Showing posts with label management. Show all posts
Showing posts with label management. Show all posts

Friday, March 13, 2015

Visual Effects and Overtime

Visual Effects and Overtime

The visual effects industry and workers suffer from a number problems. Two of those are massive overtime and unpaid overtime.

A full-time job in most industries is 40 hours a week. That provides some semblance of balance between work and life and allows 2 free days (typically the weekend) to rest and socialize.

For the visual effects worker a starting week is 50 to 60 hours and can exceed over hundred hours a week during times of intense production. And putting in an over 24 hour workday is not out of the question. 60 hours a week is another 50% more than a normal work week. Many countries and Fair Labor guidelines mandate a maximum work week typically 48-60 hours, which is where many in visual effects start their basic week at.

Day breakdown for a 12hr day (60hr work week)
24 hrs in a day
- 8hr sleep (6-8hrs required)
= 16 hrs

- 12hr work day
= 4hrs

- 1hr lunch (1/2 min)
= 3hrs

- 1hr travel time (1/2 - 1hr each way for most people)
= 2 hrs

In that remaining 2 hours: shower, get dressed, eat breakfast, eat dinner, see spouse, see children, take care of paperwork and bills, watch TV, relax, etc.

Now consider when it's more than 12 hrs in a day.
When it's 14-18 hrs in a day. When they set up cots near the workstations and people sleep 3-4 hrs.

Now consider not just 5 days a week but 6 or 7 days a week, possibly for weeks or even months at a time. 90 days w/o a day off is not unheard of.


A few highlights:
In New Zealand 38% of the workers had worked 100hrs a week during their heavy crunch time.

Anyone putting in 100hrs in a week has exceeded the limit in most countries by a full weeks worth of labor (40hrs) on top of the maximum (48 or 60hrs.) 

In New Zealand 13% of the workers put in long weeks for over 10 weeks. 19% put in 8 weeks of heavy overtime. 10 weeks is 2-1/2 months or likely 70+ days non-stop without a day off.

Globally 18% of visual effects workers had put in at least one 24+ hr day in the last 2 years. Almost 1 out of every 5 visual effects workers had not stopped to sleep during a 24 hour period. In one day these people put in over 1/2 of what most people take 5 days to do.

Over 90% of visual effects workers in the UK, France, India and other locations were not paid for all hours worked.

Minimizing overtime and being paid overtime were the top two global concerns from visual effects professionals.

Yet minimizing overtime was almost last in terms of how well companies achieved that.

And it is strange that developing countries with Fair Labor and EEIC have much better overtime protection than the US, NZ or UK.


Those of us in visual effects do it because we love it. Let's be honest though, we're not dealing with an accident or natural disaster where time is of the essence. We work in the entertainment business- television, films and video games, where the deadlines, schedules and resources are determined and controlled by people in management positions. This requirement for overtime is entirely man made and could just as easily be avoided by these same people.

(** I strongly urge those reading this to try to check out the links at the end of this post. See the video, see what world overtime regulations are, see the health issues and productive loss issues are)

Film production

Since the beginning of film many scenes are shot outdoors or rely on sunshine to shoot. As such productions schedule to take as much advantage of the light as possible and that typically means a 12 hour day. Usually 7 AM a.m. to 7 PM as a starting point for a day shoot, and 7 PM p.m. to 7 AM for a night shoot (have to finish shooting night scenes before it gets too light). In addition some crew members and actors may have to arrive before production time to prepare and some of the crew may need to stay later to wrap up after production time. So these can turn into very long days.
(There was a study done by a production manger that showed that shooting 12hr days wasn't the most efficient )

Differences of Visual effects and live action
While live action crew work long days as well there are a few key differences.
Live action film shoots are typically 3 months or less. After that the crew usually has some type of break between projects.
Visual effects can last several months to a year. There may be no break between projects if the company is busy.

Most live action productions are 5 days a week, some are 6 day weeks and it is very rare for 7 day shooting schedule, especially for any length of time.
6 and 7 day work weeks for visual effects are not unusual and can last months.

Visual effects work is done indoors (with the exception of live action plate photography). So rather than overtime being a requirement due to hours of sunshine or special location costs, overtime in visual effects is simply a decision made by management, not by any inherit need.

In live action everyone is working on the same scene at the same time and in concert under the director for that one task.

In visual effects multiple shots are being worked on at a time, with each being started and completed independently. While there may be a large crew working in visual effects, smaller teams are assembled to work on specific shots.

Live action crews and actors are covered by guilds (unions) so not only are all labor laws followed, the overtime rates are clearly spelled and paid.

Visual effects are the only large group of workers on a film who are not covered by guilds these days so visual effects company may or may not follow labor laws and workers may or may not be paid overtime rate.

Pre-digital Visual effects
Visual effects departments at the studios and independent optical/animation companies frequently worked more typical work weeks since were not dependent on making the most of the sun light.

Equipment
Visual effects equipment in the pre-digital days was made up of animation stands, optical printers and motion control systems. Because these were all custom built they would take months to deliver and required specialized rooms large enough and possibly with special power or filtering. When more work was required than could be done in a standard day it was typical to have a another shift or two on the device. I spent some time working nights running an animation stand and an optical printer.

Lab
In the pre-digital days you were also dependent on the film lab to process your film. Labs would process film during the night so anyone shooting film, live action and visual effects, would have to run the film to the lab by a certain time to be developed and printed. That was important since there was no way to check the results until you saw it projected in dailies the next morning.

That meant both live action and visual effects had to wrap for the day by a given time if they wished to see dailies. Typically a 7pm lab run. There were late lab runs if necessary, while the lab was still processing, but that was risky unless scheduled.

If you were required to see something shot the same day or on the weekend that was a daylight run. It had to be scheduled with the lab and could be very expensive.

So the requirement for daylight (or no daylight) and the lab runs impacted the shooting days and schedule for live action.

Digital days

With the advent of digital imaging film processing went away for most productions. This happened first with visual effects. Now it became possible to check the results of the shot on a monitor in real time. In visual effects it meant it was possible to do more interactive adjustments which provided a quicker turn around time.

More intense rendering required using many computer processors (a render farm) running at night. So the CG supervisor, visual effects supervisor and the visual effects producer would review all potential work at the end of that day that would need to be rendered overnight and determine what priorities they were to be given. In this way digital processing overnight became similar to the film lab. Visual effects workers needed to get their work in at the end of the day to make sure it was rendered for the next morning. With larger and larger render farms the distinction of overnight rendering became grayer.

For a time this added benefit of instant feedback from digital allowed the industry a chance to minimize the amount of overtime required.

Pros
One of the advantages of overtime it is allows the workers to potentially receive more money but that's only if they are in fact paid overtime which doesn't always happen. Also this increased pay is in lieu of little free time and lower life quality during that time. Unfortunately additional pay can be a driving factor for some workers focused only on the short term. These are the people who jump at the chance of working a lot of overtime regardless of the actual need.

Management likes overtime because it allows them to ramp up production with no extra effort and with no thought about deficiencies.

Cons
The downsides of massive overtime are many.

More and more studies are showing both the health and mental problems associated with massive overtime. (*Reference to some links at end of post. Plenty more to be found on Google)

Overtime usually results in sleep deprivation. Lack of sleep studies have shown major reduction in health and mental abilities. Lack of sleep has resulted in at least one death in live action when a camera assistant was killed when he fell asleep on the way home after another 18 hour day. This lead to the making of a film titled "Who Needs Sleep' and the push in live-action for a 12 hour turn around and a 12 hour time limit for a day. (still being pushed for)

Productivity in workers actually drops as the number of hours increase. Workers were much more likely to make simple mistakes that would have to be redone. Yet many poor managers continue to think that 50% increase in hours worked equals 50% increase in productivity.

Creativity and problem solving skills drop as the number of hours rise.

Overtime reduces the amount of free time for the workers. For a worker who single this may mean make it is difficult to date or have a social life. For those who are married it means less time to spend with a spouse. Those with children are likely to miss out on many activities of their children and more importantly miss them growing up. Your child is only 4 years old once. It may mean missing or canceling activities such as going to concerts sporting events, doing hobbies, etc. This is especially true since workers may only be given notice that overtime is required at the last minute. (i.e. late Friday told you're to work the weekend)

Overtime means it's very difficult to achieve a balanced life. A life with a combination of both work and free time to socialize and to experience the world as you would like.

