Posts Tagged ‘Sony Imageworks’

Sarnoff Sign-off

Thursday, January 29th, 2009

As reported today by Variety, Sony Imageworks President Tim Sarnoff has left SPI after more than a decade at the helm. Sarnoff will not be replaced, while Executive VP of Production Debbie Denise and VFX Supervisor Ken Ralston will carry on with their respective duties, reporting to Sony Pictures Digital Productions President Bob Osher.

Sarnoff’s departure comes amidst recent news of Sony Corp.’s plans to layoff up to 16,000 employees worldwide in the face of a projected $1.1 billion operating loss - the biggest in the company’s history. While the cuts are expected to spare Sony’s Playstation division, the company plans to shed an unspecified number of “unprofitable or noncore” divisions from its portfolio, according to Leo Lewis of Asia Business. It remains to be seen where Sony Imageworks will fall in that assessment, and if Mr. Sarnoff is the proverbial canary in the coalmine.

Cube Dreams

Sunday, August 17th, 2008

At the SIGGRAPH 2008 conference in Los Angeles this past week, I saw one of the the most depressing student films ever made. It was shown during a panel I participated in entitled, “Teaching Computer Animation For Results”, hosted by my old friend Craig Caldwell of the Griffith University Film School in Brisbane. Each of the four presenters focused upon an educational segment (I drew the “graduate” straw). The short film in question was screened during the undergraduate level portion. In it, a flabby animator pulls an all-nighter in his cubicle. He stares at the cavorting cartoon character on his monitor and wearily laments, “I use to like bears.” Noticing that his coffee pot is empty, he gets up to leave his cube in search of more java. But his ergonomic chair blocks his exit - subtly at first, and then with mounting confrontation. The animator’s desperate attempts to escape this nightmare prove futile as he is forced back into the chair - which “soothingly” rubs his shoulders as he sobs uncontrollably before his unsympathetic monitor: slave to the mis en scene.

The beat outline for this film was described as follows:

  • An animator pulls an all-nighter during crunch time
  • He notices that he is out of coffee
  • The animator tries to leave his cubicle to get more
  • He is prevented from doing so by his chair
  • The animator learns that there is no time for coffee during crunch time
  • He learns that he should do his work without complaint

Somebody slit my wrists now… please. Frankly, I’d expect this sort of “story” from an animation school in North Korea - not from one located in the Southeastern United States. Needless to say, the student filmmaker has probably already been gobbled up by a major studio who is happy to see that someone “gets it”. Who wouldn’t want an employee who “understands” that they can’t leave their cubicle for a cuppa?

Now, I’m no pollyanna. As an animation industry vet, I’ve seen the good, the bad and the ugly. I’ve put in my share of overtime - burning the midnight oil on studio assignments and independent projects alike. I’ve dealt with work-induced RSI, back pain, stress and exhaustion. I know the realities of our business, and it’s not all kittens and unicorns (even when we may be animating kittens and unicorns). So, I wasn’t bothered by the fact that the film’s hapless protagonist didn’t get to take his prescribed union coffee break, or was probably working unpaid OT, or had clearly let his health and personal life go to pot in the service of a menial “effects wizard” position. What bothered me was the loss of fire in the belly, underscored by the opening gag line: “I used to like bears.” Here was a self-portrait (or soon-to-be self-portrait) of an artist whose spark was extinguished, who was forced to sit at his desk and feed the machine without pause like one of those human Duracells in “The Matrix”. There’s nothing wrong with “paying your dues”, but NOT at the cost of your soul.

Ironically, this was a perfect segue into my own segment on the graduate level. The three hallmarks of a graduate education in computer graphics & animation as I see them (based upon my tripod of experience as a graduate student, professor, and recruiting animation supervisor) are as follows:

  • Building a bridge: to the industry, academia and/or private practice
  • Learning how to learn
  • Finding your voice

In addressing these points, the seminal question that I posed to the SIGGRAPH audience was this: “What are you preparing your students for?”

  • …a job?
  • …a career?
  • …or a vocation?

While these three are not mutually exclusive, they are hierarchical. There’s certainly nothing wrong with a job. We all need one - coming in handy as they do for little things like clothes on your back, food in your belly and a roof over your head. ;-) But one can easily shlep along from job to job without any sense of a career arc, which is the next level up. Preparing a student for a job involves training, while preparing a student for a career requires education: if job preparation addresses the buttons and menus, then career preparation addresses the concepts and principles underlying those buttons and menus. And vocation preparation addresses the vision that these functional aspects serve. The distinction between career and vocation is that between artisan and artist: the distinction between the hand and the heart. And even the major studios need more of the latter, whether they know it or not.

