Hi, I am me!
My area of research, at a glance, is the processes of production used in creating visual effects. Slightly more specifically, the value of these processes. Before I go more in depth with that description I will introduce myself, how i arrived at this subject and where I intend to go.
I have always had in interest in artistic activities and creations alongside an ability in more technical subjects. These traits led me into a BA of architecture which in turn led me to creating 3D models of the designs. Through learning software like Sketch up, autocad and 3DS max I discovered the potential of turning this specific skill set into a career. On completing the BA I moved to a second one in Computer arts. Over the past couple of years here I have developed general skills in CG productions and am using this honours year to focus on visual effects. My aim after graduating is to find work in a smaller studio in which rising up the ranks may come quicker than in a larger studio. The goal is to get to the level of CG supervisor, potentially even VFX supervisor then begin working with larger productions and studios. So far all I have to help me achieve this is some general CG skills and an ability to appreciate the workings of the processes involved. What I need from this honours year is an in-depth understanding of VFX processes and a specialized skill, the one I am aiming at is the particle effects systems in Houdini.
My personal aims for the year are similar to almost most other students; create a portfolio piece that will grab the attention of any future employers and impress them enough to consider hiring me. Alongside this aim I intend to use the research subject as a tool in acquiring higher level industry contacts. The information I gather on efficient pipeline design and techniques could potentially allow me to pass on tips and trick to those in a far more experienced position than myself. With luck this would impress rather than offend.
The area in which I am focusing my research, as far as I can tell at this point in time, has been well covered but by a secretive group. Fortunately the few authors I have found to have published work have completed reasonably thorough investigations. The first, Isa Alsup, has published a blog of 51 articles aimed at helping CG supervisors design and maintain efficient VFX pipelines. Through his work I found a masters thesis "Digital production pipelines: examining structures and methods in the computer effects industry" by Dane Edward Bettis. In mention the 'secretive group' earlier I was referring to any VFX studio who is trying to remain competitive in the industry. Any advantage they find over others in the form of efficient pipeline setups would be negated were they to publish the information. This leads on to the interest that the study would generate. If successful, it would show ways in which a studio may be able to save money, time or effort. Also it would be relevant knowledge for any person wishing to learn more about VFX pipelines, this could be someone in the industry looking to advance their career, a student or anyone looking to enter the industry.
The main aim of the project is currently worded as 'To investigate the value of production methods in VFX pipelines, and establish methodologies that enhance quality'. I will run through the objectives to describe the project plan in more detail. 1. 'Review production methods and pipelines setups used in the CG industry with reference to budget and quality'. In essence, this means research the pipelines used by VFX studios. Before beginning this research I have to define what is meant by quality. The reason for this comes from discrepancies in peoples opinions of what is good and bad. 'Avatar', 'Beowulf', 'The golden compass' and other films have people on both sides of the argument. Although, in reference to effects, one side may be backed up by those of more experience in dealing in VFX you cannot decide a dispute by comparing personal credentials. A system of proof must be found and proved. Once this is done so, the research can continue with focus.
2. 'Critically analyse and discuss the value of approaches used by a range of studios.' In this part of the project I am looking at the value of processes rather than the cost. The reason is in the disproof of an assumption that may be made without much thought: if you supply more resources for a production, it will achieve a higher level of quality. Using 'Beowulf' as an example again, this film had access to a more resources than ..................., a small production that with little resources has managed to achieve a high level of quality. Put differently, this objective in this section is to identify the production processes with the best value in terms of high quality output.
3. 'Design the pipeline for a VFX production in response to the research analysis.' This aim is fairly self explanatory. Using the processes identified in the previous objective as achieving the best value, create a pipeline.
4. 'Produce an original CG short testing the pipelines value in creating high quality effects.' Again self explanatory, use the pipeline created in the previous objective to create the practical piece which will be displayed in the Honours exhibition at the end of the year. If it achieves a high level of quality in comparison to the available resources then the study has succeeded in identifying high value processes techniques. If not, the study will have brought to light some techniques to avoid.
Some of the methods I will use to undertake this project:
For research I intend to find literature and work through the publications I have found so far. These include; a series of 'CGW' journal articles via Abertays 'SUMMON', blogs by industry professionals, the masters thesis by Dane Edward Bettis and a series of 200 podcasts by FX guide. I also intend to discuss the topic with industry professionals at events like 'Scotland Loves Animation' which is taking place at the end of this week, the 14th of October 2011.
For the practical work I will follow online tutorials on specific programs which will be used in the pipeline. I will also attempt to tailor the workflows in each program to follow any findings of the research analysis if they reach this level of detail.
To define what the practical work will be I intend to identify and approach any other honours projects that require or will benefit from visual effects. Alternatively I will research studios with whom post graduate work is potentially an option and base practical work on anything they may lack or seem fond of.
A quick overview of what i have done so far. All the material is posted to the blog as all future material will be. I have organized it to show the progression of different sections of the project and let tutors easily identify their specific area of interest in terms of module deliverables.
Concept development:
The activities we have completed in tutorials over the past 3 weeks.
A write up describing the process I went through in finding this topic of research.
Some notes on the research area.
Also, after every blog post I have and will include an example of work that I find interesting / inspiring and also motivating.
Professional practice:
The personal statement, a more in depth version of how I began this presentation.
The tasks set during lectures; research domain map, aims and objectives map.
This pitch presentation write up.
Research methods and dissertation:
Links to my research notes. So far they are only on 'The art of CG supervision' by Isa Alsup. More to follow.
So, to sum up the whole project in as brief a way as I can currently think of: I intend to find out what makes a good pipeline then try it out!