Overtime is over all a decrease quality of life

Loss of good workers
Burnout. Workers who work too much and put in grueling hours will experience burnout. Some visual effects companies go through people as if they were disposable and as a result frequently lose some of their best people.

I have a friend in visual effects who has been asked repeatedly to move up the ranks to supervise his area for projects, which he would be good at. But he has chosen not to so he could work more normal days and spend time with his family. Because the higher up you go at many companies the more overtime you may end being asked to do. So the company loses out of better supervisors and leads simply because they can't properly control overtime.

And if you are one of the many visual effects workers not covered by overtime pay it actually means a reduction of value and pay. Someone getting paid 'well' as a flat rate may discover that many of those they supervise or co-workers are in fact making much more simply because they are being correctly paid overtime rates.

Overtime pay in legal requirements
Most developed countries have special overtime rules and regulations as well as requiring's specialized premium rates for overtime work.

In California the work done after eight hours but less than 12 hours is billed at 1.5 Times. Anytime after 12 hours in a day is billed at 2 times Standard rate. Sixth days are paid at 1.5 rate. Seventh day is paid at 2 times. (approx)

Even the FLA and EEIC definition is to define a premium rate for overtime.
(*see reference at end)

Premium overtime pay exists for two main reasons

The first is to properly and thoroughly pay employees for giving up their premium free time to work longer hours.

The second and main reason for premium overtime pay is to create an incentive for companies to not overwork their workers. If there is no premium pay required for overtime work then managers at many companies would require all workers work overtime.

Avoiding overtime rates

Many companies try to avoid paying overtime rates with different tactics. In Canada they may try to classify worker as a technician to avoid paying overtime rates. In the US one of the methods is to classify a worker as an independent contractor. By classifying someone as a independent contractor the company also avoids paying taxes and other benefits to the worker and the worker receives much less legal protection from the government. Legally and technically a visual effects worker working for a visual effects company cannot be considered an independent contractor but that does not stop companies from trying to do so. 

The other method companies try to avoid paying overtime rates is to classify a worker as a salaried worker or as a manager. This is the case with visual effects supervisor's, CG supervisors, leads and visual effects producers. The theory being that the managers are the ones who decide if overtime is needed and if so how much. But the reality is visual effects supervisors and many of the others involved do not decide if overtime is required. That's typically decided by actual company management. Much as a director of photography has no control over how much overtime is done on the filming of a movie the visual effects supervisor is typically at the whim of management. Companies sometimes also give people a flat daily rate or other special arrangements specifically to avoid paying any overtime. As noted previously visual effects does not have a union unlike the rest of Hollywood so have no protection other than legal to be correctly classified and paid overtime.

UK visual effects

The UK has a work week restriction of 48 hours a week average during a 17 week period. But most visual effects companies in the UK required workers to sign a waiver to do away with their 48 hour protection. 

For being a developed country the UK lacks any substantial overtime laws.  
Just think if you were in a developing country you could be protected by Fair Labor Laws or the EEIC or other groups which require premium pay for overtime and a 60hr cap. 
(See references at end, including the Overtime Around The World. UK is the worst on the list )

'All adult workers are entitled to one day off a week. Days off can be averaged over a two-week period, meaning you are entitled to two days off a fortnight.'

Many working in visual effects beyond the hours are not paid any more money. Those working on the weekends may receive what's known as in lieu pay for those days. (Or Time Off In Lieu (TOIL))  That simply means that they make it a regular day off or paid their regular pay.  In many cases the visual effects companies actually reduce the contract end date for those workers and get them off their payroll sooner.

From the visual effects survey referenced earlier:
51% of UK visual effects workers had put in 80+ hours of work in a week during crunch times. 
93% of UK visual effects workers were not paid Overtime.
Only 7% in the UK visual effects were paid a premium rate for overtime.

Any company not paying an overtime premium rate, especially if there is not even regular per hours costs associated with overtime, will by default be working those people overtime. Whether it's a junior manager or the head executive who will have the bright idea that they can simply increase productivity by 50% by working people 50% more. And it's all free. Pure profit. It's just wasted labor if they don't use it. It's like someone going to a buffet and piling their plate full of food they not only couldn't eat but wouldn't eat if it weren't the fact it was 'free'.  And that manager will likely get a promotion.

No pay or regular pay for overtime is simply an incentive for a company to use as much overtime as possible and provides no incentive to hire the correct number of people or reduce the amount of overtime. Money is the only language most companies understand.

Visual effects workers are typically reasonably paid but if they are not paid premium rates for overtime then they may be in for a surprise by what they're actually being paid. A visual effects worker who's paid 100,000 a year may think they're being paid much more than someone who's making 50,000 a year. But if they are typically putting in 80 hours a week or more that's no different than having 2 Jobs. You're being paid the same or less then the typical worker at that point.

Overtime premium pay calculation
To determine what you're actually getting paid take the total number of hours worked in each day of the week: Take the first 8 hours as 8 hours. Take the number of hours between 8-12 hours and multiply by 1.5. Add those to the 8 hours. Take any hours after 12 hours and multiply by 2 and add to sum. Do the same for Monday through Friday. Take the hours on Saturday and multiple by 1.5 and add those. Take the hours on Sunday and multiple by 2. Now take what you were paid for that week and divide it by the number of hours calculated. That's the real hourly wage you're earning if you were paid correctly. How does that compare now? Keep in mind those in many other industries are getting that time beyond 8 hours a day and the weekends free to live life.

Why is there so much overtime in visual effects now?
The explosion of the amount of digital work in visual effects led
to a short term lack of qualified workers so it was necessary for a time to work longer hours since additional skilled workers were unavailable. That time is now long passed and visual effects workers are available.

Reasons for overtime in the visual effects industry:

1. Compressed post-production time from the studios. 
This impacts editors and others in post-production beyond just visual effects. Some executive are under the mistaken belief this shorter time reduces the overhead cost of the company. Because the studios take the money on loan (with interest payments required) they want to complete the project and get it to theaters or TV as quickly as possible. And while they may reduce shoot times, they usually do most of the compression in post because there's no one to argue to keep more time in post. Sometimes it's because studio executives drag their feet on giving a film the green-light even after the release date is locked.

Subsequently live action shooting may go over their schedule and the edit may be locked much later than scheduled. All of this snowballs.  Because visual effects is at the end of the pipeline with no added flexibility (fixed release date), any and all changes and additions have to be absorbed to take place in whatever time remains. The visual effects for a film may complete just a week or two before a film is released. And if the edit is delivered months later than scheduled then it falls on the shoulders of the visual effects crew to make up for all that lost time.

2. There is a huge disconnect between the visual effects crew and director/producer because they are not part of the same crew.
They are part of a third party company. So a request from the client is made and it's cost and time impact may be very buffered from those making the request. This is unlike live action where the 1st AD, line producer and producer are all keenly aware of the cost/time factors and help to guide the director. In post-production no such guidance exists and visual effects companies will frequently not bill for full overages due to limit of clients.

3. Poor resource and time scheduling by visual effects companies.   
Bidding the cost, time and crew for a visual effects project is very difficult. The work may require R&D for new types of shots, be very dependent on the what is shot in live action and the whims of the director/studio. To bid a time and labor intensive project where the work itself is controlled by someone else making iterative creative decisions with gray financial obligations is a fools errand.

Many visual effects companies are overly optimistic about the productivity of their crews and ignore any historical data that would provide a more realistic bid and schedule.

And it's worse than that as a number of visual effects companies knowingly underbid their actual cost of the project simply due to competition and the need to feed their machine. (Slowly going bankrupt is still a bad business decision) Yet the push then is to still try to make that bid work and not be as great of loss. That method of looking at bidding through rose colored glasses applies as well to the schedule and crew.

Because it's easy for management. When an issue comes up (added shots, changes, technical or creative bumps) rather than addressing the actual issue and devising a solution, it's frequently easier to solve the problem by throwing people at it for longer. And since the deadline can't change that means longer hours in a day.

4. Lack of in house workers
Work coming into a company can fluctuate so companies hire only as necessary. The problem is some companies are very reluctant to properly staff up positions to cover the contracted work. That means the workers will have to work longer hours to accomplish the required tasks.

