Gokhan Aydın
Producer, Director, Jr. Academician, Addicted @ Art & 3D & Design & Photography & Cinema
Usage and Common Aspects of Visual Effects in Cinema and Video Game
Steve Neale distinguishes between two types: cultural verisimilitude, meaning plausibility of the fictional work within the cultural and/or historical context of the real world, outside of the work; and generic verisimilitude, meaning plausibility of a fictional work within the bounds of its own genre
The purpose of this study is revealing the potentials of visual effects as an inclusive tool addressing collaborative work, production field and utilization of visual effects in video game and feature film industries by creating significant wholes from these data in line with the problem of the research.
What is the development process (period) of visual effect design in feature film and video game industries?
What are the differences and similarities of visual effect design in feature film and video game industries today?
What is the profile of visual effect designers in feature film and video game industries in terms of gender, age, formation, equipment and knowledge?
What are the comments of visual effect designers in feature film and video game industries on the tools they use and the process of learning to use these tools?
The Execution of Mary, Queen of Scots
The Vanishing Lady - George Melies
The Playhouse - Buster Keaton
The Great Train Robbery - Edwin S. Porter
Two Lost Worlds - Norman Dawn
Max Fleischer
Betty Boop - Max Fleischer
The Ten Commandments - Cecil B. DeMile
The Lost World - Harry O. Hoyt
Metropolis - Fritz Lang
The Invisible Man - Frank Williams
The Dunning - Pomeroy Process
The Dunning - Pomeroy Process
Three-strip Technicolor Process
Three-strip Technicolor Process
Optical Printer - Linwood G. Dunn
Open Title / Vertigo - John Witney Jr.
Slitscan - Douglas Trumbull
The Rains Came - Photographic Effects Award
ACM-SIGGRAPH
The Andromeda Strain - First Digital VFX
Westworld - First 2D Computer Graphics
Futureworld - First 3D Computer Graphics
Startrek II: Wrath of Khan - First 3D Particle Animation
Tron - First 3D CGI Compositing
Willow - First 2D Morphing
The Abyss - First Water Animation
Photoshop 1.0 - Thomas & John Knoll
Young Sherlock Holmes - First 3D Character
Terminator 2: Judgement Day - First 3D Reflective Character
Death Becomes Her - First 3D Realist Skin
The Lawnmower Man - First Motion Capture
Jurassic Park - First Camera Tracking
The Crow - First 3D Motion Tracking
Jumanji - First Hair & Fur Visualization
Casino - First Radiosity Lightning
Waterworld - Larger Scale Water Visualization
Contact - VFX as Cinematography
Spawn - 3D Morphing
The Matrix - Bullet Time
Hollow Man - Motion Controller Camera
The Lord of the Rings - Artificial Intelligence
The Lord of the Rings: The Fellowship of the Ring - Artificial Intelligence
The Matrix Reloaded - Universal Capture
The Matrix Reloaded - Universal Capture
The Matrix Reloaded - Universal Capture
The Matrix Reloaded - Universal Capture
Sky Captain and the World of Tomorrow - Blue/Green Screen
Avatar - Fusioncam
Avatar - Performance Capture
Avatar - Simul-cam
Tennis for Two
Spacewar! - First Vectoral Video Game
Pac-Man - First Raster Video Game and AI
I, Robot - 3D Visualization on 2D Vectoral Drawing System
Basketball - Sprite Animation System
Sprite Animation System
Space Harrier - Sprite Anim. as VFX
Prince of Persia - Rotoscope using as VFX
Catacomb 3-D - 3D Game without 3DVGE
Night Trap - Video&Photo use as Game Environment
Virtua Fighter - First 3D Video Game Engine
Outcast - 3DVGE, Volume Fog, Volume Snow, Realtime Light
Call of Duty: Advanced Warfare - 3DVGE, Depth of Field
Halo 3 - Cutscenes Movie
Mortal Kombat - Cutscenes Movie
Low Poly / High Poly Comparison
Avengers Previsualization
Previsualization Programmes
ADAM - Unity3d
ADAM - Unity3d
Motion Capture - Performance Capture
Cinema Hall
Video Game
Re-make Whole Scene
Only the Necessary Objects are Re-make
Interviews in this research are text-based interviews and are made via e-mails
Interviews are informed about the research and their confidentiality is warranted if they choose to participate in the research
In order to prevent data loss, interview records are backed up using Gmail, G Drive, and Dropbox cloud storage services that provide service on a global scale
In order for signification to be correct, the data are divided in accordance with the categories of sub-problems.
The researcher has coded the classified data.
These codes are collected under the determined upper themes.
The codes collected under the themes are interpreted by comparing them with literature and other studies.
