Showing posts with label visual effects supervisor. Show all posts
Showing posts with label visual effects supervisor. Show all posts

Monday, December 17, 2007

VFX Supervisor article in Variety

Click on the post title to go to an article in Variety about visual effects supervisors. Some productions are catching on.

Here's the link if you have trouble:
http://www.variety.com/awardcentral_article/VR1117977459.html?nav=news&categoryid=1985&cs=1
link

Searching for VFX supervisor may bring you to this page but a more in-depth article is here.

Wednesday, December 05, 2007

Comparisons

When you go to an eye doctor he asks you to compare two different lens choices. “Is this better or this better?” Step by step he refines the specific lenses that you need. The visual effects artist goes through similar comparisons to arrive at the final shot. They compare their shot to real references, they compare the shot to surrounding shots and they compare of changes while they work on a shot.

If you don’t have any reference to compare you may drift off course and end up with something that doesn’t work

Real References
During each step in the process the VFX artist should be comparing their work with any real references from the original shoot or research references (stills, video). What needs to be done to match this reference? Does the creature move like the real creature reference? Does the lighting match reference photos?

Sequences
You also want to be able to reference your shot in comparison to others in the sequence. Cut the shot into the sequence and view in context. Does it match the other VFX shots? Does it match the live action shots?

Color
For color balancing, film clips are sometimes filmed out as a wedge. These show a range of color and brightness values and will be used for digital color balance reference. The DP or supervisor may make a selection to use as a guide for a sequence. This is similar to doing color variations in Photoshop. What looks good by itself may not look like the best choice when you can compare it to other variations.

Within the Shot
In the pre-digital days the visual effects artist would create wedges and shoot film tests. These might be checking settings, changes, exposure, and focus or animation tests. It’s still done for miniatures and other photographic effects.

With digital effects you have the advantage of saving multiple versions, undoing/redoing and seeing the results instantly in many cases. The VFX artist takes advantage of this by experimenting and refining. If you add a filter or element you can toggle it on and off to see the result even on a single frame. This would be like the Preview button in the filter dialog within Photoshop or the layer visibility. You also have the option to Undo/Redo to compare any change you just made.

Depending on the software you can load in a previous version or take a snapshot and do the comparison. Some software allows you to do a split-screen to compare 2 versions of an image within one image.

All of this allows the VFX artist to refine their work and make choices.

Changes
When a director or supervisor asks for changes it’s important to make large enough changes so it’s evident looking at the shot. Many artists will make minimal changes and slowly build up to the desired look, take after take. Unfortunately this wastes quite a bit of time. Comparisons are good for you but if it’s not possible for the director to tell the difference without seeing them side by side then it’s not a large enough change.

It’s best to make large steps, which ideally includes going too far. If you had to blur something instead of going by single pixel increments for ten images, it would be better to go by 10 pixel increments. By coming up with an image that goes too far (this could be color, speed of animation. filter, etc), it will allow you to know the range to work in and get a better idea of what the director wants.

A typical phrase in VFX is to “split the difference”. (ILM even had a comic poster of this). This is likely when you’ve gone too far but the previous version or another test didn’t go far enough. In this case split the difference is a way of balancing those two. From that result you might need to split the difference yet again. This is actually a fast way to hone in on the desired look and uses the same algorithm as some computer sorting routines. As you proceed with these adjustments you’ll be comparing the previous versions. If you get to the point where you can’t see the difference without doing a split then you’ve hit the point of diminishing returns.

Tuesday, November 20, 2007

Photo Real and Realism in Visual Effects

At the start of most projects every director requests their shots be photo real

What does Photo Real mean? Are realistic vfx shots a lot more difficult than fantasy shots?

Photo Real means to create a shot that looks as real or true to life as it possibly can. It can mean that the visual effect is so totally convincing that the audience doesn’t see it. Another term for this is Invisible effects.

The lighting, textures, detail and compositing try to mimic a scene that the audience will think is real. To do this the visual effects supervisor shoots as much reference as possible when shooting the plates (live action footage that will be augmented or modified with visual effects). This may mean filmining a physical prop in the same lighting and setup. The clock in The Mask and a piece of fur for Van Helsing were photographed for the TDs (Technical Directors) to use as a look and lighting reference.

As much information is recorded at the time of photography as possible. This includes lighting diagrams, measurements of the set, camera and lens information as well as filming of the chrome and gray spheres.

All the vfx artists that work on the shot will have access to that material and be able to use it directly as well as to use it as a comparison. From this they try to create and integrate the images as much as possible.
The visual effects animator may film or obtain reference footage of people or animals moving to use as a guide, even if it’s a fictional creature.

The trouble is you may not even be creating a shot that will ever be believed.
No matter how well the animator, TD and compositor do their job if the script calls for a pink feathered whale in the sky it still won’t be considered Photo Real by the audience. There’s nothing wrong with creating shots like this since that’s the requirements for the film. The vfx artists try to add as much of real life as they can into shots like this to give it a more solid foundation. This may mean moving the whale slowly and adding in a haze layer to set the scale.

This leads to our second question regarding the difficulty of creating realistic effects.

There’s the impression that realistic effects are very difficult and much harder than shots dealing with fantasy or science fiction. Yes, realistic effects are difficult when you’re trying to create something very complex such as a held close-up of a human, moving cloth or flowing hair. But the difficulties of a shot are usually more dependent on the specific shot and less on the context of the content.

Let’s consider an effects shot: a man on crutches coming toward camera and is missing one leg. The audience will easily accept the man missing part of his leg, especially if it’s an unknown actor. The audience knows this could be real and doesn’t require a suspension of disbelief. Now consider the same shot but instead of missing the leg this man is missing his head. The headless man however doesn’t exist in real life so the audience instantly knows it not real. It will be in the back of their minds no matter how well the vfx are done. A large part of the reality of a shot is based on the perception from the viewer. From a difficulty level these are similar and use the same techniques. The headless man is probably more difficult because you have to create and track the inside of the collar.

Suspension of disbelief plays a large role in film. To some degree everything is a bit unreal in film. The basic story is a fabrication and the dialogue is hand crafted. The director of photography doesn’t necessarily match real life. He lights it to go for a specific style and to make it cinematic. Note that this can be a real problem when you’re trying to match greenscreen people with real outdoor backgrounds). Stunt people rig ramps to make cars spiral in mid-air. Not necessarily real, but certainly visually exciting (cinematic). This is the same thing with the winged spaceships and hearing explosions in the Star Wars films. Not real but cinematic.

Hopefully the story will keep the audience engaged and there will be nothing to force the audience to fixate on the effect. Anytime you give the audience a reason to suspect something, they will find it. You could have a real shot and if the audience thinks something has been added they’ll happily point out several things that are wrong with the shot. A real shot can seem fake under the certain circumstances.

People think since something exists and they know what it looks like they could certainly judge the quality. The reality is most of these effects when correctly deigned pass by audience members unless they’re very poorly done or there’s something to arouse their suspicion.

If you have a matte painting of a stylized or haunted house and center it in frame as the only thing in the shot then it’s going to be suspect. If you add a matte painting of a normal house to fill in a vacant lot on a street and then have the actors in the foreground the audience is unlikely to think about the matte painted house, especially if it doesn’t play a promenant role. Most people think a matte painting has to be super detailed but the primary issue with matte paintings is to get the lighting and perspective right.

The advantage of creating something real is you have reference of the real object or creature to constantly compare to while working on the shot. It may take a lot work to get your CG model or other items to match the real thing but you always know how close your are and where it falls short.

With imaginary shots there are frequently doubts and changes to the design since you don’t have anything to compare to. Some people think the creature should move it’s arms in one way and another group thinks it should move them in a different way. The director may switch his/her thoughts as well. A real reference gives everyone something to lock into.

If you recreate one of the NASA rocket shots now you have reference to the original material and people will accept it. They may know that you created it but it won’t remove them from the movie. If you showed the same footage 50 years ago people wouldn’t accept it as real since they had nothing to relate to.

Old movies had shots done on stage sets that were supposed to be outside. People in cars were placed in front of a rear projection screens. By today’s standards those shots don’t hold up as well because we have a different level of realism in films. It’s not that people at that time thought they were real, it’s that they accepted it much as a theater audience accepts a stage play in front of single sheet sets.

This also applies to camera moves. If you move around a model like a helicopter then the audience will accept it more than if it’s totally static from 1000 feet up or if it moves a mile in 2 seconds. The director may have wanted a photo real effect but in the effort to spice it up by moving the camera faster and further than it could in real life, you destroy the illusion of reality you had created. If you zoom out to space and then back down thousands of miles away like on Google earth then that a style decision but not one that will help the feeling of realism.

The ‘though the engine’ shots in Fast and Furious or the slit-scan shots from 2001 are pure stylized shots. They may have had a high tolerance as to what they looked like but they would still require a fair bit of effort to make work.

