For the first time in its history, the annual SIGGRAPH conference convenes outside the United States. Vancouver has thrown down the welcome mat and embraced SIGGRAPH 2011 with open arms. The British Columbia Provincial and the Vancouver City governments are working closely with our liaisons in the Vancouver SIGGRAPH Chapter to ensure that this will be the most exciting SIGGRAPH conference yet. Remember: Make It Home!
Showing posts with label Overseas Production. Show all posts
Showing posts with label Overseas Production. Show all posts
Scott Ross for President
Everyone should listen to this interview...
This is the most articulate, solution oriented conversation I have heard yet on this subject. If the VFX shops are awarded the money, respect, education, and deserved appreciation Ross proposes a trade organization would provide... I am confident there would be trickle down to the employees. Ten years ago, these needs (401k, benefits, fair hiring practices) were being met. Some shops back in the day even had car washing, dry cleaning services, meals provided, studio sponsored parties, etc. VFX shops managed to provide these things to artists even on a "next to nothing" profit margin. Then, times changed. The movie studios told shops you have half the budget , twice the work, and half the time... even though profits on VFX driven films are higher than ever. Studios told the shops, if you don't like it, the shop down the street beet your bid by 150k! So, the VFX shops began to hire cheap labor just to make ends meet.
The VFX companies are not the enemy in this situation and the situation is not personal. What have we got to lose? If the shops don't organize and fix the situation now, they are out of business anyways. Then, no one has a job. If the VFX shops paid dues to a trade organization like artists do to the VES, we might get somewhere. As long as the new trade organization does the job presented to them and isn't fluff and just talk, like some organizations we know. I think this is what Scott means by he would be willing to help organize as long as people made a commitment to the mission. If shops all agreed to pay dues to get the organization started, they might have a fighting chance in this as Ross put it "race to the bottom."
I also agree completely with Ross on a Union. The biz model for VFX shops is not one that could work with a Union. at this time The issues that artists have with the shops (401k, benefits, fair hiring practices) are only symptoms of the bigger problem. VFX was never working off of fat, it was lean muscle ten years ago... now we are cutting ligaments and bone as far as budgets and any profits. There is no room for negotiating. A union could help after we recover from the current circumstances... possibly, but I do not see how a Union would fix the profit margin issue between the Movie Studios and FX shops. How would a union deal with Runaway Production. I am curious how are they handling it now? I am pretty sure 2D ran away to Korea... no?
The one thing that did bother me in their talk was when they said the whole issue since the town hall "died because people are working." I know more people out of work than ever. Artists have no power, no money, no leaders, no experience in this stuff and mouths to feed. We feel helpless. That is why it died. If the VFX studios have no cash, you think out of work artists do? So, artists go overseas to help the lack of local talent for 1/3rd of their salary on even smaller budgeted movies and leave their wife and kids behind to keep a roof over their heads. It's the unskilled talent pool overseas that needs our artists to make the incentive program work. Again, worst biz model ever. And I digress.. Anyways, it's the first real discussion I have seen anywhere so far.
Media industry fears new rules will kill jobs
This is the first article I have seen regarding runaway production in Animation and VFX that makes any sense to me. If you are trying to build an industry in a region and expect incentives from the government, it shouldn't be easy to import temporary workers to do the work. You should have to hire the local talent. Of course, the real talent doesn't live there, so you look for loopholes to import people from the states to do the work. Looks like those days of easy imported talent might be numbered for Canada.
"Without the IT category, Pixar, Digital Domain, Ubisoft and the like will, starting in October, have to apply for temporary work visas the way every other company in any industry does. This means first seeking a so-called Labour Market Opinion (LMO) from Ottawa's Service Canada department. It requires demonstrating that a position meets wage guidelines, brings new skills and knowledge, and does not adversely affect the employment of a Canadian worker."
Effects Corner POV
Today, facilities are telling the supervisors they have one day to get a shot done that would have been bid at 5 day just a few years ago. On top of that, budgets force the producers to assign cheap labor instead of seasoned professionals to these shots.
Scott Squires has been around the block. His career dates back to creating the clouds for Close Encounters of the Third Kind. He has a blog that everyone should be reading. I placed some favorite excepts below concerning the recent events regarding labor issues and the future of the VFX Industry, but I also encourage you to go through his blog archive posts. His blog should be required reading for every artist and TD working in Animation and VFX.
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Excerpt from this posting: Response
"The VFX industry is like a tire that has gotten out of alignment and is getting more out of balance all the time. Toward the end of the optical era and the beginning of the digital age most projects ran reasonably smoothly, at least at ILM. There was still the sprint at the very end but it wasn’t super crazy. ILM was powerful enough to let the studios know how much time was involved.
