Industry roles – VFX Fundamentals
Runner
Entry position supporting the workflow and its workers. Responsible for a variety of jobs from, delivering material and communication between departments, organising meetings setups, keeping the workspaces tidy and helping with miscellaneous tasks, filing, printing, scanning etc.
Sometimes may be responsible for reception and locking up studios, as well as for deliveries, pickups and mail, they can also be asked to take care of external visitors and clients, providing hospitality service.
Can also be treated as students and observers when the studio artists are willing to teach.
Prep artist
Responsible for sequence painting from supplied source frames, removing markers from the footage employing various techniques (depending on the project), cleaning up the footage and chroma key to help with key pulling as well as wire and rig removal on static or basic camera movement.
Work with colour correction and grading to match plate, removes objects when camera movement is minimal, as well as corrects facial imperfections and fixes prosthetics. Prep artist also cleans up and prepares the plate for further work, manages the grain, organizes script and works with rendering.
JPK MEDIAWORKS, 2020, vfx paint | vfx prep | vfx roto| vfx compositing|showreel, You Tube
Paint and Roto artist
Working closely with Compositors, paint and roto artists help integrate CG and live action by preparing the footage for further work. They are responsible for creating mattes as well as removing various elements such as wires, rigs and tracking markers, they also create roto mattes for further development as well as de-grain and later re-grain the footage. Some other responsibilities of this role include working with and ensuring the correctness and steadiness of 2D and 3D tracking and reconstructing plates.
Paint and Roto artists also complete basic comp as well as work with basic keying, grading, re-timing and screen insertion.
Modelling Artist
The job focuses on creating professional quality models, stylised or photorealistic, depending on a project, as well as meeting the deadlines and working as a part of team, ensuring the models are functional and up to brief.
Requires modelling skills as well as experience with posing and working with expressions. The department is also responsible for right topology of the models, as well as clean output to make sure the next stages have no issues with further work on the model.
Works under a CG Supervisor, alongside rigging team and asset supervisor to ensure characters are prepared correctly for rigging.
Animator
Reporting to the Head of Animation, animators work in a team to supply quality animation for variety of projects. Works alongside the Animation Supervisor, Animation Lead other animators, and Production stuff, providing animated rendered sequences required by project. Expected to work in various styles and with various subject matter (creatures, realistic humans, motion capture, vehicles, etc.) depending on projects. Animators are expected to know commercial software’s as well as to investigate and keep up to date with newly released technology.
The job requires constant communication with Production and Leads as well as efficient workflow within a team as well as individually and appropriate response to notes, comments and suggestions.
Texture artist
This role is assigned the responsibility of painting 3D assets in terms of creating the illusion of reality with a photoreal texture, it involves work on environments, characters, creatures, vehicles and other props to creative address the brief.
It involves creating textures, ensures the consistency of UV mapping, quality control of the existing texture maps, presenting models for progress review and suggesting changes or adjustments when required.
Reports to Leads, Supervisors and clients themselves as well as keeps a line of communication with other departments to ensure the created texture works right and meets the relevant requirements
Meshmen Studio, 2020, Peter Aversten | Lead Texture Artist – 2020 Showreel, You Tube
Environment artist
Reporting to the Head of Environments, Environment Artist works within a team providing quality assets for variety of projects.
Responsible for photorealistic set extensions as well as digital environments and props (CG). Sometimes required to do basic work with lighting, texture, creation, modelling and rendering or partial or complete environments.
Can be required to assist with other work, such as shaders, lighting and rendering assets.
Layout artist
Reporting to the Head of Layout, layout artist is required to recreate camera movements to allow 3D integration into the live action later down the line, working alongside animation department they ensure that correct camera animation. Responsible for sets and camera recreation (in the correct scale) in 3D to match the live action reference images and data. They also adjust camera takes (edit, merge, extend etc.) when required and ensure the right match and consistency between shots as well as work with match move to match the live action footage. Can also be required to work with some track and distortion correction as well as trouble shoot technical difficulties and compose the assets within the intended environment, which contains basic posing of the characters according to the storyboard.
Match move artist
Reporting to the Match move Supervisor match move artist is required to reproduce live action shot within 3D software (geometry, camera movement, object movement etc.). They provide quality tracks, camera motion and distortion, as well as recreate its parameters in live action plates, furthermore they establish the movement of the virtual camera to match the live action for both single shots and environments (more than one cameras). The match move work is finalized with a layout and setup in 3D software (Maya).
Lighting artist
Lighting Artists work on the lighting and subsequent rendering of the required elements for quality VFX finish. They are responsible for assembling the CG scenes with correct assets from multiple departments, lighting and rendering shots (include setting up render engines to optimise farm usage). They work closely with shot Compositors to ensure right fit of the CG lighting with the one from live action as well as replicating the light and colour qualities of real-world again, to match the live action.
Report to Visual Effects/CG Supervisor as well as work closely with CG Supervisors in case of troubleshooting and creating the required final look of the project.
