Thursday, August 19, 2010

VFX artists don't need to be taken advantage of


6-14-2013
I wrote this post nearly 3 years ago yet here's another Montreal studio that has not paid their visual effects workers.

Here's another Variety article just today:  Trouble at Newbreed VFX Cementing Montreal’s Bad Rep

 I think that's at least 4 studios in Montreal that have pulled the same stunt and at least 2 of these companies were management by the same guy.  What is it about Montreal that makes people want to work for free? That people are unwilling to unite? That people would rather work for free for someone making profits than to demand pay and to walk out? I know those of us in visual effects are an optimistic bunch but come on. Either unite or you will repeat history.

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Original post

Variety had an article about another VFX company in Montreal not paying their vfx artists:

“The latest bad news from the vfx biz comes from Montreal's Fake Studio, part of the Camera e-Motion Group. A handful of artists who worked for Fake on the 3D vfx for Dimension's "Piranha 3D" have yet to receive payments due in April.”

I know vfx people love what they do but they don’t have to scr*wed in the process. Besides having to deal with art and technology, vfx artists have to know some common business sense.

So let’s review a few things:
1. Get it in writing.  Get it in writing. Get it in writing.           
When you are hired you should have a signed  basic agreement regarding your pay rate and hours. You don’t want to find out that what you thought you were hired for and what the company thought you were hired for are two different things.  Nor do you want to find out they expect an extra 48 hours of overtime for free.

If someone makes a promise to you, get it in writing.  If they don’t want to put it in writing then it’s likely not as valuable as a sheet of paper.

A document won’t prevent a problem but the potential is there for legal follow through (usually you’d pay more for a lawyer so that’s not a great option).  The main advantage is there’s no discussion needed with management if something comes up.  It’s there in black and white.
[Related: VFX Deal Memo post]

2. If you don’t get paid for the previous week you worked, then stop working there.  Here’s the thing, if a business doesn’t have enough money for their employees, especially when they have a project, then they are poor business people and the chances to ever get paid are slim to none.  Someone mentioned getting paid a week in advance. If you don’t trust the company enough to pay you correctly from the start, then why would you want to work there?

When we had Dream Quest, the vfx company I co-founded years ago, there were times when things were tight.  When that was the case, we as the owners would skip our pay in order to pay the workers.  If a company has started a project they should have a startup payment and payments to be made during production. I’ll cover starting a vfx company in a future post but suffice it to say any company has to have at least 6 months of funding with no money coming in.

As pointed out in the article most vfx companies are started by artists who don’t know business. At Dream Quest we didn’t release the final product until we were paid.  Once we had to forced a client to provide a cashiers check because they had made the bad decision to not be paid until the end of their job, which of course was after we finished our portion.

3. If the employees didn’t get paid the previous week then they should consider going to management as a group to politely request payment or the option of all of the group leaving.  That’s when you have leverage to make things happen.  If you go one by one the company can dismiss you.  If you wait until the project is over and wonder why you’re not being paid for the past 3 months, it’s too late.  You have no leverage at that point. This is part of the reason there are unions.  This type of stuff was pulled by companies a fair bit at one time.  Once the workers decided they were tired of working for free they grouped together.  

4. A vfx company can be very pressured by their clients for non-realistic bids.  There's also pressure for not turning in change orders even when it's a clear client change. As a worker there, that's not your fault.


5. Somebody is making money and it’s not you.  Some how the company has money for leasing a building, paying for power, paying management, etc.  Someone is hiring them (i.e paying them) to do the vfx work.

6. Don’t assume the company will do right for you because you put in those extra hours for free and came through and saved their necks on project.  Management changes, business reasons or poor decisions are all likely to cause the poor treatment or payment of workers.  

7. You will need to be paid.  Just because you might not need the money today, you will if you hope to continue to do vfx as more than a hobby. The good companies are looking for professionals, not hobbyists.

8 It’s not the VFX artist responsibility to work for free so others can make money.  Nor is it to work for free to make up for a management mistake.

9. Respect yourself.  Respect your job.  VFX is a demanding art-form requiring gifted and knowledgeable people.

10. Your target should be to get a job at a great company doing great work and getting paid for it.  Even if you're starting out (after learning vfx from where ever or whatever (big school, online school, no school, doesn’t matter)). If it’s a shady company, the work they’re producing is poor, you’re not getting paid for it or you’re not having fun, then it’s time to move on.


Only work for free if:
1. It’s a true cause you wish to donate your time to. (i.e Save the Whales PSA)
2. It’s your own passion project (short film, music video, etc)
3. It’s your best friend’s project and you owe him one. (Even then, keep it short)

If you’re in school, sure, work on other people projects. That’s a way to learn and network.

Craig’s list is full of opportunities for vfx people who want to work for free. They offer credit and something for your reel.  Here’s the thing: No employer will care about a long list of never seen projects directed by someone they’ve never heard of.  So the credit being offered has as much value as the money they’re offering.

The item for the reel is only of value if it’s very good.  The experience is only good if you’re going to actually learn something of value (and I don’t mean learning not to be taken advantage of).

Be aware the client with the least money will be the most demanding.

 Internships are also something to be wary of - link to article

At the end of the day you have to be the one looking after yourself.  Don’t let companies take advantage of you just because you love what you do.

Bonus: Should I work for free chart

Monday, August 16, 2010

Saturday, August 14, 2010

Vfx helps U.K. post-production stay afloat

For those that don't think the incentives have anything to do with VFX:


From Variety article Vfx helps U.K. post-production stay afloat

 "While most entertainment business sectors in the U.K. are undergoing tumultuous budget cuts or worrying about downsizing, the folks running post-production houses are relatively sanguine. Sure, even the post biz stumbled a bit during the economic downturn, but the future now holds plenty of promise, particularly for those who create visual effects.