An analysis table is created to make the interviews ready to be coded.
The data are transferred to this table.
Interview forms are composed of participant/case, codes, themes, researcher's interpretation and page interpretation.
All data are read as a whole.
The data were read very carefully, line-by-line and coded.
The data are read one more time after coding, and then codes are reviewed, necessary changes are made, new codes are added, and the coding is completed.
Direct citations are determined to use when writing down the findings.
They are classified by placing the codes of the findings next to the codes.
The people are color coded with different colors to separate them.
As placing the codes to corresponding findings will be easier for the analysis, they are re-categorized in accordance with findings.
The analysis in the new table provided comfort and attention due to the colors of the codes specified according to the answers of interviewees under the headings of the findings.
Analyses are made separately for visual effect designers in feature film and video game industries.
A comparative thematic analysis is made between the groups to determine the common and differentiated points of the data obtained from the visual effect designers in feature film and video game industries respectively.
It is aimed to make an equal number of in-depth interviews with visual effect designers in feature film and video game industries.
Six people from the feature film industry and six people from video game are selected and interviews are made with twelve people in total.
While those working in feature film industry are all males, only one of the people working in video game is female.
Those who work in feature film industry are in the age group of 30-48, while those who work in video game are in the age group of 24-35.
Who work in feature film industry have an experience of 10 to 20 years and those who work in video game have an experience of 2.5 to 15 years.
The users from Turkey, United States of America, Chile, Canada, Denmark, Holland, Bulgaria, England and Holland have been tried to reach but the data of users from Spain, Bulgaria, England and Spain could not be reached.
The aim of research is to reach equal number of males and females when the people to reach are determined, unfortunately only one female has been reached from video game, while the total number was 35.
Interviewee Number 5 has stated that anybody who can comprehend the logic of creating 3D can easily adapt to other tools.
All interviewees have emphasized the usefulness and diversity of online resources in their learning processes.
Visual effects designer in Cinema prefer the tools which can produce images looking almost like the finished design when designing visual effects.
The visual effect designing tools which are regarded as the industrial standard are preferred in both industries.
Training materials of industry standard tools in the forms of paid/free books, videos and articles are more than those of other tools in number.
Visual effects designers in Cinema use “Procedural Structure” in their designs.
Visual effects designers in Video Game stated that 3DVGE’s has “Procedural Structure”.
Meta-Design
Hugh Dubberley has stated his views on Meta-Design in ICOGRADA design training manifesto 2011 regarding today's designers are as follows:
“More common will be situations created by participants, during use, enabling multiple views. Today’s users will become designers; designers will become meta-designers, creating conditions in which others can design.” (Dubberly, 2011, pp. 76-82)
Interviewee Number 2 from video game field has stated that visual designers have full command of this experience to be presented because they work on an absolute composition that cannot be changed by the user. But this is the biggest problem for game designers. Each player can be a “Co-Author” in the video game of Minecraft (2009) which means they can create the content.
Technological developments have also contributed to feature film industry as they do to all fields.
The visual effect discoveries produced as a solution to the needs in the analogue period of feature films are used as references in digital era of feature films and also in visual effects of video games. Edward Muybridge's works, George Melies' “Matte”, Max Fleischer's “Rotoscoping”, Eugen Schüfftan's “Schüfftan”, Frank Williams' “Process” techniques created in the analogue period of feature films are used by animation artists, visual effect designers in feature films and visual effect designers in video games by means of the graphics created with computers.
The greatest contribution to visual effects at the onset of the digital era of feature films was made by ACM-SIGGRAPH.
The visual effects have also been used as a supporting element of cinematography, besides showing impossible and hard objects/characters as if real.
Contact (1997)
The Matrix (1999)
Birdman or (The Unexpected Virtue of Ignorance) (2014)
It is suggested for researchers who want to work in the field of visual effects, to expand the data set obtained from this research made on the experiences of the visual effect designers in feature film and video game industries.
In order to expand the data set and reach further findings, interviews can be made at a national and international level.
It is suggested that new researchers should investigate the relationship of visual effects with short film, television, series and advertisement industries apart from expanding the data set.
The scope of the research can be expanded and product managers, development teams, user community leaders and various cinema directors/producers can be interviewed.
A sub-research can be planned by obtaining opinions of the employees in both industries regarding their profession, case study and future projections.
A visual effect design master program can be created as visual effects are the common point of both feature film and video game industries.
Production marathons can be organized in which employees from both industries can participate. Short time production events in both feature films and video games can be re-modelled and re-designed as a common field.
By Gokhan Aydın
Usage and Common Aspects of Visual Effects in Cinema and Video Game
Producer, Director, Jr. Academician, Addicted @ Art & 3D & Design & Photography & Cinema