Finally
I am getting round to writing up a blog about my adventures at FMX!
This
Easter I took a trip to the FMX festival in Stuttgart and to sum up,
it was amazing. It was four days of incredible talks and invaluable
industry advice. I had such a great time, it was not only lots of
fun, but so useful for me for my course. Even talks I went to just
because I was curious turned out being applicable in some way to my
course and what I want to do.
My
original plan was to take a few notes in some of the talks but
everything was so interesting and useful, the notes soon got out of
hand. This is pretty much everything I got up to at the festival over
the four days...
TUESDAY:
Art
of Animatuon
Advanced
Visual effects in 'How to Train Your Dragon 2'
Scott
Peterson, Dreamworks.
The
first talk I went to was about the VFX on the upcoming film 'How to
Train Your Dragon 2'. This was one of the talks I was looking forward
to a lot as 'How to Train Your Dragon' is one of my favourite films.
Although I’m not planning to get into the VFX area, I would like to
get into full feature animation and I was very interested in how they
go about creating the effects for those films.
All
the effects for their films used to be created in Maya but now they
use Houdini. I don’t know much about this program, but seeing what
they produce with is makes me want to have a play with it.
We
got to see the first five minutes of the film in 3D which was really
exciting. The film looks very very pretty (which is what I loved
about the first one) and I am very excited to see it in full. After
seeing the work that goes into each scene, from the different fires
of the dragons to the water and snow in the backgrounds, everything
is thought about, planned and is executed to a beautifully high
standard.
I
really enjoyed having an insight to a different area of the industry
I would like to be involved in. When I watch the film now, I know I
will have a new appreciation for all the VFX.
Game
cinematics
Beyond
Cinematics
Kenneth
McDonnald, Teppei Takehana, Quantic Dream
I
went into this talk not really knowing what it was going to be about.
It turned out to be a talk about the process of the motion capture
and animation in the game 'Beyond Two Souls'. It was a very pleasant
surprise as I thought the game was brilliant and I was especially
interested in how they got such realistic performances.
There
was around 60 hours of performance capture on this game because of
all the different routes you can take through the game. They have to
film many different options for each scene because each choice caused
a different outcome. Personally, I never thought about how much they
had to create vs how much you see on your play though. Its a lot of
work but I think it pays of in an immersible and believable game.
They
only had a maximum of 15 animators at any time for this game because
of the use of high quality performance capture. They still use Maya
but its a very different process as you only have a very basic rig
(ie no foot roll). In Maya they have a technology that can re-target
the animation to any rig they choose. This means they can use the
performance capture from one actor and place that onto the rig of
another. They showed us some very funny examples of this and it
proved how advanced and accurate the technology was.
They
also talked a lot about the process of creating a game in general.
They explained how usually in games by the Beta version, the game is
pretty much finished, but they continued to edit and change things
“because its more fun”. It showed how dedicated they were to
making a great game and how passionate they were about the process.
Lastly
they spoke about edits they made to the animation. The briefly spoke
of how much time they spent getting the eyes right as they keep the
performance alive. The same person worked on 'The Polar Express' and
admitted that the “got smacked” for being in the uncanny valley
with the eye animation on their characters. I like that he admitted
to mistakes in the past and clearly learned from them for this game.
Visual
Communication
How
we see
Ken
McDonald, Quantic Dream. Pepe Valencia, Baraboom. Kevin Glasier,
TACTICA.
This
talk was a discussion between people form industry talking about the
importance of how we see and communicate. There was discussion about
how it is very important to communicate between all departments to
learn and grow a an industry. It is important to analyse what you
have done in the past and learn form it for the future.
They
also brought up the subject of change within technology. People arent
just watching things at the cinema now. There are so many ways to
take in media, but what must be remembered is that what makes the
core of a story will never change. This has and will always stay the
same, we just have to update our methods of communicating that. From
different technologies to different cultures, people see things
differently.
What
we see
Nuno
Bernardo, beActive. Tore Blystad. Doug Cooper, DreamWorks. Nonny de
la Pena, USC, Immersive Journalism Lab
During
this talk they discussed what we see and the development of new ways
to see. Exploring more immersive storytelling through things such as
arena shows and theme parks. Doug Cooper talked about 'The Dragon
Flight' which is set to be an immersive experience where in a theatre
on a 60ft curved screen you ride around Berk on Toothless. You will
have a 180 degree view which I think sounds very cool. I cant wait
for this to become a reality.
