Hi everyone!
I have a couple of bit of info to pass on -
1- I have 2 new blogs sites.
The first is http://www.filmshotsstudio.com/blog/ which is a mirror blog of this blogger site, but just under the umbrella of Film Shots. Use which ever one you prefer. I will update both of the blogs with the latest news around the studio, so if you prefer Blogger, keep using it. If you prefer the Film Shots blog from my site, feel free to use that one. Basically, what happened is the Blogger one was my first one and I started this one before I had my official website, then once I got my website I decided to have my blog through my own site. Then...after thinking about it, I decided I'd keep both of them going so people don't get confused as to where to go to get the latest information on my work. Plus more sites doubles my hits, and gets my work in front of more people, so marketing played a part in my decision as well.
The other new site is my new sketchblog. It's basically a place for me to publish some of my sketches and what I do when I'm not doing commercial work. It's a rare occasion these days that I have a chance to do my own work, so I thought it would be fun to share it! The address is - http://sketchblogery.blogspot.com/. Enjoy!
2 - My production update: Just completed or ongoing -
1 - Character design, set, and prop design for a video game
2 - Animation storyboards
3 - Live action storyboards for CW Network’s “One Tree Hill” episodes 401-402-403
I am sending out job bids a a brisk pace and there are so many cool projects to work on! Fun stuff all. I’ll update as things come in.
That’s it for now, but keep checkin’ back for new developments.
Later!
Craig
Tuesday, August 29, 2006
Friday, May 12, 2006
My inspiration
Some of you may wonder..
Where does a storyboard artist, concept artist, illustrator type guy come from?...
I submit for your perusal......
Craig
Where does a storyboard artist, concept artist, illustrator type guy come from?...
I submit for your perusal......
Craig
Quote o the day
Quote ‘o the day…
::: Richard Avedon :::
I do dream about art, and images come to me in dreams. I am definitely hoping to be in touch with my subconscious. I expect a call any minute.
C ‘ya!
Craig
::: Richard Avedon :::
I do dream about art, and images come to me in dreams. I am definitely hoping to be in touch with my subconscious. I expect a call any minute.
C ‘ya!
Craig
Wednesday, May 10, 2006
Production Update 5/10/06
Production Update 5/10/2006
1) I am currently working on an unannounced motion picture. Pre-visualization starts this week, and will continue through the summer most likely. It’s a fantastic film, and one I am very excited to be a part of!! Details and information on this project to be released at a later date….
2) I am producing concept illustration/pre-production for 2 unannounced video games that are in the very early stages and will be ongoing for upcoming months.
3) Work will resume on my personal project in the next few weeks. 1st as a comic book story, which will later be used as pre-production art for a short film. Look for more info on this in upcoming blogs as well.
More later!
Craig
1) I am currently working on an unannounced motion picture. Pre-visualization starts this week, and will continue through the summer most likely. It’s a fantastic film, and one I am very excited to be a part of!! Details and information on this project to be released at a later date….
2) I am producing concept illustration/pre-production for 2 unannounced video games that are in the very early stages and will be ongoing for upcoming months.
3) Work will resume on my personal project in the next few weeks. 1st as a comic book story, which will later be used as pre-production art for a short film. Look for more info on this in upcoming blogs as well.
More later!
Craig
Monday, April 24, 2006
Press release...released :-)
My studio has a news blurb on the internet. Here is the original message….
