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VFX Voice - Fall 2017

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esulting tools for making VR and AR content “will flow back into<br />

filmmaking and television,” Leo adds. “These tools will probably<br />

make high-end, user-generated content increasingly streamlined,<br />

but linear films and video content are a mature medium with over<br />

a century of history. The tools may change, but the final content<br />

will likely still follow established rules. On the other hand, the rules<br />

for what makes a compelling VR or AR storytelling experience<br />

haven’t been written yet.”<br />

Aron Hjartarson, Framestore’s Executive Creative Director, calls<br />

content coming out of such institutions, including Framestore VR<br />

Studio, “non-traditional work.”<br />

“[In our Los Angeles office], when it comes to non-traditional<br />

work, we have been very busy working on anything from 360 video<br />

content to full-room scale experiences,” Hjartarson explains.<br />

“Distribution has been via several avenues – anything from<br />

YouTube to the App Store, and everything in between. One of<br />

the interesting things about these projects is that the clients are<br />

diverse and come from different channels than our traditional<br />

business. We are finding that our core competencies have a wider<br />

application, from development to storytelling.”<br />

Hjartarson emphasizes these new avenues increase the need for<br />

<strong>VFX</strong> artists.<br />

“As far as how VR impacts the visual effects industry, there is<br />

greater demand for [visual effects artists] than before,” he says.<br />

“[For the VR Studio], the majority of our artists still come from<br />

our existing talent pool, which is deep and wide. But on the CG<br />

and compositing side, we have expanded the skill set of many of<br />

our artists to deal with the challenges involved, and even on the<br />

development side, we have taken some of our best developers from<br />

the traditional side, as well as added some new talent to complement<br />

them.<br />

“Also, 360 video is very challenging technically and needs supervisors<br />

that have a deep understanding of camera systems, optics,<br />

and how to reverse-engineer them. This is leading to a lot of R&D<br />

work in computer vision/computational photography, which is<br />

useful in traditional work. Thinking back to traditional <strong>VFX</strong> projects<br />

I’ve done in the past, we have developed tools that would have<br />

made those shows a lot easier. I think computational photography<br />

will develop at a fast rate, providing viable solutions for volumetric<br />

capture, which has a potential to influence everything we do, VR<br />

and traditional.”<br />

TOP: Rogue One: A Star Wars<br />

Story (Photo credit: Film Frame.<br />

Copyright © 2016 Lucasfilm Ltd.<br />

All Rights Reserved.)<br />

LEFT: Mohen Leo<br />

BEST TOOLS EVER<br />

While working on Air Force One in 1997, Richard Edlund, VES,<br />

suddenly comprehended that digital techniques would eventually<br />

push past generations of practical effects work and mechanical<br />

engineering breakthroughs like motion control. Today, he views<br />

the work he and others did on Star Wars and what followed in the<br />

1970s onward as “steppingstones” on the way to a revolution that<br />

continues to pick up steam.<br />

“On Air Force One, we had a 22-foot wingspan 747 model [built<br />

in the model shop of Edlund’s former company, Boss Films],”<br />

Edlund recalls. “It was perfected – a magnificent model. But<br />

halfway through production, our guys created a digital version<br />

FALL <strong>2017</strong> <strong>VFX</strong>VOICE.COM • 85

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