Screen
Daily
UK
facilities have grown on the back of rising demand for visual effects
but pressure to meet deadlines is impacting business models and
employees.
As
the complexity and scale of visual effects productions has rocketed,
VFX post production shops have morphed from cottage industry to
multi-national enterprise.
As
a gauge, the films which ushered in the era of computer generated
imagery, Terminator
2: Judgement Day
(1991) and Jurassic
Park
(1993), each contained around 50 VFX shots. By comparison, 2009's
Terminator Salvation
used 1250 shots, and 2015's top performing release Jurassic
World
boasted 2000.
These
volumes are becoming routine and in a decade will likely look as
insignificant as those from movies of the 1990s.
“Six
years ago a large production would carry maybe 1200 shots. Now these
are regularly at 2000,” says Fiona Walkinshaw, joint
MD, Film, Framestore.
“That's a lot of work and data to generate so companies like us
need scale even to win partial awards.”
Framestore
was founded at the dawn of CGI in 1986 and now spans the Atlantic
with 1000 people in London, New York, LA and Montreal.
Double
Negative started out as a boutique in 1998 with 30 staff, before
merging with Prime
Focus World’s creative services subsidiary in June 2014 to create
the world's largest visual effects company with around 4,500
employees.
Recently
the sector has undergone further consolidation. In July, Cinesite
acquired Vancouver’s Image Engine, contributor of shots for
Jurassic
World; and
Technicolor,
owner of MPC, paid £190
million ($290m) in September for shortform VFX giant, The Mill.
Cinesite's
strategy began with the opening of a animation studio in Montreal in
mid-2014, creating 250 jobs and raising its global headcount over
400.
“When
you are a mid-range company, as Cinesite was, you are a half-way
house where you are not necessarily considered for the really big
tentpole movies yet you are too large for those with smaller
budgets,” explains MD Antony Hunt.
“With
a footprint in Vancouver, Montreal and London we have close to 800
people and we can ramp up production to meet larger VFX tenders,”
he says. “There are cost savings too in using similar software
tools and pipelines without having to outlay huge new expenditure on
equipment.”
The
demand for VFX shows no signs of stopping. The top twenty highest
grossing films are consistently dominated by VFX-heavy titles. Among
them last year: The
Hunger Games:
Mockingjay
- Part 2; Ant Man; Furious 7 and
Avengers
Age of Ultron.
Marvel's
Ultron
featured more than 3000 VFX shots, the most for any studio release,
yet its in-production titles Dr
Strange
and Guardians
of the Galaxy 2 (the
original contained 2750 shots) could soon eclipse it.
VFX
software and skills are increasingly integral to many productions
outside of summer releases. Cinesite created 138 photoreal
environment shots for The
Revenant, for
example, and Warner Bros. tasked Framestore with completing digital
jungle and forests for
Jungle Book: Origins
to save the expensive of sending a large crew on location to
Argentina.
It
is rare for a studio to entrust this size of work to a single vendor,
(Ultron,
for example, featured the work of 12 VFX houses), instead booking
multiple shops to achieve not just scale but access to financial
rebates.
Dneg's
tie-up with Prime Focus gave it overnight access to productions
seeking to tap the highly attractive tax credits of Vancouver, where
PF had a division.
Canadian
cities have been competing with each other to provide the most
enticing incentives, luring productions like The
Lego Movie sequel
from Hollywood. British Colombia has been most aggressive, offering a
17.5% specific digital
animation, and VFX
rebate on top of the Canadian government's 33% film and TV production
credits. Sony Pictures Imageworks relocated to Vancouver from Culver
City while ILM, Digital Domain, Cinesite and MPC operate there.
In
contrast the UK offers 25% tax relief, boosted last April when the
qualification to receive it was reduced to 10% of total production
budget.
“We
can't control where a studio will go but since all [rival facilities]
bid on the same work that means having a foot in key markets,” says
Hunt. “A production might shoot 80% physical work in the UK to
maximise tax breaks but post produce in Canada to gain financial
advantage there.”
“Scale
is important if you have severe deadlines and you know they can throw
people at it, but talent, reputation, cost and availability are
equally valid criteria,” says visual effects producer Barrie
Hemsley, who assigned VFX sequences for The
Martian
to facilities including ILM, MPC and Framestore.
“Having
access to rebates may help you get the job done for the money, but a
smaller facility specialising in a certain skillset is also worth
considering.”
Profit
margins are under pressure regardless of size, but as facilities
expand, the pressure to win work and pay high numbers of salaried
staff rises. “Wages are 50
percent of overheads,” reports Lucy
Ainsworth-Taylor, MD and founder, Bluebolt which
employs 65 artists. “They all have to be working. We cannot afford
to carry any dead wood.”
Facilities
must also continually update their software and storage systems. UK
vendors also bear the burden of Soho's sky high rent.