In fact, thanks to a concentration of talent and tax incentives, Blighty's share of the film visual effects market has nearly doubled from 2005 to some 20% of the worldwide biz."

...



"There was a huge fear in the election that government would change the tax credit, and thank goodness it didn't."


(Blogger evidently uses a random generator for font sizing and text placement)

Monday, August 09, 2010

Incentive and film program updates

Every week there seem to be new updates on state or country incentive and film programs.


Here's a snippet:
Scottish-born producer Iain Smith, whose credits include "The A-Team," "Children of Men" and "Local Hero," expressed the need for the government to quickly form a plan or risk producers looking elsewhere to shoot films.

"While we have a fantastic infrastructure, we have to protect that as much as we can and in order to do that we have to compete against industries in other countries," said Smith. "There's no doubt we need to tighten purse strings but we need to be careful we don't asphyxiate the film industry in general."

But in an article written for Blighty's Observer newspaper on Sunday, culture secretary Jeremy Hunt hit back at critics.

"If we are going to face budget cuts I have a duty to ensure that taxpayers' money is spent where it gets the most bang for its buck," he said. "It is simply not acceptable in these times to fund an organization like the U.K. Film council where no fewer than eight of the top executives are paid more than £100,000 ($160,000)."

Hunt added: "Stopping money being spent on a film quango is not the same as stopping money being spent on film."



Snippet:
"This new credit will give New York post production services a much needed competitive edge," explains Rich Friedlander, co-founder of Brainstorm Digital. "We increasingly saw visual effects post work going to Canada thanks to their their Digital Animation or Visual Effects tax credit (DAVE). This new program will allow work that was filmed in New York to stay through its entire production cycle. It's a major move that will attract and keep top talent here in state."

Friday, August 06, 2010

Sad but true..


Believe me,  you don't want to see most vfx artists stripping.
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Unfortunately most VFX companies end up going through the following.  These would be funny if
they weren't so realistic.  I've seen the same things almost verbatim so they're not exaggerated. 
Note that a little knowledge can be a dangerous thing since there are times when the client feels they need to define how the vfx need to be done to the experienced vfx people they hired.

    Caution: Explicit Language

The unrealistic portion here is the client reminding you it's a fixed bid.  They don't even bother saying that. 

Here's another example how clients work with VFX companies and vfx artists

VIDEO: The Vendor Client relationship - in real world situations

Overtime?  What's that?

VIDEO: Do you like fighting robots? The interview. 


Ray Harryhausen and Chuck Jones exhibitions closing soon

Just a reminder for those in L.A. the Academy of Motion Picture Arts and Sciences has a special exhibit on Ray Harryhausen that opened in May and will be closing Aug 22.  Free.
More info on the exhibit here.

If you don't know, Ray Harryhausen was the master of stop motion visual effects and worked on many films including Jason and the Argonauts and Seventh Voyage of Sinbad among others.
He inspired most of my generation of vfx artists to do what we do. (and Peter Jackson and other filmmakers)  Sony Imageworks recently named a theater after him and many of his films are being released on Blu-ray.  There was a large birthday party for Ray a few months ago.

The exhibition has quite a number of the stop motion models on display along with artwork, video from the films, interviews with and about Ray.   If you want to see some beautiful models and fantastic artwork, check it out.

While you're there be sure to check out the Chuck Jones exhibition that is going on at the same time in the same building (2 different floors).  Plenty of great artwork and sections from scripts.  If you don't know Chuck Jones he was the mastermind of many of the Warner Bros. cartoons - Bugs Bunny, Daffy Duck, Wile E. Coyote, Elmer Fudd, etc.  More info here.

If you're in visual effects you really need to make sure you're up on film history and the artists that created it.  Even with the newer tools we have today we can still learn a lot about the actual artistry from these artists and apply them to our own work.

Below are a few of the books and videos but there are plenty more.


 


Wednesday, August 04, 2010

Could unionization save vfx facilities?

Could unionization save vfx facilities? is  a posting by vfxsoldier.

There are those who argue that any type of unionization will drive the nail in the coffin for US VFX production.  Since it's unlikely the pay will be increased at most facilities the only additional costs should be things like health insurance.  As he rightly points out the IA unions receive film and TV residuals so the burden is much less than normal insurance, especially given the number of members.

Scott Ross has said unions would only make sense if the vfx companies were rich.  But health and welfare along with pension plans are also involved.  There are also issues of working conditions and hours.

The likeliest conflict is overtime pay.  Sure, some productions can cause this situation but in other cases the vfx company is the indirect cause of the problem by not properly scheduling crews or resources from the start.

If you watched the initial BP segment on 60 Minutes after the spill, an executive at the company demanded the drilling be sped up and precautions to be ignored.  That broke the drill and now a new hole had to be created from scratch. The same executives were putting pressure on the workers because they were now 2 weeks behind and so many millions of dollars over budget; as if it were the workers fault.

Poor decisions can be made by anyone - vfx artists, vfx supervisors, vfx company management, studio executives, producers, etc.  The problem is when a lot of other people have to suffer because of it. And it's even more of an issue when you see those same poor decisions made repeatedly.

Unions aren't the cure all for the ills of the vfx industry but they should be honestly considered along with other approaches and restructuring.

