thing in a different way.

​You Can Also Ask Me Directly

​Would it help to talk through your own project?

Would you like someone to look at where you are stuck and help you decide what to do next?

The complete course includes two live one-hour Zoom sessions with me. You can ask questions about your story, workflow, animation, sound, editing, or distribution preparation.

You can also book a separate live one-hour Zoom coaching session with me. (link: https://www.animationa2z.com/product/live-1-hour-zoom-lesson-with-gene/SDPCMS4QA7P76XPBPZEDLZFA) Once your order comes through, I email you so we can compare schedules. I live in California, so I will make sure we use the correct Pacific Time schedule for your Zoom link.
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Is There a Guarantee You Will Reach Streaming?

​No, and I want to be plain about that.

I cannot guarantee that a distributor will accept your film, that a festival will select it, or that a streaming platform will offer you a deal. Nobody honest can promise those things.

What I can do is teach you the complete process, help you understand your choices, and show you how to prepare your project for the next stage.

The course includes a 10-day full money-back guarantee. Try it, look through the lessons, and ask yourself whether it is giving you useful information for creating your own animation. If it is not useful, you can ask for a full refund within that period.

You are not trapped.

You also receive lifetime access to future course updates at no extra cost. When I add more lessons, I can email you the links. After you purchase, I receive an alert on my phone and email you the course access links personally: this is not an anonymous digital warehouse where nobody knows your name.

So Which One Should You Choose?

​If you want a job inside somebody else’s production, a single-skill tutorial may be exactly what you need.

If you want to make your own animated film from start to finish, begin with an animation pipeline course that shows you everything in one place. Then use focused tutorials to strengthen the areas where you need more practice.

That is the approach I recommend because it keeps your goal visible.

You do not need to become perfect before you begin. You do not need to know every drawing term or own a giant studio. You need a workable plan, the patience to keep going, and enough understanding to move from one stage to the next.

If you have not read my first post, “How to Make an Animated Movie From Scratch (Even If You’ve Never Animated Before),” start there for the larger map. (link: https://www.hammination.com/gene-hamms-blog.html)

Then, when you are ready to study the complete process, look at the Animation A2Z Complete Course. (link: https://www.animationa2z.com/product/animation-a2z-complete-course/ZBEEMUSQ3TMXGIOLXTZI3SDO)

Start now. Your film will not make itself, and you do not have to figure out the entire road alone.

Next, I will be writing about how to prepare your finished film for festivals and distribution.
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How to Make an Animated Movie From Scratch (Even If You’ve Never Animated Before)

10/1/2026

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Do you have a story in your head that you would love to see animated? Maybe you have already imagined the characters, heard their voices, or pictured the ending, but then you start thinking about everything involved and the project suddenly feels impossible.
How do you write the script?
How do you design the characters?
How do you animate the scenes, record voices, create music, add sound effects, edit the movie, and get it in front of an audience?
And do you really need a big studio, a huge budget, or a room full of specialists before you can begin?
No. You need a workable process, a manageable idea, and a clear understanding of how the pieces fit together.

That is what I want to explain here: how to make an animated movie from scratch, even if you have never animated before.
When most people think about animated movies, they picture hundreds of artists working in a large studio. That is one way to make animation, certainly, but it is not the only way.
Independent animation can be made by one person, a small team, or a group of friends who divide up the work. The important thing is not having every skill on day one. The important thing is learning how the production moves from start to finish.
You can learn drawing while you are learning storyboarding.  You can use a short film as practice before attempting a feature.
The mistake I see beginners make is learning one isolated skill without understanding where it belongs. They learn to draw a bouncing ball, or they learn a software program, but they do not know how to turn an idea into a finished film.
Animation is not only drawing. It is storytelling, planning, performance, timing, sound, editing, and distribution. All working together.
I will be writing more about the difference between learning the full pipeline and collecting single-skill tutorials, because that difference matters a lot when your goal is to finish your own movie.