CG Supervisor (computer graphics supervisor)
Reporting to the Heads of CG, CG supervisors are responsible for ensuring the completion of CG elements and work closely with other supervisors to ensure seamless fit of the CG within live action. Required to pitch and lead the CG teams on the winning projects, supervise technical aspects of the workflow as well as attend client meetings.
Works with production to plan projects as well as supervises Look Dev for complex shots and leads a team during CG project realisation stages. Can also be required to work on set on own and other supervisors’ projects, to ensure the correct coordination of live action shooting for efficiency.
They are required to consider all aspects of the pipeline as well as budget and deadline considerations to ensure the project’s completion in time, with time allowance for possible troubleshooting.
Look development artist
Look development artists, together with texture artists and modellers are responsible for establishing the final look of a range of CG props. They help with building characters, environments and props, using their skills in texturing, lighting and look dev, they make sure the proper optimization is in place as well as they set up proper Level of Detail and work closely with supervisors’ feedback.
They also work with initial check and test composites of sequences for daily review sessions. Furthermore, they work alongside and support the Lead Lighter and CG Supervisor to realise the final vision. They can also suggest improvement to CG Supervisors and TDs in terms of correcting pipeline inefficiencies.
FX TD (Effects technical director)
FX TD is responsible for simulations (rigid-body, fluid, cloth, fur and/or hair), lighting, shaders, sometimes animation and in general putting all elements together to create the final render, as well as, in cases, passing the work on, to Lighting TD.
Required experience in commercial and proprietary FX tools. Working with departments to ensure highest standard of work as well and determining and designing solutions needed to complete the work. Work on images, elements, effects, pipelines, tools and techniques as well as sometimes final renders and a trail compositions checking the workings of the elements of a scene.
ATD (Assistant technical director)
Reporting to the Head of Computer Graphics, Assistant Technical Director (ATD) is responsible for a diverse technical support and engineering troubleshooting in terms of ensuring a smooth and seamless running of a project.
They are required to provide technical assistance to creative departments of the project as well as creating tools for artists to create more efficient and improved possibilities and managing data
Pipeline TD (Pipeline technical director)
Pipeline TD will be involved in supporting many visual pipelines at a time, as well as ongoing creation of new and improved tools for particular departments.
They are responsible for development and maintenance of scripts, tools and utilities for further improvement in efficiency of the workflow and pipeline within a studio. They will be also expected to identify and improve workflow inefficiencies.
Might be required to act as a communication point for production related queries at times, as well as assist creative development with technical troubleshooting and debugging.
VFX supervisor
A VFX supervisor is expected to have in-depth understanding of vide variety of technical and creative aspects of VFX as they will be responsible for realization of projects to the highest standard while making the work unique and keeping within the studios look and feel.
This role oversees teams of creative workers as well as assigns and critiques the work supplied by them, while also training and mentoring the junior artists. They are required to have an eye for detail and be visually creative as well as have extensive knowledge of visual effects techniques and software.
They supervise VFX shoots, for which understanding of onset VFX supervision protocol, and the knowledge of most effective and efficient workflows is required (tracking markers and shooting lens grids and HDRIs).
The VFX supervisor also manages clients, guiding them through the creative process and finding out satisfactory for both sides compromises and solutions.
They are essentially responsible for the VFX part, working with Compositing team to achieve a seamless composition.
Compositor
Compositors are expected to have extensive technical and creative knowledge of compositing, most often in Nuke, as well as have proven to work efficiently and successfully under pressure and in a fast-paced environment. They are required to problem solve as well as procreativity contribute to the team and project.
They are required to possess working knowledge of colour principles and efficiently balance creative and technical aspects of the project as well as work closely with Supervisors and Producers.
Compositing supervisor
Compositing supervisors are required to determine efficient ways to troubleshoot and problem solve within compositing pipeline, as well as eventually develop the final look of the project. They report to Head of CG and often assist the Head of Department with improving and design workflows, recruitment, planning, training, mentoring and providing feedback.
They also support interdepartmental collaboration project supervision and assist Lead Compositors and Production teams by providing creative and technical support, look dev, troubleshooting and ensure the employment of most efficient workflows as well as quality check.
Rigging TD (rigging technical director)
Rigging Technical Directors are responsible for designing, creating and maintaining highly accurate and efficient rigs for high end visual effects films. Riggers work closely with Modelers and Animators to develop and refine rigs that meet the specific requirements of a VFX pipeline. They are required to prototype, create and refine skeleton, cloth and mechanical rigs as well as troubleshoot them if needed and further refine according to a creative feedback.
Riggers are also sometimes required to provide technical assistance to team members within a CG Department.
Creature TD (creature technical director)
Creature TD’s working under the guidance of Rigging and Creature CG Supervisors, are responsible for skin, muscle, cloth and hair preparation on creature models. Their primary job is to tackle the difficulties of working with complex deformations that are associated with creatures, by developing tools and techniques that make the workflow more efficient. They are tasked with the design and improvement of creature simulation pipelines in terms of solving challenges associated with the area.
They also work closely with asset, rigging and animation teams to ensure the development of efficient PB simulation elements.
