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TV VFX for dummies – Budgeting for your VFX (part 2)

Here we are again, another part of our ‘TV VFX for dummies’ series. And part 2 of our discussion on budgeting for your VFX. In part 1, we talked about the difficulty in assessing the final costs and the importance of staying on top of the ever-changing budget.

In this part, we will look at how everyone involved in the production – from the producer and director to the director of photography (DOP) and any commissioning execs – can provide the information needed to finesse the budget details. Let’s start by looking at the importance of making sure you have all the information you need.

 

The more information, the better

Although getting a fast turnaround ballpark is always going to be something clients require, what can we do to provide our clients with more accurate ballpark bids?

Here, the onus goes back to the client – whether they be the producer, line producer, or on-set VFX producer/supervisor. The more information they can give to the VFX vendor, the better. Ideally full scripts are the best starting point, but sometimes – for security reasons – only excerpts are available. If a project is at an early stage, only outlines or treatments may be possible. In this instance, all that clients can reasonably expect is a topline average cost per hour for that genre of TV, and even then this may not be accurate

But, on a more positive note, the following can be really helpful when ballparking costs on a series:

  • VFX breakdown or list – If the client can provide their own list of what they think is required, this is a great starting point. The VFX vendor can then add to this and/or query any VFX they think is missing from the client list.
  • Location stills – Seeing the locations being used helps improve the accuracy of any bids for set extensions, crowd replication, and clean up.
  • Production design concept work – For environments, characters, and sets.
  • Storyboards – These help understand the shot count for key sequences.
  • Reference artwork – Be they mood boards or other visuals that give an indication of tone, style, or design for the series.

 

Shot count

A key consideration when bidding on any series is the shot count. Usually, a VFX vendor can estimate the potential number of shots from the scene description in the script.

If there is a scene involving complex VFX – for example, a riot or a hero engaging a dragon in combat – then storyboards are likely to be available, which will give a clear indication of the shot count for that scene.

The overall number of shots in a series will undoubtedly have a big impact on the overall cost, particularly if the shot count is high in sequences with heavy VFX. It is therefore crucial to establish what the shot count is – at least for key sequences of the series

 

Meeting key team members

One way of ensuring the VFX vendor is fully briefed of the creative vision for a series is for them to meet the key creatives involved. This includes the showrunners, executive producers (EP’s), producers, directors, DOPs, and designers. Between them, these people will know what the creative ambition and style for the series is. For key sequences, the director, DOP, and designer will be able to provide crucial information on the shots and design that will inform the VFX methodology for the series, which will influence the budget.

Pre-production is a very busy time on any production. But ensuring there is at least one key meeting with the VFX vendor and the key creatives will help to make sure the vendor has more information to create a more accurate bid.

 

Planning – previs, postvis, and storyboarding

We’ve already talked about the importance of understanding the shot count, especially for scenes involving 3D animation. If storyboards aren’t available for these key sequences, we would strongly recommend that the production company commissions them or, if that isn’t an option, VFX vendors do sometimes commission their own.

Storyboards are a great visualisation tool, and storyboarding is cheaper than doing previsualisation (previs) or animation blockouts. On a TV series, there isn’t usually time or budget to do previs, although for key sequences it can help to communicate how a sequence will work to both the HODs and the commissioning execs.

More often than not in TV production, post-visualisation is the tool used to communicate how a CGI character or vehicle might look and move in a scene. Postvis is a very useful tool when doing animation or VFX work of any kind.  You can show how a character or piece of VFX will look in an actual plate from the series and get agreement from key creatives and commissioning execs before you start the animation or VFX work. 

By budgeting for postvis, you ensure you can get approval for your clients ahead of starting the more expensive animation and FX work.

This goes to show just how intertwined the budget is at every stage of production. In a way, the puzzle never ends and you need to constantly reassess your needs in relation to the budget. But as complex as it sounds, it doesn’t need to be complicated. Not if you focus on communication and building productive working relationships.

For a VFX vendor you can rely on, contact REALTIME. Our experience and expertise mean we know how to get the job done to budget and to a high quality. To find out more, you can get in touch with me at [email protected].