The Basic Animation Pipeline

Whether you are making a one-minute short or a full-length animated feature, the broad stages are similar.
1. Start With an Idea
First, decide what you want to make.
Who is the main character? What does that character want? What stands in the way? How does the story end?
You do not need a perfect idea immediately. You need an idea that gives you somewhere to go. For your first project, keep it simple. A short film with one or two characters and a small number of locations is much more likely to be completed than an enormous fantasy epic with thirty speaking roles.
Also think about your audience. Is the film funny, dramatic, educational, strange, or adventurous? What do you want people to feel when they watch it?
2. Write the Script
The script turns the idea into something you can produce.
It includes the dialogue, actions, scenes, and basic descriptions of what the audience will see. You do not need to write a perfect screenplay before you begin learning animation, but you should have enough of a plan to know what you are making.
A script also helps you understand the size of the project. Ten pages of script can mean a very different amount of work depending on how many characters move, how complicated the backgrounds are, and how much dialogue must be recorded.
3. Design the Characters and World
Now you figure out what everything looks like.
Create character sketches, expressions, poses, costumes, props, and background ideas. You may want front, side, and three-quarter views so that your character stays consistent from shot to shot.
For beginners, simple designs are not a weakness. Simple designs are practical. If a character is easy to draw repeatedly, you have made your production easier.
This is also a good place to decide whether you are working in hand-drawn 2D animation, digital 2D, 3D, cut-out animation, or stop motion. The tools change, but the need for planning remains.
4. Storyboard the Film
A storyboard is a visual version of the script. It breaks the movie into shots and shows what the audience will see.
You do not need beautiful finished drawings. Rough thumbnails, stick figures, arrows, and notes can be enough. The storyboard helps you work out camera angles, screen direction, action, and staging before you spend hours animating.
This is where you discover that a scene may be confusing, too long, or unnecessarily difficult. It is much better to solve those problems with rough sketches than after you have completed hundreds of drawings.
5. Create an Animatic
An animatic is a timed storyboard. You place the storyboard drawings in an editing program, add temporary dialogue or music, and decide how long each shot lasts.
It may look rough, and it should, but it gives you a moving blueprint of the movie.
Does the joke land? Is the scene too slow? Can the audience understand what the character is doing? Does the story have the right rhythm?
An animatic answers those questions before full production begins.
6. Animate the Scenes
Now you create the actual movement.
In 2D animation, this may include layouts, key poses, rough animation, in-betweens, cleanup, color, and effects. In 3D animation, it may include modeling, rigging, layout, keyframe animation, lighting, rendering, and compositing.
You do not have to master every part of this at once. Start with the principles: timing, spacing, anticipation, squash and stretch, follow-through, overlapping action, and clear poses.
7. Record Voices, Music, and Sound Effects
Animation is not finished when the pictures move.
You need voices for the characters, music to support the mood, and sound effects that make the world feel real. A door, a footstep, a whoosh, a crash, or a strange little creature noise can make a scene much more entertaining.
You do not necessarily need an orchestra or a professional recording studio. You do need clean recordings, thoughtful performances, and sound that supports the story rather than distracting from it.
This is one reason a complete animation education is so useful. If you only learn drawing, you may not know what to do when it is time to finish the film.
8. Edit and Finish the Movie
In post-production, you put the shots together, adjust timing, balance the sound, add titles, correct problems, and export the finished movie.
You may also prepare subtitles or closed captions, a trailer, still images, chapter breaks, and different versions for online or festival submission.
This final stage is where your project becomes a movie rather than a collection of drawings.


