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By: [ Admin ] Asked from India

What's the best Structure of a VFX facility

I'd like to know how some VFX facilities are structured. In this talk by Ed Catmull he talks a bit about their brain trust. And there are some insights into the difference between the chain of responsibility and paths of communication.

I'm interested to hear about what works - departmentalization, project-centric structure with sequence leads. Other experiments that have been tried...

Who holds the budget and decides when to spend - producer, vfx sup, or head of the company?

Should you hire generalists or specialists?

And what are commonly agreed default templates around which to set up a show. vfx sup, cg sup, 2d sup etc.? What works?

Cheers

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NN comments
franssu_27
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Very interesting question. I will make an analysis of my employer’s structure (and maybe add some insight about the structures of other companies I worked for) for my Conception and design of orgainzations course. I’ll share some ideas here.

julian
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Yes please do.. I look forward to that.

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1 answer

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franssu_27 [ Editor ]

I think the best structure for a VFX facility is a matrix, the departments being the vertical elements of this matrix and the processes the horizontal elements.

The processes should be owned by the supervisors, with the help of the coordinators. The supervisors should use teams from the different departments in order to execute the processes needed to output the assets and shots needed for a project.

That means, as in any matrix-based organization, that each artist would report to two people, ie the head of his department and the supervisor on the project he's working on. If the idea of having everyone managed by two people is too unsettling, team leads may have the responsibility to answer those two managers, and to manage individual artists.

Having some generalists in more complex or fast projects can be very helpful in making the production processes more fluid and agile, but the value of seasoned specialists is very often much needed.

To make sure this works, generic processes for VFX shows should be defined, and reworked during pre-production phase to answer the specificities of each project. Having one person knowledgeable in process engineering and optimization would be a huge asset in this regard.

Besides these processes, some other things have to be thought about, most importantly the management of knowledge inside the company. I know the usage of Wiki and the writing of documentation in general is not a very popular activity among artists and TDs, but it should be encouraged by the upper management. Knowledge is an invaluage intangible asset, and steps must be taken in order to prevent it from being lost when one key actor leaves the company.

The environment of the organization should not be forgotten. Formal and informal networks (between employees and their colleagues in the field, and between companies themselves) should be maintained, as they can add a lot of value when it comes to the reputation of the company. And we all know that reputation help studios get new contracts and hire the necessary talent to complete the work.

Here's in short what I can say for now, please don't hesitate to comment or suggest other possible structures if I have forgotten something.

NN comments
julian
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I’d never heard of matrix based, but I’ve seen what you describe in place, at least partially. I get the feeling that project supervisors don’t like the success of their project to be at the mercy of someone whose not responsible for the project. I’ve been on both sides of that conflict. I’ll add more as I think of it..

julian
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I’d never heard of the name matrix based, but I’ve seen what you describe in place, at least partially – (department heads getting involved in the direction of projects) – but I get the feeling that project supervisors don’t much like to be influenced by someone who can’t be held responsible for the project.

franssu_27
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Department leads could be seen as providing the resources to the project needs, their influence on a project would therefore be limited.

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