In some cases a company may have a person or two filling a critical role that only they can do there. That puts the company in the position of having to work these types of people long hours and this type of lynch pin worker means the company is on very shaky ground if they were to become incapacitated or leave for any reason. The company would be better off getting correct coverage with enough people to fill that role.

One company I was with had a lack of people in a specific department so the output from that department was much less than it should have been and caused massive overtime by others since it skewed the entire schedule. Hundreds of people were waiting on this department to finish before they could do their work. When I spoke to the department manager, since this had been an on going problem for over a year and they were supposed to have made a large effort to hire more people 6 months earlier, I was informed they hadn't hired anybody since did they didn't find anyone 'great'. So instead of hiring the best people available at that time with the necessary skills and knowledge, who could have made the project work and who could have been mentored to be great, the manager simply choose to wait until someone great applied.

This lack of foresight and willingness to make timely decisions contributes much to the amount of overtime required.

Every company has slightly different procedures and pipelines so it will take any new worker a few days to get up to speed. In addition some companies have very complex pipelines. Other companies have proprietary software. Now while this software may provide added functionality not available in commercial software or provide special optimizations, management doesn't always allocate for it properly. This would include the cost of maintenance, updates and time for training of new people.

Hiring workers who have knowledge and skill with a popular application is fairly straightforward and quick. However hiring workers and training them to use a complex proprietary app requires hiring them further in advance, making the lag time of management an even larger problem.

One solution managers use to deal with schedule and crisis issues on a show is to simply 'borrow' workers from another project within the same company. Typically what happens in these situations is this 'borrowing' goes on longer than expected and the project that these workers were taken from is now having it's own scheduling crisis since the workers weren't available as planned. Which leads to 'borrowing' from another project. This can turn into a vicious cycle as a management continues to avoid hiring more workers.

4. Lack of local skilled talent
Film and much of entertainment are relatively short term projects and the people who work on them are freelancers (even if they don't quite realize it). Left on it's own a film ecosystem (as other specialized niche industries) reaches a level of self sustainable equilibrium where many freelances can enjoy relative stable work. It will fluctuate and the workers go from project to project, company to company, but with enough projects and companies it works well. With the introduction of film subsidies from governments around the world, the work is now spread out such that it's difficult to have stable ecosystems. The politics that drive changes to subsidies means the work can quickly ebb and flow to or from another area around the world. Areas that take large sums from their taxpayers and give that to the studios suddenly find that they don't have all the people actually needed so they have to import skilled and experienced people from other countries and areas.

When more work is required (changes, additions, falling behind schedule, etc) getting more skilled workers to balance the workload may be costly and time consuming. Relocating people from other areas, dealing with visas, etc for relatively short term work can be difficult for a company and those workers who would have to relocate for a short period.

The subsidies have also caused a loss of work in some areas, such as Los Angeles, that either don't offer any or offer less. In those cases skilled and experienced workers either leave the industry to find work in another field or they move to one of the subsidized areas. When additional workers are required in these areas that used to be abundant with skilled workers, they are now difficult to find or may require importing workers from elsewhere.

So while there isn't a lack of visual effects workers worldwide (Thousands graduate every year hoping to get into the industry while hundreds or thousands of skilled and experienced workers are unemployed because of subsidies labor shifting.) it's created a difficult situation at times to easily fill short term openings.

5. Time zones
On large visual effects projects it's now standard procedure to use at least a dozen or more companies spread throughout the world (once again influenced by subsidies). That means someone somewhere is likely working on the vfx ever hour of the day. Since there need to be frequent interactive communications with the director located elsewhere that means phone, Skype, Cinesync, etc. This results in either shifted work times or more likely people working longer hours to accommodate the call that comes in at 9pm or whenever. For the production vfx supervisor, vfx producer and team that may mean conference calls at anytime day or night with anyone else in the world. 24hours, on call.


Improving the overtime dilemma (most of these apply to both workers and companies)

1. Admit there is a real problem in the industry with too much overtime.
Acknowledging there is a problem is the first step to solve the problem.

I've been in a room of vfx producers and companies owners when someone discussed a major project that the director didn't lock edit on until the last moment, that required months of work to be done in a few weeks and crazy overtime. None of these people could see what was wrong with that if the workers were paid. The thought of people sacrificing part of their lives and health simply because of indecision seemed perfectly acceptable.

The truth is it's unacceptable as a standard default process.

It was also suggested the workers should have a right to say no to overtime. Once again many in the room found that to be unacceptable.


"-Be given a reasonable amount of notice when being asked to work overtime. If asked, to be able to turn down such requests without reprisals"

How well is that working for anyone I wonder?

2. Attitude
Workers - Get over the macho attitude that you and everyone need to work overtime. Or the martyr complex of feeling the project will collapse if you don't put in 16 hrs a day. Or the idea that management will see the number of hours being put in by you (possibly unpaid) and will reward you at a future date.

Stop the peer pressure on others who choose not to work crazy hours.

Start thinking of this as a real career lasting decades. Do you still want to be doing 80hr weeks 30 years from now?

Management- Stop using overtime as a lazy and default way to solve schedule problems. Stop treating the workers as numbers in a spreadsheet. 

Hire managers who know what they are doing, who don't alienate workers or create a poisoned work environment.

Both workers and companies need to stop treating overtime as the acceptable norm.

3. Target
The target for both workers and management should be to put in a regular work week and to avoid overtime. This will not only increase quality of life and satisfaction it will increase actual productivity and creativity. Hard to be creative when you're on an 18 hr day and it's only Wednesday.

4. Know the labor laws of your area
Workers should know their rights, labor laws and how they should be classified. All of this is usually easily located on the internet.

Managers should know labor laws but seldom do. Even HR departments are ignorant of some of the basics (such as collusion  to prevent employment of workers to keep rates down)

5. Join a guild
There are film guilds throughout the world. The majority of large film production in the US, Canada and other areas is done using union crews. These people are covered by guilds specifically because it provides them protection and standard working conditions.

As a single worker you will have difficulty requesting and obtaining correct overtime pay. By uniting with others you have a chance to correct any working conditions and rates.

But the sad fact is most in visual effects seem to be unwilling to unite even when faced with companies that fail to pay their workers. Change will only take place if the workers make the effort to make it happen. Don't expect it to happen on the whim of the companies or studios. It won't.

6. Better scheduling and bidding
There's no point in bidding X days of task Y if last year your average was 2 * X. Track the actual hours worked for all workers.  Apply that data to your bidding and scheduling process so you avoid surprises of your own making. Many companies either don't track the hours or only record paid hours. The latter ignores the actual man days required since it ignores anyone paid as a flat rate with no overtime. With incorrect data recorded it's impossible to accurately use it for bids and schedules.

7. Crewing up
Bring on the number of people to do the job without requiring massive overtime. Bring on additional people as required to avoid large stretches of overtime. Bring those people on with enough time so they receive into and training as need be. Don't wait until it's too late

Companies should have resumes and lists of people to bring on as needed before it becomes the 11th hour.

If you start the project with everyone working overtime you're doing it wrong. It's clear in that situation management knows they don't have enough people to do it correctly but decides to put the onus on the workers.

Content creators - While service work, such as visual effects, is affected by changes out of their control, animation and video game companies making their own content do not have any excuses.  They control the entire project from start to finish so should be able to both schedule and crew correctly as needed.

8. Expandability
Companies should have room to add more workstations for more people if required. If not then they should consider alternate locations nearby for additional expansion if need be. If there is a hard limit size then consider 2 or more shifts of workers instead of forcing everyone to work crazy hours or simply say no to additional work. 

9. Anticipation
While the client may be make some last minute decisions, companies frequently fail to anticipate and act on future needs now. While a show does require a bit of a ramp up curve most managers are overly optimistic about how much they will be able to make up toward the end. Bad habits of excessive overtime usage in the past continue this poor management approach. If you're 75% through your scheduled time and have only done 10% of the work, that's a problem.