They
went onto talk about making everything important and relevant to the
situation. Tore Blystad worked on Hitman and he explained that people
play the games slow. The payers take their time so to add to the
story of the game, they would add things in rooms to find. This adds
another layer to the plot and story of the game and makes the game
more enjoyable and engaging.
WEDNESDAY:
Serial
Storytellying
Episodic
Gaming
Dennis
Lanert, Telltale Games
This
talk really took me by surprise. I know Tell Tale Games from playing
'The Walking Dead' in the past so I was interested in hearing more
about it. The talk turned out to be a walk through of the companies
development from beginning to now. It was incredibly interesting to
hear the process of developing each game and learning how to improve
so the next game can be even better.
Dennis
Lanert explained that the company wanted to create episodic content
and were really the first company to try it. They made many games and
before each one they had a formula they wanted to stick to. As each
game was produced they observed what worked and what didn’t and
updated the formula for the next game.
Originally
they didn’t set out to make serialised episodic content. They
wanted the player to be able to miss an episode and it didn’t
matter. They had many concerns with the idea of episodic content. One
of which was the customers had to trust that they would produce the
content. As a new company this was their greatest challenge.
The
rough formula they had to begin with was they had to have
- comedy- People are more wiling to accept humor then having to invest emotionally.
- one off story telling
- characters stay the same- no development
- wrap up each episode – neat ending
- puzzles are the main game play
Problems
with this were that people were not playing every episode but they
were happy. When asked, nothing was wrong with the game, they just
weren’t playing. Nothing was bringing them back. This spurred them
to develop story arcs, emotional investment and character
development. They also eventually scrapped the episode wrapping up
and just had one over arching story.
With
regards to game play they found that the puzzles slowed the game down
because of difficulty and there was no story to the puzzles. They
found balancing game play and story was difficult, they didn’t want
to just end up with a film. They scrapped the complex puzzles but
still included basic puzzles to keep the player engaged. They moved
to make action the main game play.
Learning
and changing all of these things led them to a great new formula
where they added a 'big choice' moment. This moment would not change
the story in the game but it was an emotional impact. In the game,
you ended up caring about what people thought of you and that made
the choice harder. Adding these type of moments attached players on a
deep human level and is a reason 'The Walking Dead' is so popular.
After
talking about the formula of the company he discussed how the
episodes continued to develop as they were being released. As always,
they listened to players thoughts and feelings. They added things to
upcoming episodes to feed that want some players wanted. They also
made this play into the story, sometimes effecting you negatively. I
love that they continued to learn how to make the game better by
listening to the fans. I feel its a rare thing to be able to change
things according to the fans. Because these games are episodic, it
gives the developers a chance to tweak and change things to get the
best game possible.
I
have such aeration for this company. How with each thing they make,
they learn something from it and use that to make the next project
better. 'The Walking Dead' is a compilation of years of learning new
things and tweaking a formula. This is why they produced such and
amazing game and why I will continue to support them.
Virtual
Production
“Toward
the next Avatar” with Jon Landau
Jon
Landau, Lightstorm entertainment
Jon
Landau in this talk discussed the technology used within the first
Avatar film and what made it so successful. He explained how “the
story was all about the close-up” and the technology wast here
until recently. The technology was the way to tell the story, but the
story was the most important bit.
When
filming, they had 6-12 reference cameras and a real-time render so
they can see, while filming, what the shot will look like. The actors
performance was very important in the film and the technology they
had aloud them to capture the best possible performance. Because they
could film and capture the whole scene, the editors would choose
based on performance and then later decide the shot. Because of this
freedom with the shots they were not held back and could pick the
best of the best. An actors performance can get stale but they could
capture the “magic” moment and use it however they needed. He
said how people these days are 'wowed' all the time, so now we must
go the extra mile to really effect them. You cant rely on the
technology to wow them, you have to add and make something more.
It
was really interesting to hear a little behind the scene insight to
'Avatar' as it was considered such a leap in film-making and
technology. Im always interested to hear the views and opinions of
people involved in things that have become so popular.
