AWARD-WINNING VFX TEAMS
by NAOMI GOLDMAN
How can visual effects practitioners best collaborate to create a successful work dynamic and production? How do you embrace new technology to enhance the pipeline and visual storytelling process? And what are lessons learned that other VFX teams can employ?
Last week, VES participated in FMX, the 29th edition of FMX/Film & Media Exchange in Stuttgart, Germany, and hosted a live discussion on Award-Winning VFX Teams. In extending that dynamic conversation, we are proud to showcase another VES panel with three outstanding VES Award-winning Visual Effects Supervisors. They came together to share their insights into the talent, teamwork and technology it takes to create and nurture successful VFX teams.
Lending their voices to this dynamic conversation: moderator Rob Legato, ASC, five time VES Award-winning Visual Effects Supervisor and Cinematographer and recipient of the VES Award for Creative Excellence; Michael Lasker, Visual Effects Supervisor and Creative Director of CG Features at Sony Pictures Imageworks – whose team won the 2024 VES Award for Outstanding Visual Effects in an Animated Feature for Spider-Man: Across the Spider-Verse; and Alex Wang, Production Visual Effects Supervisor whose team won the 2024 VES Award for Outstanding Visual Effects in a Photoreal Episode for The Last Of Us.
“I like to hire people smarter than me and find the personality that seems like they have not been tested or given the opportunity to show the limits of their talent.”
-Rob Legato
Rob Legato, ASC, five time VES Award-winning Visual Effects Supervisor and Cinematographer and recipient of the VES Award for Creative Excellence.
Rob Legato: What does it take to create a team that allows you to realize your vision and the director’s vision?
Michael Lasker: To build a team for Across the Spider-Verse, we had to enlist a team that would collaborate in this artistically-driven environment with a very graphic aesthetic. We were already looking at artists during our work on The Mitchells vs.
the Machines.
A lot of people wanted to be part of the Spider-Verse; the trick was assembling people willing to experiment and find the visual answers to any number of challenges.
The final look was an exploration, as we had six total universes to figure out and 1,000 artists across departments who thrived in bringing this unique film to completion.
Rob Legato: On animation projects, artists often pitch their ideas; did that happen for you?
Michael Lasker, Visual Effects Supervisor and Creative Director of CG Features at Sony Pictures Imageworks – whose team won the 2024 VES Award for Outstanding Visual Effects in an Animated Feature for Spider-Man: Across the Spider-Verse
Michael Lasker: Artists pitched their ideas to directors and producers early in the visual development process.
Once you get to animation, where you are infusing performance into the story, it reveals a lot of new ideas.
So many times, animators will show several versions of shots in our ever-evolving process. One of the biggest strengths of this film is that you can feel the hand of the artists in every frame.
Rob Legato: Alex – Your work was maybe a more traditional approach.
But when you have so many artists and vendors working on a project, do you go in with a set aesthetic vs.
always looking for the next great visual?
Alex Wang: It helps to start with an IP that many artists love. On season one (The Last Of Us), we had 18 vendors on the show who worked on more than 3,000 shots…it’s like working on a slew of feature films. On such a big show, it’s important to involve our vendors as early as possible on prep and concepts…through conversations and on-set presence to help establish the look of the world we’re building.
Alex Wang, Production Visual Effects Supervisor whose team won the 2024 VES Award for Outstanding Visual Effects in a Photoreal Episode for The Last Of Us.
Rob Legato: When I work on things, I am continually gauging who is good at what and steering shots to them where they might excel, always moving things around. What’s your approach to allocating and managing the work?
Alex Wang: With many of our vendors, we already had a shorthand and knew where they excelled…environment, creatures, etc. While we are often catering to strengths, we also ask what they like to do as vendors and how they approach a variety of challenges…such as making sure that the infection is grounded in what this situation would really look like.
Rob Legato: In balancing who leans into their comfort zone or embraces something new, I usually get a response that creates some excitement for me to move the work forward. And when I’m assigning something, I usually don’t pick the technique upfront, because new things invariably come up. What’s your approach to the evolving dynamic?
Michael Lasker: We’re continually evolving how we’re doing the work while it is in process. Some tools are written from the ground up and optimized, but we always add tools to the toolset. Early artwork if often not representative of the final, as we come to challenges from different directions and add to our naturalistic work.