PRESS RELEASE
FOR IMMEDIATE RELEASE
"Pre-Visual Art Studio Bridges The Gap Between Entertainment Industries"
Hillsborough, NC – With the continuous and ever apparent merging and crossing over of story and visual art content in the motion picture, television, comic book, and video game industries; there is a growing need for creative out-sources that can move comfortably and smoothly between the various industries and provide a ‘medium’ for the various art departments to enhance their pre-production process. The ever growing popularity of major fantastical films such as the “Lord of the Rings” trilogy, “Spiderman 2”, “The Matrix”, and “King Kong”, as well as television shows such as NBC’s “Surface”, and even teen dramas such as WB’s “One Tree Hill” and Fox’s “OC”, are turning more and more to pre-visual art sources for storyboarding, concept art, character development and design, illustration, and matte painting to save production dollars and time before committing to film, tape, or digital video. Video games are growing up as well, and are now competing financially and creatively in the major markets for the entertainment consumers. As such, the creative teams are also increasingly relying on the talents of pre-visual artists to plant the creative sparks to launch and bring to life their titles, initially relying heavily on storyboards, illustration and character development for fuel. Titles such as “Stranger’s Wrath” from EA Games, and “The Mark of Kri” from SCEA illustrate the needs for creative content in the interactive games arena. The cross pollination of characters (i.e. “Spiderman” in film, TV, comic books, and video games) into different forms of entertainment, requires artists who are increasingly aware and
educated in the different needs and procedures of various creative outlets. Producers, directors, and editors agree: Pre-visual art saves time and money for productions that are constantly trying to find ways to stay in the ‘black’ because of special effects, high actor salaries, and the day-to-day costs of doing business in the competitive creative marketplace.
To help supply the increasing demand for pre-visual art worldwide, Film Shots Studio was realized. Officially started in 2005, it is the home base studio for artist Craig Gilmore, a 17 year veteran of the film, TV, animation, advertising, video game and comic book illustration industries. Film Shots is quickly carving an impressive creative name in the Pre-viz art world with clients such as NBC/Universal, Warner Brothers television, Marvel Comics, DC Comics, Cartoon Network,
Sony, Turner Entertainment, and Capital City Entertainment. “Companies want to save money, and the way to do that is to have a studio like ‘Film Shots’ to help with the creative workload, and provide the creative expertise in the subject matter and storytelling. Suprisingly, there aren’t that many studios out there that concentrate on pre-visualization artwork alone. Most studios, try to be a ‘jack of all trades to help spread out their work, but my approach is to concentrate on what I am good at and supply the same useful artwork too many different industries rather than many types of art to one single industry. It’s proven to be an extremely successful formula for my work. Good directors always see the finished film before they shoot it. That is where storyboards and concept art for example are extremely helpful. It helps the director to ‘see’ and solidify their vision.” When asked about Film Shot’s geographic location of Hillsborough, NC, based away from the entertainment epi-centers of Hollywood and New York, Gilmore replied “With today’s technology, FTP and high speed secure internet, I work with companies anywhere in the world. I can upload artwork and get it to a company or director almost instantaneously for approvals. With air travel these days, I can, and do travel for on site meetings, reference and location shoots, with the directors/staff if needed. I like the fact that I can live in such a small, sleepy town atmosphere and at the same time, enjoy the fast lane of entertainment art without physically being there. I love my work and I love the career direction that Film Shots provides: Storyboards, concept, illustration, painting, and even the occasional animation.”
The official site for Craig Gilmore and Film Shots Studio is www.filmshotsstudio.com.
-###-
PRESS RELEASE
FOR IMMEDIATE RELEASE
"Pre-Visual Art Studio Bridges The Gap Between Entertainment Industries"
Hillsborough, NC – With the continuous and ever apparent merging and crossing over of story and visual art content in the motion picture, television, comic book, and video game industries; there is a growing need for creative out-sources that can move comfortably and smoothly between the various industries and provide a ‘medium’ for the various art departments to enhance their pre-production process. The ever growing popularity of major fantastical films such as the “Lord of the Rings” trilogy, “Spiderman 2”, “The Matrix”, and “King Kong”, as well as television shows such as NBC’s “Surface”, and even teen dramas such as WB’s “One Tree Hill” and Fox’s “OC”, are turning more and more to pre-visual art sources for storyboarding, concept art, character development and design, illustration, and matte painting to save production dollars and time before committing to film, tape, or digital video. Video games are growing up as well, and are now competing financially and creatively in the major markets for the entertainment consumers. As such, the creative teams are also increasingly relying on the talents of pre-visual artists to plant the creative sparks to launch and bring to life their titles, initially relying heavily on storyboards, illustration and character development for fuel. Titles such as “Stranger’s Wrath” from EA Games, and “The Mark of Kri” from SCEA illustrate the needs for creative content in the interactive games arena. The cross pollination of characters (i.e. “Spiderman” in film, TV, comic books, and video games) into different forms of entertainment, requires artists who are increasingly aware and
educated in the different needs and procedures of various creative outlets. Producers, directors, and editors agree: Pre-visual art saves time and money for productions that are constantly trying to find ways to stay in the ‘black’ because of special effects, high actor salaries, and the day-to-day costs of doing business in the competitive creative marketplace.
