VIRTUAL PRODUCTION A Global Innovation Opportunity for the UK - National Centre for Immersive Storytelling
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VIRTUAL PRODUCTION A Global Innovation Opportunity for the UK StoryFutures Academy Immersive Skills Report 2021 By Prof. James Bennett, Dr. Claude Heath, Fiona Kilkelly and Prof. Peter Richardson National Centre for Immersive Storytelling VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK
CONTENTS EXECUTIVE SUMMARY 04 METHODOLOGY 05 SECTION 1: WHAT IS VIRTUAL PRODUCTION? 06 SECTION 2: THE VP SKILLS MANDALA 08 Case Study: Hazfilm 10 Case Study: Wilder Films 13 Authors SECTION 3: THE OPPORTUNITY 14 Prof. James Bennett is Director of StoryFutures Creative Cluster and Co- Case Study: Space Film & VFX 16 Director of StoryFutures Academy and the StoryTrails UnBoxed project. He is Professor of Television and Digital Culture at Royal Holloway, University of SECTION 4: THE CHALLENGE 18 London. When he’s not immersed in the future of storytelling, he likes running, Case Study: ILMxLAB 20 sea swimming and Vegemite. SECTION 5: THE SKILLS GAPS 22 Dr. Claude Heath is Senior Research Fellow at StoryFutures in the ethnography and mapping of creative workflows in the media industry, using 5.1 Technical Skills 22 participatory co-design, drawing and visual research methods. His research Communications 22 background is in human-computer interaction and cognitive science. He also has an international track record as a visual artist with work held in national Integration of Film-Games Cultures and Tools 22 and private collections worldwide. Workflow Integration 24 Fiona Kilkelly is Acting Head of Immersive at StoryFutures Academy, the VP Supervision 24 UK’s National Centre for Immersive Storytelling run by the National Film and Television School and Royal Holloway, University of London. Fiona established VP Production Planning and Budgeting 24 Immerse UK, the UK’s immersive technology network in 2016, is Co-Founder of XR Health Alliance UK and has worked in the strategic development of 5.2 Creative and Communicative Skills 26 emerging technologies within the creative industries for over 20 years. Universal 3D Skills for VP 26 Prof. Peter Richardson is Professor Of Creative Industries at Royal Holloway, Common Art Department Games Engine Skills 26 University of London, he has been Principal Investigator on three major EU- funded projects researching emerging cinematic technologies. Peter has 28 Plugin Design Skills 28 years experience as a Director of music videos, commercials, documentaries, Technical Direction (TD) Skills 28 opera, visual effects supervision in film, and recently as Producer and Executive Producer on VR and VP projects. Asset Building Skills 28 General Coding / Engineering Skills 28 Technical Artist Skills 30 Case Study: The Garden Studios 31 © The Authors, StoryFutures Academy, copyright 2021. SECTION 6: Interim Conclusions 32 Cover image: © Wilder Films / Fireworks This project has received funding from the AHRC-UKRI Audiences of the Future Case Study: The View from the Games Industry 33 Programme. Grant Reference AH/S003622/1 The text of this document (this excludes, where present, logos, production stills) may be reproduced free of charge in any format or medium provided that it is reproduced accurately and not in a misleading context. The material must be acknowledged as The Authors’ (Bennett, Heath, Kilkelly, Richardson) copyright and the document title specified. Where third party material has been identified, permission from the respective copyright holder must be sought. ISBN: 978-1-8384779-2-9 3
EXECUTIVE SUMMARY METHODOLOGY Virtual Production (VP) is becoming a ubiquitous property in the form of tools, methods and in our This interim report is primarily qualitative and informs our understanding of VP with six of our methodology for the achievement of high-quality film, world-renowned ability to make the highest quality based on the experience of Virtual Production interviewees drawn from the crew. The detailed focus television and media productions. A game-changing content. This is not simply a technology opportunity, from the perspective of film and television. Semi- on this case study helps to frame our understanding development, VP combines virtual and augmented it is one that brings together Science Technology structured interviews with 25 leading industry of other VP projects, in terms of the differences that reality with computer generated imagery. All this is Engineering and the Arts: a true STEAM opportunity professionals were conducted over two months in exist between productions and the skills gaps that made possible by real-time game-engine technology. for our Creative Industries. the summer of 2021. are common to all productions. Exemplified by high end Hollywood productions such Throughout this research we found an industry Each interview lasted between 30mins and 2 hours The qualitative data analysis tool MAXQDA2020 as The Mandalorian and in television by the BBC’s that recognised that whilst current costs were and most were one-to-one meetings, while some was used to analyse the interviews, developing Virtual Production presentation studio for the Tokyo high, Virtual Production would be normalised and were joint interviews (ILMxLAB, DNEG). At least two themes presented within the data, sorted and Olympics, Virtual Production takes traditional screen correspondingly cheaper within 5 years. However, individuals from each film discipline were interviewed. clustered by discipline, role, Department, skills, media production methods to a new dimension. ‘hands-on’ experience is still low. Appetite for This first set of interviews are part of a continuing challenge and opportunity points, pain-points, VP capitalises on technology developed for games training is therefore veracious: Epic, Screenskills, series of consultations with industry planned for touchpoints, educational background and training. development, notably Epic’s Unreal Engine, and Digital Catapult, National Film and Television School 2021-2 and beyond, regarding the disruptive impact A review of current vacancies and job descriptions delivers stunning, photorealistic sets, environments StoryFutures Academy, and others, have all launched of VP on the media sector. from large and medium sized companies, further and audience experiences in real-time. training programmes in 2020-21, with ScreenSkills informed and highlighted the reported gaps in seeking to establish national training standards Our primary case study, Fireworks, the VP short film VP offers efficiencies and enhancements for workforce competencies. for VP. As the then Minister for Creative Industries directed by Oscar winner Paul Franklin, significantly both live action (Production) and visual effects (Postproduction). VP allows for a reduction of the Caroline Dinenage commented, to ensure the UK costs and risks associated with VFX, which typically stays ahead of the creative curve there is a need to account for 10-20% of overall budget: virtual sets “develop our world class screen workforce [to] help not only save on production time and costs, but the UK’s film and TV sectors build back better”.