Which brings me to the subject of the animation industry’s relationship to academia - a dissertation in itself, but something that I will touch upon briefly here. On my flight to Taipei a couple days ago, I was flipping through the latest issue of 3D World magazine, and came across an article in which industry “pressure group” Games Up? was bemoaning the skills crisis in UK games development, and laying blame squarely at the feet of UK schools and universities. In the first place, let me observe that the stance of “pressure group” is very telling, and significantly different than that of “support group”. A “pressure group” is a pointed finger, while a “support group” is a helping hand. And guess which one is superior in terms of intention, commitment and results? My suspicions regarding the attitude of the companies in question were confirmed by a subsequent comment in which an art director spoke ruefully of CG candidates with “salary issues”. Note to companies: like it or not, when demand exceeds supply - as it clearly does in the landscape addressed by the CG World article - any “salary issues” belong to YOU, not your prospective employees. That sword cuts both ways.

The article posed the question: “Are graduates up to the job?” I’d like to turn that right around and ask: “Are companies up to the job?” Are companies willing to partner with schools to create mutually-enriching programs? Are companies willing to democratically support the percentage that is “irrelevant” to them, in order to more effectively seed and leverage upon the percentage that is “relevant”? Are companies brave enough to pleasantly surprise themselves by looking for talent outside of their cookie cutter preconceptions (anyone remember the days before “digital content departments”, when CG artists came from the ranks of biology, architecture and dance programs)? Are companies forward-thinking enough to realize that what they want today is not necessarily what they need tomorrow? And are companies committed enough that if they can’t find what they need today, they don’t just stand there pointing fingers from the self-satisfied ring of their “pressure group”? Rather, they invite schools into their circle: they get involved. It’s a symbiotic relationship, and the more prescient studios - such as Sony Imageworks with their IPAX program - are already wise to this.

That said, I’ll advance the “radical” liberal arts notion that there’s more to an education than turning out “a good little worker bee”. As a student, you should ask yourself: “Do I want to be a drone, or a trailblazer?” And as an institution of higher learning, you should examine yourself: “Do we want to turn out graduates who slot neatly into the job opening of existing production companies, or do we want to turn out graduates who revolutionize the industry, and knock those companies on their @sses?” What is the more inspiring goal? Which philosophy best serves our students (and ultimately our industry) in the long run?

And to the kid and his instructors responsible for the short film about the animator trapped at his desk, take it from a seasoned pro: there’s ALWAYS time for coffee! :-)

Eyes Glazed Over

Thursday, November 22nd, 2007

I’ll admit: I went into a screening of “Beowulf” wanting to like it, but expecting to hate it. An hour into the film I had arrived at neither of those destinations, but instead wore an unfocused expression much like our sullen friend there - only with 3D glasses to disguise the boredom. At one point, I even settled into my seat for a quick nap. I thought it might be the tryptophan, but then I remembered that I hadn’t eaten a turkey. I was unfortunately watching one. Which is a shame, because a number of my friends and colleagues put a lot of phenomenal work into this film, and it’s a great accomplishment. But then again, I expect to see “great accomplishments” when I go to the movies (especially at $12.50 a ticket). The technology only gets better and better, and we inevitably grow more proficient with it as we pursue our craft. The thing is, I also hope to see great films… and “Beowulf” is unfortunately not one to write home about.

To be clear, I don’t expect high “Art” from a fantasy/adventure film, but at the very least I do expect my interest and emotions to be engaged. The problem with “Beowulf” in a nutshell is this: the adaptation is flat and pedantic, and the film lacks the visceral presence of real actors that it might otherwise fall back upon in an attempt to save itself. Consider Peter Jackson’s “Lord Of The Rings” trilogy. One could argue that most lines of dialogue in LOTR are no more sophisticated than the clunky eye-rollers in “Beowulf” such as “No wonder my loins are burning!”, but the performances of Ian McKellen, Viggo Mortensen, Elijah Wood et al carry the day - irrespective of the “great accomplishment” in special effects that those films also represent. In fact, the characters were so engaging that I was able to disregard the occasional bad matte, sloppy makeup job or wanky character deformation. As a colleague of mine once observed: “If the audience is being entertained, they’ll forgive anything.”

