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VFX artist or technical director - VFX Environments

VFX artist or technical director - VFX Environments

Creative and design

Level 6 - Professional Occupation

Create content, by producing objects, images or scenes that render together with live footage for the final image.

Reference: OCC0902D

Status: assignment_turned_inApproved occupation

SOC 2020 code: 2142 Graphic and multimedia designers

SOC 2020 sub unit groups:

  • 2142/99 Graphic and multimedia designers n.e.c.

Technical Education Products

ST0902:

VFX artist or technical director - VFX Environments

(Level 6)

Approved for delivery

Employers involved in creating the standard:

framestore, Screen Skills, ILM (Industrial Light & Magic), Brown Bag Films, The Mill, DNEG, Outpost VFX, Outpost VFX, Union Visual Effects, MPC (Moving Picture Company), ETC (Electric Theatre Collective), ETC (Electric Theatre Collective), Blue Zoo, NextGen Skills Academy

Summary

This occupation is found in the British and International visual effects (VFX) industries, providing digital content for film, television, advertising, games, corporate and immersive reality industries. Visual effects (VFX) companies and studios vary in size and they can be small, medium or large companies. They are to be found across England and the UK. The output and remit of a visual effects (VFX) studio is varied, and they will produce work for a range of clients across advertising, film, television and immersive reality. Some studios specialise in one area, particularly feature films which is the largest area of the industry.
Visual effects (VFX) is the term used to describe any imagery created, altered, or enhanced for moving media. They involve the integration of live-action footage and computer generated imagery to create images, which look realistic but would be dangerous, costly, or simply impossible to capture during live-action shooting. The broad purpose of the occupation is to create content, by producing Computer Generated (CG) objects, images or scenes that are rendered together with live action footage in order to create the final image that appears on the screen. The visual effects (VFX) Artist or Technical Director (TD) create CG renditions of naturalistic, physical and magical phenomena. Typically, a VFX Artist or TD is a combination of an artist and a programmer, responsible for the more technical aspects of VFX production, such as developing character rigs and animation setups, performing complex simulation tasks and setting up the pipeline (how the data is passed from one stage in the film production to the next).
VFX Artists or TD’s require high level Science, Technology, Engineering, Arts and Maths (STEAM) skills, good computer literacy, coding skills, and to be able to apply these creatively.
The VFX created may vary and can include computer graphic models, rigs, environments, special effects (FX), crowds, lighting, hair cloth or fur. These effects can be created using various processes including: Sculpting, simulation, rendering, painting and/or compositing.

In their daily work, an employee in this occupation interacts with the Animator, VFX Lead, CG or VFX Supervisors, VFX production team and/or clients and team members. The line management and reporting structure of the team will vary according to the size of the employer.
They must be able to take direction and feedback from the CG or VFX Supervisor, in order to create the effects required, according to the story and the client’s wishes.

An employee in this occupation will be responsible for

  • managing their own workload with the VFX production team and/or their lead
  • generating the required work on time and to meet the creative brief from their supervisor/client
  • attending dailies/review sessions in order to gain feedback on their work and responding appropriately to that feedback
  • working within the particular pipeline/toolset of the company that they are working for
  • resolving technical problems the VFX team encounter and developing custom tools to improve the artists' workflow.

    This role may include out of hours or irregular working patterns when collaborating on international projects.
    This Standard is a core and options apprenticeship, with four options and the option taken is dependent on the VFX specialism of the employer.

    Option 1 – VFX Simulation
    The VFX Simulation Artists or TD’s are responsible for designing and creating FX animation, procedural simulation, dynamic simulation, particle and fluid systems. This option includes work undertaken in Crowd Effects, FX and Creature Effects/Groom TD roles.
    Crowd effect Artists or TD’s are responsible for producing complex crowd shots and crowd simulations such as those needed to replicate sports and arena events.
    Creature effects Artists or TD’s are responsible for providing a wide variety of dynamic simulations for character based work; including clothing, hair, muscle and skin, as well as any post simulation sculpting and finagling e.g fur or hair for characters such as bears/dinosaurs.
    FX Artists or TD’s are responsible for creating a wide variety of dynamic simulations for physical based work; including rain, fire, explosions, dust, debris and also supernatural phenomena such as magical FX.

    Option 2 – VFX Rigging
    This option includes work undertaken as a Rigging Artist or TD. Rigging TD’s are responsible for designing, creating and maintaining highly accurate and efficient rigs for high end visual effects projects. Riggers work closely with Modellers and Animators to develop and refine rigs that meet the specific requirements of a VFX pipeline. The Rigging Artist or TD is responsible for creating objects in 3D which could be anything from a character to a whole environment.