[1] might also be more sustainable, reducing carbon This Interim StoryFutures Academy Skills Report footprint by removing travel and transportation provides a map of the VP skills needed across the costs of location filming. Instead of flying crews, film and TV industry. As with the roll out of the equipment, actors and sets to locations across the technology itself, the skills mapping will need to world, Producers can design and build locations in grow more widely to include games, theatre, and live the computer, which are then played back on large production, and also look more broadly across the LED screens known as Volumes. UK creative industries. Our Report identifies both Such Volumes are being rolled out across the UK to the hard and the soft skills demands of the creative service the growing need for this technology. This industries required to translate innovation practice represents a massive investment in the technology for into economic growth. It shows how VP changes companies such as Netflix, Sky, ILMxLAB and Warner the way key Departments operate - internally and Bros. This is because the opportunity is also massive. with other Departments - during Preproduction, Traditionally the technologies and methodologies of Production and Postproduction. the games and film and TV industries have developed However, the report has identified many gaps and in parallel, with very little crossover from one field pain points in the workflows and pipelines of both to the other. With VP the opportunity exists for a Production and Postproduction talent in the UK, crossover of competencies allowing companies to revealing a significant skills shortage. Demand for expand from games (UK 2020 video game market talent and training far outstrips supply. There is a worth £5.3 billion) to high-end TV (UK 2020 spend on clear need for highly creative, technical artists who HETV production: £1.49million) to film (UK 2020 total can write code, problem-solve and communicate spend feature film production: £1.37billion) and into effectively with creatives while fixing complex immersive (UK value 2021 prediction: £5.7billion). With technical issues; all within the fast-paced film and TV the potential to benefit all these sectors individually set environment. This shortage needs to be tackled and collectively, it is crucial that the UK ensures that it urgently if the UK is to leverage its reputation for has not only cutting-edge VP infrastructure, but also innovation and creative excellence across film, TV, the skills capacity to develop its own new intellectual VFX, games and computing. © Wilder Films / Fireworks 1 Quoted in Televisual, 10/02/21, “National Standards Plan for Virtual Production”, https://www.televisual.com/ news/national-standards-to-be-developed-for-virtual-production/ 4 VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK 5
SECTION 1 WHAT IS VIRTUAL PRODUCTION? Fundamentally, VP ‘rolls up’ the previous linear that only engages in the filmmaking process VP is a complex array of techniques and technologies, incorporated into virtual or VFX people, creatures Production process of film and television into a within a linear sequence. Most radically, traditional and consists of four main areas: Visualisation, Motion or other assets in order to animate them. Mocap dynamic Production world, bringing together Postproduction roles, skills and processes have Capture, Hybrid Camera and LED Live-Action: first came to prominence in the 1980s, and whilst departments that had previously worked sequentially moved into Preproduction and on-set, whilst, at the an established part of the film industry it remains 1. Visualisation: Using 3D VFX assets to visualise and into simultaneous interaction (see Figure 1). There same time, they retain a role in a final polish of a film challenging both technically and artistically. plan a task. Various forms are available and include: is not one node, department or role on the Mandala before release. a) P itchvis: where imagery and scenes are 3. Hybrid Camera (‘simulcam’ green-screen hybrid): created from a project to help raise finance or This is compositing (combining) digital VFX with communicate a director’s vision. live-action camera footage in real-time. Simulcam Figure 1: The Virtual Production Pipeline was originally developed by companies such as b) P revis: allows use of ‘virtual scouting’ for shot Weta Digital (Lord of the Rings) and by producer/ and sequence planning where a digital set director James Cameron (Avatar). It offers improved or location is created allowing key crew to results compared to shooting with a green screen experience and interact with a scene via a head background, because visualising the digital and mounted display. physical simultaneously helps directors and actors c) Postvis: merges temporary VFX with shot to gain a better spatial understanding of the scene. live action which can provide placeholder 4. L ED Live-action: This replaces shooting against sequences for editorial. green screens with shooting against LED panels d) T echvis: combines filmed footage with virtual or “Volumes” displaying the final-quality VFX. assets often used to prove physics for complex This is an advance on 2D video projection and scenes, such as explosions etc, where camera requires rendered scenes to be ready to be ‘played’ n traditional filmmaking (Above) pipelines move through I data or lens choices may affect believability. out onto the LED wall via a game engine. This clearly identifiable and demarcated phases. method shifts the emphasis from Postproduction e) Stuntvis: the visualisation of stunt sequences. In VP on the other hand (Below) these phases overlap and to Preproduction, since key creative decisions are iterate, and an extended duration of Preproduction. 2. M otion Capture (‘Mocap’): Camera and computer made before principal photography begins, allowing capture of human motion which is then crews to shoot with completed VFX sequences. LED Live-action volume: panels of LED lights display the scene, at the StoryFutures Academy/Final Pixel VP Bootcamp, 2021 at ARRI Mixed Reality Studio. Image courtesy of ARRI / CT Group. 6 VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK 7
ala and M kills S n io uct od l Pr ua KEY irt SECTION TWO Roles V e Th Understanding the world of VP 2: re gu The VP Skills Mandala Fi Skills The Virtual Production Skills Mandala (see Figure 2) represents VP-specific roles and skills rather than traditional filmmaking. It builds upon work by EPIC visualising the cyclical nature of the VP workflow.2 The Mandala was shown to interviewees towards the end of each meeting and developed with their input. The diagram is therefore iterative rather than exhaustive, with relationships between roles and skills not fixed. It captures different views of organisational structures, workflow cycles, and role descriptions while mapping these into the VP world as it emerged across disciplines. Creative and directorial roles are shown as blue circles - these roles may help to shape but may not directly handle the data produced for the Virtual Production end product. Alongside these are the more technical roles - shown as yellow circles. Arrayed alongside the roles are the specific skills, aptitudes, and abilities that may, or may not be, involved in the carrying