Some directors want to try to convince the audience that something is real by focusing on the effect and doing what they can to show it off. In the headless man shot they want the camera to fly around the man and then down through the collar to prove that there’s nothing there. This is like the magician that moves the hoops over the levitated assistant floating over the floor. But the difference is most of the time the visual effects are used to tell the story. By trying to convince the audience the shot may actually come across as more fake.

In summary, the vfx artist tries to make every shot as real as possible. In some cases that may not be possible due to the subject matter itself and in other cases may just be a style choice. Creating invisible effects is usually more dependent on the subject matter and the design of the shot than the execution difficulty.

Thursday, October 25, 2007

Budgeting VFX

Budgeting VFX

I covered some of the basics of this in the post/podcast Bidding and Preproduction
I’ll be going into more detail in this posting.

As previously discussed budgeting visual effects can be very difficult. You have the possible issues of developing new looks and techniques. How long will this take and how many people? Add to this mix the director’s creative changes that happen on any film project. Should you calculate 2 takes? 5 takes?

I’ll be discussing feature films here. Budgeting is somewhat the same for television or commercials with a few key differences. Television shows may have a small permanent staff (or at least an assigned vfx company) if they’re vfx heavy. They also tend to have very little time or budget. There’s usually no time for storyboards in television. In many cases they’re told what has been budgeted for the effects and have to work within that. On a commercial much of the final work may be done on a Flame™ or similar system. These are expensive high-end systems where the client sits in the room and guides the artists to achieve the effect they want. Note that feature films use Flames and other equipment as needed where the vfx supervisor is the client. For high-end 3D work it may go through a similar pipeline as a feature film but with a smaller team. The budget and post time for visual effects on a commercial can be much higher on a per second basis than a feature film since a commercial is only 30-60 seconds in length. Commercials have detailed storyboards and may have previs because they use it as a selling tool to the final client. Both commercials and television used to be primarily done at standard television resolution (which made it a bit faster and easier than feature films) but with the advent of High Definition they’re now done at resolution at or close to film resolution.

The average Hollywood feature film is now approximately $100 million. A VFX film can run even higher. For a ‘visual effects’ feature film the vfx budget can be 1/5 to ½ of the total film budget so it’s critical to get the budget done correctly.

Why are visual effects so expensive? VFX are very time and labor intensive. A large project may take 200 people to work on over the course of several months or a year.

The first step in the process is someone at the studio plugs in a guestimate for the VFX. Years ago a producer with minimal vfx experience might pencil in a budget that was an order of magnitude off. These days most of the large studios have a VFX head in charge of budgeting and assigning the work.

Initially the script is broken down by the VFX producer on the film (likely with a supervisor involved) or it may be done by a VFX company’s producer and supervisor. A rough count of the number of estimated vfx shots is created based on the script text only. Note that even if production has done scene numbering these don’t break down into the specific shots, which is what’s required to budget the vfx. Shots may be designated as hard, medium and easy to allow setting an approximate cost for each shot or as a quicker process an average cost may be assigned to all shots. A studio film usually has an average shot cost in the $10,000-60,000 range. Low budget projects may have $1000 or less per shot.

These ballpark estimates are submitted to the studio to evaluate. The VFX company may meet with the director and the team to refine the bid further by dropping potential vfx shots that they expect to do with stunts or clarifying some of the planned shots.

During the pre-production phase the director works with artists to create storyboards and/or previs animation. These resources will be used to create more accurate bids. The production or studio VFX head will submit a package to any VFX companies bidding on the work along with parameters. Parameters might include average length of shot (typically 5-8 seconds), handles (4-16 frames on each end of the editor’s cut shot to allow some adjustment), delivery dates, delivery formats (film, digital, both), temp screening dates, etc. Each shot may also include specifics or assumptions. Due to times constraints sequence bids may be worked on as soon as storyboards for that sequence are done.

In some cases the studio employs a company or multiple companies to do some concept work and/or some R&D. The studio may require this before proceeding to the next level and to make sure the look and approach is what they want.

With storyboards and information in hand the visual effects supervisor determines the best methodology. He/she works with the vfx producer and the team (lead compositor, lead TD, CG supervisor, etc) to review the approach. If it’s an animation heavy production there’s likely an animation supervisor as well. Each shot is then broken down into detail regarding the amount of time required for each task. Ideally this involves all key personnel but could also be done by the producer and supervisor if they feel they have an accurate idea.

The animation supervisor may review the shot and determine it will take 8 days for an animator. The CG supervisor may think it will take 5 days for a technical director (TD) to light the scene and work out the look. Estimates are made for composting, rotoscoping, paint work, specialized modeling, matte painting, simulations, dirt removal, etc. Each of these goes into an Excel spreadsheet the vfx producer has. Modeling (CG or practical) is budgeted (and required texture maps or paint work) along with R&D. When you’re doing hundreds of shots this process can take days.

All of these estimates are based on actual experience and gut feelings. The complexity and difficulty of the shot is taken into account. A company that’s been operating for some time should have averages from other shows to refer to (although they seldom do refer to them). Of course all of these estimates have to take into account some changes and doing multiple takes. Some companies bid the lowest possible number (as if everything were perfect and there would be no changes) to get the show and then force production to have change orders for every change, big or small. This just creates a very awkward and painful process for all involved. It’s always best to consider some time for reasonable adjustments or changes. If the VFX team has worked with a director or given studio before they make some adjustments to the estimates based on number of changes on the last production.

The biggest danger in creating the estimates is being too optimistic. Your first impulse is to say that it can’t possibly take that long to do that shot. It’s just a simple blue screen, etc. This is especially true since the person making the estimates is likely an expert and can do the shot quickly. The reality is there are no simple shots, the original plates won’t be as good as you’d hope, there will be changes, etc. You also have to take into account the average person working in that position at that company. The range of quality and speed between employees can be vast. One person might be able to do something in a day and another will take a week.

In some cases the vfx producer and supervisor may modify or pad the budgeted shot. This can be tricky and is best to be discussed at the time of the group budgeting. If the producer feels a certain task is under bid then that should be brought up. The danger is if the estimates are modified after the fact then the person who provided the initial bid may be held responsible for it, even though it was changed for more or less afterwards. If you’re bidding a show I suggest always keeping your own notes if there a discrepancy months down the road. The other issue is if the producer pads the bid and the people originally providing the estimate are padding their estimates you end up with a double padded bid. This may mean you lose the project.

When planning a show the producer and supervisor try to cast the show much as a director casts actors. Who are the best people available for the different tasks and different leads? Is there an animator that would be perfect for a specific character or a modeler that is great at the organic modeling required? Unfortunately schedules and any other shows may prevent the flexibility of having a choice in all of this. It’s not unusually for modelers to be tied up on another company project. This delay in getting the models started ripples through the entire production causing more overtime. All of this needs to be taken into account internally at the company.

The vfx producer calculates the cost of the shot based on the time estimates and the average cost for that type of person at that company. That rate will likely include not only the employee’s salary but also their related expenses such as health insurance and pension. Note that most vfx artist work more than 8 hour days so the overtime has to be taken into account for the estimated. Some companies include in these time estimates the entire overhead and profit margin. In some cases they may fold in the R&D costs or the model costs. If a 10 shot sequence has a $100,000 model budget then they will add $10,000 to each shot in the sequence.

The cleanest and best process though is to keep these costs separate. If you include a lot of extra costs in the time budget then things get very wacky as changes are made. In the example above if the 10 shot sequence is cut down to 1 shot then you only have 1/10 the model costs. If the sequence is dropped before it’s started but after the model is built then you have to find out how you can cover the price of the model somewhere else. If a 100 shots are added that doesn’t necessarily mean all your overhead goes up dramatically. Likewise if production requires a lot of overtime work at the end of the production then those calculations will be out of line.

Overhead includes all the labor and materials not directly related to a shot or that can specially broken down into shots. The basic staff of production assistants, coordinators, vfx producer, vfx supervisor, etc. are all part of the overhead. The cost of the computers, software, sales people, human resources etc. need to be included as well. The time the vfx artist spend in meetings or general prepping (getting the pipeline worked out) also fall under this category. The amount of down time when the company keeps people on payroll without a project has to be incorporated as well.

An estimate is also calculated for plate photography which will have a vfx supervisor and possibly a small team of matchmovers or coordinators.

A percentage will be added to the project to cover profits. Contrary to studio belief the markup for visual effects is not astronomical. (i.e. not as much as most retail)

If you’re a freelancer or a new, small shop, try to do the work on a time and materials basis if possible. You’ll have to provide a basic estimate but if the director or the vfx company that’s contracting you changes anything you won’t be forced to cover the change costs yourself. First time freelancers make the mistake of charging what they were being paid working for another company. The problem is none of their overhead is included such as health insurance, computer and software expenses. You’re also assuming you’ll be working full time which won’t be the case for most freelancers.