    Option 3 – VFX Lighting, Shading and Look Development
    VFX Lighting Artists or TD’s are responsible for creating CG scene assembly, lighting and rendering for diverse projects. In the real world, lighting determines how we perceive objects and the environment around us, and the same is true of 3D objects and environments. Lighting artists adjust the colour, placement and intensity of CGI lights to create atmosphere and, add realism, tone and depth. Lighting TD's use photographic and aesthetic skill to produce CG images that could be photo-realistic or stylised in nature.

    Option 4 – VFX Environments
    VFX Environments Artists or TD’s are responsible for assembling models, digital matte paintings, textures, projections and lights into a CG scene to meet technical and artistic requirements. They work closely with the Lead Environment Artist to create high quality, high resolution 3D environment art, including natural environments and architecture.

Employers involved in creating the standard:

framestore, Screen Skills, ILM (Industrial Light & Magic), Brown Bag Films, The Mill, DNEG, Outpost VFX, Outpost VFX, Union Visual Effects, MPC (Moving Picture Company), ETC (Electric Theatre Collective), ETC (Electric Theatre Collective), Blue Zoo, NextGen Skills Academy

Typical job titles include:

Creature FX Technical Director
Crowd Technical Director
Environment Technical Director
FX Technical Director
Lighting Technical Director
Look Development Artist
Rigging Technical Director
Texture Artist

Keywords:

Art
Artist
Broadcast
Creative
Design
Production
Vfx

Knowledge, skills and behaviours (KSBs)

K1: Core - How to critically analyse and interpret the technical specifications, client requirements, organisational and industry standards and how this evaluation will affect the delivery of the VFX.
K2: Core - How photogrammetry, texture reference and scanning impact on the VFX produced.
K3: Core - The principles of motion picture photography and the factors that affect the film making process including lenses, composition, light, colour, perspective and scale.
K4: Core - Methods used to assess and evaluate VFX processes, tools and workflows to identify limitations, risks and interdependencies, selecting the option that allows for the completion of content within timescales.
K5: Core - The utilisation of industry production tracking tools to interpret and track interacting factors on the project.
K6: Core - The specialisms and disciplines in the VFX pipeline and how these communicate and interact with each across the VFX development process.
K7: Core - Approaches to communication and strategies that can influence others and achieve the production outcome required.
K8: Core - The industry and organisational standards that apply when selecting software packages and tools.
K9: Core - Approaches used to assess and evaluate potential improvements to packages and tools and how best to collaborate on implementation.
K10: Core - How to present work as part of the "dailies" review process, seeking and acting on feedback for the work produced.
K11: Core - The practices used to research, test and critically analyse results when trialling the latest advancements in technical VFX tools, concepts and techniques within your department and organisation.
K12: Core - The iterative nature of the production and how it can be used to continuously improve and meet the client specification.
K13: Core - The formatting requirements of VFX products to enable them to be reviewed effectively and securely. The importance of meeting development timescales and the wider impact this has on the pipeline, business and resources.
K14: Core - Scripting and coding languages (e.g Python, MEL, PyMEL, VEX etc.) and their application in VFX production and pipelines.
K29: Environments - Practices used to critically evaluate and plan the requirements for 3D modelling, texturing, matte painting, lighting, layout and matchmove to create convincing environments; that are consistent throughout sequences and meet the creative requirements of a project.
K30: Environments - Principles of photography and the application of technical aspects e.g. exposure and lenses, and how lighting interacts with surfaces to re-create photo-realistic images.
K31: Environments - The application of cinematography and composition theory to form, colour, texture, volume, scale, proportion and mass. How these interact with historical, geographical or environmental references to create convincing landscapes or architecture.
K32: Environments - The application of camera science, 2.5D projections and 3D lighting to digitally matte painted textures within computer-generated 3D environments, allowing for 3D camera movement.
K33: K33: Environments – The application of VFX terminology relating to colour space such as Linear, Log, rec709 and sRGB colour space.