Tuesday, August 03, 2010

Escape Studios competition extended

I was recently contacted by Escape Studios, which offers VFX training in the UK and online. I thought readers might be interested so here's the info from them:

We're currently running a competition looking for the best showreel produced by a final year university student or recent graduate so that will be one individual from the UK and one from the US.

We've put a video on YouTube that may be able to explain things better than I can and gives a bit detail of the CG Graduate Design Awards:

YouTube Video Details

We’ve just extended the deadline to the 16th August to give students extra time to get more showreels ready.

Wednesday, July 28, 2010

VES Handbook Released

The VES Handbook of Visual Effects is now shipping. I know at least a couple of people I spoke to thought "why do we need another vfx book?" Once they saw the scope and depth of the handbook they changed their minds. It's not a tutorial. It doesn't deal with specific software or hardware. The book covers a wide range of things: budgeting, previs, shooting on set, shooting elements, color issues, digital cameras, stereo, rendering fur, video game creation, workflow, etc. We've tried to at least touch on a bit of everything and in most cases we had experts writing a detailed article. I'm hoping vfx artist of all types will find a use for it as a reference, to help fill in gaps of knowledge, tips and tricks and as a means to come up to speed on other areas of visual effects that may be outside their expertise.

If you're at SIGGRAPH this week they have some copies at the Focal Press / Morgan Kaufman booth that you can check out. (update: Told if you show your membership card you'll get the discount there)

VES members check emails for member discount.

Amazon does have it on sale at 10% less than the marked retail.

Focal Press is hoping to release the book on Kindle and as a paid eBook PDF on their site shortly. There's some conversion involved to get it into an electronic version. They are also trying to get it on the iBook store but that may take a little longer.  Kindle edition would work on any device with Kindle software - iPhone, iPad, PC/Mac, etc.  iBook version would be for the iPad and iPhone. These eBook versions will be handy to have available where ever you are.  The printed book is 922 pages.

NOTE: Focal Press did want to alert buyers that the electronic versions will be missing 70 photos that are in the printed book. These are photos from the studios or other sources that we don't have e-rights to.

PIRATE COPIES:  Please don't pirate the book.  Pirating is stealing, despite what excuses people give themselves.  Assuming you are involved in vfx you are involved in making IP (Intellectual property) that can be pirated.  I suspect you'd like to be paid for your work and the time you put into something. Respect yourself and the business you're in.  I and the other authors/editors who worked on the book chose to volunteer so the VES could provide something of value to vfx artists and that could also provide a source of revenue for the VES.   The more copies that are pirated, the less likely updates are made. This is true of any product for sale.

Focal Press will also have a place on their site that will have some extended articles which were trimmed down for the book.

I was a co-editor and did write some of the articles. I cover some of the issues from this blog but these were all re-written from scratch for the book.

Added:  Focal Press has a sample online.  The page also lists the table of contents. See link lower on that page for a sampler.   This is a section of Bill Taylor's article on shooting greenscreen/bluescreen.  This article gets into a lot detail because it's a defined technical process.  In the handbook there are a mix of articles, some that deal with very specific technical issues and some that deal with broader issues.

VES Handbook companion site - Includes author bios and extended versions of some of the articles.





10/27/2010 Update

VES Handbook of Visual Effects released for the Kindle!  Now take it with you on the Kindle, iPad, iPhone, etc.

7/20/2011 Update  Now actually out for good on the Kindle and Nook.


8/4/2010 update
I was interviewed about the handbook by fxGuide which always does a fantastic podcast.  (Subscribe through iTunes)  In the video I'm trying to blink at 24fps and as always my hands are juggling invisible objects.  Sorry. I would be remiss if I didn't mentioned fxphd, which is an great online training program created by the same team involved with fxGuide.  They cover Nuke and many of the professional packages.

One other note is someone on Amazon reviewed the book and didn't think it would help you get a shot finished.  No it won't. It was never designed to do so.  As I mentioned in the video interview if you're already an expert in any one thing and that's the only article in the book you read then you're not going to get a lot out of it.  The book is designed to provide the principles to areas outside your expertise. It does cover pre-production and production, which not all vfx artists are involved with, but are critical in seeing a shot all the way through the process.  If the live action is not shot correctly then there's less likelihood of success downstream.

There are also an infinite number of vfx shots and numerous programs and other tools that can be used so trying to come up with a solution book for all 3D rendering, compositing, animating, (etc) issues would be impossible.  You're better off getting a specific book or online class targeted your specific software applications (and kept up to date).

You can post comments here for what changes/additions you'd like to see in the next update. I view the handbook like a software application that will get updates and have improvements made to it.  If you're a VES member there's a specific area of the forums at the VES site to provide feedback as well.

Saturday, July 10, 2010

Globalization and VFX

Globalization and VFX


One of the issues facing VFX companies and artists is the issue of globalization. Given the tax incentives and cost of living variance around the world most film studios are looking beyond the borders to find a better price for doing film work, including visual effects.


This blog is read around the world. This article will have a California slant but I’m trying to as always document the current state of affairs in visual effects.


In the golden age of movie making most Hollywood films were shot in Los Angeles with some being done in New York. The studios were setup as film factories to be as efficient as possible. If you finished a film on Friday, you'd start another film on Monday. The stages, sets, back lots and rear projection allowed them to shoot a wide range of film settings within the confines of the studio lot. If you want New York in the 1890's you go to one block of the back lot. If you wanted a1940's Midwest town you'd make a left into that back lot street. Many 'locations' were within easy driving distance of the studios, which also had ranches and other outdoor areas where they could construct western towns or other special settings.