With film you had to make sure you finished your shot in time to make the lab run. Once you made the lab run at 7pm or 8pm that was it. That was the end of the day for most vfx artists. Working after that cut off time was only worth it if there was a late lab run, which was only arranged in the final sprint. The next morning you’d see the dailies and would reshoot. Even if it was a small change you’d still have to wait until the next morning unless you sent the film as a daylight run (more expense). When digital came in, the render took the place of the lab run. Sometimes it took longer time to render than to process the film. You’d get your render prepped for 7pm or so and the CG supe would allocate procs in the render farm. And you still have dailies in the mornings. However now it was possible to actually see composites and other things during the day so turn around time for some tasks was much less. As computers became faster the internal deadlines became more flexible.
Certainly in the early days of digital the studios would at least discuss how much time would be required to do the vfx for a large film. The studios would use that information to determine the release date. As more projects were being done digitally the studios realized how much flexibility was available. Both studios and directors started pushing the limits not just creatively but technically and time wise. And we, the eager and hard working vfx artists, jumped to meet those goals. While we were wiping our brows afterwards, amazed at what we had accomplished, the studios and directors now used this as the new standard. Directors on their next show would say, 'You guys say you need clean plates and markers. But remember that last film where we had one shot that we didn’t do any of that and you still made it work? Well that’s what we’ll do for all these shots. That was much faster and easier to shoot'. The studios were now saying 'You did the last project in 6 months and we made changes two weeks before the release and you still did it. This time you’ll have 4 months and we’ll be making changes 1 week from release.' Some of them like to brag about this type of thing."
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Excerpt from this posting: VFX Service - The Big Picture
"When I think of a service I think of a dentist, a car shop where they work on your car or a plumber that comes to your house. In these cases they do work but don’t tend to produce anything. The costs are based on time and materials.
Custom manufacturing?
Should vfx be considered as custom manufacturing? We actually create something when we finish our work, whether it’s from scratch or a montage of material provided. That’s what the studios want, not the actual service part.
Here is where things get crazier. Each shot is unique like a snowflake. It’s own little world of issues, handwork and tweaks. You try like anything to make shots as consistent as possible and to be able to run them through the exact same process but it’s never full automated. For all the talk about computers in our business it’s still a very labor-intensive process. The number of people and the time required to do a shot from start to finish would astound most outsiders.
If you go to most manufactures and request custom work you will be required to make specific requirements in writing. (I.e. you want cabinet style 32 but in this specific color of blue. You want a custom cake that says Happy Birthday. It will be yellow cake with vanilla ice cream and chocolate frosting.) And that is what you will get. They seldom show you the work in progress or have your input at every single stage. The other thing is a custom manufacture will tell you when it will be done. They dictate the schedule. In the film business it’s the opposite of all of this. The studio specifies when the delivery will be. It’s almost always less than the time that would have been arrived at by a normal scheduling process for the facility."
More interesting highlight posts by Scott Squires:
VFX Town Hall Brought to you by ARTISTS
No need for art posters or self promotion here.
Just a clean and simple website with artists speaking
on the topics and questions that artists have.
The informality of the first 20 minutes has a charm to it
until...
At least 40 minutes into it, they bring an actual facilities owner
to answer the questions and discuss solutions.
(just scrub ahead if you can to the good stuff)
(just scrub ahead if you can to the good stuff)
He is informative and very honest.
He explains the difference between a trade org and a guild.
One of the best points the facilities rep makes
is that a guild would create more security
for people who are freelancing and bouncing from job to job
through a "monster benefits package" of residuals,
pension, welfare and health insurance.
Important thing to fight for, in such a transient industry.
The funny thing is: He says that his clients say
"You get paid when I get paid."
Well, that chatter has found itself all the way down the tree.
I have heard that more times than I haven't as an artist, since 2007.
Here is my Dream Panel (5 people):
VFX Biz Rep
Consultant on business in VFX with clients like
20th Century Fox, Cinesite, ILM, etc.
(I have been on panels with Marty and he is great)
One Big 8 facilitites Rep Possibilities
Examples:
Tim Sarnoff (Sony),
Scott Ross (DD),
Lynwen Brennan (ILM)
One Union Rep
Kevin Koch
Steve Huwlett
Tom Sito
James Parris
One Guild Rep
SAG President - Ken Howard
One Seasoned Artist
(who has experienced the issues going on right now)
Anyone working right now
I appreciate these guys dealing with the issues
and not have a separate agenda.
They dealt with issues that artists are concerned with
and specifically spoke about solutions instead of blame.
Lots of talk of how and why to start a trade union.
However, It was frustrating listening to two guys ponder issues
they, themselves have never experienced.
I cannot wait until an artist who has experienced the issues below...
participates in a panel.
