State of the industry
Traditional and future roles
- What VFX studios may accept:
- Being paid by shot as flat fee and not by hours taken – even if bidding on project is still a guessing game.
- Whatever clients’ rules: they must compete with other studios.
- Whatever high-profile job: it’s good to show in their portfolio.
- Paying from own pocket for the numerous corrections, changes and additions that occur throughout the whole production process even after the project scope has been defined.
- Paying from own pocket for the pricey software, hardware, and staff.
- Clients’ high expectations even if it’s not in line with reality, budget, and deadlines.
- Clients’ lack of understanding of how exactly VFX works (i.e. simulation takes computer power and time) and accepting their unrealistic demands and requests

- Why learning Unreal for VFX / Animation ?
- Real-time tools, Interactive 3d content and reasonably high-quality renders.
- Adaptable and flexible workflows with parallel pipeline.
- Remote collaboration and multi-user approach.
- Adopted in Virtual Production (VP) by media organizations + content producers + VFX studios + software develop. + hardware manuf. + indie.
- ICVFX (in-camera visual effects) = 2 types:
- a) LED Wall Cinematography: series of light emitting screens seamlessly
- integrating and synchronizing the virtual BG + foreground actors and
- physical assets.
- b) Projection Screen Cinematography