Summary
Virtualmedia Studios
began research
and development
on the production
of BookReel™
in June of 2000.
There were
4 primary objectives:
- Finding a
production
strategy to
produce BookReel™
that would
be affordable
to the publishing
industry.
- Analyze and
test the process
needed to
produce a
BookReel™
that used
life-like
characters.
Among other
things this
included:
how BookReel™
scripts would
be developed
and written;
mastering
the fine art
of creating
trailers;
how music
scores could
be created
at a low cost;
what tools
would work
best; creating
a seamless
self-maintaining
production
line that
would insure
repeatable
and predictable
quality and
development
time.
- Acquiring
talent and/or
training in
the areas
needed to
produce BookReel™.
- The development
of the Actors
Factory™
which would
turn out realistic
virtual actors
in the least
amount of
time while
insuring quality.
The outcome of
Virtualmedia Studio’s
three year R and
D effort gives
Virtualmedia Studios
an unquestionable
advantage over
other companies
in the production
quality,
production time
and cost.
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The
Cost of 3-D Animation
The single most
critical challenge
for Virtualmedia
Studios was making
BookReels™ affordable for
the publishing
industry at large.
According to the
2001 edition of
the "Graphic
Arts Guild Handbook
of Pricing and
Ethical Guidelines",
the cost for 3-D
animation runs
from $500 - $1,000
per second. At
the low end, this
would mean that
a 2.5 minute BookReel™
would cost $75,000.
We felt this cost
had to come down
for BookReel™
to succeed and
the majority of
our 3 year startup
effort addressed
this issue.
3-D animation is
an enormously
complex and time
consuming process
that requires
highly talented
and skilled people
as well as expensive
hardware and software.
To reduce these
costs we had to
break out of the
standard 3D animation
studio mold. Below
you will find
our approach and,
apropos, the collective
advantage Virtualmedia
Studios has in
producing 3D Animated
BookReel™.
* BookReel™
can be any length
of time but 2.5
minutes was the
model we worked
with. It is the
average duration
of movie trailers
and, we feel,
the maximum length
of a BookReel™.
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Specialization
Luckily one of
the most significant
ways to maintain
quality and reduce
production costs
was already in
our pocket: the
only thing that
Virtualmedia Studios
intended to produce
was BookReel™.
This specialization
meant we did not
have to support hardware,
software and personnel
that other animation
studios, which produce
all manner of
animation need.
Our requirements
were only those
needed for the
production of
BookReel™.
Specifically it
meant less overhead.
Specialization
also means that
all of our efforts
and resources
are focused on
a single product.
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Lean,
Lean and Leaner
A typical 3D production
involves a very
large staff with
many layers of
specialists for
each technical
and artistic element.
This in turn requires
more layers of
managers, directors,
and supervisors.
In short, a small
company exists
for each production
element: story
development, storyboarding,
pre-visualization
and animatics,
casting, wardrobe,
visual effects,
character animation,
sets, sound, music
and the list goes
on. Then you have
all the administrative
staff to support
this weight. Most,
if not all, of
these employees
are full time.
Even if a project
does not need
this army of directors
and specialists
they are applied
anyway because
this is the way
animation has
always been done,
the staff is there
and this is a
tried and true
process for large
and small projects
that the studio
knows and has
always used. As
much as 50% of
production time
is spent in meetings
to keep everyone
on the same page
and the paper
work generated
can take up to
another 20%!
BookReel™
does not require
all the things
mentioned above
and, since creating
BookReel™
is all we ever
intended to do,
all this overhead
was never required
or built-in. Indeed
Virtualmedia Studios'
full time staff
is comprised of
only a half dozen
highly skilled
animators –
period! When needed,
we bring in additional
animators and
specialists on
a contract/per
project basis.
Virtualmedia Studios
also has partnerships
with other studios
that provide resources
as needed. In
short, we apply
and support only
what resources
that the task
of producing each
BookReel™
requires.
At Virtualmedia
Studios we keep
it simple -- we
keep it small.
Our staff is constantly
working and communicating
together in a
virtually paperless
environment where
more hours are
spent “hands
on” and
not in meetings.
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Advances
in Technology
The opportunity
for BookReel™
-- especially
ultra-realistic
or life-like trailers
-- has only become
technically possible
within the last
few years. And
it has only become
financially feasible
for the publishing
industry in the
last year or so
(as our 3 year
research cycle
ended). The factors
that have come
together to make
this so include:
- The falling
costs of hardware:
processing
power, disk
space, memory
and the host
of peripherals
needed to
produce animation
- Recent technical
advancements
and falling
costs of the
software required
- The falling
costs of digital
cameras and
related equipment
- The falling
costs of stock
audio and
video
- Advancements
in animation
re-use and
simulation
- Advancements
in non-linear
animation
- Advancements
in video and
audio compression
- Advancements
in music and
sound creation
software
- The growth
of the World
Wide Web
- Advancements
in retailing
on the WWW
Only a few years
ago you needed
a $10,000 alpha
work station,
tens of thousands
in software, a
professional sound
studio, an orchestra
to create a sound
track. Now all
these things can
be done on a PC
using far less
expensive software
– in all,
this low cost
path is a fourth
of the cost of
the traditional
production path.