To help supply the increasing demand for pre-visual art worldwide, Film Shots Studio was realized. Officially started in 2005, it is the home base studio for artist Craig Gilmore, a 17 year veteran of the film, TV, animation, advertising, video game and comic book illustration industries. Film Shots is quickly carving an impressive creative name in the Pre-viz art world with clients such as NBC/Universal, Warner Brothers television, Marvel Comics, DC Comics, Cartoon Network,
Sony, Turner Entertainment, and Capital City Entertainment. “Companies want to save money, and the way to do that is to have a studio like ‘Film Shots’ to help with the creative workload, and provide the creative expertise in the subject matter and storytelling. Suprisingly, there aren’t that many studios out there that concentrate on pre-visualization artwork alone. Most studios, try to be a ‘jack of all trades to help spread out their work, but my approach is to concentrate on what I am good at and supply the same useful artwork too many different industries rather than many types of art to one single industry. It’s proven to be an extremely successful formula for my work. Good directors always see the finished film before they shoot it. That is where storyboards and concept art for example are extremely helpful. It helps the director to ‘see’ and solidify their vision.” When asked about Film Shot’s geographic location of Hillsborough, NC, based away from the entertainment epi-centers of Hollywood and New York, Gilmore replied “With today’s technology, FTP and high speed secure internet, I work with companies anywhere in the world. I can upload artwork and get it to a company or director almost instantaneously for approvals. With air travel these days, I can, and do travel for on site meetings, reference and location shoots, with the directors/staff if needed. I like the fact that I can live in such a small, sleepy town atmosphere and at the same time, enjoy the fast lane of entertainment art without physically being there. I love my work and I love the career direction that Film Shots provides: Storyboards, concept, illustration, painting, and even the occasional animation.”
The official site for Craig Gilmore and Film Shots Studio is www.filmshotsstudio.com.
-###-
Friday, April 07, 2006
New production update 4/7/06
New production update 4/7/06
Just finished this week are 2 projects for the production “One Tree Hill” on WB….
More to come later………
Craig
Just finished this week are 2 projects for the production “One Tree Hill” on WB….
- Storyboards as mentioned in previous blog
- Production Illustration
More to come later………
Craig
Thursday, March 30, 2006
Production updates 3/30/06
Production updates 3/30/06
I’m working on some really cool new stuff at the moment!
I’m continuing to build the momentum and effect of Film Shots in the entertainment industries this year, and working on more and more exciting projects!
Well, That’s it for now! Keep checking in with me, and gimmie a call for all of your pre-viz needs!!
Craig
“A Man's reach should exceed his grasp, or what's a heaven for?"
Alexander Pope
I’m working on some really cool new stuff at the moment!
I’m continuing to build the momentum and effect of Film Shots in the entertainment industries this year, and working on more and more exciting projects!
- Currently, I’m in the middle of a storyboard project for WB television’s “One Tree Hill”, which is very satisfying personally. I’ve not missed an episode since season 1, so contributing creatively to the show is a blast!
- I am also in the early phases of storyboard and concept illustration for an unannounced upcoming short feature film, which is to make the major indy circuits soon.
- My comic book story is still ‘on the table’ so to say, although lately with my contractual work, it has been more ‘under or next to the table’ (. Hopefully, I will be able to get to it again in the near future, as it will also serve as storyboards when I go into production in the short film version I’ll shoot at a later point when my schedule allows.
- I’m in the very early stages of pre-viz illustration and character animation on another video game title to be released in the future.
Well, That’s it for now! Keep checking in with me, and gimmie a call for all of your pre-viz needs!!