TheCGBros, 2018, CGI & VFX Showreels: “Creature TD Demo Reel” – by Eric D. Legare, You Tube
VFX Producer
VFX producers are expected to manage large motion picture projects, as well as the clientele, budget and the crew, while negotiating future projects and working on business development with the creative and business management teams.
They provide guidance to the Head of Production, other Producers, junior Producers and Coordinators.
Key responsibilities are; budget and schedule management, considering the work required, ensuring the completion of a project in given time and to the highest standard, communication with clients, managing milestones and deliveries in agreement with the schedule as well as provide feedback to the clients, management and team on a regular basis.
Production Manager
Production manager ensures execution of all required production elements, they oversee a range of departments and ensure the communication between them, in terms of sustaining a smooth workflow and ensuring meeting the deadlines. They also identify the priorities of both – production and troubleshooting. Collaborating with management and Head of Productions they problem solve as well as manage resources across departments (updates, absence/holiday tracking etc.), report to production team and communicate with the client
Concept artist
Charged with creating art describing the concepts the teams further are supposed to work with. Those artworks inspire the final look of the project, by setting client approved guidelines to the Creative teams.
Beginning with a brief they design all the main aspects of the project, based on previous research done around the main aspects. The Concept Art Lead supports the Art Director and Art Leads (primarily World and Character departments), as well as provides direction to Concept Artists. A Lead would also support the development of junior artists.
A Concept artist is required to communicate clearly mainly through visuals and work closely with Production team to ensure fulfilling clients requirements.
Previs Artist (Previsualisation artist)
Previs department creates previsualisation of complicated shots that need perfect planning as they would be too expensive to repeat, they define composition, staging, lighting and camera language (movement, lens, framing, angles). They are also required to produce techvis (technical diagrams or animated schematics) base on previs.
Strong knowledge and understanding of cinematic language and technical terminology, alongside with character and camera animation are required. Ability to work with motion and/or performance capture data, understanding methodology and the ability to apply it in practice as well as ability to translate virtual cameras and animation to a real-life situation and problem solving (troubleshooting) is also expected.
Bibliography
https://www.screenskills.com/media/3392/vfx-2020-web.pdf
https://careers.blue-zoo.co.uk/vacancies/393/3d-character-modeller–experienced.html
https://careers.blue-zoo.co.uk/vacancies/392/production-manager.html
https://framestore.recruitee.com/l/en/o/fx-td-advertising-episodic-immersive-london
https://framestore.recruitee.com/l/en/o/animator-2
https://framestore.recruitee.com/l/en/o/environment-artist
https://framestore.recruitee.com/l/en/o/pipeline-td-layout-and-matchmove
https://framestore.recruitee.com/l/en/o/rigging-technical-director-los-angeles
https://framestore.recruitee.com/l/en/o/matchmove-artist
https://framestore.recruitee.com/l/en/o/cg-supervisor-advertising-episodic-immersive
https://framestore.recruitee.com/l/en/o/paint-and-roto-artist-montreal
https://framestore.recruitee.com/l/en/o/previs-artist
https://www.smartrecruiters.com/Technicolor/743999716780098-runner
https://nationalcareers.service.gov.uk/job-profiles/tv-or-film-production-runner
https://www.smartrecruiters.com/Technicolor/743999760790001-paint-prep-artist
https://www.smartrecruiters.com/Technicolor/743999788836415-texturing-artist
https://framestore.recruitee.com/l/en/o/freelance-modellertexture-artist-episodic
https://framestore.recruitee.com/l/en/o/artiste-de-layout
https://framestore.recruitee.com/l/en/o/lighting-artist
https://framestore.recruitee.com/l/en/o/look-development-artist
https://framestore.recruitee.com/l/en/o/assistant-technical-director-atd
https://www.smartrecruiters.com/Technicolor/743999771118791-vfx-supervisor
https://framestore.recruitee.com/l/en/o/compositor-advertising-episodic-immersive
https://www.smartrecruiters.com/Technicolor/743999767773057-compositing-supervisor
https://www.smartrecruiters.com/Technicolor/743999718863327-creature-td-cfx-
https://framestore.recruitee.com/l/en/o/vfx-producer-montreal
Evaluation
After conducting this research, I am still most interested in the work of a modeller, environment and a texture artist as they are the ones responsible for the most of the visual quality of projects (my passion and background in Art), however after learning about the jobs and what each department is responsible for, I would also like to try my hand in Compositing (probably starting with match move or roto/paint artist) and possibly Rigging/ Facial Rigging (specialization?) as so far, I had quite enjoyed this in my practical work for this course and it would be very helpful in the development of my individual practice and understanding of the technicalities of supplying models for composition further down the line of VFX industry pipeline.
Most studios don’t do that, but with the recent growth of creature simulation in film some larger ones employ specialist creature modellers and designers, which would be something I would really enjoy doing as well as working mainly with fantasy environment asset creation and layout/composition elements.
Eventually, when my skills match my ambition, I would like to progress into CG or VFX Supervisor position, although, I am worried about how reliant those are on communication and technical aspects.