out of that role, depending on the production. On this first mapping, the greatest concentrations of new skills associated with VP can be seen, unsurprisingly, in the emergence of a ‘VP Department’ and an On- Set VFX Department. But it also significantly impacts Production Design, whilst all other Departments are forced to adapt existing skills and evolve new ones, including finding new ways to communicate between Departments. Reading the Mandala like a compass, we can observe the preponderance of creative, non- data-handling roles (blue) in the North East quadrant, whilst in the East and West, technical data-handling roles (yellow) tend to dominate - as the Virtual Production Department prepares the final assets and scene modelling and animation. Compared with linear production, 3D modelling and other technical skills appear earlier on in the cycle. For example, in Fireworks, Unreal Sequencer was used by the Director to generate storyboards for the film and the Production Designer created 3D SketchUp models with detailed architectural and texture references for the VP Department. These assets may not have been directly utilised in the final product, but help to frame the film during all phases of the Production. Download a copy of the Mandala here https://www. storyfutures.com/uploads/docs/VP-Skills-Mandala_ November-2021.pdfNovember-2021.pdf 2 The Virtual Production Field Guide, Volume 2, Epic Games, 2021, p.148. See: https://cdn2.unrealengine.com/Virtual+Production+Field+Guide+Volume+2+v1.0-5b06b62cbc5f.pdf 8 VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK 9
The VP Skills Mandala In the South East, at approximately 135 degrees, and The Preproduction phase South West (200 degrees) we find the Technical of the project starts with CASE STUDY | HAZFILM Artists roles unique to VP. These roles are shown as the Writer, Director yellow nodes with green fringes. This denotes their and Producer distinctive blend of skills from both ends of the beginning to shape Name of Interviewee: to be an intern or a runner, make the Director’s spectrum of filmmaking skills. Technical Artists the central ideas Haz Dulull or Producer’s coffee. Now I think there’s a place have been described as embodying the meeting and techniques where interns can be hands-on with a Virtual Job Title Production such as moving lights or doing a lot of mathematical and creative skills, in activities that will be needed that merge creative and technical problem- for the film. At Director/ Producer of data transferring, managing the Unreal engine solving through collaboration. approximately 45 scenes, or doing backups on the day. Company degrees the Art The metaphor of reading the map of VP skills as Hazfilm The Skills Challenge of VP Department becomes a compass does not, however, provide a complete more closely involved, It is all in the prep, we Previs the hell out of a understanding of VP. The compass points help Virtual Production Role with the Production shoot. But not only do we do pre-vis, we tech-vis identify regions of production, but the Mandala also Designer starting work on their There isn’t really a solid job description of what a as well. Which meant that we go onto the Virtual describes a multi-layered process cycle that unfolds ideas for the look and feel of the project. At or after Virtual Production Supervisor is, because it’s fairly Production stage, we measure it, we get floor over time. The radial format conveys the forward this stage the Director of Photography (DoP) may new … essentially [it is] someone that understands plans, we rebuild that stage in Maya. We even movement of the project as a whole, and different become involved in informing the decision-making real-time, someone that understands visual had footage playing in Maya on a make-believe Departments appear in more or less traditional order, related to how best to achieve the desired look and effects, but also someone that understands how to LED screen to really plan it. The thing about but the analogy with linear production ends there. As feel. Other early contributions will follow from the communicate to the director on how to get his or Virtual Production, amazing as it is creatively and one practitioner described it: Virtual Production Department, about how best to her vision using VP. technically, it’s very expensive. You can’t really ‘The workflow... is not linear... It’s all about approach the filming from a technical, modelling, have the luxury to experiment, spend a couple of As a Virtual Production supervisor on a VP shoot, being able to jump between tasks and having animation and aesthetic perspective. hours to see what you can do and then do a tech you are jumping between the actors, DoP, digital the responsiveness to manage the competing recce day. There’s a lot you learn the minute you village and the Virtual Production team. The VP pressures. The workflow is more like a jumble or come on the set and the minute you start putting At or before 90 degrees supervisor and the VFX Supervisor work in hand bundle of jobs in the centre, all squashed together, on the graphics. on the VP Mandala, but you are also working hand-in-hand across all of and we have to find a way to handle each project the Production those teams. That’s why roles like Virtual Production There’s a lot of decisions you can make instantly… most efficiently; a core of tools and processes, phase begins. The Supervisor are critical and we are going to see the thing I love about VP is that when you’re with moving parts all around it.’ Virtual Production demand for this role pop up in quite a lot of places. relating to production and executives, sign- The VP methodology demands that Departments Department offs are much quicker. With Virtual Production, move in and out of the active centre of the The Changing Role and Relationship to creates the 3D because you know your shoot date is in two production at different times and for different other Departments digital assets that months’ time, and you have two months to make purposes. Rather than being linear or classically will be used to set Relationships between the Departments are a decision creatively, what the environments cyclical, the workflow is like a condensed and the scene, as both slightly different and we have a new Department are, what the look is, what the film is, it forces evolving bundle of tasks in the centre of the backdrop to filming as well in VP, the Virtual Art Department, or VP executives and decision makers to work with production, to be dipped into as and when needed. on-set and as a light Department. I would hover between the DoP, the directors, to sign off the director’s vision. Around this is a core of skills, tools and processes, and reflections source first AD, the actors, and the Production Designer if with moving parts all around. In this way, the Mandala for this filming. It is here there’s something specific for set dressing. The Skills Demand is a map of the different roles and skills required of where many of the hybrid Those cross-departmental conversations should each department and the ways these interact in the I’m finding my artists have changed. I’m hiring roles exist, artists who possess a combination of be happening on the Virtual Production