Craig
“A Man's reach should exceed his grasp, or what's a heaven for?"
Alexander Pope
Tuesday, February 14, 2006
OFFICIAL SITE LIVE!
FILM SHOTS STUDIO OFFICIAL SITE NOW LIVE!
Hi!
Just a quick note to let you know that my 'official' site is now live! WWW.FILMSHOTSSTUDIO.COM. Of course I'll be updating it regularly and tweaking it, but it’s out there. You can also still visit my other portfolio/availability sites www.shootfolio.com/craiggilmore/, and www.flickfolio.com/craiggilmore/. Look forward to working with you in the future, and I hope you enjoy the site!!
Sincerely,
Craig Gilmore
Film Shots Studio
Tuesday, January 17, 2006
The new year is off to a big start!!
The new year is off to a big start!
Well, as I thought, the new year has opened with extremely exciting projects!!
I am currently working on pre-production artwork for a film for Capital City Entertainment in Washington, DC. More info to come as it is released.
Just finished an illustration job for Barnes Design Group.
Fielding many other calls for storyboard and concept illustration work for very interesting projects. One in south Africa, the other in Sweden.
I am also completing more concept work for Redstorm Entertainment on various video game projects. More to come as it is released.
Well, that it for now!
Craig
Friday, December 16, 2005
Year End Reflection
End of the year update……
Hi Everyone!
With the holiday season quickly approaching and the new year about to start, I thought I’d write and post a little thanks to all of my wonderful new/repeat clients, my agents Artist Logic in LA, and all my lovely wife, family and friends who have been so supportive and reflect on the year that was 2005.
Business wise, this has been a fantastic year for my studio, as I picked up several new clients, and continued to produce work for established ones as well! The direction of my studio has been steadily taking me in the exciting direction of advertising, film, and TV. Projects, such as “Surface” for NBC/Universal, and other independent film work in North Carolina have kept the creative gears turning. I still have been producing a lot of successful work in the video game industry as well with the “Ghost Recon: Summit Strike” for Xbox, and after the first of the year, “Ghost Recon: Advanced Warfighter” for the new Xbox 360 console. Also, many advertising jobs in a storyboarding and illustration role have, and continue to open up for me here on the east coast as well as in LA. All are very exciting!!
Looking forward to 2006, I’m already bidding, and in discussions with a number of large projects in motion pictures, and these look to kick off the new year in grand style! 2006 is looking to continue to build Film Shots Studio’s reputation as one of the premiere pre-visual studios on the east coast with no end in sight. I’m very excited at the possibilities! I’ll also be starting another new project for the video game industry, as well as my new story that I’ll be writing and illustrating for the comic book industry. My inclusion in Mark Simon’s “Storyboards: Motion in art: 3rd edition” will be out in 2006 and will be a fantastic source for anyone interested in learning about or persuing a career in Storyboards. I worked up a number of art pieces for the book so check it out when it comes out.
In closing, a quote and a hope……
“If you want to know how to do a thing you must first have a complete desire to do that thing. Then go to kindred spirits -- others who have wanted to do that thing -- and study their ways and means, learn from their successes and failures and add your quota. Thus you may acquire from the experience of the race. And with this technical knowledge you may go forward, expressing through the play of forms the music that is in you and which is very personal to you.”
~ Robert Henri
I hope the coming year will find you all in peace, tranquility, happiness, love, and fulfilling persuits. My all of your dreams come true. Happy Holidays everybody!!!
Craig
Hi Everyone!
With the holiday season quickly approaching and the new year about to start, I thought I’d write and post a little thanks to all of my wonderful new/repeat clients, my agents Artist Logic in LA, and all my lovely wife, family and friends who have been so supportive and reflect on the year that was 2005.