- not being paid at all
- or being paid 3 months after finishing a gig
- being required to be 1099 or accept a 30-day net pay schedule
- working for no OT
- working a 50 hour week for a flat day rate
- the need to place a trashcan next to you on the desk when it rains
- cannot find work anymore because it has all gone overseas
- has been told "you get paid, when I am paid." (up to 60-90 days)
P.S. I want to make one thing very clear...THIS IS NOT just an issue at big studios. In fact, my experience the small studios are the biggest offenders.
P.S.S. I agree Digital Artist Guild (D.A.G.) would be a better name, since it covers all artists who work digitally.
P.S.S. I agree Digital Artist Guild (D.A.G.) would be a better name, since it covers all artists who work digitally.
Labels:
Artists,
CG,
News,
Outsourcing,
Overseas Production,
The Future,
VFX,
VFX Labor Issues
Better Pipelines with Pros
This is a great article by Isa Alsup.
Seasoned artists should definitely read this.
Below, is just a taste from the blog post.
Age discrimination is packaged subtly in the U.S. market as well. When an ad suggests "3-5 years experience", you need to understand that 5 years is considered a maximum. Showing more experience will most likely result in your resume being tossed. Employers in this way are limiting the job pool to workers more or less fresh out of college and those with less than five years experience: effectively cutting out most workers over 30.
VFX Labor and the Animation Guild's POV
Everyone working or wanting to work in VFX,
CG and animation should listen to this podcast.
Steve Hulett of The Animation Guild
discusses visual effects and labor issues.
FX Podcast with Steve Hulett
FX Podcast also just interviewed Lee Stranahan
who wrote the letter to James Cameron for the Huffington Post
FX Podcast with Lee Stranahan
CG and animation should listen to this podcast.
Steve Hulett of The Animation Guild
discusses visual effects and labor issues.
FX Podcast with Steve Hulett
FX Podcast also just interviewed Lee Stranahan
who wrote the letter to James Cameron for the Huffington Post
FX Podcast with Lee Stranahan
Working in China?

A guest post from one of our users, with editorial corrections and comments. Reprinted by permission.
--
Many complain that outsourcing companies in Asia cut jobs in the West and many fear that low wages in the East endanger jobs in the West. No doubt there is a trend towards outsourcing since economic downturns force many producers to look for cheaper options abroad. (correction ed.)
I just want to shed some light on the environment domestic artists are forced to work and live in and how they think about us.
Here are some facts:
- A junior to mid-level artist earns between 3000 to 4000 RMB (~440 to 730 USD) per month. Senior to supervising level reach 8000 to 10000 RMB (~1172 to 1465 USD). Roto/Paint Artists and Modeler sometimes even work for 1000 RMB (~146 USD) per job/model/per month
- There are no benefits (health, social, unemployment, retirement, pension) whatsoever. Bonuses are rare, many times promised but rarely paid.
- There are no regulations on working hours or overtime payment (Many work 7 days/week) meaning there are no unions nor any regulations nor guilds thus zero protection nor any law enforcement which protects them.
- They can fired without notice nor can get paid if the boss is not satisfied with their performance or work. There are official holidays but unpaid of course, the same is true if someone has to take sick leave.
- They are asked to do everything from matchmoving, rotoscoping/clean-ups, modeling, texturing, animating, compositing, etc.
- A job interview seldom includes a showreel or a professional presentation of any kind. Most guys who run these sweat shops are either rich kids but mostly real estate guys who think that CG/VFX/Animation is an easy business to make fast bucks. Telling the boss that they know AE, Fusion, Shake, PFTrack, Boujou, Matchmover, Nuke, Flame, Realflow, 3DPaint, Mudbox, ZBrush, Dee Paint, Photoshop, Maya, 3Dmax, XSI, Houdini etc. usually gets them a job.
- This means that all these kids have these application on their laptops, for free of course meaning you can download them from many Chinese servers including all plug-ins you possibly can imagine. Sure the government tries to implement copyright protection in China, but when I can buy cracked DVDs I wonder why there are so many police officers and government officials that can buy DVDs and copies of the latest Windows application as well. (edited ed.)
- PC's are dirt cheap and for every IT nerd the paradise in China is Zhongguancun (Chinese Silicon Valley), which is probably the biggest PC and consumer market of electronic products in the world with billions of revenue every year. Taiwan is in close proximity therefore electronic appliances vast and very cheap.
- To open a company costs basically nothing, 5000 RMB (~732 USD), for a license including a tax registration. BUT there is a huge subculture of homegrown businesses basically operating from rented apartments in a residential area. Many of them work on very successful ad campaigns with cracked Flames/Smokes and a fully blown post facility, with a stacked up server in the air-conditioned toilet.