Getting back on track

The last few months have been a tumultuous and unprecedented time for all. No one will have gone unaffected, and we are all recovering at our own pace. Businesses have to navigate a world of lockdowns, which makes projects difficult if it requires an international effort, or even any kind of logistical effort. It’s what some are calling the ‘new normal’ and it likely isn’t going anywhere.

It means we all have new challenges to contend with, unlike anything we’ve had to face before. Along with the usual quirks of a project, now there are social distancing requirements and stringent cleaning rotas. And the automotive industry has its own unique issues that we’re all adjusting to. 

It’s a stark difference from this time in any year gone by. We would usually be preparing for winter shoots, but it isn’t an option anymore. So, with a few months of working with these restrictions under our belt, how can we manage our operations while still weathering this storm?

 

New restrictions

Depending on where you are in the world, your country will have its own rules and regulations around how you should handle the pandemic. Here in the UK, that means a three-tier system that affects regions differently and changing government regulations. And these pervade every aspect of our working lives.

If you’re currently working in an office, this might mean desks are spaced apart and only some of the staff are present. Even if you’re working from home, this means there’s a digital wall between staff that might not have been there before.

In the auto market, we face many of the same restrictions. At a dealership, you’ll see desks taped off and perspex screens separating sales associate and customer. In manufacturing facilities, workers have to navigate working with the equipment while avoiding any potential outbreak. And for anyone trying to organise a physical shoot, how do you approach having multiple people on set? Those in TV and film have been isolating their entire staff and working in bubbles, something REALTIME’s own TV and film department has discussed at length.

What we can do is remain optimistic and make the most of the situation. We’ve had to adapt to working from home and learn how to collaborate in a changed world. But most of us have experience of working across borders, so we were more than capable of stepping up to the challenge. For on-set shoots, it gets more complicated, as we mentioned above. It requires some creative thinking to navigate these restrictions and find ways to accomplish your tasks in a digital way rather than a physical one.

 

Working differently

There are some areas where it’s hard to avoid the changes. Going back to manufacturing facilities, they were definitely affected – UK car manufacturing fell by 99.7% in April. As they opened up, they had to work within the restrictions laid out by the government. It’s all essential but equally slows us down.

We know of many auto brands that have had to cancel live-action shoots as their very feasibility is now in question. Take Mumbai-based photographer Kunal Kelkar, for example, who had to cancel his trip to Tuscany with Lamborghini.

Indeed, spending fell across the board in the advertising industry. Across Europe, it fell by 9% and three of this year’s quarters are expected to feel the brunt even harder than in the 2008 financial crash. 

But there is more optimism now than there was only a few months ago. In a recent email to its members, Steve Davies, chief executive of the Advertising Producers Association (APA), spoke of their latest COVID-19 shooting guidelines: “These guidelines are about two things. First and foremost, safety. But secondly, and importantly, demonstrating to clients and agencies that we can manage productions in a way that minimises coronavirus risks and therefore gives them confidence that they can commission productions.”

“[They] will be an important step in giving agencies and their clients confidence that sound guidelines are in place and that with the commitment of APA members to implement them, they can work with APA members to make films.”

While many productions are now showing it can be done, it is deeply complicated and makes you consider whether it is worth it. But it has inspired people to take a novel approach and do what they can from their own home offices. Such as this ad from SKODA made using toy cars. Or this genius one from Dacia.

This situation has shown there really is no limit to our creativity and we can create stunning work under the most dire of circumstances. Other simple alternatives might include touching up old pictures? Or giving them new backgrounds to give them fresh life? You could even focus on shorter, 3-second sweep movies (or other digital services) that can give you some new assets to work with.

The last few months have been hard and they will no doubt continue to challenge us. But we can still stand up to the problem and make the most of it in whatever way we can. Now that we’re back to full-steam (or as close as we can be), we have the skills to improve what we do even more. The stories above, and from other industries, show us there are solutions available. We just have to be willing to find them.

REALTIME is here for all of our clients right now. If you want to share the lessons we’ve both learnt during these last few months, get in touch at [email protected].

Are we ready for the “Netflix of gaming”?

The games industry is currently holding its breath. The start of the next gen battle is almost begun and we have some prices at last. The Xbox Series X and its smaller companion, the Xbox Series S, will cost $499 and $299 respectively (around £449 and £249). The PS5 is on an even playing field, with a cost of $499 for the standard edition and $399 for the digital edition (£449 and £359). But while we wait for the November releases, everyone is sort of just twiddling their thumbs.

