Wednesday, 24 November 2010

Presentation


Now the research has finished, me and Nana has worked together to put a Powerpoint presentation slide.

You can download them here-

http://rapidshare.com/files/432937662/Presentation_slides.pptx

Also, here are my notes that I will be saying during my part for our 10 minute presentation. 

http://rapidshare.com/files/432938285/Studio_Practice.doc

Monday, 15 November 2010

12 Predictions on the Future of VFX

I've found a useful website where a visual effects supervisor called Kim Libreri looked at the current trends and projects the future paths of the VFX industry. He made twelve predictions on what the future holds for visual effects;
     
1. Build a better virtual human.
Companies have sub-surface scattering, measured skin and material shading models, real world sampled lights and sophisticated hair styling and rendering systems, therefore are able to make realistic virtual human beings.

2.Create believable facial animation.
Although it is very difficult to make the exact facial expression as human beings due to many moving features, Industrial Lights and Magic has made a very expressive effect on 'The Hulk.'
This shows that someday, we will be able to make more realistic facial animation.


3.Create synthetic massive environments.
At the moment, artist has put a lot of effort and time in making very realistic environments. For the Matrix movies, for instance, they had to do a very careful previs of every detail of every shot in order to be able to understand what was needed to fabricate. There are predictions that someday a software will generate every building, tree, road or other element and would accurately reproduce the interaction of various lighting conditions, how the light hits each building, how it reflects off various different surfaces, how the light reflects back onto nearby objects. This will make things a lot easier for VFX artist since too much time and effort is being out into today's VFX.

4. Pipeline tools will become standardized.

5. Advances in digital VFX animation will mean far less physical effects work.

6. Off-site rendering will be the norm.

7. GPU power will change the post-production pipeline.

8. Movie/game conversion will become common.
 Over the next five years sharing assets with game developers will happen more and more. This exchange will happen both ways: for example, as vfx technologies advance and computational power increases, game developers will use more film style vfx. This will allow for more data exchange with movies. Some movies use a game technology called Havoc as a rigid body dynamic solver on the Matrix sequels. That allowed them to use a digital stunt double for particularly nasty knocks. 
Crossover tools will become more common in the future for purely practical reasons, but that will have obvious implications for movie/game tie-ins. One day we may even see truly integrated parallel development of games and movies. 

9. Digital film capture and work flow will become the norm.

10. Digital distribution will change the way movies are released.

11. Globalization of VFX will have an unexpected price.
Studios could be sending more of their work overseas to Asia and other regions where labor costs are lower.  This will cost the industry less money to make visual effects on films.

12. VFX work will change fundamentally from emulation to simulation.
The biggest revolution in VFX work will be a change in how the effect is created in the first place. Rather than recreating the appearance of things digitally, artist will be able to recreate the physics of movement, light etc. That data will be more powerful and inherently more flexible. Since it is three-dimensional information, directors and artists will have the freedom to adjust the angle of a shot, move in and out etc.   



Sunday, 14 November 2010

Saturday, 13 November 2010

Experience

Median Salary by Years Experience

 Film Visual Effects


This chart above shows the amount income a person can get, depending on how much experience in years they have. The numbers on the left side of the chart shows the income in $.

I find it interesting that a person with over 20 years of experience could have less income comparing to people with 10-19 years of experience. 



Reference- http://www.payscale.com/research/US/Industry=Media_--_Film_Visual_Effects/Salary/by_Years_Experience

Friday, 12 November 2010

Getting a career

 I looked at Framestore's website and found that currently, they are looking for any applications, both in London and New York.


Here is a list of skills that are needed with trying to apply for a job at Framestore:
(Taken directly from their website. Reference link can be found at the bottom.)

As Senior Producer for Framestore's VFX Department you will be adept at helming large-scale film VFX projects. With a proven track record in high-end VFX production, you will have excellent client and crew management skills, the ability to bid and negotiate on new business and work with creative and management to pitch for new work.

Your skills in managing budgets will be self-evident, backed up by prior experience. Working closely with the Head of Production, you will help to provide effective guidance to more junior Producers and Co-ordinators; leading by example, coaching and encouragement, team building and good communication. You will also be expected to communicate effectively with other Producers and Heads of Department.

Responsibilities

  • To produce and manage budgets and schedules that take into account VFX work required, ensuring project is completed to highest standard achievable.
  • To liaise with clients in areas of responsibility and budgetary importance.
  • Correspondence with clients via bids, reports, approval documents, cashflow, change orders etc.
  • Management of project milestones, deliveries and implementing vfx schedule.
  • Handling of performance, productivity, attendance and time keeping with team leaders.
  • To liaise with Resources team and other key support departments
  • To provide verbal and written progress reports to clients, management and internal teams every week.
  • Pitching and bidding for new business.
  •  
Essential Skills & Experience

  • Previous, credited experience as VFX Producer.
  • Highly organised, first-class time/project management skills.
  • Excellent written and verbal communication skills.
  • Excellent client and crew management skills.
  • Proven ability to prioritise conflicting tasks.
  • Proven ability to manage high revenue budgets.
  • Ability to remain calm and confident in a fast-paced environment.
  • Ability to work within a team towards a common goal.
  • Thorough understanding of live-action and CG based VFX workflows.
Desirable Skills & Experience
  • Existing industry contacts
  • Good knowledge of MS Office packages (incl Excel, Word and Project)



 Reference-
http://careers.framestore.com/job.html?job_id=98&location=London

Double Negative

Double Negative, a visual effects company is located in London and formed in 1998 with a team of 30 staff. Since then the company has grown to 750+ staff, making it Europe's largest provider of visual effects for Film. In 2009, Double Negative opened the doors to its Singapore office. Currently, there are over 55 staff in the Singapore office and they work closely with the Double Negative team in London, on selected productions.  With the increase of growth, they have always sought to retain the creative drive and involvement of the artists through all projects, continuing to ensure that they have a close collaboration with clients. This approach ensures films both small and large receive the same high standard of creative and technical service.

Over the past 12 months, Double Negative has completed work on projects including; Scott Pilgrim vs. the World, The Sorcerer's Apprentice, Inception, and Iron Man 2. Currently, they in production are John Carter Of Mars, Harry Potter and the Deathly Hallows (Parts 1 &2), Paul, Attack the Block and Captain America: The First Avenger.




Thursday, 11 November 2010

Framestore

I have looked into a visual effects company called Framestore. They are based in the UK, and have won numerous Oscar awards for their work.
It formed in 1986 and the company works across several different areas of the media: feature films, commercials, music videos, feature animation and digital.
In 2004, the company set up an office in New York's SoHo district to serve the US advertising market.

Framestore has worked on visual effects from films such as Avatar, The Dark Knight and Harry Potter films.


Framestore is one of the largest visual effects and computer animation studio in Europe.







References-
http://en.wikipedia.org/wiki/Framestore
http://www.prnewswire.co.uk/cgi/news/release?id=186524
http://www.framestore-cfc.com/