“You
need to be near the post houses doing DI (Digital Intermediate) so
you have to be in Soho,” says Ainsworth-Taylor.
“But
how do you offer value for money with enormous overheads and
crippling rent?”
Ainsworth-Taylor
intends to keep Bluebolt operating 50/50 between film and TV VFX and
to select projects that allows her to maintain the company at its
current size.
“The
cost, complexity and scale required of post houses for tentpole
movies is huge and post production deadlines so narrow that you need
big resources to push them through,” agrees Hunt. “The post
period is so compressed that studios don't tend to put 1000 shots
through one facility. Because of the pressure on post they spread the
load accordingly.”
The
VFX industry learnt a lesson following the collapse of prestigious LA
facility Rhythm & Hues in 2013 after it overstretched itself
financially on production of Life
of Pi.
“You
have to know how to run VFX as a business and you've also go to know
when to stand up to a client,” says Ainsworth-Taylor.
“Never agree to a deal without checking that everything can be
achieved on time or without anticipating last minute changes.”
“The
business
is
very pressurised, driven by deadlines and client's changing their
minds at the last minute,” agrees Framestore's Walkinshaw. “The
director and the studio are always pushing for what they believe is
the best possible cut and VFX can only respond to that. It's always a
negotiation but hopefully, after having worked with a client for a
year, you can work it through.”
Manning
divisions in different time zones, often with less expensive labour,
can enable a VFX facility to operate around the clock. MPC has an
outpost in Bangalore and Dneg recently
established a shop in Mumbai (it already has a facility in Singapore)
with work
on The
Huntsman: Winter's War
for Universal inked in there.
“A
number of VFX facilities have not run their business well,” asserts
Tim Sarnoff, president production services and deputy CEO at
Technicolor. “They have fooled people into thinking they can
produce good work at less than cost, and it squeezes those of us who
know that you can’t maintain a healthy business by slashing
budgets. Our philosophy is to create the highest-quality content and
we believe that comes with a premium.”
There
are concerns that deadline pressures can knock-on to staff,
particularly in unpaid overtime. Broadcast and cinema union BECTU
launched a campaign targeting this in September and says membership
has “rocketed” as a result.
“Our
members don’t believe their management are managing them well,”
says Paul Evans, BECTU national officer. “Hundreds have joined
which is a sign of the strength of feeling.”
BECTU
has amassed the 50% of workforce (around 65 members) it says it needs
to solicit trade-union recognition at MPC's compositing department.
That would mean that legally BECTU could bargain collectively on
behalf of those employees on overtime pay.
Evans
says membership is rising at facilities including Framestore and
Double Negative which could lead to demand for recognition.
“Studios
are aware that their actions have consequences but they are not
looking to sting people out of pay,” says Hemsley. “They do
expect to get what they paid for, in time and at the right quality
and they will demand changes to perfect the picture. The problem is
that those doing the work will inevitably suffer from unrealistic
deadlines. No one is ever asked not to work late to change a shot –
they just want to know if it is possible. Ultimately, it is the
responsibility of vendors in post to manage this.”
Box
this: Facilities seek production stake
UK
VFX facilities are diversifying as a strategy for growth, some
identifying development of their own IP as a business opportunity.
Cinesite,
Double Negative and Framestore have launched animation wings with
mixed results. Framestore Feature Animation co-produced The
Tale of Despereaux
for Universal in 2008 but have not followed this up. Framestore's
Wilkinshaw suggest the company's IP lies in projects like Light Box,
the LED-lit studio it designed with cinematographer Emmanuel Lubezki
to make Gravity.
In
April 2014 Dneg simultaneously launched a feature film and feature
animation arm. The former was billed as
providing VFX support and investment to British-qualifying
productions in the £2-10m range in partnership with Apollo
Productions. The latter, Locksmith
Animation,
was described as the
UK’s first dedicated high-end CG feature animation studio and
backed by Elizabeth Murdoch with former Aardman creative director
Sarah Smith at the helm. Neither has announced any projects.
Family
skewed Charming,
due
this year, is the first fruit of a production pact between Cinesite
and Shrek
producer John Williams' 3QU Media, produced out of Cinesite's
Montreal studio.
“This
is an important step in Cinesite’s strategy to develop our own
creative intellectual property and a slate of original animated
films,” says Hunt.
Technicolor
is putting its weight behind virtual reality.
Its acquisition of The Mill capped a 18-month spending spree in which
it bought Toronto film and TV VFX
outfit Mr X and Paris animation and VFX
specialist Mikros Image.
“No
matter how big everyone thinks VR will be is, we believe it will be
bigger and VR is exactly the type of business that Technicolor excels
in," declares Sarnoff. “The Mill acquisition enables our
Research and Innovation teams to lead the industry in the new demands
of compelling storytelling.”
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