The vfx producer has to lay out the linear time required to do the work. If you have 15 TD’s and it will take 20 weeks of work but production only has 12 weeks of post then there has to be some adjustment. Either more people need to be brought on, more overtime is added in or the number of shots the company can do must be limited. As mentioned if there are other productions at the company the resource allocation (for both people and computers) can be a real problem if a production adds or drops a 100 or 200 shots on a project (not that unusual unfortunately).

Visual Effects are usually feast or famine. Either there are too many projects and a company will have to turn down work or there’s not enough work and the company has to do what they can to get the project. In some cases the company may choose to bid the project at their cost (no profit) or even as a loss. The smarter companies know that if they have to lay people off it will cost them a lot to rehire people and bring them up to speed with their internal systems.

In the end the vfx company provides a cost for each shot (not broken into each task) along with an overhead budget, model budget and R&D budget. Any assumptions the bidding team made should be spelled out clearly for each sequence and each shot. (The car will be a stunt car, the fire will be provided by the onset special effects crew, etc) In commercials there are standardized bidding forms but there’s no standard in visual effects for features. The studio will likely add up all the costs and divide by the number of shots to get an average shot cost. They can use this as a rough comparison with other bids as well as to help ballpark additions or deletions of shots. Of course the studio is likely to ask the vfx company to sharpen their pencils and provide ‘better’ numbers and they may ask the director to cut shots or elimatinate a sequence based on budget considerations.

Do not be surprised if you’re asked to do this process a dozen times by the studio. Storyboards and concepts change which require a re-bid. Bidding occupies a large amount of the pre-production time.

Multiple vfx companies bid on the work. The vfx producer for the show may choose specific companies to bid on specific sequences. If a company has a specialty (such as matte painting) they may only bid on those shots. The studio may have a list of companies they’re willing to work with that the vfx producer has to use.

After the bidding has settled down the studio will award the show to a company or companies. In some cases the studio makes the decision based purely on cost and in other cases the cost only plays a small role in the selection. The quality of work, past experiences of the studio and the ability to accommodate many more shots are all taken into account.

At this point the studio and the companies work out their contracts. In some cases the contracts may not be official until the end of production but of course the best approach is to get it locked into before production. Note that the contract may lock in a specific bid even though additional changes and storyboards arrive after that time. It’s critical to have an experienced entertainment lawyer review the contract since the studios have teams of lawyers who specialize in this. You need to make sure everyone is on the same page with regard to the assumptions and delivery schedules. You also need to be clear about the payment schedule. Some are done by weekly allotment and others are done when hitting milestones (per shot or by major sequences)

During production the supervisor and producer flag the studio when changes or additions are made that might affect the budget. Note that the movie release date will not change so the only way to handle additions is to add more people, more overtime or additional companies.

Once the film is shot and there is a rough edit that can be turned over, the vfx company will likely review the bid and compare it to what they actually have in hand. Quite a few things can change from the plan to the final result and this is a final reality check before the work begins.

Hand in hand with the budget is the schedule. A preliminary schedule is made when the budgets are done. There is usually a schedule for turnovers. This is where production (director and editor) gives an edited sequence to the vfx company. If the turnovers happen later than planned (a frequent occurrence) then the entire schedule and budget may be affected. Time is money as they say. Also the finals date (when all shots are supposed to be done) may vary a bit but it’s very unusual for a release date for a movie to change. If it does change, it may be for the worse (i.e. earlier)

In scheduling the work each step of the process is taken into account. The vfx editor will have to provide negative numbers, the film needs to be scanned, then the matchmoving (or layout) will need to be done. Next the animator starts, then the TD and then the compositor. These last three overlap a lot or a little depending on the shot and pipeline. Most people are working on 2 or 3 shots at a time. Even though a shot may be budgeted as 2 weeks it may take 3 or 4 weeks to complete since there will down time while waiting for feedback from the director or while other changes are made. In some cases a shot may have to be put on hold for a month or more while a change is made or until additional elements are shot.

Ideally each task for each shot is tracked either by timecards or by a database. If they’re not tracked it becomes difficult to determine how much progress is being made relative to the schedule and budget since linear time and budgeted time are different. If the work isn’t monitored you may not realize how over budget or over schedule you are until the last phase of the show when it’s too late.

The poorest process is for the vfx producer to say we’re $5000 over budget on a specific shot or to dump an inch thick document of raw figures on the desk of the supervisor. At that point the shot is already in the red and you’ll have to spend time figuring out what that amount means (which task is causing the problem, is the dollar amount with markup, etc). The best process is to monitor the shots and flag them as they reach critical stages (50% done on a task, shot to be completed that week, etc). As an example: If the composite time is already 75% used up and there’s a lot more work to be done then the supervisor may want to review the shot with the compositor and determine if there’s anything that could be done to simplify or complete the work in the budgeted time. There may be another 200 similar shots yet to do so if there’s a major flaw in the approach then it should be modified or discussed with production.

Dailies are held everyday to review the work in progress. The team creates weekly targets for which shots should be completed. These are reviewed and frequently adjustments have to be made. A shot that was scheduled to finish that week has to be pushed to the following week because the director kicked it back or because there were larger problems than planned. As production nears the finals date the weekly reviews become daily reviews. Don’t wait until the last minute to alert the film production company if there are scheduling issues.

If there is a crunch time at the end of production then the costs will start to skyrocket with overtime and other rush charges.

Related posts
Getting the most out of your VFX Budget
VFX Wages
Why do Visual Effects cost so much?

Related books (In the VES Handbook I cover budgeting similar to this site)


Saturday, May 26, 2007

Visual Effects Supervisor

Visual Effects Supervisor

In this posting (no podcast) I discuss the role of the visual effects supervisor and issues related to this position.

Definitions
Note that there is no union position for visual effects supervisor, there’s no certification process for this role and there is no standard to how any of this works so I’ll be describing what is industry practice.

A Visual Effects Supervisor is in charge of the creative and technical issues of visual effects on a project. This position starts in pre-production and continues through the completion of the visual effects in post-production. This can span 1 to 2 years on a large project. The supervisor typically works with a visual effects producer who focuses on the budget and schedule aspects of the work. If the project has a large amount of animation then there will be probably be an Animation Supervisor as well.

These days there’s likely to be multiple visual effects supervisors on a visual effects film. If the film has a large number of shots then it sometimes makes sense to split up the work with each supervisor overseeing specific sequences to provide the attention required. In this case they may be referred to as co-supervisors. Associate Supervisor is sometimes a title given to someone who is moving up into the role of supervisor and who has a smaller number of shots compared to the other supervisor(s) on the project. Senior supervisor is sometimes used as an honorary title given to someone at a company who has been at the company a long time and who is able to step in if there are problems on a show.

Given the increase in visual effects shots on a show, the reduction in post production time allowed by the studio and in an effort to count every bean by the studio, work on a large effects driven show is typically spread over multiple companies. Each company handles specific sequences or types of effects and these companies will have their own visual effects supervisor. The film production or studio may hire a vfx supervisor or at least a vfx producer to oversee the work of these companies.

A Plate supervisor is usually a visual effects supervisor who is just involved in the live action or shooting background plates. Plate is the term used for footage that is shot to be used for visual effects. This can be a foreground, background or other elements. With or without actors. (Elements are all the different images used to make up the final shot). The plate supervisor may be hired so the main supervisor can continue to oversee the work back at the vfx company or studio. A plate supervisor may also be hired to shoot specific images half way around the world while principal photography is being done.

Start up
When a film has been greenlit (approved by the studio to proceed into production) or close to greenlit then the film production (director, producer) works with the studio head of visual effects if there is one. This position is primarily a producer type of role to oversee multiple films in various stages of production. This office usually has their own list of approved vendors (visual effects companies) which they forward the script to. They would also play a role in hiring a visual effects supervisor and visual effects producer for the film if there is one.

Each vfx company has their own supervisor and producer breakdown the shots and bid on the show. If there is a show vfx supervisor and producer they review the bids and work with the studio visual effects department to award the work to different companies.

Pre-production
The supervisor works closely with the director to get a sense of what the director is looking for on each sequence and each shot. This is done by employing concept artists, storyboard artists and previs artists to create visual guides. The idea is to solidify the vision of the director and allow the supervisor to work out the technical aspects of completing the shot. The supervisor decides which techniques to use and what will be required when the live action is shot. This is usually done with involvement of the vfx departments and/or companies. If the visual effects supervisor works at a company he/she usually determines the key players (CG supervisor, sequence leads, etc) with the aid of the vfx producer.