shoot. All world of production. Most importantly, gone are the a lot of people from the video game industry. technical and creative expertise (circled in green). As Departments should get an element of training strict dependencies of linear production – meaning Because here’s the thing: I’m making an animated work progresses, the assets mature, with feedback during the tech recce, and get the Gaffers involved that previously ‘Pre’ and ‘Post’ departments are now film. It’s a 90-minute movie. We’ve got a deadline from the Production team and Production Designer. in the conversation with the Virtual Production ‘on-set’, with roles, functions and tasks overlapping to hit. You’ve got to be smart. And I find people Meanwhile the Virtual Production Department begin to supervisors so they’re aware and know how to help and merging. that work in the video game industry, in terms of test and set the technical game engine parameters that and supplement the Virtual Production streams. CG artists, they have one word on their mind that will govern the lighting, colour and other visual effects artists in film and television don’t usually have. - including the animation of some of the 3D assets. At The Opportunity And that word is ‘optimisation’. They have to this, and at all stages, close collaboration between the I find VP is a good place for people that are trying optimise it to work on a game engine and it has to Director and the Heads of all Departments (HoD’s) will to break into the industry. Back in the day, you had work really, really well. drive the film project to completion. 10 VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK 11
The VP Skills Mandala The Camera Department different to a traditional shoot: visual effects (VFX) prepare the set from for example, are no longer a ‘Post’ task, having been CASE STUDY | WILDER FILMS around 180 degrees. completed ‘in-camera’ in real-time during the filming The Director of on-set. Any further VFX required will add time and Name of Interviewee: The Opportunity Photography will cost to a Virtual Production and may result in the Annalise Davis I felt that Virtual Production took a familiar setting be coordinating same visual effect having to be carried out twice. and gave us a new perspective on that world, on between Director This underlines the fact that careful planning of shots Job Title how we see those people, and elevating the story and the technical and effects during Preproduction is always needed, Producer camera team, with much effort shifting to significantly earlier in the in really interesting ways. So, for me, it was very Company much a story-driven and character-driven decision; as well as the project cycle. it didn’t ever change the story of Fireworks, it only Lighting and Grip Wilder Films enhanced it. When we realised we could retool teams. The DoP will Postproduction comes Fireworks using Virtual Production, Steve Jelley also liaise closely with Virtual Production Role to a conclusion with from Dimension Studio said, “Come and visit our Visual Effects and Virtual final colour grading With VP, as a producer, you can have more set, and you’ll see what I mean,” and I understood Production supervisors to and other finishing, control over the production, and it allows for more it properly for the first time when I walked on ensure that the real-time visual effects created bringing the VP flexibility on set. Similarly, for a designer and a the set; up until that point it was a very technical by technical artists in the Virtual Production cycle full circle, DoP, it’s brilliant, because they have more input process with words I didn’t fully understand. After Department will merge seamlessly with the 360 degrees. An into what goes on screen, compared to working visiting the set, I could see how the technology filmed action on-set. The team under the Virtual important piece of with green-screen. could serve the story, and we realised that it could Production supervisor calibrates and maintains work that is adjacent work; what Virtual Production allowed us to do the camera tracking system - without which The Changing Role and Relationship to to the VP Mandala was open up the scope of the story and the ways there would be none of the spatial and temporal other Departments is work carried out we could engage with the characters in that world. synchronisation between the camera and the virtual prior to all of the above My number-one goal with any film is around set displayed on the LED volume, which together The Skills Challenge of VP in the recruitment of story. Not just telling a good story, but ensuring make up the ‘storyworld’ for cast and crew alike to crew to a project. The VP everybody’s telling the same story. When you work within. It is this close integration of technology Gaffers on set talk about light using different Skills Mandala shows an have a Virtual Production, you’re working with and story that produces the effect of visual parallax language from VP gaffers’ lights. Also, on a initial mapping of the roles and skills for Talent a Director, obviously, and you’re also working between virtual background and real foreground film set, if the AD who’s running the day says Strategist and Director of Production, who will lead closely with a Production Designer and a as the camera moves around in this ‘world’, and it to a cinematographer, “How long?” and the recruitment. The skills in these roles include talent cinematographer. All those people are part of that is this that makes Virtual Production filmmaking so cinematographer says, “Five minutes,” it’s going casting for Technical Artist and other roles such as storytelling conversation. On a VFX-heavy film convincing for viewers. to be five minutes. But if the AD says to an VP R&D Engineers to assist in the development of new with larger mixed technical and creative teams, person on a Virtual Production, “How long?” and forms of VP. Significantly, the Director of Production there is a risk that the key creative input from the they say, “Five minutes,” it could be five minutes, To the West of the is never simply looking for technical skills, they cinematographer and designer may get lost. but sometimes it can be 20 minutes, sometimes Mandala, at 225 profile new employees for their aptitudes, interests As a producer, I worked very hard with the AD four hours. Where every minute costs money, this degrees, the Editorial and approach to working collaboratively in time- department, because I wanted the technical is a very real challenge. Department has pressured situations. element not to overshadow the team, the cast received the data The Skills Demand from which the final and their performances. On Fireworks, we made sure the actors didn’t feel that they came second Because the film industry and film sets work product will be to the technology, even though we waited for the in a very specific way, and there are cultural formed, after which technology a lot more than we waited for differences between games and film, and the film enters the the actors! If you allow the technology to take over, communication can be a challenge. final Postproduction then you’re not respecting the actors and their phase (‘Post’). Here A film aesthetic is very different from a games process, and you need to do that to get the Sound Post and aesthetic; narrative design is a different way of good performances. Picture Post crew will looking at the world. There will be real demand add any additional effects for Unreal technicians who can work on film sets, needed to complete the and are trained in that ‘setiquette’. As well as film production design and round off and VFX technicians who can learn to work in the the look and feel so that the story can be delivered Unreal world. according to the original vision of the Director and their Production team. This portion of the cycle looks Courtesy of ARRI / CT Group 12 VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK 13