However, existing
studios must maintain
the higher cost
path for many
reasons:
the diversity
of the types of
animation they
produce; their
staff is trained
on this software;
they already have
it and the markets
they service can
afford to pay
enough to cover
the costs.
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The Virtual Company
Another huge factor
in keeping the
costs down is
that Virtualmedia
Studios is a true
virtual company.
Virtualmedia Studios
does not have
an office: there
is no lobby, no
receptionist,
no personnel department,
no IS staff! Each
person works from
their home studio
and we collaborate
over the Internet!
The artists that
make up Virtualmedia
Studios live across
the continental
USA and Canada.
Location is not
a factor when
in bringing in
artists to work
on a project –
our production
team can span
the globe and
use the latest
technologies to
stay in constant
communication.
And instead of
sitting in traffic
for 2 hours each
day we can work
on animation.
Studies have proven
that telecommuters
are more productive,
produce better
quality work,
are more creative
and almost never
‘call in
sick’. The
virtual company
is a very efficient
entity. Communication
and collaboration
is more succinct,
focused, efficient
and productive.
The virtual company
is certainly not
for every enterprise
but for what we
do it is next
to essential.
Because we are
not confined by
a physical office
location, our
clients benefit
from lower costs
and added value.
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Virtual Actors
Another huge factor
in keeping costs
down is Virtualmedia
Studio’s
pool of photo-realistic
virtual actors
or “Ultras”
as we call them.
It can take many
man-months to
create a functional
photo-realistic
character model.
Virtualmedia Studio’s
Actors Factory™
reduces this time
and insures repeatable
quality. Still,
if we tried to
create new life-like
character models
for each BookReel™,
the added cost
would be enormous.
By offering ready
made virtual actors
we drastically
reduce the cost
of a BookReel™.
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Reuse
Yet another factor
in maintaining
costs is reuse.
If we need a 3D
set – say
an office or the
bridge of a spaceship
-- that required
totally new elements
that we did not
already have in
our central resource
pool, each new
element we build
(3D models, textures,
materials, etc)
is automatically
incorporated and
indexed into our
central resource
pool for reuse.
This system of
reuse is built
into our production
process. This
system of reuse
works because
3D models and
environments can
easily be altered
to make them unique.
In short, reusable
resources are
organized for
quick lookup and
retrieval and,
therefore, rarely
do we need to
start a 3D model
or environ from
scratch.
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The Unified Process
Borrowing the
Unified Process (UP)
from the world
of computer programming
standardizes our
end to end process
and insures repeatability
in both quality
and project duration.
Beyond this it
also promotes
reusability so
that the 3-D models,
sets, lighting
arrangements and
scenes we construct
are reused from
project to project.
Because it is
a documented process
it can and does
evolve and improve.
In theory, mistakes
are made only
once and each
project and project
element, from
project to project,
looks the same.
A person can step
from one project
to another and
know exactly where
the project stands
and what needs
to be done next.
3D animation is
extremely complex
involving thousands
of steps, hundreds
of files, scores
of disciplines
and dozens of
tools. UP imposes
strict organization
to this mass of
elements so all
we have to do
is create animation
– the complex
details and administration
is taken care
of by the process
itself.
Finally, a ‘process’
to manage such
a complex undertaking
must itself be
highly complex.
What makes it
all work is a
‘structure’
that supports
the process. Indeed
without this structure
the process would
collapse under
its own weight
– that is,
we would quickly
lose sight of
the process and
go astray or,
we’d spend
so much time trying
to adhere to the
process that no
work would get
done! The structure
guides our efforts
so we do not have
to think about
the process and
can focus on the
creative elements
of the project.
The structure
provides feedback
to the process
for improvement.
The structure
puts everything
at our finger
tips and maximizes
our efficiency.
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Conclusion
The above elements
make up ‘Our
Advantage’.
We have not evolved
from past, outdated
and expensive
technologies whose
weight must be
dragged along
as we move forward
and whose cost
must be passed
on to the customer.
We have wiped
the slate clean
and started fresh
with the latest
technologies,
and we have taken
the time to choose
wisely and test.
We do not have
to support technologies
to cover a broad
spectrum of project
types; technologies
that much of the
time sit on the
shelf but whose
cost must ultimately
be passed on to
the customer.
We have not come
from processes
forged in the
heat of development
but have taken
the time and forethought
to implement a
proven process
that has taken
20 years to develop
and is rapidly
becoming the de
facto ‘process’
not only for programming
but for a diverse
array of complex
disciplines.
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