FX Lead

The FX Lead will oversee and provide continuity for a team of FX artists who will be designing and implementing a variety of fx elements, ranging from particle simulations and fluid solves to rigid body dynamics and other fx techniques. 

Management Responsibilities:
  • Primary interface in communicating with other departments for their sequences.
  • Ensure all FX work for their sequences adheres to pipeline standards.
  • Work with Head of FX and Production Supervisor in bidding FX for the sequence.
  • Work with Head of FX and Production Supervisor to track the progress of all of the FX in a sequence and flag potential problems.
  • Review the current state of the sequence on a weekly basis.
  • Work with Head of FX and Production Supervisor to coordinate timely FX integration with the Lead Lighter and/or CG Sup of the sequence.

Artistic responsibilities/Animator mentoring:
  • Be present at Rounds and to collaborate with the Head of FX to give technical feedback.
  • Be available to answer technical questions but is not an additional approval step between Head of FX and artist.
  • Maintain a database of artwork and reference materials for their sequences.
  • Ask for Directors’/VFX Supervisor launches as needed.
  • Work with Head of FX to ensure that Rounds and Dailies comments are understood and addressed.
  • Provide feedback to the Head of FX and Production Supervisor on performance reviews.

Meetings/Rounds/Creative Reviews:
  • If possible, attend FX-related meetings for the assigned sequence and be able to speak on behalf of the department in the event that the Head of FX and/or VFX Supervisor are not present.
  • Work with Production Supervisor and Production Coordinator to schedule inter-department meetings for the sequence.
  • Work with Production Supervisor and Production Coordinator to determine if the creative notes given during reviews can be made within established bid times.

Prioritizing:
  • Unless specified by the Production Supervisor, the Sequence Lead role is the first priority, followed by shot work.
  • Work with the Production Supervisor to prioritize FX Animator and overall sequence tasks.


FX Animator / FX Artist

Essential Duties and Responsibilities:
  • Designs and creates images, elements and effects (such as fire, smoke, crowds)
  • Solid understanding of Maya to be able to use it for particle systems, fields, expressions, MEL scripts, soft bodies, rigid bodies, cloth dynamics and particle instancing/flocking
  • Develop EFX system independently for production use
  • Effectively use in production an EFX system that another FX Animator developed (i.e. bubbles, Creatively solve problems and achieve art direction given to them for a shot
  • Work with other departments and other FX animators to achieve the goals of art direction given
  • Solve minor problems independently 
  • Strong artistic vision and ability to be creative and expand upon the art direction given
  • Strong sense of design and composition
  • Strong understanding of Animation and how things should look, feel and move
  • Some experience writing scripts and/or programming is preferred
  • Ability to multi-task on multiple shots whether similar or different
  • Prioritize tasks
  • Work on shots independently and efficiently
  • Patient and willing to answer questions and mentor other artists
  • Stays abreast of current technologies and attempt to implement them effectively
  • Shows follow thru and is punctual at dailies


Qualifications, Education and/or Experience
  • Experience involving simulations of natural phenomenon, particle systems, procedural modeling, procedural animation, hard and soft body dynamics and other similar effects
  • Must have visual and technical skills 
  • Ability to work collaboratively in a high-end software and production environment
  • A background in computer programming, preferably in C or C++ and UNIX
  • An understanding of physical dynamics and natural phenomena is key

Layout Artist - 3D CG

The role of Layout Artist exists within some areas of CGI and not in others. In features, the Layout Department plays an important and creative role which can be related to that of the Cinematographer's team in Live Action.

A mid-level Layout Artist could be equivalent to a Camera Operator. In television, where roles may not be as specialised, the size and structure of the production dictates whether there will be dedicated Layout Artists; when the job does exist, the requirements are similar to those on features.

In either case, Layout Artists are responsible for staging every shot and plotting the action that will take place within each scene.

Depending on the individual project, it is likely they will work most closely with the Director and Storyboard Artists but may also have involvement with various other departments.

In post production facility houses, if the job exists at all, Layout Artists may be called Layout TDs or Set Up TDs (Technical Directors) and perform a more technical role. It is more likely that CG Animators will pick up whatever information they need about camera moves and proposed action from previs (Pre-Visualisation) than from layouts.

What is the job? 
In most cases, Layout Artists break down 2D storyboards into 3D shots. Using production designs and models as reference, they build locations, including major props, block in the position of characters, select camera angles and plot camera moves.

They ensure that everything that is going to be animated is set up appropriately, including not only characters, but also any props or parts of the background that need to move (e.g. an opening door).

Layout Artists may also be responsible for establishing the lengths of shots within a scene. It is likely that the Director and, possibly, Editor will view and make comments on a low resolution first pass of a layout reel so Layout Artists can make any necessary changes before the scene is passed on to the animators.

There is a later stage of Final Layout, after the animation is complete, when set dressing is added, background models are built in high resolution and final adjustments are made to camera moves and shot lengths.

Depending on the size of the project, Final Layout can become the responsibility of Lighters/Compositors.

In facility houses, the need for Layouts usually occurs only when there is either a need to apply motion capture to CG models; or when there is a big FX shot which needs to be prepared for Effects Animators; or if a background needs tracking or rigging.

Typical career routes 
There is no typical career route but, as traditional artistic skills and a good knowledge of the appropriate software are both required, it is likely that Layout Artists will have gained some professional experience, often as designers, illustrators, sculptors, storyboard artists or in another relevant role.

With an impressive portfolio and showreel demonstrating their talent, it is sometimes possible for recent graduates or self-taught individuals to find a job in the Layout Department.
Layout Artists can go on to become Layout Supervisors or Layout TDs and it can also be a good route in to Animation.