Business wise, this has been a fantastic year for my studio, as I picked up several new clients, and continued to produce work for established ones as well! The direction of my studio has been steadily taking me in the exciting direction of advertising, film, and TV. Projects, such as “Surface” for NBC/Universal, and other independent film work in North Carolina have kept the creative gears turning. I still have been producing a lot of successful work in the video game industry as well with the “Ghost Recon: Summit Strike” for Xbox, and after the first of the year, “Ghost Recon: Advanced Warfighter” for the new Xbox 360 console. Also, many advertising jobs in a storyboarding and illustration role have, and continue to open up for me here on the east coast as well as in LA. All are very exciting!!
Looking forward to 2006, I’m already bidding, and in discussions with a number of large projects in motion pictures, and these look to kick off the new year in grand style! 2006 is looking to continue to build Film Shots Studio’s reputation as one of the premiere pre-visual studios on the east coast with no end in sight. I’m very excited at the possibilities! I’ll also be starting another new project for the video game industry, as well as my new story that I’ll be writing and illustrating for the comic book industry. My inclusion in Mark Simon’s “Storyboards: Motion in art: 3rd edition” will be out in 2006 and will be a fantastic source for anyone interested in learning about or persuing a career in Storyboards. I worked up a number of art pieces for the book so check it out when it comes out.
In closing, a quote and a hope……
“If you want to know how to do a thing you must first have a complete desire to do that thing. Then go to kindred spirits -- others who have wanted to do that thing -- and study their ways and means, learn from their successes and failures and add your quota. Thus you may acquire from the experience of the race. And with this technical knowledge you may go forward, expressing through the play of forms the music that is in you and which is very personal to you.”
~ Robert Henri
I hope the coming year will find you all in peace, tranquility, happiness, love, and fulfilling persuits. My all of your dreams come true. Happy Holidays everybody!!!
Craig
Monday, December 12, 2005
New interview on Gamasutra.com
New interview on Gamasutra!
My latest interview. This one is for the video game industry!
You can find the interview here - http://www.gamasutra.com/galleries/visual_art/craig_gilmore/index.htm
Enjoy!
Craig Gilmore
My latest interview. This one is for the video game industry!
You can find the interview here - http://www.gamasutra.com/galleries/visual_art/craig_gilmore/index.htm
Enjoy!
Craig Gilmore
Friday, December 02, 2005
New project
Hi! Just putting the finishing touches on my newest project: concept illustration for TBWA Chiat/Day Advertising. Very cool project! I'll post more info later!
I'm also starting a small personal 2d cell animation project with two comic book buddies of mine. With some major comic characters..... will keep you posted on this as well.
Hope you all had a great Thanksgiving holiday!
More later!
Craig
I'm also starting a small personal 2d cell animation project with two comic book buddies of mine. With some major comic characters..... will keep you posted on this as well.
Hope you all had a great Thanksgiving holiday!
More later!
Craig
Friday, November 18, 2005
Been a little while since my last post....
Hi all!
Sorry for the delay in my posts. Things have been pretty busy around my studio "Film Shots". Mostly fielding calls and supplying quotes, setting up advertising and promotion etc. You know....buisness stuff. Anyway, things are still moving along as I...
1) have a new independant film project upcoming that wants me to do some boards and a possible DVD cover illustration for. That would be cool, and a *get back to the illustration roots* project would be fun!
2) In stores soon will be "Ghost Recon: Advanced Warfighter" for the Xbox 360. I did a lot of boards and concepting for this project so pick up a copy when you can.
3) working on my comic book story as time allows. Im in the layout stage at this point. hoping to produce some finished work after the holidays.
4) Other odd projects. 'Lil bit 'o this, 'lil bit 'o that....
If you have a chance to pick up the latest issue of "Reel Carolina" you will see they are running an ad for my studio. Its a great magazine on fillm and tv production in North Carolina.
I'm putting the finishing touches on a new interview. This time it's for "NC Flix". I'll post it once it's published.
Ill update more as it comes in.
Sorry for the delay in my posts. Things have been pretty busy around my studio "Film Shots". Mostly fielding calls and supplying quotes, setting up advertising and promotion etc. You know....buisness stuff. Anyway, things are still moving along as I...
1) have a new independant film project upcoming that wants me to do some boards and a possible DVD cover illustration for. That would be cool, and a *get back to the illustration roots* project would be fun!