So, when are performances facilitated by technology, and when are they consumed by it? When is the cinematic language of a film extended by technology, and when is it ironically constrained by all the “unlimited freedom”? This is not a general indictment of performance capture, nor of synthetic actors. Both have their uses and both improve with each outing - although one may consider that the Holy Grail of the perfect synthetic actor is much like the speed of light: we may draw very close through considerable effort, but never quite arrive at it. The Uncanny Valley will always be in our periphery, no matter how much we focus on the prize.

So, let’s get the “easy” technical observations about “Beowulf” out of the way. The quality of the performance capture continues to improve, although it is still plagued with a stiff, herky-jerky quality that looks more “automated” than “organic”. Hands engage objects as though the actors were wearing sophisticated prosthetic limbs, eyes tend to stare vacantly (note to all: please study Weta’s work on “King Kong”), and faces readily lapse into an expressionless waxy mask. Interestingly enough, I thought that these problems were far more evident in the first two acts of the film than they were in the final act, which I understand was largely hand-animated. Is there a connection? Or is it simply that techniques and artistry improved by the end of the film, as they often do? Or is it some combination of the two?

The problem with “Beowulf” is unfortunately one of direction. I love Robert Zemeckis’ films, and respect how he embraces technology, but he seems to be gleefully sliding into the same high-tech amusement park that George Lucas got lost in many years ago. It’s ironic that director Gil Kenan, fresh out of school, displayed a more sophisticated command of performance capture and synthetic actors in “Monster House” than the legendary Mr. Zemeckis does in “Beowulf”. Whereas Kenan danced skillfully with the technology to the benefit of “Monster House”, Zemeckis embraces “Beowulf” like Uncle Al at a wedding after he’s had a few. Look, I understand that I’m watching a 3D film. In fact, the technology and its application have grown so sophisticated that I am happily able to forget I am watching a 3D film, and simply enjoy being present in the environment. So when the director starts throwing things at the screen, like David Letterman dropping watermelons from a rooftop to see how they splatter, I am suddenly and forcibly reminded that I am looking at something as opposed to being in something. I am effectively disengaged. The giddy, “Awesome!!!” factor that motivates this problem is inevitable with any dawning technology, but it’s ironic that we haven’t progressed so far from the early days of motion pictures (before they became “cinema”) when crowds would jam into sideshow tents to gawk at onrushing projected trains.

The insidious problem of disengagement also extends to the performances of the actors. When Crispin Glover crows in the press that, “Every movement you see on the screen is mine!” (like a 2-year-old proud his poop) you see “acting” reduced to its lowest common denominator. The faithful translation of the mechanics of movement has become an “accomplishment” that an actor is pleased to report. Once again, this is not a criticism of the technology itself, but rather a problem of its application and direction. Does Andy Serkis spend much time talking about the “faithful translation of his movement”? No. As much as possible, he discusses his characters and their motivation. And you see the results onscreen. When this much time, money and effort is invested in a film, a director owes it to the audience, to the crew and to themselves to make the story, the characters and the experience count! Anything less is a disservice and a waste, and could ironically result in an indictment of the technology much as lackluster story development resulted in the damning of 2D animation earlier in this decade.

Sony Imageworks Visual Effects Supervisor Jerome Chen makes a couple of telling comments in the December 2007 issue of Animation Magazine. The first is when he observes of “Beowulf”: “The minutia involved was pretty mind-boggling. This is a thousand times more detailed than Polar. It was the hardest movie I’ve ever made, definitely.” He goes on to say, “I had no idea we’d end up like this. We set out to be more stylized, but as a result of seeing the performances from the actors translated onto the digital characters, the look became more real.” Which begs the obvious question: upon that realization, why not just shoot the real actors? If “Beowulf” is being approached as a film, the best interests of story and revenue may well call for that “brave” decision. However, if “Beowulf” is being approached as a science project, then perhaps it makes some sense to proceed down the rabbit hole into the Uncanny Valley. But it certainly doesn’t make “cents”. :-)

A few years ago, a producer once told me that he regarded performance capture as “listening to the Beatles through a pair of crappy speakers.” Without a doubt, the “speakers” have improved since that comment. But given the opportunity, I still prefer my bands live. Or else, like Gorillaz, with some style.