Essential knowledge and skills 
As Layout Artists in CGI are undertaking a role similar to that of a Camera Person, it is essential that they are extremely film literate and able to meet the filmic needs of a production.

Key Skills include:
  • demonstrable artistic skills including a strong sense of composition and perspective, good use of light, shadow and colour; the ability to create atmosphere and good understanding of editing;
  • thorough knowledge of whatever software applies to the production;
  • good understanding of the principles of cinematography including use of lenses, positioning and moving the camera, etc;
  • for facility house work, sufficient technical skills to be able to apply motion capture to CG models;
  • ability to take direction and a willingness to address comments and make changes;
  • ability to communicate with colleagues and work as part of a team;
  • ability to work with a minimum of supervision and ability to problem solve;
  • ability to deliver on schedule, working under pressure if required;
  • respect for the procedures and requirements of a particular studio, production or pipeline;
  • knowledge of the requirements of the relevant Health and Safety legislation and procedures

Training and qualifications 
It is likely that CG Layout Artists will have gained a degree in an art related subject such as Illustration, Fine Art, Sculpture, Computer Animation, Graphic Design or in one of a variety of film or computer subjects.

However, the quality of their work will be of more value than an academic qualification.

Experienced Layout Artists will be expected to have showreels of previous work; new entrants should have a portfolio that demonstrates their skills together with a showreel of any relevant personal work.

In addition to artistic talent and film literacy, Layout Artists will need to have trained in at least one of the 3D software packages currently in use by the industry; these include Maya, XSI, 3D Studio Max and Lightwave.

A good understanding of maths and physics can be useful.

Director / Head of Training

The Director of training will manage all aspects of training within DreamWorks Dedicated Unit, Technicolor India.


Essential Job Responsibilities
  • Partner with DDU Department Heads and DWA Training Team to determine and consolidate training needs
  • Develop a pedagogical design for training
  • Manage and oversee New Hire Curriculum, Continuing Education, Special Projects Training, and Operational Skills Training
  • Allocate resources between instruction, documentation, and tutorial building
  • Develop budgets for approval
  • Manage allocated budget and approve local expenses - write reports and  keep records
  • Develop and manage workflow processes and staff. 
  • Partner with Production to determine appropriate trainers per department
  • Manage documentation, publishing, and delivery
  • Manage studio library
  • Develop and administer DDU’s Internship Program (a six-month immersive, discipline-specific apprenticeship) for compliance with DWA standards and in alignment with the needs of DDU.
  • Conduct hands-on technical /artistic development classes.
  • Plan/Coordinate educational programs with local institutions to conduct technical and artistic courses.

Managerial / Leadership responsibilities:
  • Leverage resources for maximum effect
  • Understand the needs of Client Group and instill the customer service value amongst team
  • Create the Educational Environment/Philosophy/Culture
  • Mentor and assess trainers
  • Develop evaluation process to measure success
  • Promote and market the value of Training

Requirements (Experience/Education):
  • Master’s degree in computer science, computer graphics, art or equivalent (preferred)
  • Experience working with 2D/3D production packages, eg. Maya, Houdini and Photoshop
  • Programming with special emphasis on Python, C++ (preferred)
  • Practical knowledge of human behavior
  • Strong presentation skills
  • Understanding of Mass Communications, Marketing, and Cognitive Sciences
  • Strong Software background with experience in the software development process
  • Proven ability to translate technical concepts to non-technical clients
  • Expert systems experience is preferred
  • Prior experience in the field of training and development and / or as a class room instructor (preferred)
  • Excellent organization and execution skills
  • Experience of leading and managing teams
  • A detailed understanding of Animation production process with experience working on Features
  • Experience working in Lighting/FX departments in proprietary work (Pipeline & Tools) environment (preferred)

Technical Director (TD)

A Technical Director (TD) provides critical support to a show's artists and department heads. A Technical Director will design, develop, and implement new tools and processes for a particular show or department. As needed, a Technical Director may be asked to do shot work.

Essential duties and responsibilities:
  • Provides technical support for aiding artists with the completion of computer graphics shots.
  • Assists artists with troubleshooting and debugging of production issues.
  • Support and develop tools and procedures, which maintain and enhance the production pipeline.
  • Create documentation.
  • Ensure software development follows studio policies and guidelines.
  • Assist in training and mentoring of other TDs as required and appropriate.
  • Assist in envisioning studio goals. Can work on goals with supervision.
  • Works with multiple departments and across multiple areas of Technical Direction.
  • Develops and implements new computer graphic techniques.
  • Provide support and development of tools and procedures to extend and enhance the pipeline.
  • Assist animators and artists with troubleshooting of shots. Issues may include problems with fur, clothing, particle effects, animation, and rendering.
  • Support and work with multiple departments, including Modeling, Animation, Lighting, FX, and Research and Development.
  • Work closely with other Technical Directors, Production Supervisors, VFX Supervisors, and Production Engineering to maintain and further the production pipeline.
  • Assist in training and mentoring of other Entry Level and Associate Technical Directors.

Expectations:
  • Ability to take direction and work in a team environment.
  • Ability to pay close attention to detail; oftentimes on repetitive tasks.
  • “Customer first” mentality and willingness to provide direct support to individuals.
  • Excellent verbal and written communication skills.
  • Experience with the Unix environment.
  • Strong math and programming skills.
  • Must have a positive attitude.
  • Ability to support (non-technical) artists teaching or tutoring experience, project roles that interface between developers and clients.
  • Excellent problem-solving skills involvement in small teams tackling big multi-discipline projects.
  • Sound computer science knowledge object oriented programming (OOP), design patterns, projects implementing large systems, C++, Python.
  • experience with computer graphics 3rd party packages like Maya, Max, Lightwave, coursework or other studies in computer graphics, 3D game development.