Alex Wang: Because this was our first season, we were establishing a foundation of what worked.
From episodes 1-9, we started to develop a rhythm… the abstract nature of the infected and creature work, that got easier in later episodes.
But because this is a journey across America, each episode had a different look…day, night, seasons. So every time we solved a challenge, the next episode posed a new one.
Rob Legato: What are some of the differences in working on a show vs a feature?
Michael Lasker: More stylistic animated features pose different challenges. Cloudy With a Chance of Meatballs and Hotel Transylvania were more traditional; in Spider-Verse, we had to throw out the efficiencies and create new ones.
Coming off the first Spider-Verse, we knew they wanted something bigger and crazier. At the start we didn’t realize every shot would be so different; once we saw the reference artwork, it started to reveal itself.
Rob Legato: Alex, since your show had 18 vendors, did you create any kind of key or bible to show a standardized look?
Alex Wang: A large art of my job was ensuring continuity and I divvied up the work in a way that would help ensure that. Conceptually, the game was my bible every time I needed a reference point; there is a beautiful book of game artwork. Between reviews, it was inspirational to get me back into that foundational mindset and excitement.
Rob Legato: Since you were working during the pandemic, did that help or hurt your process?
Michael Lasker: I was working on The Mitchells vs.
The Machines, and in the course of one week, we moved 600-700 artists home, got their machines up and it barely affected production; surprisingly, production even increased.
We tried to send out QCs every day.
Rob Legato: My work style was always to go to someone’s desk, even before IO and dailies…I like to nip issues in the bud or redirect.
So during COVID, we would do online desktop reviews, which was very similar.
“On such a big show [The Last of Us], it’s important to involve our vendors as early as possible on prep and concept.”
-Alex Wang
Alex Wang: Even with 18 vendors, I needed to make everyone feel they were working under the same umbrella.
Everyone’s work got dumped into Shotgrid, vendors see things right away and I like to give feedback ASAP.
If we had 1,000 finals, imagine the throughput.
We needed a system that worked efficiently.
Rob Legato.
Do you prefer working at home or in a studio environment?
Michael Lasker: I’m the last person in LA who loves going to the office every day. Client reviews and getting people in a sweatbox is great, but I like hallway talk and brainstorms.
Rob Legato: I like to hire people smarter than me and find the personality that seems like they have not been tested or given the opportunity to show the limits of their talent.
I don’t have to have all the answers – I just have to get them.
Alex Wang: I invite supervisors to set to see the process and build a relationship; it’s hard to do that over Zoom.
I like to harness people’s potential who have complementary skills to mine.
I always tell supervisors to give me a bold version, don’t be shy.
Michael Lasker: I encourage people to bring their ideas and try to make a creative, empowering environment where people can become stronger supervisors and I let people know that their cool ideas may well end up on the screen.
Go too far, because we’ll learn something from it.
“To build a team for Across the Spider-Verse, we had to enlist a team that would collaborate in this artistically-driven environment with a very graphic aesthetic.”
-Michael Lasker
Rob Legato: You are both creating things we haven’t seen before and the quality of the work is extremely high.
What else is unique about your way of working?
Alex Wang: What’s unique about our show is our showrunner Craig Mazin – an incredible writer and leader.
On a show where the effects should be invisible, it should not take us away from the characters.
He will always be the biggest champion for visual effects and made everyone who touched the show feel special.
Michael Lasker: My main partner is the Head of Character Animation.
On these more stylistic shows, the animation drives a lot of the style, and we needed a way for it to translate downstream. I’m always seeking the motivation for the style.
And the team at the studio just got it – having a studio behind such a huge gamble was a great collaboration.
Rob Legato: Some lessons I learned early on, including a Frank Capra quote which says – at any one moment, whatever is on the screen is the movie star.
So everything you’re creating and cutting is important.
Any final advice?
Michael Lasker: For artists out there, follow your passion and don’t let anyone slow you down.
Every shot is like a painting and we try to infuse love, care and enthusiasm.
Alex Wang: Stay hungry and stay humble.
And don’t forget that the computer is just a tool in service to the story.