Most visual effects work happens after filming but some things such Research and Development (R&D) and model building (physical and computer graphics) can begin earlier. The supervisor will be overseeing this during pre-production. This can be time critical if the R&D will determine the best way to photograph a sequence. The pipeline may also be developed or adjusted for the type of project during this time. Pipeline is essentially the workflow through the facility and the software tools to help that process. (databases to track elements, computer scripts to move or configure files, etc)

The supervisor works with the other film production department heads (Director of Photography, 1st Asst Director, Production Designer, Special Effects, Stunts, etc) to outline the vfx requirements during filming. This can cover bluescreen, motion control, special lighting, etc.

Production
The supervisor is involved in all the live action photography that requires visual effects. This can mean 6 months in a distant country or months on a sound stage. If multiple companies are involved with a large number of shots they each may send their own supervisor when one of their sequences is being filmed. On a large show it’s common to have a 2nd unit. This can be a full crew with it’s own 2nd Unit Director to film action sequences or other sequences and shots that don’t require a lot of the principals (main actors). This will require an effects supervisor as well if the work involves visual effects. Plate supervisors may be employed to help oversee this work depending on the volume of work and schedules.

If there are issues with the actors (eyeline, timing, action with a creature to be added later, etc) I tend to discuss it with the director for him/her to guide the actor. This avoids problems with the actors getting multiple and contradictory instructions.

This may seem like a lot of work but a huge amount of the success of a shot is based on it being filmed correctly to begin with. This means making sure the actors eyelines are correct, the lighting matches the situation when possible, clean plates and information is gathered at the time of photography (lighting references, match move markers and data, etc)

One of the most detrimental decisions a production can make (from a cost and quality stand point) is when they attempt to shoot a visual effects shot and have you just ‘fix’ it later. And believe me if the supervisor turns his/her back for moment production will try to get off a shot. This is most likely to happen when the director has done a previous effects film and ended up with good looking shots despite problems shooting. What they never see is the amount of work and extra costs any of this entails.

I’ll probably do a blog post sometime about the ins and outs of plate photography.

Post Production
Once the footage has been shot the film moves into post production. Ideally editing has been proceeding even during production and some sequences have been locked so visual effects work can begin even during production. As sequences are edited they are turned over by the director to the supervisor and the visual effects team.

How the work proceeds and how it’s structured is determined largely by the supervisor and producer. Sometimes it’s best to rough in quick animation and composites for all the shots of a sequences. That allows the director and editor see a sequence in context and see if major changes are required before you final every shot. If the director has a difficult time visualizing the supervisor may have to wait until the shots are further along before presenting them to the director. Some directors have difficulty making decisions based on ‘plastic’ animation renders so these would need a higher level of rendering.

Production may require reshoots months after production if there are editorial or technical issues with the footage. Additional background plates may have to be shot for sequences, especially if there has been a change from the original plan. Once again these would require an effects supervisor or plate supervisor.

Dailies
A supervisor’s day usually starts with review of dailies. I typically review them on my workstation and make notes before stepping through with the team or individuals involved. Even spending a few minutes per shot adds up with you have quite a number of shots in production. As much as you try to balance the schedule invariably you have a large number of shots to be reviewed as you get close to the final deadline. This can mean spending the entire morning reviewing shots. Trying to balance a pat on the back for the work done so far on a shot and encouragement with the need to list the items still need to be completed to finish the shot is a tough. Usually the pat on the back is the first thing to go as the schedule gets tighter. It’s no disrespect to the crew members, just the realities of getting a large volume of work done.

In the afternoon the supervisor may have meetings to review scheduling, budgets, new sequences, R&D status,etc. He/she may have to present the director the latest shots or sit down with individual artists to discuss any updates/changes from the morning dailies.

The supervisor usually puts in the same hours as the rest of the production crew. 10-12 hour minimum. 5-7 days a week.


Finals
The director is involved in all decisions from the approval of the original designs and through to the final shot. The director has to buy off on the animation before the final rendering and compositing is done.

One of the things the supervisor has to do is work with the director on getting shots finaled (approved) in a timely manner. It’s very easy to get too focused on every detail in a shot, especially if you’re looping the shot over and over on a computer. Matte lines and added elements can always be tweaked more. Unfortunately if you have hundreds of shots to do in a limited time and the supervisor or director becomes too picky or tweak happy then the first shots will look great but the last batch of shots may look awful. For this reason there’s usually a number of target finals to accomplish per week in order to meet the deadline. Any shots that aren’t done from the week before are now added to the number that need to be completed in the current week. The idea is to create a balance so all the shots hold up and work within context of the film. If you can view it in context (with surrounding shots) 2 or 3 times without noticing a problem then it’s done.


Projects
It’s important to note that how a specific supervisor gets assigned a specific project can be very haphazard. The studio or production select what companies to send the script to for bids. This can be based on previous experience or the phase of the moon. For a supervisor who works at a vfx company, the company acts as an agent and manager. They may assign a supervisor based on who’s available from their internal supervisors at that time or who’s under a contract with them. Qualifications for a specific project may have little to do with the assignments.

Since projects take a long time (1-2 years) a supervisor may have to turn down other projects since there’s already a commitment for the current project. Project offers come in one at a time so the supervisor has to decide if he wants to take it or pass and hope something better comes soon. How soon that next offer comes in is unknown. You’re never offered multiple projects at the same time from which you get to choose.

The supervisor has to take in to account the creative issues, technical challenges, the manner and film history of the director and the time away from their family when deciding on whether to accept a project. Is it better to accept a mainstream big project or an art film? Is it better to do a few, simple effects shots for a high quality film or is it better to do a large number of challenging shots for a simple action film? Each supervisor has to make a call given the situation at that time.


Requirements and guidelines for a visual effects supervisor
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A good visual effects supervisor is a bit of jack of all trades.

Knowledge of a wide range of visual effects techniques and positions.

Experience dealing with a wide range of visual effects techniques and positions. As good as some training material is there’s still nothing like true hands on experience. If you’ve had to paint out a rig or extract a key from a poorly shot bluescreen you’re more likely to think twice and make sure it’s shot correctly. If you haven’t done it you may hope to just toss it into the black box and expect it to come out ok.

Ability to visualize shots and review them in detail within the minds eye before they’re shot.

Creative eye. Knowing composition, cinematic design and animation timing.

Understanding of photography and lighting. Knowing what’s looks real and what looks cinematic.

Good communication skills. Discussing a visual or technical issue with a director and also being able to turn around and discuss it with the technical team in a manner appropriate for the listener. The director shouldn’t need a translator.

Get in sync with the director’s vision. After working with the director awhile you should have the ability to predict how they will react to a given specific shots or issues.

Good working relationship with the director. The director has to have trust and confidence in the supervisor and the supervisor has to work for the director. The supervisor may provide his guidance and ideas to the director but at the end of the day it’s the director’s decision.

Know your battles. Knowing when it’s worth fighting for an extra 10 minutes on stage and when it’s not. When is it worth pushing a specific creative viewpoint or when it’s worth trying to get an updated animatic.

Problem solving. There’s always problems to solve. Technical, creative, logistic and scheduling.

Thinking quickly. Time is money on a film set and when things change the supervisor has to step in make adjustments while keeping in mind the impact in the rest of the process. You always have to be considering several moves ahead as in chess.

Management and people skills. Dealing with a number of different types of personalities (on the live action crew and visual effects crew as well as the director) and trying to keep everyone focused on the goal.

Attention to detail. Keeping an eye on large and small details that will make a shot finished.

Organized. Each shot has to be broken down into each element and how those elements are to be generated or filmed. Any feedback from the director has to be noted and executed.

Team work Film making and visual effects are both team efforts and will require everyone to work together. The supervisor has to take key responsibilities and at other times be able to delegate to key members of the team. He/she has to be open to listening to members of their crew. I try to surround myself with the best and smartest people in their jobs.

KISS Keep it simple stupid. It’s difficult enough to do the work without making everything extra complicated. Is an elaborate process or 20 extra elements worth it for a 2 second shot?

Budget and time. One manager told me it was my job to spend as much of the budget as possible and it was the producers job to try to keep me from doing that. I think that’s wrong. The supervisor has to keep in mind the budget and time when selecting the techniques and figuring out the pacing for the work. If you run out of time or money before completion the results will show it and it won’t be pleasant for anyone.

Think outside the box. The first solution that jumps into your mind may not be the best. Consider it from all angles and all trade-offs.

Living with changes. Everyone working in visual effects has to take changes in stride. The director may change his mind completely after you and your crew have spent a lot of time and effort finishing a shot or sequence. It’s a creative process so that’s the nature of the beast.