- Talent pool is huge however there is no quality awareness nor any existing standards. The ones who can speak English try to go abroad without knowing how a company is managed nor how a real pipeline works. (edited ed.) Traditional art skills (concept art, oil/ink painting, mattepainting) is really good and has a long history in China. On the animation and compositing side of things, the lack of experience and the shabby education are the biggest obstacles to becoming a professional in a western sense.
- The companies who are doing outsourcing jobs are mostly run by Chinese who had the money to study or work abroad and have gotten used to the western style. So when coming back, there is so much money and additional resources, many of us can only dream about. Just to give an example, CCTV's (China Central Television) revenue is nation-wide and one can easily assume that money is not a problem for the people who have the right connections (meaning having the right 'guanxi'). So to start an animation business..The revenue available is, 270,000,000,000 (270 billion) RMB (~39,543,057,598 USD). In general can we say that the richest government in the world is owned by the communist part with access to several trillion USD in foreign currency reserves. (edited ed.)
Now to my reality:
Currently i work as a VFX Supervisor on 50 episodes of a TV adaptation of one of the 4 most famous novels in Chinese history. Maybe you have heard about (Monkey King, Chinese: Xi You Ji). The budget is 100m RMB (~14.6m USD) with an overall VFX budget of 15m RMB (~2.2m USD). YES!! I am not joking, the average vfx cost per episode is 300,000 RMB (~44,000 USD) including everything VFX can do from complex wire and rig removal to clean-up work to CG creatures, mattepainting and compositing. Average shot count is 200 per episode. The timeframe until completion of all 50 episodes is 8 months! This is with roughly 300 artists. The plans for the future from some really crazy real-estate guys is to build animation/vfx factories (factories, not studios or companies, comment ed.) with 7000 employees.
I work now non-stop for 4 to 5 months without a single day of rest and 15 hours on-set, of course it is winter and no heating system nor air-suction system exists. We shot for one month above 3000m (close to Tibet) in snow, drizzle, rain, ice with two HDCams and a crew of 15 production guys and 30 stunt/wire members. Lunch is outside, wake up call was 5:30. Stunt and wire crew (all Kungfu kids from famous Hunan martial art schools close to the Shaolin temple, some even grew up there as Kungfu monks because their parents couldn't afford their education or simple had not enough money to raise them) are without doubt the best of the best and the toughest guys I have ever met but at the same time warm hearted and extremely polite. No matter how long you drag them, they work their ass off to please their master ('sufu') or climb up (of course unsecured) on the roof supporting beams of the studio ceiling to fix their wires. One of our directors is a ex-stunt guy and he commnds them with a voice like a drill sergeant of a marine corp. No arguing or complaining, they obey like they have learned to as a Kungfu student.
The studio I am working barely fullfills any safety standard. Like I mentioned no air suction system, especially critial when they paint spray a newly built set besides our huge bluescreen cyc (cyc:large fabric wall, pronounced sike ed.) or when they burn diesel instead of vegetable oil for their set torches. Besides that the whole floor is covered by fine powdered sand to act a set flooring. It has already killed my on-set keying previz machine once and my assistance spit blood after 3 months of being constantly on-set. BUT the efficency is high, no bullshit, no coffee break, no safety harnesses, no union regulations, sets are built around the clock, laborers are plenty and cost basically nothing, a carpenter earns 40 RMB (~5.85 USD) per hour, some work for half or a third or that. Quality of construction is good, even though breathing in such a set is not recommended at all as the paint highly poisonous. I wear during my supervisor time a half gas mask from 3M which makes the communication with the director a little bit difficult but also lets me feel a little bit like Darth Vader :-)
So in conclusion, my explanation of why producers are pulling out their secret outsourcing weapon and are looking into Asia (China); it is cheap and fast and many things can be accomplished or even tried out which would be impossible in the West for obvious reasons like insane TNT explosions, quantity over quality, and cheap labor.
Click here for original post and comments...
CatShitOne
Honestly I have no words, except...
if you are squeamish - do not watch...especially if you like wabbitz.
Trailer for the anime series Cat Shit One.
Title: Cat Shit One - the Animated Series
Production: Studio Anima
Director: Kazuya Sasahara
Original Manga (released in the USA as Apocalypse Meow): Motofumi Kobayashi
Format: 23 min. 12 episodes
Target Viewers: Survival game fans and military fans
if you are squeamish - do not watch...especially if you like wabbitz.
Trailer for the anime series Cat Shit One.
Title: Cat Shit One - the Animated Series
Production: Studio Anima
Director: Kazuya Sasahara
Original Manga (released in the USA as Apocalypse Meow): Motofumi Kobayashi
Format: 23 min. 12 episodes
Target Viewers: Survival game fans and military fans
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