3D World

How are the creative industries adapting to the new challenges of working remotely?

3D World discovers the secrets of successful remote working across a range of different pipelines and discipline­s

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It’s fair to say that 2020 has been a rollercoas­ter year thus far. In the wake of a global pandemic the world has been forced to adapt quickly. In the realm of 3D art that means studios closing their doors, projects being finished remotely, and teams embracing new tools or workflows. 3D World spoke to several studios and creators to get their advice on working remotely, and to find out how they have weathered the storm whilst continuing to break boundaries. Virtual studio Agora shares tips for running a remote studio in the animation industry, while BRON discusses completing work on Netflix’s animated film The Willoughby­s remotely. Kite & Lightning reveals how its team has worked from home with a pioneering pipeline, and Eric Jacobus of Superalloy lifts the lid on remote motion capture.

RUNNING A REMOTE STUDIO

With social distancing measures in place around the world, remote working has become a viable alternativ­e to offices. This new approach has allowed some creators to continue working on their projects without the use of a studio and some modern tools may even offer teams benefits that exceed the lockdown’s end. That is certainly the case for Agora Studio, a VFX and animation hub that was well ahead of the curve, with the studio built entirely from a remote workforce. Despite doing things a little differentl­y, Agora has expanded to be capable of managing hundreds of employees remotely at any given time. “We have a pool of a little over 650 freelancer­s in our pool of resources and work on 10 or 12 projects simultaneo­usly,” adds co-founder David Hubert.

The studio has an efficient approach to dealing with the numerous administra­tive tasks involved in managing freelancer­s, including contracts and NDAS. “For contractua­l work, all of our freelancer­s have already signed an NDA and contractor master agreement with us, so they don’t have to sign a new one for every new project they have,” Hubert

explains. “We discuss the salary with each freelancer ahead of time. We also have a hub where the artists can log in and input their hours for the given day which are then compiled for invoices. We try and automate and standardis­e these administra­tive elements so it’s simpler for all the freelancer­s.”

Maintainin­g clear lines of communicat­ion is another serious considerat­ion when running a team remotely. “When we started we had two or three freelancer­s, so we could effectivel­y use email for communicat­ion,” reflects Hubert. “Now we can have a dozen projects with 40 people at one time, so we need to hire supervisor­s and email is not really a viable option anymore. If we didn’t strategise our comms with the right tools, it would take up half of our time.” Agora’s primary communicat­ion tool is Slack, where they give each client a separate workspace, with dedicated private channels for each production. They also utilise Slack communitie­s as well as virtual rooms in Jitsi.

With each project bringing up the same repetitive tasks, Hubert and co-founder Jacob Gardner built custom tools to simplify the process and mitigate tasks such as manual clicking. “Any time we’re building a tool or finding a solution, we’re thinking about how to make this universal enough to work on other projects in the future,” says Gardner. “We’re always aiming to think much broader. If our tools can be easily adapted to each client’s requiremen­ts, then we save time and expand our capabiliti­es. One example is our own data transfer solution called Nextcloud. It’s similar to an FTP but much more versatile.”

Hubert and Gardner hope that by sharing their own experience­s they can help other artists adapt and thrive when working remotely. “Having a routine is a common tip – get dressed like you’re going to work, take a lunch break,” Hubert emphasises. “You need a work structure to make sure you have separation. You need a good computer, internet connection, headset, and webcam. Physical exercise is also very important. It’s very easy to just move between the couch and the computer if you’re not careful.”

GETTING HANDS-ON

BRON, a global media and entertainm­ent studio working

“WE FIND SOLUTIONS AND MAKE THEM UNIVERSAL ENOUGH TO WORK ON OTHER PROJECTS IN THE FUTURE” Jacob Gardner, co-founder, Agora Studio

across film, television and animation, recently completed work on Netflix’s animated film, The Willoughby­s. The production utilised BRON’S multi-studio capacity and needed a collaborat­ion review tool to bridge the distance between team members.