2) In stores soon will be "Ghost Recon: Advanced Warfighter" for the Xbox 360. I did a lot of boards and concepting for this project so pick up a copy when you can.
3) working on my comic book story as time allows. Im in the layout stage at this point. hoping to produce some finished work after the holidays.
4) Other odd projects. 'Lil bit 'o this, 'lil bit 'o that....
If you have a chance to pick up the latest issue of "Reel Carolina" you will see they are running an ad for my studio. Its a great magazine on fillm and tv production in North Carolina.
I'm putting the finishing touches on a new interview. This time it's for "NC Flix". I'll post it once it's published.
Ill update more as it comes in.
Thursday, October 13, 2005
New projects
I just finished a new storyboard project with a West Virginia advertising agency. I received scripts for 2 60 second tv spots. It was a lot of fun, and a quick turn around. Best of all, another client, and another great job for the portfolio! I am also producing some illustration work for a Christmas card for another company that is due in a couple of weeks. Busy, Busy, Busy!
More later!
Craig
More later!
Craig
Monday, October 10, 2005
So heres my Monday rant.....
So here’s my Monday rant…
Finally someone gets it ……
Film and video games are becoming one. Whether you like or not, creatives and developing companies in games must be prepared for the winds of change. I welcome this new direction with open arms. As it is now, most video game companies will not allow artists to work with other video game companies. Some reasons are warranted, most are not. We as artist, have a right to work wherever and whenever we need to to make a living. New contacting policies will allow this, and make it better for all, even cutting down on the cost of development for companies over all. The limitations are unacceptable. Contracting and freelancing *IS* the way of the future in the video game industry. It benefits both the artist and the company. Unionization is also a certainty in the near future and this is something else that artists, and the development/publishing companies must be able to prepare for. Video games are inherently evil in nature when it comes to deadlines and what are commonly known as “crunch time” workloads (often back to back). This is something that goes unchallenged and is *expected of you as an employee of a video game company*. No overtime, just your pre-determined salary as it stands now is all you get. Ok, the standard practice is a few days of "comp time" which is usually an x number of hours (in the case of one employer "40") is equal to "1" day off. Hmmm... where is the math? And where is the *hard-earned* money the artists are giving away? Video games in order to continue to grow and attract the very best talent, and to continue to prosper in the long run, must be aware… Listen...the faint sounds of the war horns are in the distance......time is near and things they are ‘a changin’….
*Please check out this article published by my buddies over at Digital Artists Management - http://www.digitalartistmanagement.com/ and Digital Artist Management Consultants - http://www.damconsultants.com/… and contact them should you need the very best in artists placement. Great guys and great jobs for a changing marketplace.
*originally published in the Digital Artists Newsletter*
THE CONVERGENCE OF FILMS & GAMES: A Staffing Dilemma
Over the last several years, there have been numerous discussions, debates, and panels dedicated to the convergence of the film and game industries. Much of the dialogue has been centered on plot development, photorealistic graphics, licenses crossing platform lines, and whether or not a game will ever be able to make the player cry.
While all these points are certainly valid topics of discussion and the lines are coming ever-closer to merging, a topic that is seldom discussed is “What is the best staffing methodology for facilitating this convergence?” Although it may not be a flashy subject for a panel at GDC or E3, the benefits associated with Hollywood 's practice of hiring product development specialists into temporary, on-site, full-time contract positions is gaining considerable traction within the videogame industry.
Up until now, the game development community has focused almost exclusively on hiring artists, animators, designers, and engineers into full-time positions. This methodology has prevailed because of the desire to secure and retain top development talent, protect intellectual properties, and keep innovations and proprietary technologies confidential until products ship. But in order to meet the development scope for next-generation content team sizes and budgets will likely double or even triple. While there will always be a need to hire and maintain a core team of key players on staff, it is becoming increasingly difficult and, in some cases, unnecessary, to have the entire development team employed in permanent positions. Film and effects houses have long seen the value in contract employment because of the project-oriented nature of their work. Similarly, the project-oriented nature of games development could likewise benefit from utilizing temporary or contract resources on a broader scale.