To pass the time, some have turned to the wonders of Xbox’s Game Pass – a library of games you can peruse at your own pace for just pounds a month. And it isn’t the only such service out there. There’s also Uplay Plus, EA Play, PlayStation Now, and even Apple Arcade.

It’s the “Netflix-ification” of gaming and has gathered a lot of steam. This isn’t shaping up to be a flash-in-the-pan fad like motion controls; it has the potential to be what defines the next generation. Not consoles, but services. But is this a good future for gaming? Or will cracks begin to show?

 

The competition

So who are the big players shaking up to be? Xbox Game Pass might have the strongest library so far due to their heavy investment in third-party studios. Now those investments are starting to pay off. At their recent showcase, they revealed a flurry of games, all of which are headed to Game Pass day one. Recently purchased studio Obsidian released a preview build of Grounded and announced their new RPG, Avowed. Ninja Theory also showed off Hellblade 2. And we would be remiss to mention Rare’s Everwild. All in all, their library currently has over 100 games and will grow quickly.

But with Xbox’s All Access deal likely coming to the Series X, the prospect becomes harder to resist. For a $35 per month contract, players can get a Series X console plus access to Game Pass. It’s no different from a mobile phone contract and is an appealing option for anyone who can’t foot the upfront cost.

Their largest competitor, PlayStation, will struggle to match that. They have PlayStation Now, born from the ashes of OnLive (which PlayStation purchased), creating Sony’s own cloud gaming platform. Just like Game Pass, it features a collection of first- and third-party games, though we don’t see Sony pushing quite as hard as Microsoft does for Game Pass.

To complicate matters, EA and Ubisoft also have their own platforms where they serve up their games. EA Play and Uplay Plus both feature the studios’ biggest franchises. With games like FIFA and Assassin’s Creed, it’s certainly a big draw. Then, on mobile, we have Apple Arcade, which offers a more casual experience using the same model.

And while we’re here, we should mention both PS+ and the Epic Games Store. While they aren’t game subscription services per se (PS+ is an online access subscription and Epic Game Store is, well, a storefront), both give away free games to draw you into their service. Their intentions are the same as everyone above.

 

A utopian future?

On the surface, this all sounds fantastic. For a set price, you can access a library of games and play at your leisure. As games push over £50 and look to go even higher in the next generation, it’s an appealing prospect. Even more so if it’s something like Game Pass and you can access brand new games immediately. And with 10 million subscribers for that platform alone, you can’t argue it isn’t working.

You could say it’s more consumer friendly. We’re being given access to hundreds of games – mere pennies each. And the newest games too – Game Pass subscribers can play the latest Microsoft Flight Simulator. PS+ subscribers were given Fall Guys for free in August; a brand new third-party title at no cost. A more apt comparison might be Spotify, with the latest albums released day and date.

But that might not be where the similarities will end. Artists on Spotify don’t earn a lot of money from their streams – potentially as little as 0.006 cents. So 1 million streams would earn them a whopping… $6,000. Great if you’re a huge artist who can guarantee an army of loyal listeners; not so much if you have a smaller audience. If they can listen to you on Spotify, what compels them to buy your album?

The same can be said for games – why buy them if you can access them for cheaper? It might sound good if you’re a first-party developer with that insulation, but third-party developers stand to make less from actual sales.

And as pro-consumer as it is, nothing is permanent. Games can be taken off these services, potentially leaving you halfway through a game. If it’s a massive game you can pour hours into, that’s a lot of time lost.

 

In conclusion…

All of this is without even mentioning the competition presented by cloud streaming services such as Google Stadia. Its recent launch was solid and they have a strong foundation to build on. The benefit over the other options is you don’t need the hardware; theoretically, you’ll be able to play your games wherever on any device you please. Their Pro version offers a small selection of free games and, were that to grow, it could become a fierce competitor.

What remains to be seen is how sustainable the idea is. Right now, it seems like a dream. With these services, what excels aren’t the big franchises we all know, but the smaller ones who stand to gain a whole new audience.