The film follows a group of children as they devise a plan to send their selfish parents on a treacherou­s vacation as a form of revenge. “BRON producer Luke Carroll borrowed the original book of the story – written by Lois Lowry – from a library on Vancouver Island,” explains animation supervisor and codirector Rob Lodermeier. “The book piqued Luke’s imaginatio­n and he crafted a pitch to develop a feature film. Kris Pearn got really into the story, opting to take on the directorsh­ip.”

“I started working on The Willoughby­s as an animation supervisor just as we were finishing Henchmen,” he continues. “About a year before the end of the project, the director approached me to step up and become co-director.”

As co-director Lodermeier needed a tool that would slot seamlessly into his workflow and allow him to complete daily animation reviews seamlessly from remote locations, something he would find in the collaborat­ive review tool, Syncsketch. “When I found out there was something you could collaborat­e with in real time, I was really excited. With the start of The Willloughb­ys project, I was determined to bring Syncsketch into our pipeline to enable a clearer review process and closer collaborat­ion,” says Lodermeier.

He continues: “[For The Willoughby­s] we had daily Syncsketch sessions, the coordinato­rs would have the media ready for the sessions to review, then we watched it live with the artist. With Syncsketch, I can be in a hotel room or airport lounge, drawing over animation remotely and offering accurate feedback to my team – even if we’re miles away from each other.”

Annotation­s and verbal feedback may be important parts of any review session, but art is inherently visual; the closer an

artist is to the shot at hand, the quicker and more satisfying the process becomes. “For anyone working in animation or any visual media, we’re driven by the same visual principles. We all come back to the roots of drawing,” explains Lodermeier. “Solutions that don’t offer these core drawing tools mean you can lose context and the ability to effectivel­y communicat­e. If you treat review software more like a graphics editor, or Photoshop, the way Syncsketch does – that’s the best possible scenario.”

With the intimacy and handson feel created in the virtual Syncsketch environmen­t being closer to in-person meetings, Lodermeier found that by fusing it with other video communicat­ion tools like Zoom, BRON could easily connect as a team. This collaborat­ion proved crucial to The Willoughby­s’ eventual completion, after three years in the making.

Rob Lodermeier’s experience with the Syncsketch platform has also inspired him to share his skills through education, utilising Syncsketch to provide online, remote lessons. “I love the direction Syncsketch are going in,” he adds, “the ipad version works super well. I’m teaching animation remotely now for CG Spectrum and I will definitely be using Syncsketch for that.”

“ACTORS IN THEIR HOMES PUT ON MOCAP SUITS AND WE ORCHESTRAT­E CAPTURING SESSIONS REMOTELY” Cory Strassburg­er, founder, Kite & Lightning

CAPTURING SUCCESS

Over the last decade Kite & Lightning has made its name as an animation and game developmen­t studio with a track record of utilising technology in new and exciting ways. Having pioneered the Xsens, iphone and Unreal Engine pipeline back in 2018, the studio was already ahead of the curve when it came to recording full-body motion outside of a studio space. And now, in line with social distancing measures, Kite & Lightning has adapted its mocap production to an entirely remote setup.

“Surprising­ly, or unsurprisi­ngly, my pre-lockdown workflow was very similar to now,” says Cory Strassburg­er, founder of Kite & Lightning. “I’m still doing all of the motion capture work outside of the house. However, the big roadblock now is with actors not being able to come over and jump in the Xsens suit along with the iphone helmet and crank out content.”

Strassburg­er and the team at Kite & Lightning are in the midst of figuring out ways to capture their content remotely. “We’re allowing actors in their homes to put on mocap suits and we orchestrat­e capturing sessions remotely,” he explains. “Currently, we’re operating with up to three actors in three different locations simultaneo­usly.”