Virtual
Production
Early
look at Dawn of the Planet of the Apes
Andy
Sirkis
I
was very excited about seeing Andy Sirkis at this talk, he has kind
of become the face of motion and performance capture and I was
interested to see what he had to say here.
During
this talk we saw a lot of unfinished scenes from the move and stuff
thats still being worked on. It was very interesting and exciting to
see things that no one else would see. We weren’t aloud any
recording equipment in the room because of this. It was very
secretive and it made me feel very lucky to be one of the few who
could be there to see this.
During
this talk Andy Sirkis discussed his role as the actor during
performance capture and what he adds to the film. He explained that,
unlike in some other films, the director wanted a very raw
performance with the characters of the apes. This meant very little
change from the actors performance on the day to the final result. It
was interesting to hear an actors point of view on performance
capture and although he has done it may times, he still stays on the
acting end of the production pipeline.
Simulation
Simulating
Monsters University
Samantha
Raja, Pixar
I
really enjoyed 'Monsters University' so I was excited to hear
anything on the subject. It was also one of the few talks on a full
feature animated film (which is an area of the industry I could see
myself in) so of course I had to go.
Like
VFX, simulation is not my main focus and a future animator, but I am
still very interested in how it works and would like to be able to
understand it, at least on a basic level.
I
have no prior knowledge when it comes to simulation but Samantha Raja
explained everything in a was I understood and I found it incredibly insightful. I didnt realise how much the simulation department is
involved and used in film-making. After seeing the progression shots
I can now see how much they are responsible for.
I
learned there is a lot of back and forth between simulation and
animation departments as they need to work closely so the end result
looks believable. Simulation often has to “go against physics” to
get a nice shot. Some things in the orignal simulation may be
technically correct, but they can also be detracting. Simulations
best work often goes unnoticed but that means they have done their
job right. Simulation keeps your head in the story of the film and
helps the audience believe what they are seeing.
I
now have a massive appreciation for simulation and would love a
chance to play with things like hair and cloth at some point in the
future.
Virtual
Production
The
Application of Robotic Technology to the world of film-making
Tobias
Kinnebrew, Bot & Dolly
This
talk was about the robotic technology used for the film Gravity. It
was very interesting to learn about other kinds of technology that
are involved in the film making process.
The
robots they use are extremely precise and are utilized by the company
for many creative and innovative purposes. The robots can be animated
in Maya and then that animation translates and controls the real life
thing. This is amazing and aloud them to get such creative shots for
the film.
Industry
Opportunities
As
well as talks at FMX, there was the chance to talk to people from industry. There was a room full of booths with different people
representing many big names in the industry. Here you have the chance
to ask questions and have them look at and give you advice on your
work. I took full advantage of this opportunity which you could get
no where else. I had created a rough show reel of the work I had
produced up to that point and asked for advice on where I should go
next.
Wednesday
I first spoke to a lovely lady from Animal Logic. As this was the
first person from industry I had talked to and showed my work to , I
was very nervous. My nerves soon calmed when speaking to her though.
She was very nice and complimentary about my work. She gave me some
very useful advice and said I should maybe add some more action and
body mechanics work. It would also be great to have a big emotional
scene in my reel as I have very calm subtle acting.
Next
I spoke to The Mill. They were also very nice and informed me of
their internship opportunities. There you can go in as a runner and
work your way up to junior animator. While you are a runner you have
someone teach you in your free time. This was exciting information
and definitively something to think about for the future.
THURSDAY:
Industry
Opportunities
Thursday
there were a lot fewer talks that I wanted to go to. This worked out
well as I had the time to talk to the people from industry. I had
talked to two the day before (because they were not going to be there
the rest of the week) but Thursday I had planned to talk to the rest.
First
I started off with a big one, Illumination Entertainment. This is a
company I would love to work at and I love each and every one of
their films. The woman there advised me ot go bigger with my
animation. More over the top poses and I should really push the
poses. They also had an ongoing internship opportunity which again,
is something I would look into for next year.