SECTION 3 THE OPPORTUNITY As Screen Daily reported in March 2021, the carry out re-shoots and pickups via the game engine the industry consortium created to drive sustainability, is so big, and there are so many tiny little things that pandemic has accelerated the growth and popularity Unreal, and use virtual sets as a source of lighting which indicated that VP might have been “130 times need to happen, I think interns can play a big part in of Virtual Production for its ability to help conquer and colour (Haz Dullul, Director/Producer, Hazfilm). more effective” compared to going on location that” (Dullul, Director/Producer, Hazfilm) and shorten travel and social distancing measures. But the Fireworks director Paul Franklin adds that key (Russell Shaw, VP Supervisor, Quite Brilliant). what is traditionally a long multi-decade journey to scale of the opportunities makes VP skills ones the production design opportunities emerge through the rise to the level of Director or VFX Supervisor, for “industry workforce must get to grips with.” [3] deliberate merging of the virtual and physical: Beyond efficiencies, second-order business instance. Recent graduates can also take advantage of opportunities also expand around VP: for example, this freedom to operate. A graduate from 2019 found “in fact, we needed to consider them as a whole, Creative Opportunities: Opening Pandora’s Box creating scans or models of well-known locations or his university training in Contemporary Media Practice even though they’re two very different worlds, unique props to be licensed as digital assets to other to be extremely useful - for example, he was able to VP has great “untapped potential in terms of they’re these different imaginary spaces that exist productions. The ability to reuse digital 3D assets transfer the skills from the marked documentation aesthetics, in terms of understanding of storytelling” within the same visual world” and virtual scenes is also likely to have an impact modules of the course to current VP projects, which according to creatives working in VP, potential that Paul Franklin, Director, and Creative Director, DNEG. on driving productions towards a more efficient is an area in need of development to support evolving goes beyond the current usages of VP “essentially approach to budgeting and scheduling of resources workflows. This earlier involvement, at the ideation as a green-screen proxy, or a back-projection proxy” Business Opportunities between and across productions. Following the stages of a project, is an opportunity: (Jamie Lapsley, Production Designer). Realising VP is reaching quickly into all areas of production, increasing appreciation of the business potential of this potential depends on seeing the creative “because I’m doing a lot more than just a technical although, so far, there has not been a full feature film VP, one client-facing VFX Supervisor reported that he opportunities of the real-time physics engine, the role at the moment, I’m being brought on a lot made using VP. Nevertheless, as a measure of the could see that “commercials people were just literally ability of the game engine to create “a reality” with sooner, which is also beneficial for me, getting range of VP, “there is now not a single [key] show on thinking, ‘We just don’t need a set’,” and are becoming its own logic. The engine can provide “instantaneous more experience in more aspects of the pipeline” Sky that does not use immersive tech in some way” aware of the time and money that can be saved in this feedback, and intuitive control” and can liberate James Codling, VP Stage Technician, Final Pixel. (Richard Nockles, VR Creative Director, SkyVR). Real- way (Gary Brown, VFX Supervisor, Ghost VFX). For the creativity of Directors and others in this way world factors play a part here, since “the reason why studio owners, LED equipment and virtual sets can be (Paul Franklin, Director, DNEG). This can be a two- After all, says Production Designer Jamie Lapsley, people are doing it is... because it’s going to make things used for production of commercials, and can be re- way exchange between technicians and creatives, “there’s a zero cost way into this - Blender and quicker and therefore cheaper” (Mark Flanagan, EMEA used for further seasons on Series-based productions, as noted by a Director of Photography, “I said to Unreal” (Lapsley, Production Designer), and it is Education, EPIC). This speed makes VP a very different or on sequels and other content for film projects. an Unreal Artist, ‘Can we do this, can we do that?’ partly this that promises to deliver a diversity of proposition up and down the production hierarchy, with They’re like, ‘No one’s ever said that to me before.’ backgrounds into VP. Practitioners acknowledge that, Executives able to make immediate decisions: Entry Opportunities So these are the good things that would help drive to-date, when recruiting for roles in immersive “it has new stuff” (Andreas Neo, DoP). Crucial to unlocking “They’re like, ‘Wait, what? This never happens. We Many of our interviewees related the fact that VP “is tended to be white men” (Peng and Dobbs-Beck, the potential of VP is providing the space for expect a week later to get some notes, and we sit a good place for people that are trying to break into ILMxLAB) and that with VP there is an opportune departments to communicate and understand the around and do a whole bunch of notes on email.’ the industry” (Dullul, Director/Producer, Hazfilm). moment to change this. The current skills shortages skills and technical parameters involved in any task or I’m like, ‘No, you can just address the notes now.’ With the number of VP stages expanding rapidly, in Unreal for VP mean that the employment net is creative process. As one interviewee explains: So that’s a game changer for them” and the unprecedented demand for content across being cast wide by companies, however, this has not Haz Dullul, Director / Producer, Hazfilm. many platforms, there is a moment of opportunity helped to remedy the prevalent gender imbalance: “those on set need to know if [something is] for entry-level runners, interns and graduate trainees definitely impossible… or is a slightly more “It is at the level of your, unfortunately, boy in Efficiency is therefore a key driver for the uptake to gain valuable experience on-set in VP. Rather than involved process that will take more time?” the bedroom. I wish it was a girl in the bedroom, of VP. This comes at a time when efficiency gains standing aside deferentially, these entrants would be Russell Shaw, VP Supervisor, but it’s not” that have been made in recent years may have well advised to “ask for something to do… because VP Quite Brilliant at the Garden. Simon Frame, VFX Supervisor, Netflix. reached their limit. VP offers new opportunities, VP creates an opportunity for creatives to have a such as previsualisation, which can reduce re- stronger say at the beginning of projects, putting shoot requirements that often run to 20% of total their stamp on the look and feel of the production, budget. LED shooting techniques reduce the cost and ensuring that early creative conversations of Postproduction, including compositing and and decisions are perpetuated throughout the rotoscoping, and can often lead to faster production of cycle. Producers working in VP gain an improved screen-test versions of projects, thereby reducing the level of control over certain aspects of production overall time needed to reach a final product. Virtual and planning. Creative opportunities are linked to sets can also save on production time and costs: innovative VP techniques, enabling practitioners to travel for the crew is minimised, as is transportation push the envelope with “insane hybrid virtual camera and the cost of filming on location. Quite Brilliant VP moves” and to “blend Virtual Production cameras studio at The Garden undertook a carbon analysis on with my real cameras,” test out lighting, plan and a recent VP shoot with Ad Green and We Are Albert, 3 Baughan, N. (2021) ‘Training: How Virtual Production will become essential beyond the pandemic’, Screen Daily, 17/03/21. See: https://www.screendaily.com/features/training-how-virtual-production-will-become-essential-beyond-the-pandemic/5158106.article 14 VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK 15 © Wilder Films / Fireworks
The VP Skills Mandala CASE STUDY | SPACE FILM & VFX Name of Interviewee: The Opportunity Matthew Nelson VP is going to become the norm over the next Job Title three to four years because it reads instantly. You’ve got lights interacting with physical objects Producer that are actually there and real so it’s definitely Company 100% believable. Space Film & VFX It’s currently a very expensive way of shooting. But I think over the next two or three years, the Virtual Production Role price will come down. There’ll be more and more I work in the production side, and that’s all about skilled people available to do it and there’ll be communication, it’s all about information, sharing more and more assets available. it, and getting it. Whereas in the visual effects world, and a lot of the characters are... not all of The Skills Challenge of VP them, but some of them can be quite introverted At the moment, it’s still expensive to shoot in VP. themselves. They like what they like, and that’s To build a studio with a volume is probably going what they do. Whereas directors or actors, they’re to cost more than flying out to shoot in a location the opposite, aren’t they? and doing it. So, at the moment, if you’re going to do it, I think you’ve got to get a lot more added The Changing Role and Relationship to value and residual use out of using VP. other Departments VP will definitely affect roles in that they will need As a company we’ve put VP options forward for to evolve to adapt to VP. It may not, for example, a production but perhaps the Director’s not used affect the Wardrobe Department … but certainly VP before and Directors will probably still go out the roles and relationship between the set designer and shoot it on a location rather than do it with a and the Director will change. VP set. I think Postproduction will become more of a I’ve also had that as a problem with people priority… VFX is going to really be helping in the working in games; they’re brilliant at that and look of a film, working closer with the DoP and it’s good for games, but for film it’s a completely the director and the whole creative and technical different discipline. process. They will be involved at the beginning and The Skills Demand have a stronger say in how the overall vision is delivered. We need people who are passionate about visual effects … because there’s so much to learn. 3D skills are going to be even more important. That’s where we’ll be focusing our hiring, over the next two or three years. But the challenge is that globally there’s a shortage of VFX artists. 16 VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK Courtesy of ARRI / CT Group 17
SECTION 4 THE CHALLENGE This balancing act is reflected in the integration of “By the time we find out [about a potential VP physical and virtual sets: project], the client’s signed off on the job. They want to get it done and shot and delivered in six weeks, “You try and merge the worlds together. It’s tough, and it’s on air” it’s tough” Andreas Neo, DoP. Matthew Nelson, Managing Director, Space Film and VFX. The primary aim, therefore, is to create an VP has a different timescale to traditional filmmaking, appropriate environment for the specific constraints, one where “fixing it in post” is effectively eliminated: challenges and opportunities of VP. Professionals “it forces decisions to be made much quicker, which I consider this by asking: think is a big plus. And it’s because of the way Virtual “How can we fit that creative vision within these Production is. It’s all in-camera. And they know practical constraints? And if that’s a balanced kind that fixing it in Post is very expensive” (Haz Dullul, of relationship, you tend to end up with the best Director/Producer, Hazfilm). work” Vic Wade, Head of Training, DNEG. Courtesy of ARRI / CT Group Amongst the many technical challenges of VP is the real-time “integration” of set, actors, the virtual Technical and Logistical: scene and visual effects. This process challenges all Broadly, we might think of the challenge in terms of bring to the table, and we’re looking to the interactive “faster, cheaper, and better” aspects of production, both hardware and software, the colour-coding of roles and skills in our Mandala: [real-time domain experts] for the interaction design. As Virtual Production workflows develop, there is as well as the skills needed to operate VP technology: technical and creative. As per the Mandala, in roles The magic happens when they both bring the best of a constant process of adaptation to the fact that from developing new DMX lighting rigs to creating like the Technical Artists, these challenges often their past but are willing to learn from one another” at present “the technology that they’re introducing innovative solutions to improve sound performance overlap, whilst the need to build new and effective (Vicki Dobbs-Beck, Vice Executive in Charge, is essentially always in beta mode” (Andreas Neo, against the LED volumes. In this fast-paced landscape workflows is a challenge that unites all of the roles, President Immersive Content Innovation, ILMxLAB). DoP). This is an R&D moment in cutting-edge of innovation developing repeatable and documented processes and skills detailed on the Mandala. But A way forward is: technology that promises to transform the way workflows becomes crucial: “If you wanted to do it here we outline them separately to help identify the