Tolerance and balance. The supervisor becomes the fulcrum of production (cost, time) and the artist requirements. If you’re at a VFX company, management and the vfx producer will want you to ‘sell’ the shot to the director as quickly as possible. Yet you’ll have an obligation to the director to make sure the quality of the work and their vision is maintained. I’ve had producers tell me to tell the director he/she can’t do something. Being placed in the middle of political film production issues is no fun. The studio can also become involved in this process, especially if the film has gone over schedule or budget. Awkward for all involved.

Thick skin. The supervisor may be yelled at for things out of their control or may be berated for doing something a specific way (even if it’s exactly what the director had requested the day before).

Keeping your cool. See all of the above.


Becoming a visual effects supervisor
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First you have to decide if becoming a visual effects supervisor is what you want to do. It may sound great but it involves a large amount of pressure and politics.
There’s certainly something nice about focusing on a specific aspect and doing a great job compared to being pulled in multiple directions. A supervisor seldom get much hands on effects time and getting work becomes more daunting since there are a limited number of visual effects supervisors employed compared to technical directors or others in the visual effects crew.

If you’ve only worked in one area of visual effects then you’re likely to try to solve every visual effects shot with those techniques. I’ve seen people who only had physical model experience trying to create an effect with a physical model that would have been easier, faster and more importantly, better done with an animation camera. I’ve seen other people try to write elaborate software programs for something that could have been filmed and composited in a fraction of the time.

These days most people employed in visual effects are assigned to a specific area of work. I was fortunate enough on my first film, Close Encounters, to work in most of the departments (Motion control, model photography, animation camera, matte camera, R&D and model shop)

It’s up to you try to try to keep moving up in your area and to expand outward. Talk to your employer and see if you can help out in other areas or take training in other areas if they offer it. Some VFX companies like to have people who can accomplish a number of different tasks. Animation and technical directoring, matchmoving and writing shaders, etc.

Try to get on to a set to see how things work. Most people working behind the computer screen have no idea of the issues involved in the shooting process (‘and why didn’t they shoot that other element on the set’). It can be helpful for a technical director to work as a match mover or data collector as an example.

If you’ve only work with computer graphics try to get some experience with miniatures and visa versa.

You’ll have to make your own opportunities. Continue to educate yourself on your own. When you think you have a true understanding and feel you have enough experience then see if you can work on a small project (short film, few shots on a local commercial or independent film). Jumping into the deep end of a visual effects heavy film is not for the faint of heart nor for those with limited skill sets.

Good luck.

Update - The VES Handbook has now been released which covers quite a range of what a VFX supervisor needs to know.

Tip - Make sure you have real experience in a number of VFX productions before considering becoming a VFX supervisor. There are quite a few things that can't be taught in classes or in books. VFX Supervision takes real experience.

Wages:  If you're looking for how much a vfx supervisor makes (that seems to be a high hit factor coming to this page) then you're looking for the wrong thing. If it's money you're after become a Wall Street Banker or a CEO. These require less skill and learning and provide much better hours.

If you still want to know how much a vfx supe makes then it starts at $0 (check craigslist) and goes up from there to a level similar to a DP. A supervisor is typically on some type of flat so when the crazy hours are happening for weeks/months, their wage remains the same and can frequently be less than the people who work under them but are paid overtime. And because there are a limited number of Supervisors on projects you may spend months out of work compared to say a compositor, where they may need dozens of compositors who are paid overtime. If you want to be a good or great vfx supervisor you're doing it for the love and passion of vfx.

Related Post:
Visual Effects Positions




Wednesday, December 14, 2005

Visual Effects Career

Getting started in a career in Visual Effects.


[For anyone considering visual effects career please check out this article:
VFX in Los Angeles – 100 hour weeks & homeless  Puts things in perspective.  Much has changed from when I wrote the original article]


The pros and cons as well as learning and applying for jobs.

1:39 The Upside
2:49 The Downside
7:30 Education
13:04 Self Education
14:33 Hands on
17:58 On the job training
18:32 Company Projects
19:49 Hiring practices
20:50 Applying for a job
23:21 Demo Reels

Transcript:

Today I'll be talking about Visual Effects Careers. This is primarily for those considering visual effects careers but there may be some items of value for those already in the business.

The big question
The first question is do you really want to do Visual Effects for a living.
Just because it sounds kind of cool isn't a good enough reason.

Fame and fortune – forget it, this is not the place for either of these.

If your main goal is to do something else such as direct or write I would not suggest starting in visual effects. It's no shortcut to other jobs in the industry, especially since you're exposure to the live action side of production will be minimal.

The upside:

If you enjoy creating visuals whether it's art or photography then visual effects can be a good fit.
Moving images can be very compelling and provide even more room for creativity.
It involves technology and problem solving with art so can be rewarding for those who have an interest in both of these areas and like a challenge.
There's a wide range of jobs from computer programming to art direction so your interest level can be quite diverse.
There's certainly a sense of accomplishment when you finish a shot and a project.
Your work is likely to be seen by millions of people whether it's a commercial or a feature film.
If it's a feature or TV show there's a record of your work in the form of a DVD that others can still see years later.
The work is usually a combination of individual and teamwork.
Each show and most shots have different challenges so you're not likely to be bored.
The money is good.

The downside:
Some people work 8 hours a day in this field but most work 10 to 12 hours a day. That's 50 to 60 hours for a 5-day week. The number of hours can go up toward the end of a project. If you're involved in live action shooting you'll be working 12-hour days. That's 50% more hours a day than a typical job.

Sometimes you have to work Saturdays and even some Sundays, especially toward the end of the project. I worked 90 days straight at 12 hours a day at the end of Star Trek The Motion Picture. I've also worked a few 24-hour days. Luckily it's usually not quite that crazy in the digital age. [Update: It's actually now worse in the digital age than it was before. 24hr work days not as rare as they once were. Certainly 16-18hr days are on the rise.] Needless to say this can put a damper on social events such going to concerts or sporting events. If you're married it can be difficult on you and your family. If you're not married it can be difficult to have a social life

There are only a few locations where visual effects for features are done on a large scale. Los Angeles, San Francisco, London and New Zealand are the largest. There are other pockets of work throughout the world, especially if you work in TV or commercials. That means it's likely you'll need to relocate to one of these metropolitan areas with all their pros and cons. Some of the downsides include a higher cost of living and heavy traffic with longer commute times. 12-hour days combined with an hour travel to work and hour back gives you only 10 hours to sleep and spend time with your family.

In the future more work may be able to be outsourced so it may become possible to live elsewhere. Some matte painters are able to do this.

In the digital age you will probably spend the majority of your time sitting in front of a monitor working on very detailed issues.

Much of the work is ultimately freelance. You may get a staff job at an effects facility but a sizable number of people are hired on a project-by-project basis. . You may work long days at the end of a project and have no break to the next project or you could find yourself out of work for 6 months. How much you work at one facility will be dependent on how efficient management is on obtaining new projects and scheduling them.

You may have to switch to different companies to keep working. This is when it becomes problematic to be working in a location with only 1 or 2 effects companies. You'll need to make contacts and start developing a credit list to try to keep working. The higher level you go (such as an animation lead) the less number of jobs there are available. It's not unusual for a director of photography to be without work for 1 to 2 years. So keep that in mind when looking at wages. This also causes problems maintaining health insurance. ILM is one of the few places (maybe the only place?) that have some of their employees, including CG, in a union. One of the reasons for Hollywood unions is to allow for the freelance nature of this business.

The business of visual effects goes through cycles of feast or famine. You may get multiple job offers one week and at other times there may not be anything available for 6 or more months. Some facilities reduce to a skeleton staff just to keep the doors open when there's no work. Other times they'll be turning down work since they can't expand and handle it.

Even with the expanding need for content, the number of jobs available is less than the number of people trying to break in. This is probably better than filmmaking in general where hundreds of schools are now producing thousands of film school graduates for a very limited number of jobs.

Out sourcing- with the speed of the Internet it's becoming easier for companies to start outsourcing work to less expensive locations such as Asia. This happened with 2D animation and now the same process is occurring for 3D animation and lower level or entry-level visual effects jobs.

[Update 8/8/2010 - Be sure to check out the links on the right under the heading VFX INDUSTRY - STATE OF THE INDUSTRY.  All of these are worth reading for those considering visual effects as a career. Today there is much more outsourcing and more work going outside the US due to tax incentives and other factors. How easily you can get a career in vfx will be very dependent on where you are located. If you're in Canada, England, India, China and a few other places you're likely to have an easier time than someone in the U.S. currently.   See Globalization and VFX for more info.]

[Here's another insight into the work place: Letter to the Animation Guild]

[Update: 11/19/2011 Worth reading: 7 Reasons You Don't Want To Work in the Video Game Industry - There is some overlap of Visual Effects and Video Games and some people move between the two.  Visual Effects isn't quite this bad but there are some sad similarities]

[Update 5/3/2012 I've posted What happened? that explains some of the facts of life in the visual effects industry. Check the comments as well.]

