week 14 VFX – Films/Episodic


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


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