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4 ways VFX recruitment is changing

As we all know, the last year introduced a new world of lockdowns, social distancing, and remote working. And everyone can see how it has changed our lives. 

But now we’re faced with even more changeA “new normal,” as more people are vaccinated and consider returning to how life used to be. Now, the question is, how much will our world resemble what it did before this all happened? Is remote working here to stay? And, significantly for the VFX industry, is relocating new hires going to be a thing of the past? Suddenly remote working gives studios the opportunity to recruit from halfway across the world. 

What will VFX recruitment look like in the coming months? 

Office vs home 

Perhaps the biggest challenge is going to be how to get people back into the office. We’ve not had a long, expensive commute for over a year now, will people want to go back to that full-time? It’s also allowed for flexibility, which has long been lacking in the industry. 

That’s not to say the office is obsolete. The VFX industry is a collaborative one. We want to be able to welcome clients into a studio space and get our teams together to brainstorm in a nurturing environment. Zoom calls are great – but they aren’t the same as having people come together in one room. 

So, one massive change we’re likely to see is a more fluid way of working. Companies will have to consider how they cater to both crowds, and this might mean shaking up our idea of what an office is. We think that we’ll see a blended working week, with hotdesking picking up, more communal areas for people to mingle and share ideas. A more open approach might be just what’s needed to get people excited about coming in again. In short, we need something at the office that we can’t get at home. 

Pulling from the same talent pool 

In a similar vein, remote working will benefit studios when recruiting, as people don’t have to be geographically close to the office. They could be on the other side of the country, if not in a completely different one altogether.  

So how will companies differentiate themselves from the crowd? They have to offer something more. And if we see a boom of freelance work, that’ll be even more important. We might see companies more open to listening to potential employee’s demands and offer more flexible options. Smaller studios might fare better as they can offer a more intimate environment that values all voices, one where everyone knows everyone else.

Changing priorities 

Something we’ve seen improve over the last year is the prioritisation of employee care. Since lockdown was tough on all of us, conversations about mental health and wellness are more common. That’s something we love to see. 

Now workplaces have to continue putting people first, where everyone feels appreciated and a valued member of the team. It also means offering a more fluid way of working. The traditional 9 to 5 doesn’t work for everyone, so a smart company will offer flexible hours. It means people can fit their personal life around their work. Take an extra hour at lunch and make it back later. Go and pick your kids up from school. And if you need a mental health break, take it. We wouldn’t be surprised if that kind of corporate attitude becomes more common.

Technical challenges 

Working from home presented its own unique technical challenges. Not only did we have to up our game with video conferencing software, the industry had to make sure that staff could remote into their computers in the office via a VPN and remote desktop application. 

To support remote working at REALTIME, we made several changes. We installed a 10 Gigabit internet connection in our two studios, invested in our GPU rendering capabilities, and worked hard to increase our security – as a result, we are well on our way to becoming TPN (trusted partner network) accredited.   

So, what do VFX recruiters want? 

If you’re looking to get into the VFX industry, or simply just want to move somewhere new, hopefully this gives you an idea of the shifting priorities. And while you have some say in how you work, they’ll still be looking for your best work. So, what do you need to show? 

For us, it isn’t just about what looks good. That’s great – we love to see amazing work. But we’re focused on you. Don’t forget that you’re one person applying for the role, not the whole team. What did you, the individual, do? What can you point to, even a rock or a tree, that you can say is your work? 

And what was your process? Some companies don’t want to see the entire working out, but there still needs to be a sense of where your ideas came from. How have you made your projects work? Why did you make the decisions you did? VFX is art, and every piece of art is made up of thousands of micro-decisions, so let that thought process speak for itself. It’s not just about high-quality work, but also high-quality thinking. 

So here we are, about to enter the second half of 2021, and we’re not sure what the future holds. But something we do know is the VFX industry is changing. And we can’t wait to see where it goes. 

REALTIME is always looking for bright minds to join our team. If you think you’re a good fit for our team, reach out to our recruitment team at [email protected]

What more can the games industry do for the LGBTQIA+ community?

It’s June, which can only mean… it’s Pride Month! Every year – pandemic or not – it’s cause to celebrate everything the community has achieved as it pushes for true, worldwide equality. We talked at length about it last year, running through many of our favourite examples of LGBTQIA+ representation in video games.