Source: https://www.vfxvoice.com/award-winning-vfx-teams/" style="color: #0066cc;">https://www.vfxvoice.com/award-winning-vfx-teams/
#awardwinning #vfx #teams
AWARD-WINNING VFX TEAMS
by NAOMI GOLDMAN
How can visual effects practitioners best collaborate to create a successful work dynamic and production? How do you embrace new technology to enhance the pipeline and visual storytelling process? And what are lessons learned that other VFX teams can employ?
Last week, VES participated in FMX, the 29th edition of FMX/Film & Media Exchange in Stuttgart, Germany, and hosted a live discussion on Award-Winning VFX Teams. In extending that dynamic conversation, we are proud to showcase another VES panel with three outstanding VES Award-winning Visual Effects Supervisors. They came together to share their insights into the talent, teamwork and technology it takes to create and nurture successful VFX teams.
Lending their voices to this dynamic conversation: moderator Rob Legato, ASC, five time VES Award-winning Visual Effects Supervisor and Cinematographer and recipient of the VES Award for Creative Excellence; Michael Lasker, Visual Effects Supervisor and Creative Director of CG Features at Sony Pictures Imageworks – whose team won the 2024 VES Award for Outstanding Visual Effects in an Animated Feature for Spider-Man: Across the Spider-Verse; and Alex Wang, Production Visual Effects Supervisor whose team won the 2024 VES Award for Outstanding Visual Effects in a Photoreal Episode for The Last Of Us.
“I like to hire people smarter than me and find the personality that seems like they have not been tested or given the opportunity to show the limits of their talent.”
-Rob Legato
Rob Legato, ASC, five time VES Award-winning Visual Effects Supervisor and Cinematographer and recipient of the VES Award for Creative Excellence.
Rob Legato: What does it take to create a team that allows you to realize your vision and the director’s vision?
Michael Lasker: To build a team for Across the Spider-Verse, we had to enlist a team that would collaborate in this artistically-driven environment with a very graphic aesthetic. We were already looking at artists during our work on The Mitchells vs.
the Machines.
A lot of people wanted to be part of the Spider-Verse; the trick was assembling people willing to experiment and find the visual answers to any number of challenges.
The final look was an exploration, as we had six total universes to figure out and 1,000 artists across departments who thrived in bringing this unique film to completion.
Rob Legato: On animation projects, artists often pitch their ideas; did that happen for you?
Michael Lasker, Visual Effects Supervisor and Creative Director of CG Features at Sony Pictures Imageworks – whose team won the 2024 VES Award for Outstanding Visual Effects in an Animated Feature for Spider-Man: Across the Spider-Verse
Michael Lasker: Artists pitched their ideas to directors and producers early in the visual development process.
Once you get to animation, where you are infusing performance into the story, it reveals a lot of new ideas.
So many times, animators will show several versions of shots in our ever-evolving process. One of the biggest strengths of this film is that you can feel the hand of the artists in every frame.
Rob Legato: Alex – Your work was maybe a more traditional approach.
But when you have so many artists and vendors working on a project, do you go in with a set aesthetic vs.
always looking for the next great visual?
Alex Wang: It helps to start with an IP that many artists love. On season one (The Last Of Us), we had 18 vendors on the show who worked on more than 3,000 shots…it’s like working on a slew of feature films. On such a big show, it’s important to involve our vendors as early as possible on prep and concepts…through conversations and on-set presence to help establish the look of the world we’re building.
Alex Wang, Production Visual Effects Supervisor whose team won the 2024 VES Award for Outstanding Visual Effects in a Photoreal Episode for The Last Of Us.
Rob Legato: When I work on things, I am continually gauging who is good at what and steering shots to them where they might excel, always moving things around. What’s your approach to allocating and managing the work?
Alex Wang: With many of our vendors, we already had a shorthand and knew where they excelled…environment, creatures, etc. While we are often catering to strengths, we also ask what they like to do as vendors and how they approach a variety of challenges…such as making sure that the infection is grounded in what this situation would really look like.
Rob Legato: In balancing who leans into their comfort zone or embraces something new, I usually get a response that creates some excitement for me to move the work forward. And when I’m assigning something, I usually don’t pick the technique upfront, because new things invariably come up. What’s your approach to the evolving dynamic?
Michael Lasker: We’re continually evolving how we’re doing the work while it is in process. Some tools are written from the ground up and optimized, but we always add tools to the toolset. Early artwork if often not representative of the final, as we come to challenges from different directions and add to our naturalistic work.