With films like Easy Rider studios started to reconsider what they needed. Many back lots were sold for short-term gains and more true location shooting was done. In some cases if a film could be shot at a lower price in a different location that made sense. In other cases it made sense to go to another location if that truly was the location in film.


When films like Star Wars and Close Encounters were filmed the majority of visual effects were done in Los Angeles. When ILM moved to northern California that spread the work a bit but still the majority of the big, Hollywood vfx work was done within California. VFX companies were on a relatively level playing field. The jobs were awarded based on ability, quality and costs.


As the digital age of visual effects got underway some countries and states started offering tax incentives that included vfx. The digital age enabled the use of computers and software to be setup anywhere. VFX artists can be brought in from anywhere else and setup with little effort. VFX artists can be trained in the basics locally. The internet allows images to be sent anywhere quickly for work to be done and reviewed anywhere else. The studios, always eager to save money on things that weren’t under their umbrella, were more than happy to start sending out work. In their view, vfx are a commodity that can be done anywhere.


At this point a number of countries offer tax incentives, rebates or even pre-investments in films in exchange for a certain amount of work to be done in that country. Various states also have tax incentives as well to try to get millions of dollars of production costs to come to their state. The details vary greatly and can be a smart or bad investment depending on the details.


From the various governments viewpoint (state and country) an incentive means that they can draw film production to their location. A film production can bring in millions of dollars to a given locale fairly quickly. A factory doesn’t have to be built over time before people can be employed and there usually aren’t a lot of ecology studies required. All the products, services and rentals that can be had are paid for by production (hotels, catering, car rentals, hardware stores, etc). The crew spends a fair bit of their money locally on things like restaurants, bars and leisure time activates. If a location is portrayed well it may mean extra tourists in the future. When long-term incentives are in place then an entire film studio infrastructure can be built in that location and crewmembers of all types can be developed, including visual effects artists. Many third party companies develop to service the motion picture industry at these locations.


Companies in Vancouver, London and similar locations are doing well since they don’t have to compete on a level playing field. With a 20% or more savings via the government it’s difficult for vfx companies in the U.S. to compete directly.


From the studio perspective their main aim is to do a film as cheaply as possible and still make it work. If the film is a major VFX tent pole movie with a lot of difficult or new vfx then they will pay top dollar to make it and to ensure it will be done on time and to the quality required. But this only applies to those shots and sequences they feel need to be done at expensive vfx companies. One step down from those types of shots (certainly simpler compositing and roto shots) or lower level vfx film and price becomes one of the highest priorities.


A Hollywood studios first choice is usually Vancouver simply because it’s in the same time zone, is just a 3 hour flight away and they all speak English there. Second choice would probably be London since it’s the next closest location, they speak English and studios executives and key personal enjoy the London life. Next would be Australia. (New Zealand with Weta is primarily on the big projects and not so much a cost saving measure). India, China and other locations are further down on the list if the studio executives and key personnel think they will have to go there. If they don’t have to personally travel there, then the studio is all for sending the work anywhere in the world.


Obviously some studios now have infrastructures setup in various locations and their choice will be dictated by their established suppliers. You’ll notice most editing and sound mixing still happens in the U.S. since the filmmakers and studios spend a fair bit of time involved directly in these activities. They’re also not at the same level of expense as vfx.


Some people think that the studios won’t go anywhere just based on price but it’s very dependent on the nature of the work. There was an article a few months ago where most of the studios were now sending out their subtitling work (as done on the DVD’s). The cost savings to the studio? $600. A $100 million dollar movie and they send out the subtitling to a different country to save $600. I’m not a studio accountant but I suspect there might be a few other budget items that would yield larger savings but since subtitling (and vfx) are done by third parties it’s an easy win for any studio person to make that decision.


Unfortunately the location that has the most to lose (and gain) from subsidies is California. They have done too little, too late. A large revenue stream for California (especially southern California) comes from movies. There are a lot of people employed in this business and they in turn spend their money locally on services and products.
Runaway product continues to suck out revenues from California and unfortunately most of the California legislation can’t get a simple grasp of the obvious. Motion pictures are one of the U.S.’s largest exports.


People (and politicians) assume since movies bring in huge revenue that everyone who works in movies are ‘gazillionairs’ to quote another internet forum. What they forget is the vast majority of people involved in movie making are making working wages. The median income for writers in the Writers Guild is $44,000 a year. Most VFX people make more than this but if it’s averaged over all vfx artists and dry spells it may not be as much as you think.


Some US companies are opening satellite companies in other countries that are able to offer a better price break. There are multiple arrangements. In some cases they simply outsource the work they feel can be outsourced such as Roto. In other cases they have a full working relationship where the foreign company does a fair bit of real work on the actual product. Some companies operate independent shops in different countries that can be leveraged, as the work requires it.


Part of the issue is what is to be gained for everyone involved. If the focus of the studios is purely on the cost factor, having a US based VFX company doesn't necessarily gain them much. They're willing to pay top dollar today for certain projects with a lot of R&D but what happens in a few years when those techniques and software are more readily available in off the shelf products? If your California vfx company has some specialty (water, fire, etc) what happens when that’s all in the next major update of a software package? Will you continue to get work? What happens when vfx production management elsewhere is brought up to the same level? Will the studios continue to be willing pay more to a U.S. company to act as an intermediate?


Will most of the work being done in the US move out of the country and the only thing remaining be the vfx company executives and accountants?