Next
I talked to Disney. This was very a very surreal experience as I
think of Disney as a far off unreachable company. My talk with them
was very helpful with what to work towards. They talked a lot about
containing story within my animation. I need to work on selling the
character in a short amount of time. We should be able to read the
body language instantly. I was also shown some work that got people
jobs in the company. This was amazingly helpful as I have an idea of
the standard a company like Disney are looking for. They encouraged
me to work on more dialogue pieces with more character. I was also
told that next year I should try applying for their summer intern
scheme which was really nice to hear. (especially from a person from
Disney)
After
Disney I moved onto MPC. MPC is a different sort of company to most
of the others I had talked to before, as they do not produce full CG
animated movies. They work on CG animation in lice action films. This
is another area I am very interested in working and was the side I
knew much less about. The advice I got form MPC was different but
equally as useful. They liked my subtle and realistic animation and
encouraged more of that. She said that they often get people showing
them very 'toony' style animation so it was nice to see something
that looked more aimed towards their company. I had missed the chance
to intern this year but she encouraged me to apply next year as she
thought I had a good chance. This was a nice boost for me and has
opened up the idea for me to work on live action films and not just
full feature CG animation.
Lastly
I talked to double negative. I wanted to ask them mainly about the opportunities they had for future animators. I was told that they
very rarely hire animators but soon they will be opening a new
animation department and will need a new team of CG animators. This
is exciting news as I love a lot of the work Double Negative have
produced and would love to be involved in the company.
This
part of the trip was, in my opinion, the most valuable. Being able to
talk to recruiters form BIG companies is something that would never
happen outside of something like this event. Talking to a range of
companies helped highlight what to work on in the future to appeal to
each company. I have an idea of what each company want to see form
potential employees and the quality I need to be at for work there.
Now the only thing I have to do is decide where to aim for.
Autodesk
Suite
Concept
Art and Storyboards
Ulrich
Zeidler
As
well as talking to industry, I made it to a few talks. This was about
concept art for 'The Grand Budapest Hotel'. I really enjoy seeing the
work that goes into these movies and it was interesting to hear about
the process of getting the 'look' of the film right. He always works
from reference, no matter how obscure the concept. There needs to be
a real, believable quality to the work which you cant get without the
use of reference material.
Recruiting
Presentation
Blue
Sky Studios Recruiting Presentation
Deb
Stone
I
was very curious as to what the recruiting presentations where about,
so when I had a bit of spare time, I made it to Blue Sky's. During
this talk they were selling their company as a place to work. They
informed us as to how to go about getting a job at Blue Sky and what
its like working there. I found it odd that they were selling
themselves to us as I wouldn't need to be sold on the idea of
working at Blue Sky. It was really interesting to have an in depth
look at the workings of a big time animation company as its
information you never really find elsewhere.
They
discussed interns and junior animators at their company to. They seem
to really help them grow and develop their skills. Next year I will
attend more recruiting presentations as I think they will be very
useful when looking for jobs.
FRIDAY:
The
Art of Animation
The
LEGO Movie
Damien
Grey, Animal Logic
This
was the last day of FMX but it was probably the best day for talks.
The first was 'The LEGO Movie' talk. I wasn’t sure what to expect
from this talk, but I loved the movie so much, I had to see anything
about it. The LEGO movie was probably my favourite animated film of
the past year so when Damien Grey began to walk us through the whole
pipeline of the movie making process, I was very excited.
They
had a few requirements when making this film. They wanted it to have
a photo-real, hand made, they wanted the story to seem like it were
made my a 10 year old child and they also wanted it to be epic and
absurd. I think they succeeded on all fronts here.
They
were very adamant that EVERYTHING was made out of LEGO brick so a lot
of work went into making the LEGO look as real as possible. Having
the technology to have sliders adding things such as jitter, grime
and sun bleaching to the bricks all added to the believably of the over all look.
Many
things inspired the team working on the film during the process.
Things such as the AFOL (adult fans of LRGO) community got the
creators “pumped up” for creating amazing things from LEGO
bricks. They were also inspired by stop motion animators and macro
photographers.
Before
production on the film, they did a test of a whole scene from
beginning to end. This was to find any problems in any department
early. This lead to minimal problems during the actual film making.
It also helped the animators get clear the style of animation they
would be creating. They wanted to make sure that pretty much every
pose could be reached my a real LEGO figure.
This
was one of my favourite talks, not only because it was about 'The
LEGO Movie' but because I got to learn a little about the whole
production pipeline of one film. This was very useful and reiterated
how important every department is in creating the final product.
(the rest is on its way shortly)
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