Alex Wang: Because this was our first season, we were establishing a foundation of what worked.
From episodes 1-9, we started to develop a rhythm… the abstract nature of the infected and creature work, that got easier in later episodes.
But because this is a journey across America, each episode had a different look…day, night, seasons. So every time we solved a challenge, the next episode posed a new one.
Rob Legato: What are some of the differences in working on a show vs a feature?
Michael Lasker: More stylistic animated features pose different challenges. Cloudy With a Chance of Meatballs and Hotel Transylvania were more traditional; in Spider-Verse, we had to throw out the efficiencies and create new ones.
Coming off the first Spider-Verse, we knew they wanted something bigger and crazier. At the start we didn’t realize every shot would be so different; once we saw the reference artwork, it started to reveal itself.
Rob Legato: Alex, since your show had 18 vendors, did you create any kind of key or bible to show a standardized look?
Alex Wang: A large art of my job was ensuring continuity and I divvied up the work in a way that would help ensure that. Conceptually, the game was my bible every time I needed a reference point; there is a beautiful book of game artwork. Between reviews, it was inspirational to get me back into that foundational mindset and excitement.
Rob Legato: Since you were working during the pandemic, did that help or hurt your process?
Michael Lasker: I was working on The Mitchells vs.
The Machines, and in the course of one week, we moved 600-700 artists home, got their machines up and it barely affected production; surprisingly, production even increased.
We tried to send out QCs every day.
Rob Legato: My work style was always to go to someone’s desk, even before IO and dailies…I like to nip issues in the bud or redirect.
So during COVID, we would do online desktop reviews, which was very similar.
“On such a big show [The Last of Us], it’s important to involve our vendors as early as possible on prep and concept.”
-Alex Wang
Alex Wang: Even with 18 vendors, I needed to make everyone feel they were working under the same umbrella.
Everyone’s work got dumped into Shotgrid, vendors see things right away and I like to give feedback ASAP.
If we had 1,000 finals, imagine the throughput.
We needed a system that worked efficiently.
Rob Legato.
Do you prefer working at home or in a studio environment?
Michael Lasker: I’m the last person in LA who loves going to the office every day. Client reviews and getting people in a sweatbox is great, but I like hallway talk and brainstorms.
Rob Legato: I like to hire people smarter than me and find the personality that seems like they have not been tested or given the opportunity to show the limits of their talent.
I don’t have to have all the answers – I just have to get them.
Alex Wang: I invite supervisors to set to see the process and build a relationship; it’s hard to do that over Zoom.
I like to harness people’s potential who have complementary skills to mine.
I always tell supervisors to give me a bold version, don’t be shy.
Michael Lasker: I encourage people to bring their ideas and try to make a creative, empowering environment where people can become stronger supervisors and I let people know that their cool ideas may well end up on the screen.
Go too far, because we’ll learn something from it.
“To build a team for Across the Spider-Verse, we had to enlist a team that would collaborate in this artistically-driven environment with a very graphic aesthetic.”
-Michael Lasker
Rob Legato: You are both creating things we haven’t seen before and the quality of the work is extremely high.
What else is unique about your way of working?
Alex Wang: What’s unique about our show is our showrunner Craig Mazin – an incredible writer and leader.
On a show where the effects should be invisible, it should not take us away from the characters.
He will always be the biggest champion for visual effects and made everyone who touched the show feel special.
Michael Lasker: My main partner is the Head of Character Animation.
On these more stylistic shows, the animation drives a lot of the style, and we needed a way for it to translate downstream. I’m always seeking the motivation for the style.
And the team at the studio just got it – having a studio behind such a huge gamble was a great collaboration.
Rob Legato: Some lessons I learned early on, including a Frank Capra quote which says – at any one moment, whatever is on the screen is the movie star.
So everything you’re creating and cutting is important.
Any final advice?
Michael Lasker: For artists out there, follow your passion and don’t let anyone slow you down.
Every shot is like a painting and we try to infuse love, care and enthusiasm.
Alex Wang: Stay hungry and stay humble.
And don’t forget that the computer is just a tool in service to the story.
Source: https://www.vfxvoice.com/award-winning-vfx-teams/
#awardwinning #vfx #teams
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