If you live in a country that is currently doing well (healthy vfx production) because of the incentives or reduced expenses what happens when that changes? At some point your government may reduce or eliminate the incentive. Another country may offer a higher incentive. The world and local economy may increase the cost of doing business such that the incentives aren’t enough or another location may end up being even a lower expense because of changing cost of living factors. The studios will quickly move to the lowest priced area that can provide them what they need. Can you and the company you work for compete on a level playing field if it had to? Is your company truly efficient? Does it have the talented artists and R&D people required?


If you live in California (or starting here) what can you do?


1. You can work at some of the larger companies such as ILM, DD, etc. These still get large projects but they still lay off massive amounts of people and still go through cycles of feast or famine work so there’s no guarantee of long-term employment even if you’re considered on staff.


2. Consider working at a small to mid-size shop that continues to maintain a reasonable balance of work. Many of these do all television work (which is usually done here or in Vancouver) or that at least do some television work to help balance the work.


3. Consider moving out of country to where the actual work is being done. This sounds like a simple fix to anyone who doesn’t consider the implications.


a. There are already people working there. Are there enough job openings to make it worth moving there?


b. How long is the project? Is this a permanent move or will you have to shuffle off again in few months to somewhere else?


c. Can you qualify to work elsewhere? Many countries require work visas and other paperwork. Some incentives require crewmembers to be living in the country for a given length of time. Just because there is technical and creative work elsewhere doesn’t mean you can just move there and start working.


d. Can you work at reduced wages if that’s the reason the work is located in that country? If you’re at a location that is getting work based mainly on the cost of living can you work there yourself at the reduced rate and feel comfortable? Does the local taxes and other issues reduced the income even further?


e. What happens if you have loved ones, family, house or other connections here? If you’re young and single it may be fun and exciting to move to another location. For those of us with families do we sell the house and uproot all family members (taking children out of school and away from their friends) to go work in another country? Do we leave the family for long periods of time? (6 months to a year or longer) Do we try to rent out the house and hope to return someday?


It’s a sad state of affairs when experienced vfx artists, with all of their creative and technical skills, are likened to migrant farm workers moving to where the work is. At least there’s a real reason farm workers move is because of locations of the crops and growing seasons. In the case of the vfx artist a cubicle is a cubicle, no matter where in the world it’s located. The only reason for moving is purely at the whim of the counties incentives and the studios.


Unfortunately I can’t offer any real solutions. The unions can’t prevent work from moving out of the country. The politicians seem to be the few who have much control over this so they’re the ones to contact. I know that there are some organizations trying to make this better. If you’re in a location doing well then enjoy it while you can. If you’re in California it’s likely you’ll have to do what you have to do. There are now some vfx supes that spend months shooting in one country and then do the post in another country and spend most of the year away from their families.


Will there be enough of a demand and balance that all the vfx companies and artists throughout the world can keep reasonably busy and can enjoy the fruits of their labor?


(Links added 7/12/10 based on VFX Soldier comment posting. See comments for my basic response at this time.  The links all make interesting reading and really get to the heart of the matter.)


VFX Soldier  VFX Subsidy War Grows Into Global Trade War








(If you're viewing this on a page with other posts then please click on the Comments link below to see the comments and responses)



Update 8-9-2010
Every week there seem to be new updates on state or country incentive programs.
Clint Eastwood makes UKFC plea - Entertainment News, Top News, Media - Variety


Here's a snippet:

Scottish-born producer Iain Smith, whose credits include "The A-Team," "Children of Men" and "Local Hero," expressed the need for the government to quickly form a plan or risk producers looking elsewhere to shoot films.

"While we have a fantastic infrastructure, we have to protect that as much as we can and in order to do that we have to compete against industries in other countries," said Smith. "There's no doubt we need to tighten purse strings but we need to be careful we don't asphyxiate the film industry in general."

But in an article written for Blighty's Observer newspaper on Sunday, culture secretary Jeremy Hunt hit back at critics.

"If we are going to face budget cuts I have a duty to ensure that taxpayers' money is spent where it gets the most bang for its buck," he said. "It is simply not acceptable in these times to fund an organization like the U.K. Film council where no fewer than eight of the top executives are paid more than £100,000 ($160,000)."

Hunt added: "Stopping money being spent on a film quango is not the same as stopping money being spent on film."




NY RENEWS TAX CREDIT, ADDS POST INCENTIVE

Snippet:

"This new credit will give New York post production services a much needed competitive edge," explains Rich Friedlander, co-founder of Brainstorm Digital. "We increasingly saw visual effects post work going to Canada thanks to their their Digital Animation or Visual Effects tax credit (DAVE). This new program will allow work that was filmed in New York to stay through its entire production cycle. It's a major move that will attract and keep top talent here in state."

Wednesday, June 30, 2010

VES Handbook of Visual Effects

I'm told the VES Handbook should be available July 30 (currently listed as Aug 13 on Amazon).
960 pages of info written by 88 vfx professionals. (I wrote a few articles and was a co-editor)
Full color.

It is available as a pre-order from Amazon (10% discount) and I would expect many cinema related bookstores would carry it. The VES was exploring discounts for members but no word on this.

The current plan is to try to provide it in eBook format as well for Kindle and iBook but when those options will be available I don't know.


Update:
For full details on the handbook and it's release, please follow link below.


Latest Info: Handbook has been released posting.


Sunday, June 20, 2010

The Tragic Plight of Hollywood VFX Sweatshops

The Tragic Plight of Hollywood VFX Sweatshops is from a retweet by @alba of a tweet from Erik Van Horn
It's a posting on sinisthesia.blogspot.com and is worthwhile read for anyone in the vfx industry or thinking about getting in the vfx industry.