we make film, television, games and immersive all properly, you would look to have everything in “to actually acknowledge the difference in challenges and then, in the next section, specific experiences. Alongside this, there are nevertheless the engine from the beginning.” and use the real- approach that these two industries have… skills gaps and touchpoints for these. In so doing, we strict limitations on how to plan camera moves so time engine for previsualisation and shot planning the goal then is to figure out a way to take the best hope to also point out where these two challenges that camera tracking systems are not compromised, before coming to the VP stage (Jon Wadelton, VP of both” Julie Peng, Director of Production, ILMxLAB. need to be tackled together to increase the and on-set time must be planned for recalibrating the Consultant). Similarly, Production Designers Caroline opportunity of VP. This is not simply about the world of games system for each lens and scene change. Greville-Morris and Jamie Lapsley argue that attaining entering films: the overriding challenge is to find the optimal form of handover from Production Creative and Communicative: ways of minimising any potential “disconnect” when Key logistical and technical challenges include Designer to the VP Department is essential: Making “the Magic Happen” companies expand into VP and come into closer the fact that the cost of VP is prohibitive for most contact with the real-time computing mindset as a independent or low-budget television productions “Any assets we [the Art Department] generate The changing place of roles within the film or low-budget films, especially when compared to need to be able to be taken in either direction production pipeline as well as the introduction of result, says Julie Peng. Communication, as ever, is key – with our interviewees stressing the importance green screen techniques which are relatively cheap. [digital and physical] without any more input roles from the games sector creates new kinds of Where opportunities for VP exist in long-form high- from us, because of the way that the technology creative and communication challenges. As Producer of soft skills as well as technical competencies to make the most of the VP opportunity. This new end television and film, the costing and planning of VP is moving. Now we are going to [need to] make Annalise Davies explains, “film sets work in a very shoots is an area much in need of understanding. VP is models, Unreal Engine models, of every single specific way, and to have games people within that emphasis on the importance of communication will help asset-producers working in new Virtual a new type of production, where there may be savings environment that we are creating for the film” world is a big cultural issue,” which has an impact on the one hand, due to the economies of filming Jamie Lapsley, Production Designer. on how people communicate up and down a long Production Departments to manage a different kind of relationship with clients, one that is now more on-set compared to filming on location, while on the established on-set “chain of command.” This is a Ultimately, this new technology, processes and strongly mediated by Production Designers – playing other, there may be potential hidden R&D technical two-way problem, of film adapting to games and workflows all comes down to developing a rapid a role earlier, or higher up, the production pipeline. costs. As Paul Franklin reflects, “I think people vice versa: for those coming from games, a VP skills pipeline. In the current market, where such skills There is a need to counteract old habits where: just come on to it with unrealistic expectations.” shoot is “just a different aesthetic, a different set of are scarce, companies discuss a fierce talent retention Scheduling and budgeting for VP requires a heavy guidelines that you wouldn’t get if you’re doing a “people doing real-time assets [are seen] as being battle and a fear of ‘brain drain’ as tech companies up-front investment of time and money into the game compared to doing something that’s for a VP separate to people doing the backend, a little bit of poach the brightest screen industries’ professionals. Preproduction phase, before a single piece of data is stage” (Jon Wadelton, VP Consultant). However, true that [divide is still] being created” Even for large film studios, like Lucasfilm, it is “hard captured on-set, a fact that clients may not appreciate innovation and new forms of screen entertainment Jon Wadelton, VP Consultant. to compete [with] big companies like Microsoft fully until their first VP project has been undertaken. only emerge from the convergence of these worlds: [who] are very invested in Virtual Production and “we’re looking for the aesthetic that the film folks Small scale commercial projects may find this Immersive development” (Julie Peng, Director of particularly challenging at present: Production, ILMxLAB). 18 VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK 19
CASE STUDY | ILMXLAB The Opportunity For apprentices, I think there are very few barriers Name of Interviewees: to working in VP, it’s open for everyone ... In some Vicki Dobbs-Beck of these emerging areas, the growth can be much and Julie Peng quicker than the traditional journey up the ladder. The people in the ILM Virtual Production teams, Job Titles be that on the LED stage or running the real-time Executive in Charge,, Immersive teams that are operating all of the visuals that go Content Innovation with overall responsibility for on the displays, have come from almost every single ILMxLAB (Dobbs-Beck); Director of Production with discipline within the VFX side. They’re modellers, responsibility for talent strategy, ILMxLAB (Peng). texture artists, layout artists, compositors. There’s Company not really one discipline to transition into VP from. ILMxLAB, Lucasfilm In our roles, almost every single role requires some level of programming. So whether it’s in Unreal Blueprints, which is more of a visual Virtual Production Role based programming language, node based, or, The Virtual Production group at ILMxLAB is seen you’re writing C++ plus code, whether you’re an as two teams. One is the on-set team, and the experienced designer, level designer, technical other is everyone preparing the content to be designer, gameplay engineer, Technical Artist, used on-set. I think those two ‘mind-sets’ are even an animator or asset artist, environment and quite different. The latter is a little bit more of a character artist, all require some level of scripting at traditional workflow, CG asset creation essentially, some point in your day. everything has to be really efficient rendering- The Skills Challenge of VP wise. The on-set mind-set, however, is about being adept at real-time troubleshooting. It’s like working One of the challenges of VP is to help these two on a live action shoot essentially. One of the groups eventually get closer and closer to the training opportunities is to actually acknowledge same mind-set so that we weren’t speaking two the difference in approach that these two have and different languages. figure out a way to merge the best of both. We need to write job descriptions and have job titles