If the client is getting anxious because the shots are not being delivered as planned, the quality of work is not where it should be or you're unable to create the look the director wants, then you need to solve those problems. Yet many companies wait until the client makes the decisions for them. The client may pull all or part of the work. The client may have to send key people in to make sure the work gets done in time. Or the client may demand massive overtime to catch up. None of these should come as a surprise and all of these would have been avoidable if the company had simply ramped up the correct number of people to do the project.

10. Communication and monitoring
It's important as a worker to know when overtime is truly required and requested.
Always get overtime approval before simply putting in overtime. 
Make sure you understand the schedule before you determine something has to be done immediately.

And it's important for management to convey when it is required and to monitor overtime hours.

I was told on one project a few crew members were working overtime. Some where simply getting approval from the vfx producer to make more money. Some were trying to work overtime to finish shots that did not need to be done that night. If the director won't be reviewing the shot until later in the week or there are other things going on, the overtime may be a complete waste of the workers time (and the companies money) I asked to be put in charge of overtime approval and the problem disappeared.

11. Better contracts
Workers need better contracts where they are covered by labor laws and are paid correctly for overtime. They need contracts to have the option to say no to overtime.They need to anticipate the amount of overtime if that is to be built into the pay rate. And they should ask for clarification of expected overtime from the start.

Companies need better contracts so when a client adds 200 shots or changes 200 shots at the last minute there is a premium charged that will allow bringing in the additional workers required to complete the work in time or at least to be able to properly pay workers for overtime. Companies also need protection such that they can hire additional people as the work escalates without risk of client pulling work randomly.

12. Saying No
Workers who don't want to work overtime should simply say no. At the very least put a cap on the number of hours you're willing to work. Don't feel obligated especially if you're not being paid to work overtime. All the more if the company wasn't forthright about the amount of overtime when you were hired.

Companies who are ill equipped or who are unable to handle additional workload should be honest and say no to the client. Additional work can be like catnip but poorly done work delivered under duress, making a client unhappy and creating a burned out crew is not the way to succeed. 

13. Home is not the answer
Some people think if they could just work from home all of these problems would disappear. They could get out of bed at 10am, knock out a few green screen shots and finish with a martini by 4pm. 

As many who have worked from home have found it doesn't play out that way.
The elements that were supposed to have been upload last night weren't.
They finally get uploaded at 11am.
And of course there are problems with the elements. Much, much more work is required than expected.
And because of the promise of delivering the shots right away the worker continues to work away on them.
And the need for perfection and possibly the work ethic drives the number of hours further.
At 8pm comes a call or an email that there is a change or an issue.
More hours are put in.

With the lack of separation that a separate workplace creates along with co-workers leaving, the home working may find their hours spilling even longer. They look up to find it's now past midnight.

In some cases they've been asked to bid on the work. Now the broken fixed bid model is off loaded from the company onto the worker who is now taking on the risk.

And the time required to email, make calls to clarify, look for more work, write up invoices and all the other freelance independent contractor work that needs to be done is non-billable. Not to mention the expenses of the workstation, software, additional tax prep, etc.

And they will be unlikely to bill for overtime and are not covered by any labor laws.

And while some may find this all works well for them it's not an industry wide solution.


Summary
The amount of overtime in visual effects is a real problem. People not getting paid properly for working overtime is a real problem.

Workers need to understand it's in their hands to make the change. Workers need to know they actually have the power to make changes if they choose to do so on a united front. Don't expect it to come about on it's own.

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Global worker overtime rules

FLA - Fair Labor Association

FLA Code of Conduct

FLA Complete code and benchmarks

Frame of reference:

FLA is in use by HP and Apple in China and other locations.

Here's their HOURS OF WORK section:
"Employers shall not require workers to work more than the regular and overtime hours allowed by the law of the country where the workers are employed. The regular work week shall not exceed 48 hours. Employers shall allow workers at least 24 consecutive hours of rest in every seven-day period. All overtime work shall be consensual. Employers shall not request overtime on a regular basis and shall compensate all overtime work at a premium rate. Other than in exceptional circumstances, the sum of regular and overtime hours in a week shall not exceed 60 hours."

"Calculation Basis for Overtime Payments
  1. Employers shall compensate workers for all hours worked. 
  1. C.7.1  The factory shall comply with all applicable laws, regulations and procedures governing the payment of premium rates for work on holidays, rest days, and 
    overtime. 
  2. C.7.2  Employees shall be compensated for overtime hours at such premium rate as is 
    legally required in the producing country. 
C.7.2.1 In those countries where there is no legally established overtime
premium, employees shall be compensated for overtime hours at the prevailing industry premium rate or at the internationally recognized overtime rate, whichever is higher.
C.7.3 Employers shall not set production targets, piecework, or any other incentive or production system at such a level that the payment for overtime work performed is less than the premium pay required by law or the FLA Workplace Code.
  1. C.8  Overtime Wage Awareness 
    Workers shall be informed, orally and in writing, in language(s) spoken by workers about overtime wage rates prior to undertaking overtime."
"Forced Overtime
The imposition of overtime where workers are unable to leave the work premises constitutes forced labor. "

[ Think of it- 60 hrs maximum in most of the world as defined by some of the largest companies.]


EICC - Electronic Industry Citizenship Coalition

EICC Code of Conduct

"Working Hours
  1. Studies of business practices clearly link worker strain to reduced productivity, increased turnover and increased injury and illness. Workweeks are not to exceed the maximum set by local law. Further, a workweek should not be more than 60 hours per week, including overtime, except in emergency or unusual situations. Workers shall be allowed at least one day off per seven-day week. 
  2. 4)  Wages and Benefits 
    Compensation paid to workers shall comply with all applicable wage laws, including those relating to minimum wages, overtime hours and legally mandated benefits. In compliance with local laws, workers shall be compensated for overtime at pay rates greater than regular hourly rates. Deductions from wages as a disciplinary measure shall not be permitted. The basis on which workers are being paid is to be provided in a timely manner via pay stub or similar documentation. "
Overtime around the world
"India
Double-time is to be paid to any employee working more than 9 hours in a day or 48 hours in a week.

China
Employees earn time-and-a-half for any hours worked beyond 8 in a day or 44 in a week. If an employee has to work overtime on a day off, they earn double their regular wage. If the day off is a public holiday, they earn triple their regular wage, in addition to their holiday pay."

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Additional references

VFX Guilds around the world

Guilds/Unions

Health Issues
Study: “working more than 11 hours a day increased the risk of heart disease by 67 percent” http://bit.ly/fxl36H






Classification and Overtime pay Issues

Got Overtime?


VFX Artists are not High Tech Employees 


Hourly rate video

Legal issues for companies not paying workers

Kronos report on Overtime violations

"Paul DeCamp, national chair, wage and hour practice, Jackson Lewis LLP, and former Administrator of the U.S. Department of Labor's Wage and Hour Division
"Seeing that significant numbers of employees around the world believe their employers have violated overtime laws should serve as a wake-up call to employers everywhere. If your employees perceive that you are out of compliance, you are at risk for a wage-and-hour lawsuit which can be incredibly costly even if you are ultimately found to be in compliance. Investment in wage and hour compliance should be seen as part of risk management for any smart business."

Unpaid Overtime: Wage And Hour Lawsuits Have Skyrocketed In The Last Decade

More Workers Filing Lawsuits To Claim Unpaid Overtime

White Collar Wage Theft Is Trending: Companies Using Jail And Illegal Arrangements To Prevent Employees From Leaving

Scotiabank Unpaid Overtime Class-Action Lawsuit Reaches Settlement

An Epidemic of Wage Theft Is Costing Workers Hundreds of Millions of Dollars a Year

Wage theft: How employers steal millions from American workers every week


Lawsuit: Silicon Valley Under Scrutiny for $9 Billion in Wage Theft Conspiracy


Apple, Google give high tech workers an extra $90 million in “no-poach” suit

The Techtopus: How Silicon Valley’s most celebrated CEOs conspired to drive down 100,000 tech engineers’ wages

Pixar’s Ed Catmull Emerges As Central Figure In The Wage-Fixing Scandal

DreamWorks Linked To ILM/Pixar Collusion Cartel

Tuesday, September 04, 2012

Visual Effects Positions


There are no standards for visual effects titles and positions. The VES has a long list of titles (available in the VES Handbook and on their website) but have no definitions currently.

