Showing posts with label The Future. Show all posts
Showing posts with label The Future. Show all posts

Wednesday, November 3, 2010

ICT at USC


I have been working at the Institute of CreativeTtechnologies for the past 6 months. It has beeny interesting working with virtual humans and interactive technologie,s again. Plus, it feels good to be working on something that might help someone out there. Previous to joining the group, I had no idea what ICT was. There are many application for CG outside of movies, games and commercials.

A story in today's Times features the institute, and much of the work is used by the military for purposes including training fighters to combat insurgents and calming nerves of weary soldiers. ICT’s wide-ranging technologies are now found on 65 military sites across the country.Above is a video explaining what ICT is and shows some of the various projects in production.

Tuesday, September 14, 2010

How NOT to hire an artist



Everyone working in any creative company should read this article.  


My favorite quote from the article: 

How NOT to find an artist:  "Do not look for either professional artists, or an artist that has done a lot of game design work in the past."

Jon Jones:  "This is the stupidest thing I’ve ever read. Don’t hire experienced professionals? This guy must not value his time at ALL"



Thursday, July 22, 2010

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.



Monday, July 12, 2010

Interview With a Robot


I thought we were supposed to be in hover cars by now
and have robots cleaning the house...
this one can barely talk.
 
 

Wednesday, April 21, 2010

How far Would You Go To Pursue Your Dreams?



My friend Zero quit his job in CG, terminated his lease, sold everything he couldn't fit into his truck... and is now traveling cross country - living his life, taking photos and writing about it!!!

He is accepting activity challenges along the way.

In his words...
 I will go to places that people suggest I visit, do things that people suggest I do, and meet people that want to be met. And I will connect with people around the country.
I posted a challenge for Zero on his forums to help me here at my loft in Los Angeles with a creative project for my paintings.  I suggest you challenge Zero to come to your house and help you clean your bathroom, tap a cold keg of beer or make dinner for your mother-in-law.  It's up to you!!!

What a wonderful idea!  Everyone should follow what their spirit is telling them to do with their life.  Otherwise, you are living skitzophrenic days on this planet doing what other people think you should be doing.  Does that sound like fun?



Saturday, April 3, 2010

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)

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.


Art by John Van Vliet

***********************************************************************


  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.

Monday, April 20, 2009

Learning and Working in the Collaborative Age: A New Model for the Workplace

Pixar University's improv coach - Randy Nelson - gave a lecture about Collaboration and Perfection. He makes connections to improv to introduce his ideas on collaboration as a solution for success in the workplace.

I attended the Improv Conservatory at Bang Studio back in 2003 for over a year. Improv taught me more than any formal classes in school. I learned about myself personally and professionally. One of the best lessons is how to heighten a scene. I think society teaches us to resist and for our first instincts to be negative to new ideas, in general. Improv says you must accept every idea in order to take the scene to a new level. Otherwise, the scene or idea simply dies. By accepting the ideas put forth, you will push the envelop of what we think CG animation can be!

Nelson has some great points in this talk. He says..."Depth, Breadth, Communication and Collaboration" create a solid CG Artist. I couldn't agree more.

DEPTH:
I have run into many an animator who can rattle off every bit of his understanding of animation easily, but do they have understanding of anything else that brings a deeper take on what he is animating???

BREADTH:
Without a breadth of experience on both artistic and technical, the same animator will not have creative solutions to the obstacles we all run into in production.

COMMUNICATION:
Communication is one lacking often in CG. Understanding how to communicate your ideas effectively without stomping out anyone else' voice is so very important.

COLLABORATION:
And, finally collaboration is the key to CG because none of the work would be completed without every artists being involved. It's one of the most collaborative industries I have ever experienced.