that appeal to people out in the world so they The Changing Role and Relationship to understand what it is that we’re recruiting for. But other Departments sometimes we bump up against the fact that what We want to have adaptability for each producer that title means in the interactive space, it’s different to be able to adapt their style while also allowing to what it means in the visual effects space. Plus, things to work well for that project and still be able all the Virtual Production studios are developing to have a project manager easily jump from one their own proprietary workflows, so each studio will project to another. have its own special sauce, if you will, of how their solution is a little bit different or better. Our wider immersive development workflow is highly creative and collaborative and we do The Skills Demand always have a lead creative who is the final Unreal is definitely an area where there’s a talent decision maker. We had a couple of Animation shortage, and Technical Artists for us is the most Supervisors who said it was a new experience for challenging position to fill. The talent base is them to be included and consulted on so many growing exponentially which is fantastic. different creative levels. Everyone has the ability There have been open positions with us at to contribute ideas and it really is a taskforce to ILMxLAB, and these are R&D roles for VP, that figure out what is the best narrative here? How are have been open for literally months and months. we going to tell this story in the best way? What’s These positions require specialist high-end working? What’s not working? scientists and engineers who are interested in I think Postproduction will become more of a melding different mindsets, and it is an interesting priority… VFX is going to really be helping in the skills gap that will be there for a while. look of a film, working closer with the DoP and The demand for people with real-time capability is the director and the whole creative and technical absolutely escalating at an incredible pace and it process. They will be involved at the beginning and crosses many industries. It’s not just competition have a stronger say in how the overall vision within the immersive storytelling or within the is delivered. games space, it is competition for people with real-time capability across industries. 20 VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK 21 Courtesy of ARRI / CT Group.
Figure 3: The VP Skills Mandala, detail: Creative and Communicative, Development phase SECTION 5 THE SKILLS GAPS In this section we analyse the responses of our The necessity for early and resolved conversation is interviewees to the question: “What roles and apparent when the pressures of disciplinary work and associated skills are in most demand for Virtual scheduling are considered: “10 scenes in two days... It’s Production?” Within the current internal business almost choreographing the whole thing. It’s got to be structures there are significant challenges around so regimented” (Shaw, VP Supervisor, Quite Brilliant). recruitment of skilled people. This is becoming “My not having the vocabulary to describe things made a barrier to growth. Those who can make the it difficult, especially to talk to the people who control crossover from games or VFX into VP are in short the software” says Grapes Wasserman, Production supply and all respondents who had responsibility Designer. To take one example of where communication for recruitment reported that there are severe skills is paramount, in the Camera Department, says Andreas shortages. These skills gaps are represented in the Neo, Director of Photography: detailed images of areas of the VP Mandala that are “[Usually] we have quite strict dialogue on sets shown in this section, and which highlight the mix, on how to communicate with one another… and overlap, of creative and technical skills currently there’s a learning curve attached to a completely in short supply. new Department being on the set … [but] what’s Skills in VP may be used across different roles and interesting with a virtual environment is the Departments, however, here we present the insights communication will be completely different … it’s gained about skills most in-demand in VP, organised not [with] a Gaffer. I have to understand that it’s across two broad domains: not as easy as turning a switch on a physical lamp versus a virtual one.” Creative and Communicative Skills: which includes soft skills needed for collaboration and Acquiring the new communication skills for this is to manage on-set technical skills in VP VFX for important for making the adjustment to a new way of example (Figures 3, 4). working: “this was slightly different to what the DOP was used to, [who was] saying, ‘Can you just take the Technical Skills: including those used by VP magenta out?’, and the LED chap didn’t have that Artists, and VP R&D for innovation of new control, he only had RGB control over things” (Ellie workflows, as well as VP Colour specialisms Clement, VP Supervisor). (Figures 5, 6). By presenting these in this order we follow the With good communications in place an Unreal general sequencing of the Mandala. Within each Technical Artist can collaborate effectively with Art domain we present an ordered list of the key skills Department Physical Standby on crafting the “matte gaps, as described by our interviewees. Many of the line” (the join between LED screen and real set), to most in-demand skills are in the Technical domain, say, “Well, actually, it’d be easier for me to quickly just while other critical skills gaps are in Production put a fake bit of grass, or something, where that joint Design, for example, within the creative sphere. is and just try and blend it a bit better rather than you Talent Strategy is dealt with in more detail in the starting to physically move things around” (Russell ILMxLAB Case Study (see p.20 and Figure 4, for Shaw, VP Supervisor, Quite Brilliant). Production manager role). Integration of Film-Games Cultures and Tools 5.1 Creative and Communicative Skills Interviewees noted problems with combining skills and methods associated with games into a film Communications context. Some crew lacked an understanding of how Communications are central to the creative process games tools can be integrated into the general flow of VP, says Monica Hinden, Producer at Final Pixel, of the VP shoot day. In the context of a busy working “giving heads-up when things happen, asking honest crew on a VP stage where time management is key questions, having open lines of communications, to ‘shooting the schedule’, general problems were being comfortable to say what you need from people, noted with incompatible working practices and lines and to tell them when and what was a problem for of communication. Teams were also confused by you.” The Preproduction process involves an intensive differing nomenclatures and reporting structures. cycle of collective ‘review and rework’, which must be This often came down to lack of understanding of planned for. 22 VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK VIRTUAL PRODUCTION | A Global Innovation Opportunity for the UK 23
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