I'll be listing some of the default practices but these will vary with companies and locations. Depending on the company structure and size they may be combining some of these roles and some may split them even finer.

The titles as laid out here are for feature film visual effects. Most apply to television and commercials as well. Animation companies tend to use some of these titles a bit differently. These also overlap the game industry as well although they will have somewhat different needs and titles.

There are a number of support people who are not unique to visual effects such as the IT department, mail department and other areas which exist at visual effects companies but I won’t be listing them here.

Before becoming too enamored with visual effects as a career please see this post regarding a career in visual effects.

A few general guidelines:
Some of these titles may have Junior or Senior designations added. Junior (i.e. Junior compositor) tends to imply someone still gaining experience in their area and senior tends to describe someone with experience who may be over seeing many others.

Associate is another term used to indicate involvement in the role but not necessarily the lead. Associate producer, associate supervisor, etc.

Assistant can apply to some of the titles as well.

The term 'Lead' is usually designated as someone who is overseeing a team of people involved in a specific aspect. Examples:  Lead Animator for the Horse Chase Sequence, Lead modeler for the Rocs, etc.  In the credits the specifics are usually dropped and just the Lead designation remains.

Supervisor is appended to some positions to designate supervision of that specific area and management of a crew or team of people. CG Supervisor, Composite Supervisor, etc. There are also Sequence Supervisors which relates to the Lead designation at some companies.

Generalist - Term sometimes used for visual effects person who covers a wide range of visual effects. Knowledgeable and experienced with different positions. Able to fill in for a number of positions as need be. This may also mean that the level of experience and talent isn’t as deep in a specific area. All depends on the usage.

Digital Artist or Digital Effects Artist – These are fairly generic titles and could mean anything. Sometimes used when companies want to clump a number of people together in credits or avoid conflicts.

There can be very defined departments with department managers. In a small company the department manager may also be a lead, hands on worker or supervisor. At some larger companies the department manager may strictly be a manager of their department and overseeing the general aspects of the artists in the department.

Some of the same positions may be filled in different departments. Example: Production Assistant for production, Production Assistant for motion capture, etc.

There can be many more positions than these (in many cases I've only listed the key position in the department but most departments are made up of a group of people doing a range of tasks) and there can be people who overlap or cover a range of these positions. It's all dependent on the project and company.

Companies may employ a number of people in many of these roles.  You could have 30+ animators on a project and a large company might be working on 3-6 projects at a time. And some of the positions are unique so there may only be one or a handful of people in that position at the company.

Tools
I'll list some of the basic training and software tools but this varies a lot as well. There's no standard to entry and many companies employ a mix of tools. There are number of software packages for most of these tasks so don’t take the tools I list as the only tools. I certainly don’t know what the units sold for each package. These aren't endorsements and software packages come and go over time. Some companies use software that has been discontinued. Some companies also employ there own proprietary in-house software that only exists at those companies.

Training
Some of the best training for most visual effects positions includes basic art and photography. For most of the jobs you don't have to be an expert artist in drawing and painting but should understand artistic principles and at least be able to make rough sketches to convey an idea. Understanding light and lighting are important and know the basics of filmmaking useful (camera motion, editing, etc).

Most of these jobs involve thinking visually. You need to develop your eye to judge images. You should be able to visualize the finished image and should be able to mentally run a scene back and forth in slow motion in your head. If you’re not a visual person then a visual effects career may not be the best match for you.

Most larger companies work on Linux or a Unix based systems but there are still a number of Windows and Mac based areas so some familiarity with all of these is helpful.

Some programming and computer science knowledge is very useful (Python, C, C++, Perl, etc) primarily for the more technical roles but this can be certainly of value to those even in the non-technical roles. Same with math.

Today you can gain a lot of hands on experience and knowledge on your own. Most software packages offer free trial versions (and/or low cost educational version). Video cameras and still cameras that shoot video are relatively inexpensive. The internet is full of tutorials from the vendors and others. There are quite a few books on visual effects including step by step tutorials. And there are a few visual effects schools online with classes for a fee.

Try to get exposure and some education in a number of positions. Example: Even if you’re planning to be a Technical Director, hands on roto and paint work is very useful to get perspective. Animation, compositing, lighting, rendering, etc are all areas as well that should be explored by all visual effects artists early in their training. It's possible you may find an area that is a better match for you.

Be very careful with for profit schools since their emphasis can be much more on their profits than your education.

Most job postings require a college education. How critical that requirement is dependent on the specific company and HR department at the company. Certainly the key aspects of knowledge can be obtained without a college degree but a college degree is likely to provide a broader knowledge base.


Be aware that some companies have their own proprietary software. As stated elsewhere on this blog you want to focus first in understanding the principles of the position you're focused on and then learn the software since the software will change overtime and from company to company. Knowing what menu item to select is much less useful than knowing what it’s doing. Learning the basic functions of a software package is relatively easy and fast but knowing what and why take much longer.

TIP: Do not under estimate how important actual experience is to learning the ins and outs of these positions. Although you’ve learned the basics of a program somewhere, the real process and pressure can be daunting. Even experienced people learn on each project and the field continues to change regarding both technology and creativity. It’s likely there will be new and different challenges on each project and you’ll be working with a wider variety of people. That’s why you see the x years of experience requirement listed on many visual effects job postings.

TIP: For any one interesting in a career in visual effects please read the job postings by the visual effects companies, especially the ones you would like to target. Every company now has a web site with job postings. There are also websites that specialize in job postings. Most job postings will go into more detail than I have here and provide more specifics. They'll indicate the specific software required at that company and the amount of experience required. That will help you determine what to focus on for your education. Realize that software and requirements change frequently so be sure to keep abreast of new postings from time to time. It's likely you will have to learn multiple apps that do the same thing if you wish to have a broader range of companies to apply to.

Wages
I won't be covering wages with these positions because there are no standards for these either. If wages are your main concern you should consider a different career. Wages tend to be good but your major driving force should be the work because you're going to spend so much time doing it.  Wage rates tend to be based on how much training, knowledge, skill, experience and talent is required for the particular job. How many others could do what you’ll be doing? How much responsibility and how many people will you be in charge further defines the wage issue.

Company Structure
Even this varies with companies. For most artists there is a lead who is providing guidance.  In some cases it may be the department head or a form of supervisor who will be guiding you. The visual effects supervisor reviews the shots in progress in dailies . CG Supervisor, Compositor Supervisor, etc. may be reviewing in dailies as well with the visual effects supervisor or may be doing incremental reviews. There may be separate dailies for animators with the animation supervisor.

Company Management
The positions listed are the hands on workers and artists. At any company there will be some management. In some companies there may be several layers of management. Those in management may or may not have hands on experience in visual effects and may or may not have business training. The quality of management varies as much or more than the quality of the artists.

CG is the abbreviation for Computer Graphics. CGI not used much within visual effects since image is redundant after graphics.

Positions

Visual Effects Production Department
The production department is required to bid and budget the work, oversee the production and make sure it's completed on time and on budget. This department will likely exist on the production side and also at each visual effects company.

Visual Effects Supervisor
Oversees the creative and technical aspects of visual effects for a film either working for the production or for a visual effects company. If they are working for a production then they will be reviewing most of the inprogress and all final submissions from the various companies along with the director.

The visual effects supervisor at a company will be reviewing the dailies at the company for the specific film project and will be dealing with the details, including interacting directly with most of the artists on the project at that company.

Training:  Great eye to determine what looks good and what looks real. Years of experience with most aspects of visual effects and wide knowledge of the different tasks and tradeoffs of the different methodologies. Ideally will have worked at a number of positions and have a lot of on set experience. Good management and people skills. Solid art and photography knowledge.

Tools: Laptop, notebook, measuring tape, inclinometer, tracking markers, etc.

Works with:  Director, cinematographer, production designer and other key creatives on the production in addition to most of the visual effects crew.

Visual Effects Producer
The visual effects producer is in charge of bidding, budgeting, scheduling, allocating resources and making sure the work gets done. This role is typically filled on the actual production and per project at visual effects companies. They manage the entire crew from a production standpoint. The production visual effects producer will be the one to send out and get bids from the companies.

The visual effects producer at the company will be dealing with creating the company bid and dealing with the specifics of the company schedule and resources.