S1: Core - Interpret the brief and identify tangible assets to meet the specifications. Identify the resources required and any interacting factors, in order to meet the specification.
S2: Core - Critically evaluate the brief, checking for any missing information and clarifying the outcomes.
S3: Core - Assess and evaluate the VFX processes and workflow required to complete the tasks within timescales, developing a plan for VFX deliverables
S4: Core - Take responsibility for competing priorities, multiple stakeholders or projects simultaneously, adapting approach to achieve the required production outcome without impact on relationships or deliverables.
S5: Core - Apply industry and organisational standards regarding the selection and use of workflows, software packages and tools.
S6: Core - Monitor and evaluate the agreed workflow and methods and make recommendations to improve workflows, packages or tools.
S7: Core - Provide VFX work in progress as part of the dailies review process; evaluate and act on feedback to maintain delivery timelines, technical requirements and outputs.
S8: Core - Provide information and rationale for the development of organisational policies, standards and procedures such as confidentiality, security, asset storage, legal and regulatory requirements.
S9: Core - Apply problem solving techniques to determine the root cause of technical challenges, adapt approach whilst recognising the impact this could have on other workflow stages and departments.
S10: Core - Write scripts or code to customise software or pipeline tools, simplify/automate processes or procedurally generate assets. Solve technical or creative problems, improve efficiency and/or reduce errors for the requirements of the project or department.
S11: Core - Research and analyse information to keep-up-to date with the new tools, software, data and other related technology. Critically evaluate how they could impact on personal development and the potential wider impact across the department and organisation.
S12: Core - Present findings and the wider business implications. Adapt communication style to influence and meet the needs of the audience.
S26: Environments - Apply 3D modelling techniques to layout the scene for camera. Create, refine and correct geometry and integrate assets and textures, ensuring that all assets work within the lighting and colour pipeline requirements of a particular production.
S27: Environments - Assess lighting requirements including position and distance of light, shadows, style of lighting for internal or external scenes, day or night and depth of lighting e.g. directional, ambient, spot or volume.
S28: Environments - Analyse, select and create detailed and convincing textures free of artefacts that represent real-world surfaces, traits or imperfections.
S29: Environments - Evaluate and apply the artistic techniques and/or the 2D (e.g Nuke & Photoshop) and 3D packages (e.g. Blender, Maya, ZBrush & Houdini) and tools to create and layer images. Embed landscapes and architecture seamlessly into scenes.
S30: Environments - Research, source, evaluate and select images to meet the technical requirements of the scene.

B1: Teamwork and Partnership – Works collaboratively with stakeholders and colleagues, developing strong working relationships to achieve common goals. Adopt a flexible approach to working with others and promote mutual respect.
B2: Accountability - Acts professionally when carrying out daily work, actively encourages and supports colleagues, setting personal goals and high performance standards for self. Committed to prioritising and completing work within a set timeframe and to industry standards. Adapts positively to changing work priorities and patterns, ensuring deadlines continue to be met.
B3: Quality focus that promotes continuous improvement, innovation and creativity to the VFX development process.
B4: Problem solving - Uses initiative to identify issues quickly; enjoys solving complex problems at the root cause and applying appropriate and/or creative solutions.
B5: Self-development - Overcomes problems through a process of reflection and review and by undertaking continuous professional development (CPD) in order to utilise new technological advances in the sector.

Duties

Duty D1

Interpret and implement a creative brief or script under the direction of a lead or supervisor, determine the technical resources needed to deliver the visual effects (VFX) content within production parameters.

Duty D2

Plan, estimate and prioritise time frames for the completion of content and track progress using the designated production tracking tools, working with lead or supervisor and production.

Duty D3

Build effective working relationships with Artists, VFX Lead, VFX or CG Supervisor, Production Team, clients and own team members to facilitate effective collaboration during the production process to deliver the required VFX content.

Duty D4

Work within workflow templates and method documentation for the software package/tool being used and suggest improvements/developments where appropriate.

Duty D5

Receive, evaluate and action feedback on VFX simulations produced, adapting outputs and implementing continuous improvement procedures.

Duty D6

Analyse, research and resolve technical challenges in collaboration with leads, other departments and the VFX or CG supervisor.

Duty D7

Apply scripting and coding skills to develop visual effects, using pipeline tools and techniques. Be involved in the development of departmental tools and techniques.

Duty D8

Ensure that all work carried out meets the defined technical and artistic requirements and that the VFX content and/or assets created fit within the production pipeline.

Duty D9

Practice continuous self-learning to keep up to date with technological developments to enhance relevant skills and take responsibility for own professional development.

Duty D16

Create high quality environment assets that include architecture, nature, and geographical features using high resolution models, digital matte paintings, textures, projections and lights to meet technical and artistic requirements.

Duty D17

Take the lead on scene assembly and set dressing, collaborating with the art department to establish the aesthetic of an environment.

Occupational Progression

This occupational progression map shows technical occupations that have transferable knowledge and skills.

In this map, the focused occupation is highlighted in yellow. The arrows indicate where transferable knowledge and skills exist between two occupations. This map shows some of the strongest progression links between the focused occupation and other occupations.

It is anticipated that individuals would be required to undertake further learning or training to progress to and from occupations. To find out more about an occupation featured in the progression map, including the learning options available, click the occupation.

Progression decisions have been reached by comparing the knowledge and skills statements between occupational standards, combined with individualised learner movement data.

Technical Occupations

Levels 2-3

Higher Technical Occupations

Levels 4-5

Professional Occupations

Levels 6-7

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Level 6

Progression link from focused occupation.
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Level 7

Creative and design