[Update 11/19/2012 Lesson in perspective is a note from a creative person in advertising. Same issues. ]

[Update: Most areas have now reached a saturation point of visual effects artists. That means it's becoming more and more difficult to not only get a job in visual effects but to keep it long enough to make it a career. All this in contrast to what some school recruiters and web sites may want you to believe.  It's important to understand what you're up against before you commit to a career in it and potentially spending a lot of time and money on specific education that may have limited usefulness outside visual effects and video games. Even though places like the UK are pushing for more students they too will become saturated shortly and the incentives there will not last forever.]


I've covered this not to scare you but to give you an idea of what the realities are. If you have a real desire for it, have some talent and are willing to work hard then you have a reasonable chance possibility of succeeding.

Education
When I started there were few film schools and certainly no effects classes. While in high school I shot Super-8 and 16mm film, was a newspaper photographer for the local paper and was a theater projectionist. Since film schools at that time required you to be a junior before doing any film work I opted to go from high school directly into visual effects. I was fortunate to find work as Doug Trumbull's assistant and to work on Close Encounters.

You don't have to have a college degree to work in this business and having a masters in film is not going to get you a job by itself. If you're planning to focus on the pure technical aspects such as computer programming a college degree will more likely be required. Many of the larger effects companies have Human Resource departments and they're the ones likely to put college requirements in job postings even though they're not required by the people who would actually be your boss.

Having said that there are certainly some advantages to going to college and getting a degree. If you have problems getting work in visual effects or wish to switch to a different line of work a college degree may be required for an alternate job. A good college should be exposing you to a wide range of ideas and experiences. I would suggest a college that has film and other liberal arts classes.

There are now a few specialized schools that offer visual effects and animation training. I don't have any direct experience with any of these.

The specific school is up to you but you might contact some of the effects houses and see if they have any preference. For a time a number of animators at ILM came from Sheridan College in Canada. Some effects companies send recruiters to specific schools but that's certainly not a guarantee. Be sure to check out information and opinions for the school as much as you can before you commit. If the school is near an effects company it may be possible to intern there or that someone may come to you school to speak.

[ Visual Effects School post]


While you're in a school (high school, college or tech school) take full advantage of it. You're unlikely to get the chance again once you graduate. Make friends and start networking with your fellow classmates. You never know who might call you at a later date with a job. Help out on a variety of film and video projects.

Don't limit yourself to only classes in your specific film area.
And please don't focus all your attention on one piece of software. There are no standard software packages that all companies use. A company may have their own in house software. It's important for you to understand the underlying principals and develop your eye. If you know the reasoning you can learn to use any software but if you only know how to push specific key commands then you're going to have a tough time. When ILM was doing Casper they were hiring 2D animators and training them to use the software. It's much faster and easier teaching someone to use a tool than to develop the artistic skills and underlying concepts.

Take art classes to get a better understanding of color, composition and developing your visual sense. You don't have to be an expert artist but you do want to be able to communicate ideas with sketches and doodles.
Make sure you cross train yourself.
Animators should take TD and composting classes if they offer them. TD's and compositors should take animation classes.
Take editing, writing, sound and other film classes. You're part of the filmmaking team and it's good to understand these related disciplines.
If you want to be an animator take acting and dance classes.
If you want to be a TD or compositor take photography and cinematography classes to understand how the real world appears. There are a lot of people entering this area who don't understand such things as depth of field or image compression caused by telephoto lenses. Since you're trying to recreate a virtual photoreal world or to augment a real world on film it's vital to understand these factors. Learn to really look at shadow from different sources. See how lighting and bounce light affect the image. Observe atmospheric haze.

Explore Theater classes. Set lighting is good for TDs. Set building may be worthwhile for modelers.

Team up with others in your class. If someone is a great modeler and someone else is a great animator you could work together to make demo material.

If your school has guest speaks from the film industry go to see them.

Chances are you school has video and film cameras so you can shoot some tests or shorts on them. They may have some advanced computer or editing systems that you can take advantage of.
As a student you also have access to a lot of software and computer hardware at education pricing which can be 1/3 or ½ of the retail price. Take advantage of this to learn and work with these packages.

Take some art and film history classes to get a frame of reference.

Self-Education
There are a number of other sources of information to explore whether you're in school or already working and want to cross train.

If you have a software read the manual it comes with and do the tutorials.

Publishers have a large selection of books covering specific packages to general techniques. Some good, some not so good so you should review it in a bookstore if you can. Does it provide real information and examples? I've posted a few I recommend in the effects corner store and I'll be adding to this. If you have any recommended books or other info you can post it on the effects corner website.

In addition to books on specific software packages there are plenty of DVD and even online learning available. Do an Internet search for material and reviews by users. Many feature films with effects have extras on their DVD's that you can rent or buy. Some provide more details than others. Some foreign films do a good job as well. The Japanese film Avalon had some nice behind the scenes.

For magazines there's similarities does a good job of covering visual effects.

Always take any of this information with a grain of salt. It's very easy to make even a process such as dirt removal sound very grandiose and new, especially in the world of sound bites.

Hands On
The fortunate thing about the current state of digital technology is that you can do it all at home reasonably easy. When I was in high school if I shot a stop motion animation test the film would have to be dropped off at the drug store and then I'd have to wait a week to see the results. 3 minutes of film without sound would cost $20. Today you can shoot an hour of MiniDV for $5. All visual effects had to be done in the camera when you're dealing with Super-8. Optical printing was not feasible for personal projects.
Yusei, a matte painter at ILM, learned how to machine to build his own Super-8 optical printer so he could do his own matte painting composites. So a MiniDV camera and even a simple home computer will provide a better starting point than previously available.

If you want to do compositing or matte painting get some hands on experience with Photoshop. If budget is an issue take a look at Gimp or other applications. Make sure to explore all the different composite modes, creating masks, blending and layering of images. If you have a digital still camera then go ahead and plan out a shot and shoot the pieces for it. Assemble it as a final still image. Does it look real? Does everything fit together as planned? Did you take into account the lighting of the background and foreground? By working on stills to start with you can focus on the actual final image and the process to create it.

Once you've done this a few times you now have a taste for some of the complexities involved in doing a real composite. You might have had to make some compromises or do a lot of hand paintwork to get it it finsihed. If you hand cut paths then you know how tricky this can be.

As Dave Stewart used to say "Now show me frame two." Dave was a motion control operator on Close Encounters who unfortunately passed away a few years ago. The point being that when you add motion the difficulty suddenly increases since you have to make 24 perfect images for every second of film.

If you have access to a MiniDV camera shoot some test footage. Experiment. Pick up a piece of green poster board at a craft store if you want to try green screen tests. Some people are locked into doing nothing until they have the ultimate system with the perfect camera. Don't wait, start doing. These are tests for you.

If you have access to compositing or 3D software go ahead and put it to the full test. Don't worry about making a full short, just try different scenes.

A note here: Please don't pirate software. People have worked long and hard to create it. The more a program is pirated the less it will be developed. And I'm sure you'll want to be paid for your own work.
As mentioned if you're still in a school of some type you can get an educational discount. Most software is available in a demo form that you can try out. Some, like Maya, are available as a downloadable learning edition.

On the job training
If you're not in a major effects center you might see if there are any related companies or jobs around. Anything to do with film or video would be useful. Look at working at a tv station or small post production company if one exists where you live.

As mentioned look into internships with effects companies. Be warned that some are more paperwork than hands on. These days most companies have a web site that has contact info as well as internships and job information.

{Update 5/3/2012 Be aware that some companies that are not totally legal or ethical may have you doing productive work for no pay. If you're in college then some intern jobs offer credits in return for interning. However if this is displacing someone that's a problem. And it's even more of a problem if you're paing for schooling and working for free. Internship issues. Paying to work.]

[Update 8/12/2014  Do you legally qualify as an intern and what are your rights as an intern?]

Company projects
Here's an average scenario for an effects company.
There's no work. Then there's a possible job. That goes away. Suddenly they get a greenlit picture and need to start immediately. They bring on the key people and the art dept. Now each area will be hired on as needed, usually in limited time windows. Modelers are hired early on but animators, TDs and compositors are brought on when the edited shots are going to be turned over. The project may continue with the staffed crew and then if a major crunch happens toward the end they may farm out some of the work or bring on additional crew for a short time.

Depending on the company they may not even be reviewing resumes and reels during the down time.

Most big effects films come out in the summer or Christmas time and take anywhere from 6 months to 2 years in total. The summer is usually the slowest for getting projects started and hiring people.

Hiring practices
Employment in the visual effects industry goes something like this:

When a company has a project they will employee the people that already work there first. Next on the list will be people who have worked there but had been laid off or temporarily working elsewhere.
The next level recruited will be people from outside the company who are recommended (and have worked with) by someone on the current crew.
Next on the list will be people with credits and experience on feature films.
Last on the list will be the people with no experience.