What I Learned Making My Own Animated Features

I’m Gene Hamm, and I have worked on projects including Ralph Bakshi’s The Lord of the Rings, Hanna-Barbera’s The Smurfs and Super Friends, Gumby, and the Dick Tracy game.
But the experience that matters most for this subject is that I independently made and distributed three animated features: Hell Toupee, The Dream Hat, and Don’t Call Us, We’ll Kill You. And I have just started a fourth animated feature, but I’m keeping the title secret for now so somebody doesn’t steal it and make a film with the same title.
I know what it is like to sit down with an idea and realize that you are responsible for much more than the animation. You have to think about writing, legal issues, voices, music, sound effects, editing, marketing, and how the finished film will reach viewers.
There are no magic shortcuts, and I cannot promise that every film will find a distributor. Distribution is competitive, and a finished movie still needs a good story, persistence, and some luck.
What I can do is show you the process I used, explain the problems I ran into, and help you avoid treating every stage like a mystery.
Learn the Complete Process in One Place
What if you could learn the entire process instead of jumping between unrelated tutorials? What if you could study drawing, writing, voices, sound, editing, and distribution in an order that makes sense? What if you could ask me questions when you get stuck?
That is why I created the Animation A2Z Complete Course.
It includes 20 modules covering:
  1. Financing Your Film
  2. Animation History
  3. Ideation
  4. Copyrights and Release Forms
  5. Screenwriting and Breaking a Script Into Shots
  6. Finding Your Audience
  7. Workflow and Staying Enthusiastic
  8. Drawing Foundations
  9. Anatomy
  10. Faces and Expressions
  11. Perspective and Foreshortening
  12. Storyboarding
  13. Character Voices
  14. Music and Sound Effects
  15. Principles of Animation
  16. Special Effects
  17. Timing and Lip-Sync
  18. Walk Cycles
  19. Editing and Post-Production
  20. Film Festivals, Aggregators, SVOD, TVOD, AVOD, Trailers, IMDB, and Closed Captioning
The lessons are prerecorded, so you can watch them at your own pace and in the order that works for you. You can begin with story, drawing, sound, or the stage you are currently facing.
The course also includes the Best of Hammination Bonus Vault, with behind-the-scenes making-of material for my features, drawing tutorials, animation demonstrations, interviews, the How To Get A Job In Animation And Keep It audiobook, and more on the way.


You Can Ask Me Directly

You do not have to figure everything out alone.
The course includes live 1-on-1 Zoom coaching with me, and you can also book a Live 1-Hour Zoom Lesson. We compare schedules, find a time that works, and talk through your project, your questions, or the part of the process that is slowing you down.
If you purchase the complete course, I receive an email alert. I will email you the course links personally, generally within an hour or two depending on whether I am teaching at the time. You receive digital access, and future course updates are included without an additional payment.
You can move at your own pace. You can pause, repeat lessons, skip ahead, and come back later. That flexibility is important because everybody starts from a different place.
Start Small, Then Keep Going
If you have never animated before, do not begin by trying to make the most complicated movie you can imagine.
Begin with a short scene. Make a bouncing ball, a walk cycle, a conversation, or a one-minute story. Finish something. Then make the next project a little more ambitious.
At the same time, learn the whole road, from idea to finished film, so you understand where your practice is taking you.
I include a 10-day full money-back guarantee because I want you to be able to look through the material without feeling trapped. If you honestly decide that the course has not given you useful information for creating your own animation, let me know.
So, what do you have to lose?
If you want to learn how to make an animated movie from scratch, start with the Animation A2Z Complete Course. I will show you the process from start to finish, and you can begin building your film one practical step at a time.
For future reading, watch for posts about the complete animation pipeline, and getting your finished film into festivals and distribution. You can also browse the Animation A2Z shop for the current digital lessons and coaching options.



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    Gene Hamm

    Animator Gene Hamm worked on Ralph Bakshiʼs Lord Of The Rings, Hanna-Barberaʼs Smurfs and Superfriends, Art Clokeyʼs Gumby, Roger Cormanʼs Battle Beyond The Stars, MTVʼ Liquid Television, Segaʼs Dick Tracy game, and Living Booksʼ Arthurʼs Birthday Party, Tortoise And The Hare, Harry and The Haunted House, and Behrenstain Bears Get In A Fight. 

    His own projects include the animated feature The Dream Hat, Cook For Your Life, Cartooning Shortcuts, Formulas And Cheap Tricks, The Professional Cartoonist Kit and the book How To Get A Job In Animation And Keep It. 

    He taught animation at Academy of Art University in San Francisco.

    He currently teaches animation, game design, podcasting, and screen-writing at Alchemia in Novato, CA.
    He also animates and does illustrations for Wonderscape Entertainment.

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