The industry has been one to really embrace everything the community has to offer. Last year’s list featured developers big and small creating realistic, down-to-Earth characters that speak to people looking for characters and stories that are just like them. They’ve done so much and are dedicated to doing so much more.

But that begs the question: what is more? For all that the video game industry has done, where can they go from here? Because I believe there are still ways we can, as the leading entertainment industry, create greater representation.

What is representation?

The first step is to acknowledge what ‘more’ is. While we’ve made great strides, it’s an opportunity to look beyond gay side characters or gay romance options. These are amazing to see, but by taking it to the next level, we can move beyond tokenism. What comes next is representing the true reality of what it is to be part of the LGBTQIA+ community.

That’s not to say there is one particular way to do it. Ask 100 people, and you’ll get plenty of answers as to how representation should be approached in video games. Do you dive into a true LGBTQIA+ story, with all its pros and uncomfortable cons, such as in Gone Home? That game represents the internal conflict of coming to terms with your sexuality and expressing it to your family; it will be a feeling many are familiar with.

But there’s also a growing voice for ‘real’ stories that aren’t Greek tragedies. Ones that treat the LGBTQIA+ experience as normal, indistinct from straight counterparts. To dip our toes into the world of TV, part of why Schitt’s Creek became such a lockdown phenomenon was its depiction of a male-male relationship. They were treated no differently than the countless straight relationships we’ve seen on TV for decades. There was very little coming-out angst, worries of what the townsfolk would say, or hiding part of who you are. It was unashamedly, unabashedly gay. And that does a lot for representation.

It’s about bringing real LGBTQIA+ existence to the forefront. What is the gay/lesbian/bi/trans experience? Where is it outside of the cutscenes and wink-and-nod romantically explicit moments? Where are the gay couples eating breakfast before work? Where are the two mums trying to raise their kids?

Going beyond

Not every game is driven by a narrative and has the device to bring LGBTQIA+ experiences to the forefront. But it doesn’t mean it can’t be there. This year, Rainbow Six Siege announced its first gay operator. Does it make a difference? Not in a game sense. But it’s representation for those who need it.

So what are some other ideas we can add? Can we do more than a rainbow flag? Pride is a whole month, so there’s space to include Pride events in games. Persisting online games regularly add new content and events, so why couldn’t the same be done for the LGBTQIA+ community? Other games might take the time to explore Christmas or Halloween, but never Pride.

Why not make the most of the month and give LGBTQIA+ fans something to revel in? Especially in this past year when Pride marches can’t happen – wouldn’t an online alternative do wonders?

It’s a tough balancing act. Not everyone is at the level of acceptance that the western world is. Not even everyone within our own country is. But isn’t that the point of representation? To show naysayers that this isn’t going anywhere; that LGBTQIA+ people are here to stay. Part of the exposure is to get people used to seeing queer people amongst the masses. We have to stand up to the toxicity and lead by example.

Another part of the fight is giving LGBTQIA+ people the chance to tell their stories. To be developers, writers, programmers, artists, actors, PR, and marketers. They can bring their experience to the table and give an honest, genuine point of view that reflects what life is really like. 

The video game industry is beginning to give support to the queer community. They’ve been there to lift people up and there are plenty who want to tell these stories. But part of growing is accepting you have room to be better. So let’s all pull together, and as a wider gaming community, commit to doing more.

We want to thank all of our LGBTQIA+ members of staff and those amongst our clients. This month – and this article – is for you.

Subnautica wins Best Animation / Special Effects at the Vega Digital Awards

We are delighted to announce that REALTIME has won a Vega Digital award for our work on the Subnautica: Below Zero trailer!

Out of 1,392 entries submitted from 33 countries, our trailer was chosen for the award in Best Animation / Special Effects – video campaign (single).

The launch trailer for Subnautica: Below Zero is the third cinematic trailer created for the open world survival action-adventure game. Set two years after the original game, and in the arctic region of Planet 4546B, the game marks a new chapter in the Subnautica Universe – a story we were delighted to help bring to the screen.

Huge congrats to our incredible team & thanks to the jury and our friends at Unknown Worlds Entertainment, who trusted us with their vision.