Companies know that most people without hands on experience are going to need some additional hand holding and possibly training. Note that even those employees who have come from other places will need some training to learn the systems and possibly any specialized software used at the new company.

If two inexperienced people are up for the same job and are similar in other qualities, they will give the job to the person that knows their software (assuming it's not proprietary software)

Applying for a job
Check the company website to see what jobs are currently available and what their requirements are. If you don't quite match the qualifications or if your job isn't listed you can still submit an application just note this on the cover sheet. Large companies will have a human resource department or possibly a department manger that will do the initial review.

You can apply to multiple companies at the same time. You might as well start with the biggest ones rather than submitting only to small or obscure companies.
Keep track of when you sent it and who, if anyone, you spoke to. You can follow-up with them if you haven't heard in a few weeks. Some companies will have a ‘we'll call you if interested' policy since they receive so many applications.

Many companies recruit at SIGGRAPH and other conferences. SIGGRAPH is a computer graphic conference held once a year in a different city. There are also large animation conferences around the world. Check on the company web sites and see if they will be recruiting. They may require you to signup or submit your resume and reel before the show since they will have a limited time to interview people. Recent Visitor Activity

[Update 5/3/2012  The Visual Effects Society (VES) now has a yearly career fair that is held in major visual effects centers around the world. Be sure to check this out since it's specific to visual effects.]


Don't contact a supervisor or crewmember that you don't know. If they don't know you it's unlikely they'll make a recommendation. Also note that most of the crew is either 1. Not working 2. Shooting on location 3. Very busy so your submission may end sitting on a desk for months. Better to get it to the actual people doing the hiring.

The main things you will need to provide are a resume and a demo reel.
Your resume should be focused on any and all applicable work experience you've had. If you've worked on any productions be sure to list these credits. Be clear about what it is (student film, feature currently in production, etc) and what you did (compositing, PA, etc) Your work experience and credits are more important to these people so cover that first before your education. You want to make everything sound good but do not lie on your resume. This will bite you at some point in the future. If you say you know specific software and don't then they will find out even sooner.

[Update 5/3/2012  Please read about getting a Deal memo with the company who is hiring you. You don't want to move across country or to another country only to find out it's not what you thought.]


Demo reels
If you're an experienced effects artist with a list of credits a demo reel probably isn't necessary but if you're inexperienced this can be more important than your resume. This demonstrates to them several things. The range of work you've done, the complexity of the shots you've worked on, and the quality of your work.
Hopefully you've been working on some great pieces while in school and working on your own.

There are no standards for reels so I'll just run through some of my own preferences.
Check the company web site to see if they have any specifics for demo reels. These days they're on DVDs and usually 3 to 5 minutes in length. Put only your best work on the reel. It's better to have 3 great minutes than 5 minutes padded with poor shots.

Be honest. Would these shots hold up in a feature film or TV commercial? If they aren't then your odds of getting hired are much lower since you'll be competing against people who do have polished work.

You don't need to create a short as your demo reel. If you've already done a short that has won a number of awards then you might consider including it or a snippet of it but don't bother writing and completed a full short just for the purposes of a visual effects demo reel. It may be a little bit more appropriate for animation but take a hard look at it.

When you create a short you're going to be spending a lot of time, money and effort on things unrelated to what you're applying for, which is visual effects. A short will end up being judged to some extent on how good the short is, how well the music works, etc. You're unlikely to show a range of different techniques or processes in one short and more likely to be showing a number non-effects scenes. If it's animation then you'll only be showing one style of animation.

Put that same amount of time and effort into different shots that show case your work.

Avoid using tutorials, no matter what their source. A tutorial just shows that you were able to complete something with the help of a teacher or book. When a company hires you they expect a professional who can figure out what steps are needed to do to finish the shot. You also want your work to stand out but if 30 other people from a class submit a demo with the same tutorial it doesn't make a good impression.

Try editing your shots to determine what shows off your work the best. You might want to show the finished shot and then the original image and then back to the finished shot. This is showing the before and after so it's clear what you changed or added. If it's a complex shot you could quickly show the build up of each element. Look at some of the behind the scene DVD's to get a sense for this. Don't spend the entire DVD breaking down one shot. The point here is to show the complexity and finished quality of a number of shots, not to teach them.
Include one to three seconds of black between sections. You can include a shot or two before and after if it is from a larger project and if it's relevant to the visual effects shot.
Don't turn on auto-run for the DVD and don't have motion menu that shows them the demo in a thumbnail. You want them to see it at full quality all at once.
Don't go fancy with the titles and transitions on the DVD. Keep it simple.
You don't need to run your name at the bottom of the DVD image. You don't have operators standing by and the potential employer doesn't have a limited time to call in. Just a simple start menu with your name and contact info is fine.
Include your name and contact info on the DVD case and the DVD insert as well as your resume.

If you have long segments consider putting chapter markers and or an index so they can jump ahead.

I suggest printing on 5 x7 paper for the DVD inside insert. List the shots that will be shown and list what you did on each. You want to be clear about what role was on each shot.

Sound track – Many people watching will turn off the sound but sound does play an important roll when viewing visuals. Keep it simple. Avoid things like electronic trance or heavy metal since that quickly becomes grating when watching dozens of demo reels. Likewise don't put them to sleep with very slow classical or new age music. Keep the music level down, especially if you have sound effects.

You can use a permanent marker to write your contact info on the DVD cover and the DVD itself. If you have the option you might consider printing the cover label to make it a bit cleaner. They sell DVD cover in matte and glossy finish for inkjets. The DVD can also be printed on if you have a printer that can do this. Watch out for stick on labels since they can cause problems playing the disk.

Don't bother doing a full mass produced disk. You probably have access to a computer than can burn DVDs. Check each one before sending it out and put it in a bubble pack for shipping. Don't use the paper filled padded envelops.

Don't get fancy with the final package. A hand carved wood case isn't going to mean anything if the content of the reel is poor.

Well that concludes this weeks Effects Corner podcast. There may be some delays with the next few podcasts with the holidays.

As always this podcast is copyright by Scott Squires 2005

Another reference: Demo reel notes from vfxhack
Making a Demo Reel that Doesn't suck

And Digital Tutors has a helpful page on making visual effects demo reels.
Making a Demo Digital Tutors Demo Reel help

Making Demo Reels for technical directors and riggers tips
Rigging Demo Reel tips


Additional Notes-
For printable DVD (Not required but certainly nice looking)
Epson R200 Printer
Epson R220 Printer
Epson R300 Printer
Epson R320 Printer

Latest which is relatively inexpensive and much improved DVD transport
Epson Artisan 50 Color Inkjet Printer (C11CA45201)

[Just a heads up for those with Mac 10.5 or newer. Epson seems to have a hard time updating their print drivers and their tech support is very poor so make sure whatever printer you select runs on your system and can print to DVDs]

Printable DVD's
Avoid Memorex since they have their name printed on them.
Ridek have the nicest printing surface.
Fuji is fine in a pinch (available from some local camera stores)
Discmakers Premium have the smoothest edges but aren't as opaque

Latest:
Taiyo Yuden WaterShield - 50 x DVD-R - 4.7 GB 16x - white - ink jet printable surface - spindle - storage media


Check the disc order. Since some of these come with no spindle order a cake box for the discs or you're likely to see them spill over your floor. Dirty discs aren't great for burning.

If you plan to print photos on the cover of your DVD case get Meritline Photo Gloss DVD case inserts. Avoid Memorex- printing quality and look is substandard for any photos.

Related posts:

Visual Effects Positions

Getting  A Visual Effects Job
What to do when you're laid off

 What makes a good visual effects artist?
 Visual Effects union, Tk 2

Other site:
Why is the VFX business failing at its moment of greatest success?
Tom Cruise info on schools, companies and software for vfx


Sunday, November 13, 2005

Bidding and Preproduction

Visual Effects Bidding and Preproduction are covered in this podcast.
Storyboards and animatics are included in this discussion.

Transcript
Today I'll be discussing the start of the process, which includes bidding and preproduction.

A studio or producer will contact a visual effects company, which is also referred to as a visual effects house. If a producer or studio has a relationship with an effects company they may provide the script only to that company but more likely they will have at least 3 or 4 effects companies review the script. Studios often have a postproduction supervisor or even a visual effects head who is involved in making sure the postproduction process flows smoothing. If a production company is contacting the effects company directly they may have hired a visual effects producer for the film itself. This is common if the film is very large and will the work will be split out to a few effects companies.

Most of the time the producer will have a script for a film that's been greenlit or is close to being greenlit. Greenlit means that the money has been approved to make the film. Sometimes the producer just needs a ballpark estimate before it precedes any further in development.