Most large studios also have a visual effects producer/executive who oversees multiple films with visual effects. They hire the independent visual effects producer and visual effects supervisor for the productions and are key to selecting the companies that will get awarded the work.

Training:  Usually moves from Production assistant to Production coordinator to associate producer to producer but that varies. Experience is key here. Knowledge of the various steps and processes involved in visual effects. Requires a firm understanding of business and management. Does not require MBA but any business or management knowledge is useful.

Tools:  Word, Excel, Filemaker, Tactic, Shotgun, etc.

Works with:  Visual effects supervisor, Production coordinators, Production Assistants.

Production coordinator 
Handling secondary duties for the visual effects producer. Helping to gather information and making sure tasks are being completed by the various crew members. Takes notes at dailies and at meetings.

Training:  Usually started as a PA, gaining experience and knowledge of how the business operates.

Tools:  Word, Excel, Filemaker, Tactic, Shotgun, etc.

Works with:  Producer, visual effects supervisor, Production coordinators.  May be coordinator for specific department.

Production Asst  (PA)
Running errands, driving to pickup supplies, putting up storyboards, making copies of documents, getting status updates from crew members, misc work that needs to be done.

In the UK they have a position of Runner that overlaps this to some extent.

Can move into more creative and technical roles but only if they have the skills and knowledge to do so. Can be more likely to move up to coordinator.

Training:  Most training on the job and from experience. Common sense. Possibly car and driver license. Hard worker.

Tools:  Word, Excel, Filemaker, etc.

Works with:  Production coordinators, producer, visual effects supervisor. May be PA for specific department

Art Department

Art Director
Some visual effects companies have their own art departments. If they do then it’s likely an art director will be assigned per film. This person oversees the other artists and the development of the artwork.

Training:  Art school/classes. Active imagination. Very visually oriented. People skills.

Tools:  Photoshop, Painter, SketchUp, etc.

Works with:  Director, visual effects supervisor, production designer, animation supervisor  

Concept artists
Design, sketch, paint concepts based on the script and conversations with the director, visual effects supervisor, production designer and other key creative’s. This allows the director to refine their vision and provide images to use for communication and final design.

Usually hired directly by production (through art department) but may be supplied by visual effects company.

Frequently there are specialists - weapons, creatures, vehicles, landscapes, etc.

Training:  Art school/classes. Active imagination. Very visually oriented. Knowledgeable about specific area and able to draw from a number of inspirations.

Tools:  Photoshop, Painter, SketchUp, etc.

Works with:  Director, visual effects supervisor, production designer, animation supervisor (for creatures), makeup artist (for creatures)

Storyboard artist
Works with director to illustrate sequences for the film. Usually more complex scenes with stunts, special effects, visual effects but can be used to flesh out concepts or to help sell the studio. May be used as a starting point for the previs artists.

Training:   Art school/classes. Figure drawing a must. Cinematography (lens choice, composition, camera moves, etc), editing. 

Tools:  Pencil, pen, paper usually. Photoshop, scanner, etc.

Works with:  Director. Also likely to work with cinematographer, stunt coordinator, visual effects supervisor and 2nd unit director.

Previs department
Works with the director to create preliminary or concept 3D version of sequences, especially complex sequences with stunts, practical effects and visual effects. These help to provide better communication of the what the final sequence should be like. Previs is also used at times to help sell a movie concept to the studio (pitchvis) and to do quick mockups in post of new ideas (postvis)

Critical to make the previs relate to the real world it will be filmed in. (i.e. accurate modeling of the set and camera, avoiding flying the CG camera 10 feet into the ground since the real camera can’t, etc)

Previs may be done by a Previs company hired by production, a team of freelance previs artists or a department at a visual effects company.

Previs Artist
Training:  3D software, animation, cinematography (lens choice, composition, camera moves, etc), editing. Compositing also good.

Tools:  Maya, 3D Studio Max, MotionBuilder, Softimage XSI, Lightwave, etc.


Works with:  Director and ideally the cinematographer, visual effects supervisor, stunt coordinator and other key creative’s.

Plate supervisor
Oversees the filming of visual effects shots and makes sure they are shot correctly along with obtaining the necessary info. A visual effects supervisor usually handles this but schedules and volume of work may require a plate supervisor. Plate supervisor is usually a visual effects supervisor hired for a limited role of overseeing some of the live action photography.

Training:  Visual effects supervisor, on set experience, data collecting

Tools:  Laptop, notebook, measuring tape, inclinometer, tracking markers, etc.

Works with:  Visual effects supervisor, director, cinematographer,

Data collector
Usually 1-4 people assigned to a visual effects crew involved in the live action. A data collector records as much information as possible during the filming related to visual effects. Camera settings, lens settings, lighting information, measuring the sets and camera placement.

Additional tasks may include holding lighting references, shooting HDR images, shooting reference photos, running a transit, running a video camera for a witness camera (frequently 2 or more cameras used to film from other angles to provide animation reference).

Training:   Understanding of 3D very useful. Photography, record keeping. Frequently a member of the match move department.

Tools:  Measuring tape, inclinometer, notepad, still camera, video camera, surveyor transit

Works with: Visual effects supervisor, match move department

Visual Effects Director of photography 
Cinematographer who focuses specifically on visual effects. Knowledge of shooting miniatures, motion control, elements and greenscreens among other types of image capture.

Training: Photography, cinematography, lighting, color, compositing useful

Tools: Range of film/video cameras, lenses, lighting equipment, etc.

Works with: Director, visual effects supervisor

Scanning operator
In charge of scanning and digitizing film. These days much of this work is now done at labs or other companies besides the visual effects company. The amount of film being shot has diminished since digital effects first evolved. Has to adjust, calibrate and operate scanning system using the count sheets and color references.

Training:   Computer graphics, photography, understanding of film and scanning theory

Tools:  Specialized scanning software

Works with:  Cinematographer, visual effects supervisor, visual effects editor

Roto Department
Rotoscoping is the process of hand tracing an object or shape in a shot. This may be done frame by frame but these days the computer is usually able to do many of the in-between frames. Usually used to create mattes so the background may be replaced. This position existed even in pre-digital days but is used much more frequently these days because of the tools.

Roto and similar object isolation methods are also used extensively for 2D to 3D conversion. There are companies that specialize in this type of work.

For some people this is the starter position that allows a person with minimal visual effects training to start at a visual effects company and work their way up. If you’re trained in another role of visual effects (compositing, animation, etc) you don’t have to start in roto. (Although it’s still a useful process to have done)

Because of the labor and time aspects of this job and the fairly low learning curve required, these positions are being outsourced more to locations with lower costs of living and related lower wages.

Rotoscoper  
Person who does the roto or rotoscoping work.

Training:  Much of this training is done at the various visual effects companies but it's easy enough to get some basic self-training using trial software and free movie clips found online. You can get some sense for it using Photoshop or Gimp (free) using the pen tool but working with moving images is a magnitude more difficult and demanding. Note: This can be tedious work for many but some find it interesting.

Tools: Specialized tools - Mocha, Silhouette.  Compositing tools with roto- Nuke, After Effects,  Fusion, etc. Wacom tablet.

Works with: Compositors and technical directors

Paint Department 
There is a need to do a certain amount of hand paintwork even in this day and age. This paintwork is done using digital tools and at times requires frame-by-frame painting.  If there’s a rendering glitch or a problem spot on the edge of a composite, then those may be hand touched up. If an actor or prop is suspended by wires then those need to be painted out. If there’s a rig of some sort in the scene (for stunts or special effects) these will have to be painted out. Anything in the scene that shouldn’t be there (television dishes in a period film will have to be painted out. If a clean plate (no actors) is required then the actors will have to be painted out. An example of this is a stand-in actor for a CG creature that doesn’t cover the entire actor. When doing 2D to 3D conversion many areas of an image will need to be ‘cut out and offset’ to create the 3D look. The areas where the images were moved will show gaps of nothing that will need to be painted in.

Note that there are some basic tools to help with wire removal but much of this work requires a real eye of tedious frame-by-frame painting. These holes in the image need to be filled seamlessly without calling attention to themselves when moving. Sometimes these can be filled with images of the surrounding area (cloning) and sometimes they can be filled using some of the previous or forward frames where the hole had the correct image. And other times there may be no real source of image and the hole will have to be painted with care from scratch.