But we need to be careful and ensure developers who need the support find the funds they need. We have no doubt that the likes of Microsoft and Sony have this in mind, and their pursuit to bring more studios into their fold is part of that.

In the end, their goal is to create an ecosystem where people stay within their loop. That’s what services like PS+ and the Epic Games Store are hoping to achieve in particular. They want to drive traffic to their stores and online services and use these sweet treats as bait. It’s a fantastic tactic and one people won’t complain about as long as they get to watch their library grow.

The future of gaming might not necessarily be a war of platforms, but a war of services. The industry is no stranger to operating at a loss to bring in numbers, and this could be an extension of that. The mark of a winner may not be the amount of consoles sold but the number of subscribers you have. How that plays out who knows; we’ll have to wait and see.

At REALTIME, we’re ready for the future of gaming. And with our clients, we’re working on bringing it to the gaming community. If you’re looking for a creative partner for your next project, get in touch with me at [email protected].

REALTIME Appointed Key VFX Vendor on Sky Original Drama

VFX Studio REALTIME has been appointed a key VFX vendor on the second season of Sky One drama ‘A Discovery of Witches’.

The second season of ‘A Discovery of Witches has been commissioned by Sky One and is being produced by British television production company Bad Wolf.

REALTIME has been briefed to create and design a variety of different magic techniques, using a mixture of FX and 2D techniques. They have also designed and animated a hero creature for the series.

The drama is a TV adaptation of the bestselling novel A Discovery of Witches by Deborah Harkness. It stars Matthew Goode (Downton Abbey) and Teresa Palmer (Hacksaw Ridge) and is shot in Wales and on location in Italy

Jonathan Rawlinson, executive producer at REALTIME, said: “We all watched and loved the first series of A Discovery of Witches. It’s great to be working with Bad Wolf on Season 2 of A Discovery of Witches. We’ve flexed our creature and FX designing skills to help design a truly unique character. Here’s hoping our skills stand us in good stead to help create another memorable digital on-screen experience for fans of the series.

“The project comes at an exciting time for REALTIME. We are developing a reputation for projects where creativity and literary excellence combine to make compelling TV series. And it’s always a thrill to work alongside partners who share our passion for screen dramas that live long in the memory.”

REALTIME is also currently working on The Watch for BBC America. The Watch is a fantasy police procedural series inspired by characters from Sir Terry Pratchett’s Discworld series. REALTIME is developing a number of creature and atmospheric assets for the show.

Last year, REALTIME worked on the BBC adaptation of the 2019 The War of the Worlds. REALTIME was a key VFX partner for the production, creating visual effects for the first-ever British television adaptation of H.G. Wells’ iconic novel. 

To meet demand, the VFX Studio launched a recruitment campaign which is ongoing. The campaign will see the studio become one of the largest in the North West UK region, employing a mix of up to 100 full-time staff and freelance digital artists by the end of 2021.

 

Notes for editors

  • More information about A Discovery of Witches Season 2. Season 2  opens with Matthew (Matthew Goode) and Diana (Teresa Palmer) on the streets of Elizabethan London, where they are hiding in time from the Congregation. Here in Elizabethan London they must find a powerful witch teacher to help Diana control her magic and search for the elusive Book of Life. Alongside the Elizabethan action, back in the present day, Diana’s beloved aunts, Sarah and Em, must take shelter with notorious witch hunter Ysabeau De Clermont at her ancestral home, Sept-Tours. Meanwhile, in Oxford, Marcus and Miriam take on Matthew’s mantle to protect daemons Nathaniel and Sophie, whose pregnancy is advancing. And Gerbert, Knox, Satu and Domenico are determined to hunt down every clue they can to Diana’s and Matthew’s disappearance, and the secrets their allies are keeping from them.

 

    • Executive Producers: Jane Tranter, Deborah Harkness, Lachlan MacKinnon, Susie Conklin, Pete McTighe
    • Directors: Farren Blackburn
    • Screenwriters: Sarah Dollard, Susie Conklin, Pete McTighe
    • Producer: Edoardo Ferretti
    • Production Designer: James North
    • VFX Supervisor: Steph Coren
    • VFX Producer: Antony Bluff

 

https://bad-wolf.com/productions/a-discovery-of-witches-season-2/