Thursday, June 03, 2010

Getting the most out of your VFX budget

Getting the most out of your VFX budget

If you were to ask most directors, producers and studios how to get the most out of their VFX budget the knee jerk reaction would be to hire the cheapest VFX company they could find. If you planned to build an elaborate house and invest a lot of time and money into it would you really want to choose the cheapest contractor who hired the cheapest workers and used the cheapest supplies?
Well no, they'd say they wanted something good enough.

This is all false economy. In an effort to save money it's not unusual for the final results to not only cost more but to look poorer.

Work smarter, not 'cheaper'.

It's not unusual in a major vfx movie to see enough money wasted to make up the difference of cheap to good vfx and those involved in the decisions rarely realize that.

Newsflash: Each vfx company, each VFX artist, and each VFX supervisor is different and will make a thousand different creative and technical decisions than one another. The concept that any place will do the same work and achieve the exact same final results is misguided at best. VFX does not produce a standard product. There is no commodity to be sold by the lowest priced distributor.

Rather than approach the issue as if it were simply a matter of where to buy the cheapest product the real question is how to get the most of whatever money and time is available.

In order to do this one of the key factors is to look at VFX as another department in the film making process. Treating it as a 3rd party process separate from the rest of the project only hurts the process.

If VFX were approached like live action there can be a number of advantages in terms of making decisions.

1. Figure out the shots needed to tell the story. Decide on the priority of the shots.


Look at each vfx shot as the equivalent of a whole new setup on a live action shoot. There's time and money involved for each shot. In some cases the shot may be the same as moving the entire film company to another location. Make sure the shot will be worth it.

If you're working on a graphic novel you only have so many pages and panels available so you make the most of each one. Approaching VFX this same way will trim some of the potential excess shots.

Example:  2 people talking while crossing the street will likely require 4 shots- wide, establishing - a 2 shot and a shot of each actor. Replacing one of the actors with a CG character or replacing the background should not require a dozen shots of zipping cranes, ant view shots, shots from the 42nd floor window, etc.
There will be times when it may be worth turning a scene into a visual feast and times when it's not necessary. Money and time will always be limited so choose when it's worth it.

2. Design the shots so they work with the rest of the film and make sure they tell the necessary story for that shot

If there is a gag or some action that needs to be shown to the audience then make sure the correct camera angle and timing are used. This would seem to be obvious but there are times where other angles and camera motions are selected that completely lose the reason for the shot. That's a wasted VFX shot. A shot that should have had a lot of power visually and narratively was turned into filler material and whistles right by the audience.

Example: If you wanted a shot of a literally flat character you wouldn't shoot the character straight on where the effect would be lost. A 3/4 view where the motion and twisting of the character makes their flatness obvious would be a much better choice.

If you had a skilled action choreographer such as Jackie Chan you'd want to avoid the shaky cam, quick cut, random angle editing that make up some action sequences. You'd need the audience to see the setup and the action clearly to make the most of it.

A good visual effects supervisor will work with you to design the shots for the most impact.

Some directors leave the design of big vfx sequences to their 2nd unit director. This only works if the director is part of the design process since the 2nd unit director will not be part of the post-production (unless they're also the vfx supervisor).

3. Use storyboards for your main VFX shots

For standard live action it's possible to shoot a film without storyboards but if there's any complex shots that require pre-planning then storyboards are a must. Storyboards are used to communicate visually. The director is able to make it clear what they want by a simple storyboard. Stunts, special effects, visual effects and the rest of the team now have an understanding of what's desired. Miscommunication is a very costly mistake. VFX also uses the storyboards as a method to budget. Without them the shot may be budgeted higher than it should be or lower than it should be. Any errors in the budget need to be avoided, especially if the budget is tight.

Concept design of what new creatures, worlds or other new imagery will have to be done to allow the team to know what the final target is to look like.

More complex scenes can be prevised to capture the timing and action in more detail than a storyboard can convey. Just know the level required for the previs to avoid tweaking them beyond what's necessary.


4. Hire a good vfx supervisor early in pre-production.

To save money it's not uncommon for independent films to bring on the supervisor at the start of shooting or not hire a supervisor and turn all the footage over in post to a vfx company. This usually turns out to be a costly mistake.

This loses any possibility of taken advantage of the experience of the supervisor to help design the shots. It loses the ability of the supervisor to flag potential ways to save on location shooting or set building. There's no prep available at that stage and no planning so the likelihood of getting the best footage for vfx is lower.

Bringing footage to a vfx company with no supervision is like bringing a cassette recording someone happened to record during filming to a sound mixing company. It may have seemed like a money saving approach not to hire a professional sound recorder to be on the set but the result is a likely to be a very expensive and time consuming ADR process that would have more than paid to have the correct person there to begin with.

The DP may have done a VFX project a few years before or the director may have watched the making of segment of a DVD but neither of these can make up for the expertise and experience a good vfx supervisor brings to make sure the film is shot correct for the vfx required.

End result: you've just spent far more than a supervisor would have cost to begin with. And you will have lost much bang for your buck.

5. Hire the right supervisor for the project

 That means meeting with 3 or 4 supervisors. The supervisor will likely be involved longer than either the DP or the Production Designer since the VFX work starts in pre-production and goes all the way to the release print. On a vfx heavy project do you really want to select someone that will be that involved based only on a resume? The studio may want to make this decision but the director and producer should certainly both be involved as is likely in the other key roles.

You want someone that can speak to as a creative lead and won't need a technical translator. You'll want someone you can trust with your vision and getting it done.