Consider a group of people walking toward camera and a vertical rod in the foreground that needs to be removed. A still is hard enough in Photoshop but now consider all of those faces and bodies moving and changing 24 time a second.

The paint and roto departments can be all one department.

Dustbuster
Someone who paints out dust on scanned film or glitches in digital capture footage. They typically clone from an adjacent frame or area next to the spot.

Training:  Good eye and basic understanding of painting out spots from other sources.

Tools:  Compositing systems with frame-by-frame paint tools such as Nuke, After Effects, etc. Wacom tablet.

Works with:  Paint department

Painter
There are various titles for this position depending of the specialty being done. Wire removal, rig removal, etc.

Training:  Good eye and attention to detail. Art school/classes certainly useful even for this level.

Tools:  Compositing systems with frame-by-frame paint tools such as Nuke, After Effects, etc. Wacom tablet.

Works with:  Compositors

Modeling Department
Creation of every set and object within the computer. Most of the time these are built from scratch based on blueprints or other reference materials. Sometimes built from scans or a pre-existing model. Can also refer to physical model shop, the type used primarily pre-digital but still useful. Most visual effects companies no longer have physical model shops so they will sub-contract this work when required.

Model Supervisor 
Oversee the creation of CG (or physical) models.
Manages the modelers involved in the production and keeps the quality level and detail consistent.

Training: Experienced modeler

Tools: for CG -  Maya, XSI, Cyslice, ZBrush, Mudbox, etc.

Works with: Modelers, visual effects supervisor

CG Modeler
Builds computer graphics models from scratch or modifies from 3D scans. Usually sub-divided into non-organic (hard surface) modelers (spaceships, sets, etc) and organic (soft body, creature) modelers since each of these has slightly different requirements and approaches.

Training:   Computer graphics training, understanding of architecture, reading blueprints, mechanical drawings all useful. Nurbs and other modeling methods.

Tools:  Maya, XSI, Cyslice, ZBrush, Mudbox, etc.

Works with:  Riggers, Texture painters, visual effects supervisor, modeling supervisor

Physical Modeler
Builds physical (real) miniatures and models from scratch or from a combination of parts.  Usually a small team of people with both general and specific talents. Sculptors, painters, mold makers and other specialists exist.

Training:   Art school/class, hands on model building, machining, wood working, sculpting, using different materials
Tools: Wood shop, machine shop, plaster, plastic, silicon, etc.

Works with:  Visual effects camera crew, visual effects supervisor, director, art department

Rigger
Rigger is the person who constructs and 'rigs' the CG animation skeleton to a CG creature, digital double or any other type of sub-animation required. This can be a complex task since it requires placing the right type of pivots in the correct place and setting the range of motion and setting the animation points for the animators.

Training:   Computer graphics training, understanding of animation,

Tools:  Maya, Mel

Works with:  Modelers and animators

Texture Artist / Painter
Responsible for painting textures for any computer graphics model, object, creature or set. Some may involved pure paint in Photoshop or a 3D paint program and some may involve collecting and selectively combining multiple photos to create the final texture. Uses scanning photos and other materials to paint a CG actor or prop. Frequently paints other layers (specularity, dirt, etc) to be used for specific purposes.

Training:   Art school/classes, photography, CG classes

Tools: Body Paint, Deep Paint, Photoshop, Mari, Maya, etc.

Works with:  CG Modeler, CG supervisor, visual effects supervisor, technical director

Skinning
There are different methods to ‘skin’ CG creatures.  Something like a dragon may have very hard and non-moving areas of the skin and other areas such as the face that will be very flexible or include certain types of folds.

Training:   Computer graphics training, understanding of modeling, texture painting and rigging all useful

Tools:  Maya, Mel, proprietary tools, etc

Works with:  Modelers, Technical directors and animators

Animation Department
Responsible for moving characters (adding life to them) and objects.  Animation can be computer graphic characters, computer graphic spaceships and mechanisms or stop motion (physical characters and objects moved by hand)

Animation supervisor 
Experience Animator who oversees all the animation on the film project. Combination of technical trouble shooting, creative input and management. Helps to cast the animators for specific characters or creatures. Usually one of the right hand person to the visual effects supervisor. If it's a project with a lot of animation then typical works along side the visual effects supervisor.  

Training:  Experienced animator. Animation school or classes. 

Tools: Maya, 3D Studio Max, Softimage XSI, etc.

Works with: Director, visual effects supervisor

Animator 
Person who does the animation. These could be broken down into 2D (cel animation for cartoons or older Disney style animation) and 3D (Computer graphics 3D animation such as Pixar films or in visual effects such as dragons) categories as well. I'll be focused on 3D animation.

This may be further broken down into:

Character Animator 
Animator for characters that speak and react.

Training: Animation school or classes. Studying footage of people. 2D animation a great start to understand animation and characters.

Tools: Maya, 3D Studio Max, Softimage XSI, etc.

Animal or Creature Animator  
Animator of real and imaginary creatures (i.e. horses, alien reptiles)

Training: Animation school or classes. Studying footage of animals. 2D animation a great start to understand animation.

Tools: Maya, 3D Studio Max, Softimage XSI, etc.

Technical Animator   
Animator for precision (i.e. Mars spaceship animation for NASA)

Training: Animation school or classes. Understanding of physics, math and programming useful.

Tools: Maya, 3D Studio Max, Softimage XSI, etc.

Stop Motion Animator 
Animator who hand moves a physical stop motion puppet

Training: Animation school or classes. Studying footage of people, animals.

Model building experience a plus including machining.

Tools: Still and video cameras. Various software packages specifically for recording stop motion and checking frames. Surface gauges and other means of checking placement of puppet.

Computer Graphics (CG) Department
Dealing with all the issues of rendering the CG models or scenes.

CG Supervisor 
Experience Technical Director who oversees all the technical directing on the film project. Combination of technical trouble shooting, creative input and management. Determining and advising on key methodologies, software and pipeline. Usually one of the right hand person to the visual effects supervisor.

Training:  Technical director. Computer graphics training, ideally knowledge of photography,

Tools:  Maya, Renderman, VRay, etc.  Nuke, scripting, shader writing, Mel scripting, etc all useful as well.

Works with:  Animators, compositors, vfx supervisor, match movers

Technical Director (TD)
Technical director is an all around CG position that usually focuses on lighting and rendering to turn a CG model or animation into a final render.  They also cover some of the more technical details of computer graphics in addition to the creative task of lighting. Closest to a Director of photography role. This title is sometimes appended to the end of a specific task. Lighting Technical Director, Pipeline TD, Cloth TD, etc.  

The Directors Guild controls film credits so any credit with director in the title needs their approval. So this position is frequently listed as digital artist or something different.

Training:  Computer graphics training, ideally knowledge of photography,

Tools:  Maya, Renderman, VRay, etc.  Nuke, scripting, shader writing etc all useful as well.

Works with:  Animators, compositors, vfx supervisor, match movers, leads

Lighter / Lighting TD
Lighter focuses on the lighting of a computer graphics scene. Used interchangeably with technical director at some companies.

Training:    Computer graphics training, ideally knowledge of photography and practical lighting.

Tools:  Maya, Renderman, VRay, etc.  Nuke, scripting, etc all useful as well

Works with:  Animators, compositors, vfx supervisor, match movers, leads
  
Look developer (Look Dev)
Works on creating a specific look or visual aesthetic.  This look may be for a given sequence, background,  creature, ray gun, force field, etc. May be a task provided to a technical director or compositor to flesh out the look and techniques required to get a specific look based on concept art or other references.

Training:   Computer graphics, art, photography and animation all useful training

Tools:  Maya, Nuke, Houdini, Photoshop, etc.

Works with: CG supervisor, visual effects supervisor

Pipeline TD or Developer
This can cover a few different people with different specialties. A visual effects the pipeline amounts to the workflow process. With as much data, elements and shots being moved from artist to artist the idea is to make sure make it as efficient and error free as possible. This can involve concept design of how the work will flow and what software will be required to developing specific software to make this possible. Software can be scripts, databases, plugins and custom apps.

Training:   Computer programming

Tools:  Unix, Linux, Windows, Mac, scripting languages, C, C++, SQL, etc.