At the effects company the visual effects supervisor and effects producer review the script. The visual effects supervisor and effects producer mimic the director and producer but specifically to visual effects. The supervisor's job is to oversee the work from both a creative and technical standpoint and make sure it accomplishes what the director needs. The visual effects producer is in charge of the budget and schedule of the work.

The script is reviewed and the supervisor and producer make notes on what they think the effects work will be. Typically I tag anything that might be effects work and create a list. Details about what the client wants may be minimal at this time. The supervisor and producer sit down and create a ballpark budget based on a rough idea of techniques and their experience. The next step is a meeting with the director and film's producer to clarify exactly what the vision is and what they think they can accomplish with stunts and practical effects work. Based on this conversation the list of effects shots is revised and a new ballpark estimate is created. It's important to provide these estimates in written form so there's no miscommunication.

Before more detailed bids can be created and the job awarded the work has to be very well defined. Scripts usually don't have a lot of detailed descriptions and even when they do the director may have other ideas.

This is the start of the preproduction phase. For a large film this can be 6 to 9 months before shooting even begins. Once filming starts there can easily be a crew of 200 or more people at a minimum cost of $100,000 or more per day. Anything that can be done in preproduction to speed up the actual shoot and make it as smooth as possible is worth it. An ounce of prevention as they say.

The concept phase
In many cases you're being asked to create something that doesn't exist so it's critical to get the design down on paper to allow communication with all involved. The production may start a concept phase where they hire an effects company or their own artists to create artwork. The visual effects art director plays a key role here. The director may not have a clear idea of what the creature or gadget or vehicles is supposed to look like so numerous sketches are done by the artists. The first step usually covers a wide range of possible looks and the artists may also work closely with the production designer to make sure they're on the same page. If there are elaborate makeup or costume designs these are proceeding as well and in many cases the teams work together. Hopefully the director will be clear about which parts of which designs he likes and the designs are refined further. In end color concepts are usually created and in some cases a model sculpture is created. This is sometimes called a Marquette.

Directors vary a lot in terms of being able to visualize and communicate their ideas. It some cases the director may not know what he wants until he sees it. This means you could spend a lot of times doing concept art and in some case this may continue on well into production which can cause further complications.

Sometimes during this concept phase I may shoot some video and do some moving mockups to try to clarify what the effect might look like in motion.

Storyboarding
The next step is to storyboard all the visual effects sequences. There needs to be one storyboard or sketch of every shot that will have effects work. If it's a complex shot with a lot of movement or action then multiple panels will be done similar to a comic book except the format for all shots is the format of the film frame. The production may hire an artist to work directly with the artist or they may have the visual effects company artist work with the director. It's important for the visual effects team to be involved in the storyboarding since they have the most experience in what works and doesn't work in this area. I always suggest to a director he storyboard the shots as if it all existed. This avoids the effect shots being approached differently than the live action and avoids dwelling on a single effect.

Storyboard may seem to suppress the creatively of the scene but they're very important for a few reasons.

A single shot may require a number of departments to work together and prepare for the filming of the shots. With storyboards and concept art the director is able to easily communicate to everyone. A picture as they say is worth a thousand words. Without the boards each person would envision the shots differently.

For the visual effects crew we can't budget a shot until we see what the director sees. It's one thing in the script to set the action as a dogfight in space but it's critical to know the exact number of shots. The effects supervisor has to analyze every board and determine the technical process to create the final image. If an actor is framed one way that might require a bluescreen but if the shot is framed another way it may require rotoscoping or may be a simple split. A single shot may require a dozen different images or as we call the elements. There may need to be a section of a matte painting, a shot of the main actors on location, a shot of some extras against a blue screen, a model shot with motion control and a computer graphic creature all in one shot. Some of these elements may be shot or created over a span of a year so planning is critical. In a film such as star wars there about 2000 shots. Most shots average 5-8 seconds in length for budgeting purposes. In the old days. And I use the term old days to reference pre-digital effects; a large show was 200 shots.

Animatics
If a sequence is very complex, production may want to do animatics. These are essentially moving storyboards. They may be as simple as editing the storyboards together to check the flow and timings of the shots or may involve elaborate 3D models with animation. The storyboards do a good job of conveying the composition and basic action of the scene but moving images provide timing information and camera motion. At times we may videotape models by hand or do other types of mockups using clips from other references.

Both storyboards and animatics are used as a guide and starting point with the understanding that some of the shots will need to change when shooting based on the locations and the actors. It's important not to get too hung up on animatics. Because of their simple texturing they usually don't do a good job of conveying the sense of speed compared to a live action image projected onto a movie screen. It also becomes very easy to create shots you can't actually shoot due to the camera speed or other real world limitations. Some directors try to finesse the animatics in great detail which can make it that much more frustrating to them. They should be used just enough to convey the concept of the shot.

Once the boards are created then it's possible to create an accurate budget for the visual effects work. Budgeting is one of the most difficult tasks in effects work since there are still quite a few unknowns I usually gather the heads of the different departments and review the storyboards. Each department head provides their estimate for the amount of time they expect a shot to take for their discipline. Animation, matte painting, compositing, technical director, etc. Ideally they will bid it based on the performance of their average worker. It's easy to become optimistic when bidding about how quickly the work should be done and how the shots will all flow as planned. Reality and experience quickly temper this urge. Likewise if someone has had a bad experience they may pad their estimates. In either case these deviations from the target add up since there may be several hundred shots budgeted this way.

When reviewing the techniques to use it usually isn't a question of how to do an effect but which way is best for this particular film. Each technique has certain limits associated with it. I'll cover the details to this in another podcast.


As mentioned before it's also common for the studio to bid out the project to multiple effects houses so budget is always an issue. On larger shows the studio may end up dividing up the work among a few effects houses. When this is the case the film usually has an effects producer or coordinator assigned to it to oversee the project to make sure budgets and schedules from multiple effects houses are on target.

Most productions are done on a fixed bid that means that any overages are out of the effects company pocket unless the director requests changes or additions to the from the original planned shots. Part of the budgeting process is determining how much coverage is included for changes. Some places bid a bare minimum, which requires them to request, a change order from the production for additional charges even when a minor change has taken place. Most of the larger effects houses try to include enough funds to cover typical adjustment requests by the director.

The time is also a consideration when budgeting. If there isn't sufficient pre-production or postproduction time the crew may have to work overtime. In this business a 50-hour week is usually a minimum. Days are usually 10 to 12 hours long and a workweek can stretch to be 6 or even 7 days, especially toward the final completion of the project. At the end of Star Trek the motion Picture I worked 90, 12-hour days straight. Since the movie release date is locked at the moment it is greenlit it becomes an unchanging deadline. Obviously this will affect the budget.


You may have to do a fair bit of research and development to create the look the director is after and since this is an artistic endeavor with a different director on each project the amount of time it takes will sometimes be an unknown. One director may like the look of the shots very easily and another may dwell on some detail in a single shot at the expense of other shots.

During the pre-production phase the film departments are busy creating the sets, costumes and other items required for the shoot. On the visual effects side the R&D, research and development, is in process and tests are being shot if new techniques are required. Some of the models (both CG and physical models) can be constructed. Just a note here that CG refers to computer graphics. Visual effects artists usually use CG instead of CGI since it's shorter and not redundant.

We also use this time to work with the director of photography to make sure we're in sync with them. The film stock and shooting process will discussed since this could affect some of the approaches taken in post production.

As the date for shooting nears the visual effects supervisor goes on the tech scout with the other department heads. This may be reviewing the sets or flying to the locations where the film will be shot. The effects supervisor works closely with the director of photography, the practical effects supervisor and the stunt supervisor. Some revisions to budget and storyboards may need to be done once the tech scout is done.

Preproduction on your own
Even if you're doing the visual effects for your own miniDV movie it's important to take advantage of preproduction. It's best if you do a simple sketch or storyboard of your shots. This doesn't have to be anything fancy, it's just to help you review what you're planning to do. When you've sketched it out it's easy to spot some potential problems you might not have thought about.

You'll have to figure out what techniques will be required for each shot. If you haven't done much of this before it's best to keep it simple because a simple shot well done is better than a complex shot poorly done. In most cases a locked off camera will make the shot easier to do. This means use the camera on a tripod and don't move it.

Also consider doing what the professionals do during pre-production. Test. If you have a video camera then try to shoot a simple version of your shot with people filling in for the actors. Step through the process of the shot with this test footage so you're clear about how the technique works. You don't need to finish the shot but this can help figure out how to best shoot the images and how much work will be required in post production. It may not cost you in money but it's important to understand the amount of time required. By doing a test you'll also gain a bit more experience so that your skills will be better for the actual shots.

Well that wraps up today's podcast. Shooting the visual effects will be our next topic. Thank you.

Related post
Budgeting VFX