Some directors have a fear the vfx supervisor is going to be doing their own thing. The vfx supervisors are there to serve the director and the story - same as the other creative keys. The other fear at times for a new director is to work with 'old timers' who have real world experience. This can also apply to their view of DPs and Production Designers as well. As a result they hire someone relatively new like themselves who like the same band or football team. Tip: Hire the best people you can.

When reviewing the resume it's worth noting the supervisor credits more than simply the number of films. Are there a variety of projects? Don't get caught up in the notion that the supervisor hasn't done exactly this specific picture before. Realistic versus non-realistic effects plays less of a role here than imagined simply because the same techniques and approaches are used. The only difference is the reference the vfx team is trying to match to. A good supervisor is flexible. On the flip side I wouldn't suggest a commercials supervisor for a 1500 shot feature film or visa versa. In these cases it's a much different beast with different creative workflow, schedules, budgets and approaches.

A vfx supervisor assigned by a vfx company may be based more on contracts or budgets than who is right for the project. One other issue with company supervisors is they find themselves trying to please the director on the one hand and on the other being pushed by the company to sell the shots as finaled. It's not an easy position.

6. Minimize ‘fix-it’ shots

Most films these days require some amount of vfx or post work to fix a shot or two. A boom mic in the shot or blurring out a sign that didn't get cleared by the lawyers. However the effort should be made to keep these down. If the supervisor or vfx producer suggested adding $2 million dollars for fix it shots the executives would think they were crazy. And yet that has happened and continues to happen. Make sure to occasionally check the dailies at high resolution (film or HD) on a big screen. The use of Avids means that that wig netting, makeup issue or other small problems are missed until late in post-production. The extra 5 or 10 minutes to finish the makeup or other fixes o nset can save enormously in post.

7. Shoot efficiently - no more, no less

During filming of vfx scenes the supervisor will likely need to get measurements and references. The vfx crew will be prepped to do this as quickly as possible. The supervisor knows how much it costs to shoot on the set but the loss of information on the set would mean a large increase in the time and money to the shot later and more importantly could jeopardize the quality. These will be the balance the supervisor will have to determine during shooting. And just as a stunt coordinator will flag a dangerous stunt or a DP will flag an expensive setup, the supervisor may do the same. You've hired them for their expertise so you should take advantage of it.

8. Budget time and money - production versus effects

Productions frequently deal with the live action budget differently than the vfx budget. This disparity in views and accounting can cause problems. If a big set doesn't need to be built because it's determined vfx will be doing it as a post effect, it can be difficult to move the allocated budget to vfx. This can also be a issue going the other way.

The other problem here is that to save live action time and money entire shots or sequences may be pushed onto vfx during shooting. That's fine if the time and budget can expand to accommodate it but frequently the budget doesn't move to vfx and the post-production time is likely to already be too short.

9. Techniques

It's easy to get caught up in discussions of physical models versus computer models or other issues but most vfx shots can be done using multiple techniques. Which one is very dependent on the particular film and what its requirements are. Rather than force a specific technique to work on a project it's usually best to select the most appropriate one and modify as needed.

10. Avoid having too many vfx companies

A frequent approach to saving money is to parcel the work out to multiple companies. Likely also due to time schedules. This can all make sense when selecting specialized companies but at a certain point it provides diminishing returns and can even cost more.

Just as it's useful at times to visit a couple of food markets to get the best deals and products, if you were to visit a dozen it's likely the extra gas and time would exceed any savings. The extra communication issues, mistakes and entanglement of shots can be problematic if the distribution of shots and the number of companies involved exceed a natural threshold.

11. Schedule the time accordingly

If a production really wishes to save money they may want to work with the vfx companies to determine a realistic time schedule. There is a tendency to try to squeeze this time shorter and shorter but the increased overtime pay (with no improvement to quality) means that you end up paying more for less, even from a lower priced vfx company.

12. Decisions

As with other departments, vfx requires a number of decisions. It's likely vfx will require even more decisions due to the flexibility and scope. However it's a myth to think that all vfx decisions can and will be done in post-production. Decisions on designs (such as creatures or virtual environments) have to be locked into in pre-production to insure that the work will be done. Delaying these types of major decisions until post means compromising all the original photography since there is no locked plan. Any design work will then be necessary to squeeze in the limited post-production schedule at full and overtime rates.

13. Changes

Changes are natural in the creative world of filmmaking. Frequently small changes in vfx can be accommodated very easily. However be aware that large changes are no different than changes in live action. If you’re on location and choose to shoot in a direction where no set has been built then that will likely be a costly new set. The fact that it may be done on the computer doesn’t necessarily mean it’s a lot faster and cheaper to change. If you’ve shot an entire sequence and have made a major change in the edit this may need a large reshoot (or in the case of vfx, may need tossing out a lot of work and starting all over again) The cost could well exceed the cost of a reshoot of a sequence.

(Posting written with Notes To Store for the iPad)

Update:  I can't believe there are still student films that put up postings for vfx artists to work for free on something they already shot. (Just check craigslist.org any day of the week)  I guess ignorance starts early.  Hello.  Pre-planning is even more critical when there's little or no budget.  You could have made a  great effect efficiently but instead chose to see if someone could take the bits you shot and make something with it.

Monday, May 24, 2010

VFX soldier posting

VFX soldier posting
Interesting read. I have a few articles in progress, one that covers some of the same things, but this covers it well.

VFX filmmaker

Lee Stranahan has started a VFX blog at http://vfxfilmmaker.com/

He recently wrote a humorous article for the Huffington Post.
Just watch out if you see me on Melrose.