Works with:  CG Supervisor

Shader Writer 
This person writes specialized programs to handle the look of materials on the CG objects. Shaders can be used also to create specialty looks such as wet or cartoon style.

Training:   Technical director, computer science, computer graphics

Tools:  Renderman and other rendering software, OpenGL

Works with:  Technical Director, Texture painter

FX Technical Director 
Focused on running dynamic simulations to usually recreate real world physics. Creating sparks, smoke, fire, water

Training:  Computer programming, physics, computer graphics, Maya Mel and other APIs and scripts for programs

Tools: Maya, Houdini, specialized particle plugins and systems, etc.

Works with: Technical directors, compositor

Render Wangler 
Person who monitors the computers and render farm rendering CG images and digital composites. They also are involved in calculating the number of procs (processor unit time) available.

Training:  Knowledge of various rendering farm management software. Databases. 3D software and compositing software knowledge.

Tools:  Various render farm management programs and scripts

Works with:  Visual effects supervisor, producer, CG supervisor

Compositing Department
Compositing is the process of combining multiple images of live action, computer graphics and other images.

Compositing Supervisor 
Experienced Compositor who oversees all the compositing on the film project. Combination of technical trouble shooting, creative input and management. Determining and advising on key methodologies, software and pipeline. Usually one of the right hand person to the visual effects supervisor.

Training:  Computer graphics, Visual effects training, Photoshop compositing, understanding of photography, light

Tools:  Nuke, Fusion, After Effects, Fusion, etc.

Works with:  Technical Director, Visual effects supervisor, Lead, CG Supervisor
  
Compositor
Combines multiple images and elements of live action, computer graphics, etc to make the final image shot seen in the movie. Finesses and adjusts to make the final composite seamless.


Note: Compositing is also used in 2D to 3D conversion. Although it uses many of the same tools and skills, it’s a different task, pipeline and different goals. Compositors can work on standard visual effects shots or conversion but will more likely need some initial guidance when switching from one to the other to learn the pipeline and additional tasks.

Companies should be clear of the type of compositing they are looking for and job seekers need to confirm what type of compositing they will be doing.



Training:  Computer graphics, Visual effects training, Photoshop compositing, understanding of photography, light

Tools:  Nuke, Fusion, After Effects, Fusion, etc.

Works with:  Technical Director, Visual effects supervisor, Lead, CG Supervisor

Flame operator / Inferno operator
These artists operate high end visual effects packages which include high speed hardware, drives and special software to enable interactive compositing and image manipulation. These fast setups are used frequently on Commercials where fast interactive turnaround with a client is desired. They also fill a role in television and feature films where their cost and interaction makes sense.

Training:  Art school/classes, visual effects, computer graphics

Tools:  Flame, Inferno

Works with:  Director, visual effects supervisor

Matchmove Department
Take original footage and creates a CG camera that matches the live action camera motion and places CG model sets to match corresponding live action sets. In some cases they or animator may do matchamation or rotomation where the motion they are tracking is a moving human. 

Matchmover  
Match CG camera to live action camera. Use of both automated tools and manual alignment.

Training:   Computer graphics, 

Tools:  Maya, PFtrack, 3D Equalizer, Bijou, etc.

Works with:  Technical director, animator

Layout Artist
In animation these are the people who may place the camera, adjust framing and adjust items in the scene. For visual effects this overlaps with match moving.

Training:   Art classes, cinematography

Tools:  Maya, etc

Works with: Technical director, animator

Motion Capture Group
Team of people who work with actors, stunt people and others record their movements. Usually requires specialized cameras, costumes with some type of markers and specialized infrared light sources. Usually setup at a permanent location at a company or at a company that specializes in motion capture for the companies that don't have motion capture. There are a range of people involved in this.

Training:    Computer graphics training, animation understanding, ideally understanding of both human motion and data capture theory.

Tools:  There are a number of off the shelf motion capture systems so the specific system will vary with the company.

Works with:  Directors, actors, stunt people, vfx supervisors, animation supervisors

Matte Painting Department
Creating paintings to complete the scene. These may be entire backgrounds or may be extending the top of a set.

Matte Painters
Person who does the painting. In pre-digital days this person would have to paint from scratch. Digital tools like Photoshop allow duplicating areas and re-using patches of other photographs. Today matte paintings utilize 3D software to create at least 2 1/2D images so matte paintings are more than just pure static images.

Training:   Art School/Classes, knowledge of architecture, perspective, color, light, understanding of compositing and 3D software also useful

Tools:  Photoshop, Nuke

Works with:  Compositors, visual effects supervisor

Color Grader / Color Timer 
Adjust color in shots to keep a consistent look for the sequence.

Training:   Art, photography, color theory.  Note color blindness would be a problem.

Tools:  Avid, FCP, DaVinci, specialized color tools

Works with:  Director, cinematographer

3D Stereo supervisor
Oversees the 3D stereo aspects of visual effects whether created in stereo or involved in the 2D to 3D conversion. Helps to set consistent depth amounts along with the convergence and IA settings when possible.

Training: Knowledgeable about stereo

Tools:  Nuke, Occula, Mystica, etc.

Works with:  Director, visual effects supervisor, CG supervisor

Motion Control Group
Motion controlled camera is a camera that is motorized to produce very controlled and repeatable motions using motorized pan, tile and dolly among other axis. Can be used with motion control model or object movers. Motion control is used for specialized purposes. Filming where an exact match of live action is required such as twins. Can be used for stop motion or time lapse photography. Used extensively pre-computer graphics for filming physical models. Still used for some model photography. Most visual effects companies hire 3rd party motion control companies when required these days.

Motion Control camera operator 
Runs motion control system. Creates the moves using joysticks and numerical input.

Training:   Understanding of camera motion. Frequently a cameraperson who has shifted into technical specialties.

Tools:  Specialized hardware and software systems.

Works with:  Cinematographer and visual effects supervisor

Visual Effects Editor 
On the production side this is the person working with the main editor to prep the materials (media, count sheets, etc) for the visual effects companies and interact with them. At a visual effects company this person works with production editing to make sure the correct media and information is provided and sent. They also keep an edited version of sequences up to date and edit in the in progress visual effects shots for review.

Training:   Filmmaking school, editing, visual effects knowledge

Tools:  Avid, FCP, etc.   

Works with:  Director, Editor, visual effects supervisor
  
Research & Development Department
Develop software tools to achieve new looks, improve speed and provide new tools to artists 

R & D Developer
Designs and writes specialized code to help with the production of visual effects. These may be full applications, plugins or scripts. (i.e. specialized hair tool, etc)

Training:   Computer science, computer programming, math, 3D graphics programming, image processing, C, C++, Python, etc  

Tools:  Compilers, SDK and APIs from various software vendors (such as MEL for Maya and C++ API for Nuke)

Works with:  Departments in need of specialized software development.

Special Effects Crew
Special effects is the team hired by production to do on set effects such as explosions, breaking glass and wire work. They work closely with visual effects and some of the larger visual effects companies may employ special effects people but most are hired by production these days. Good for creating practical effects elements for use in visual effects shots - torches, explosions, etc.

Training:   Hands on apprenticeship, pyro licensing and other safety certifications as needed. Understanding of practical mechanisms and explosives.

Tools:  Machine shop, wood shop, explosives, candy glass, etc.

Works with:  Director, Visual effects supervisor, Production Designer, Cinematographer

Update 8-3-2014
I've now seen a few job postings with Supervisor in the title (CG Supervisor, Production Supervisor, etc) and then discover that some of these are considered Coordinator level positions, even though the posting implies supervising people. I find this very confusing and it may be strictly to get these people classified as management to avoid paying overtime.

To be clear - a supervisor position is just that, supervising others in terms of assigning tasks, overseeing the work, guiding them, etc. They need to know the creative and technical aspects of the area they're covering and should know as much more or more than those they are supervising.

A coordinator typically is one who gathers and dispenses information at the request of a producer, supervisor or others. Their role is to help coordinate or sync different people and departments to make things run smoothly. They work with others but do not typically manage others (possible production assistants) And they should not be considered supervisors.

Related posts:
Visual Effects Producer - Audio
VFX Management
 PostProduction

Feel free to add comments with other positions, tools, and information.