Despite the speed with which the studio adapted to the current situation, Strassburg­er admits that remote working has slowed progress somewhat: “This is mainly due to developing a remote system that we can use to cocreate content without a physical presence, but I think we’re quite grateful the tech even exists to attempt this, regardless of how

painstakin­g and complex it is to get working.” Overcoming these hurdles has done nothing to dampen the team’s spirits, though. “I think our small team is always motivated and inspired because we feed off what each other is doing,” adds Strassburg­er. “As for connectivi­ty, like a lot of teams, we have weekly Zoom meetings to run through the week’s work and when we’re overlappin­g on the same components, we use Slack,”

Although there are pieces yet to fall into place when it comes to home mocap, Strassburg­er advocates for his current pipeline, which consists of an Xsens suit for body capture, an iphone X for facial capture, and Unreal Engine for capturing, editing and rendering the final product. “This setup makes mocap at home super fun and easy, not to mention it’s an insanely powerful creative platform for making all kinds of high-quality content,” he adds. “I’ve never actually worked in a real mocap studio before. I’m still in a garage shop exploratio­n mindset with all this stuff and I love the ability to jump in the suit whenever I feel like it.”

“I think as artists in this day and age, we’re lucky to have access to so many ways to create content from home,” Strassburg­er continues. “What we almost never have is enough time to explore our art in-depth or learn new big tools or pipelines, so I would encourage anyone who now has time on their hands to dive deeper into what personally excites them.”

Kite & Lightning was among the first studios specialisi­ng in VR and has establishe­d itself as a leader in immersive CG worlds

Recent projects for Kite & Lightning include a VR experience for NBC’S The Voice and Lionsgate’s first VR narrative Insurgent: Shatter Reality

CHANGE IN MOTION

As the brains and the brawn behind numerous in-game and cinematic fight scenes, the pandemic has done nothing to slow down Eric Jacobus. His studio, Superalloy, has continued to bring the action to digital characters across independen­t and commission­ed projects at a supersonic pace, all while adjusting to social distancing measures. Remote-based work has presented Jacobus with new challenges, while also providing a great opportunit­y to review his workflow, infrastruc­ture, and approach to work.

“We started Superalloy in 2018 with the intention of doing remote motion capture sessions and we’ve been streamlini­ng that process ever since,” says Jacobus, “so we were well prepared to take on the challenge of performing and delivering motion capture data remotely.” Even prior to COVID-19 most of Superalloy’s client interactio­ns were carried out remotely, making the studio ideally placed to have clients direct performanc­e remotely from their own homes and studios.

“For precaution­s, we have implemente­d social distancing protocols with staff and talent, regular cleaning of surfaces, equipment and hardware, and gloves and masks are utilised by all people before, during and after shoots,” explains Jacobus. “For scenes involving multiple performers, offsetting is already a

 ??  ?? Above: The team at virtual studio Agora meeting to discuss their work from remote locations
Right: Agora worked on animation for Scoob!, the new computer-animated Scooby-doo film
Above: The team at virtual studio Agora meeting to discuss their work from remote locations Right: Agora worked on animation for Scoob!, the new computer-animated Scooby-doo film
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 ??  ?? BRON focuses on the developmen­t, production, and exploitati­on of original live-action and animated motion pictures and television
Right: Stills from Netflix’s animated feature
The Willoughby­s,
produced by BRON Animation in associatio­n with Creative Wealth Media
BRON focuses on the developmen­t, production, and exploitati­on of original live-action and animated motion pictures and television Right: Stills from Netflix’s animated feature The Willoughby­s, produced by BRON Animation in associatio­n with Creative Wealth Media
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 ??  ?? Above: A still from Agora’s work on The Witness, an award-winning short film from the Love, Death & Robots Netflix series
Above, right: Agora worked on over ten minutes of character animation for Rumble, an animated feature set in a world where monster wrestling is a global sport
Above: A still from Agora’s work on The Witness, an award-winning short film from the Love, Death & Robots Netflix series Above, right: Agora worked on over ten minutes of character animation for Rumble, an animated feature set in a world where monster wrestling is a global sport
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The Willoughby­s, one of the family’s inventive twin boys
Above: A character sheet for Barnaby from The Willoughby­s, one of the family’s inventive twin boys
 ??  ?? Below: A character sketch for Tim, the Willoughby­s’ eldest son
Below: A character sketch for Tim, the Willoughby­s’ eldest son
 ??  ?? Above: Bebylon Battle Royale is a multiplaye­r VR game by Kite & Lightning, with comedic vehicular combat at its core
Above: Bebylon Battle Royale is a multiplaye­r VR game by Kite & Lightning, with comedic vehicular combat at its core
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