Thursday, May 20, 2010

Hollywood's VFX Sweatshops


The latest Time magazine has an article on the VFX business.  Very worth reading.


"A major point of contention between VFX shops and studios is the issue of change orders. When a director revises what he wants to see in a shot, it can mean months of lost work. Under the current system, most VFX houses feel they have to eat the costs to maintain their relationships with studios and filmmakers."


Richard Keerigan also had blog posting about VFX work here in California.

Friday, May 14, 2010

VFX Wages

One of the issues discussed in relationship to the town hall meetings (besides hours worked) is the wage issue.

Certainly a number of people who search visual effects on the web are looking for salaries.

Salaries for VFX vary a lot.  Much depends on if you’re freelance or at a facility full time.  It of course also depends on where in the world you’re located.  Since there is no standard and no VFX union there is no minimum or set salary level or range.  There’s no actual criteria or testing for different levels of qualifications or pay levels.   Someone in the next cubicle could be paid twice as much as you and half the experience.  Most of the vfx companies try to maintain a range of salaries for different positions but if they’re in a bind on a project and have to rush to fill seats they can make some unbalanced employment agreements.

To become a VFX supervisor you could just make up cards and call yourself that.  A supervisor could make minimum wage at some tiny place in the middle of nowhere doing all the work themselves or they could be making what a Director of Photography makes on a large project.

Check on Craig’s List.  There are plenty of vfx jobs that pay nothing except possible credit on short film.

There is a site:  vfxwages.com where people can enter their salaries so you can see the values.  This allows you to be aware of what others are being paid for similar work.

[Update: glassdoor is another site that provides some wage information sharing and company reviews.
VFXSoldier has a post and link to salary listings as well. Click here for the link.]

At first glance these salaries can look high and be very promising but consider a few things:

1. Most vfx jobs are ultimately freelance.  It’s possible you may keep working a few years at a larger company but just as possible they have a slow summer and you could be laid off for 6 months.  Even at the large companies they tend to lay off large numbers of people every year and re-hire as the work comes in. Companies tend to show much less loyalty to their employees than the employees show to the company.

This is also the reason why most of those in the film business are paid higher than the equivalent person might be in another business. They may be employed for a week and then may get another project immediately or wait weeks/months until the next project comes along.  There’s always the need to hustle to get your next project  and unknown when it will happen.  Many freelance VFX supervisors have agents.   Although not the norm some Flame operators and other vfx artists have agents as well.  This can be useful if they do a lot of short term freelance type of work.  Of course the agents are looking for someone already established that could easily be hired on a project. An agent takes 10% so that's worth considering.

2. You’ll have to go to where the jobs are.  That means moving to a city.  For those in the U.S. it may mean going to another country to work.  (I’ll cover globalization in a future posting)

3. These listings tend to be for experienced people.  If you’re just starting out you’ll likely start at a lower amount.  Also know there aren’t enough jobs for all the VFX students that various schools are producing  and here in the U.S., more of the starter positions may be outsourced.

4. These jobs may or may not include health insurance (and certainly different levels of coverage) or any forms of retirement.   Even if they do include these you may have to work a few months to qualify.  If the project is only 4 months of work but it takes 3 months to qualify it doesn’t really provide much.

5. Most VFX companies are located in cities where the cost of living is much higher.  (Housing, insurance, transportation, etc)  A house in LA can be 5 times the cost of the same house in the Midwest.  Quality of living also plays a role since you may be spending another 2 hours a day on the road in some places in addition to the long hours.

(Just added these last items since I missed them in the first posting)
6. What are the hours and is overtime being paid and if so how is it calculated?  Some positions and companies may not pay any overtime but expect employees to work it for free or for the same amount as their regular time.  Only local laws may provide some relief here.

7. Be aware that some companies hire vfx artists as independent contractors.  As such you aren't covered by any many of the laws that protect individuals (overtime, time spent, salary, health coverage, etc)
As a contractor you also need to deal with a lot of paperwork for the federal, state and city governments including paying all taxes and having your own insurance.  Hiring people as independent contractors is usually cheaper and easier for the vfx company and puts much more of a burden on the the artist.

Update:
Another link worth checking:  Wages in vfx, animation and games

For wages for vfx supervisors see this posting and go to the very end.

Thursday, May 13, 2010

Notes to Store 1.32 released for iPad

Notes to Store version 1.32 just released for iPad. Faster, easier brush color and size selection.
16 user defined color presets and other new features.

Sunday, May 09, 2010

Previsualization Society

For those involved with previs (creating or using it) you should check out the Previsualization Society.
They formed last year and already have several hundred members.  Previs has traditionally been made up of small groups of people or companies. The society offers them a chance to organize with common goals and to help standardize and educate, much as the VES has been doing with Visual Effects.

They had a mixer this last Saturday and it was good to see them breaking into groups to discuss different ideas with people from other disciplines. (VFX, Editing, storyboarding, etc)

One of the directions is to help make the previs more technically accurate, which I'm all for.  I don't think it can be stressed enough that if the previs is to be used as a real tool for production it has to reflect the real limits of live action shooting.  Getting to a location and being unable to shoot the shot as it's been prevised is of no help to anyone.  People tend to accept storyboards as being a rough guide but when they see something cut together and well rendered then everyone assumes this is a template for the film.  If the final previs ignores the sets and camera mounts then there's bound to be problems.

One of the other things discussed was how previs works together with not just the director but the DP, Production designer, Stunt Coordinator, SPX and VFX.

Previs is certainly an area that's been rapidly growing the last few years.