For employers, hiring contractors immediately eliminates many of the HR, benefits, and insurance costs inherent with hiring each new employee, especially when the staffing agency assumes the liability issues associated with co-employment. Under this scenario, the staffing agency is responsible for the contract employee, including all HR-related issues, payroll, state and federal taxes, workman's compensation, unemployment, and liability insurance, while the employer gets much-needed resources to alleviate workload and bandwidth pressures on the typically heavily burdened permanent staff. Contract staffing also provides a lot of flexibility for employers to test-run candidates before making a permanent hiring decision based on an interview, a demo reel, or a gut feeling. When the contract is done, there are no false or misconceived expectations, and the employer has the options to move on, renew the contract, or convert the contractor into a permanent employee. Moreover, utilizing contract employees can help companies avoid much of the awkwardness and negative publicity that often results from layoffs and downsizing at the end of a project because most companies cannot financially sustain the entire development team once the product has shipped.
For individual developers, there are some equally compelling benefits to the contract employment model. From a creative perspective, contracting affords the opportunity to work on a variety of different projects over the course of one's career while broadening one's network of contacts. Contracting can also provide a stop-gap between permanent employment stints since it's always nice to receive a paycheck while you're looking for a permanent job. Most notably, working on contract often allows an individual to get the proverbial “foot in the door” with a studio that may have otherwise been reluctant to make a permanent commitment upfront.
So while the debate over the impending union of film and games content marches on, the benefits of a convergence in hiring practices are becoming increasingly clear.
Finally someone gets it ……
Film and video games are becoming one. Whether you like or not, creatives and developing companies in games must be prepared for the winds of change. I welcome this new direction with open arms. As it is now, most video game companies will not allow artists to work with other video game companies. Some reasons are warranted, most are not. We as artist, have a right to work wherever and whenever we need to to make a living. New contacting policies will allow this, and make it better for all, even cutting down on the cost of development for companies over all. The limitations are unacceptable. Contracting and freelancing *IS* the way of the future in the video game industry. It benefits both the artist and the company. Unionization is also a certainty in the near future and this is something else that artists, and the development/publishing companies must be able to prepare for. Video games are inherently evil in nature when it comes to deadlines and what are commonly known as “crunch time” workloads (often back to back). This is something that goes unchallenged and is *expected of you as an employee of a video game company*. No overtime, just your pre-determined salary as it stands now is all you get. Ok, the standard practice is a few days of "comp time" which is usually an x number of hours (in the case of one employer "40") is equal to "1" day off. Hmmm... where is the math? And where is the *hard-earned* money the artists are giving away? Video games in order to continue to grow and attract the very best talent, and to continue to prosper in the long run, must be aware… Listen...the faint sounds of the war horns are in the distance......time is near and things they are ‘a changin’….
*Please check out this article published by my buddies over at Digital Artists Management - http://www.digitalartistmanagement.com/ and Digital Artist Management Consultants - http://www.damconsultants.com/… and contact them should you need the very best in artists placement. Great guys and great jobs for a changing marketplace.
*originally published in the Digital Artists Newsletter*
THE CONVERGENCE OF FILMS & GAMES: A Staffing Dilemma
Over the last several years, there have been numerous discussions, debates, and panels dedicated to the convergence of the film and game industries. Much of the dialogue has been centered on plot development, photorealistic graphics, licenses crossing platform lines, and whether or not a game will ever be able to make the player cry.
While all these points are certainly valid topics of discussion and the lines are coming ever-closer to merging, a topic that is seldom discussed is “What is the best staffing methodology for facilitating this convergence?” Although it may not be a flashy subject for a panel at GDC or E3, the benefits associated with Hollywood 's practice of hiring product development specialists into temporary, on-site, full-time contract positions is gaining considerable traction within the videogame industry.
Up until now, the game development community has focused almost exclusively on hiring artists, animators, designers, and engineers into full-time positions. This methodology has prevailed because of the desire to secure and retain top development talent, protect intellectual properties, and keep innovations and proprietary technologies confidential until products ship. But in order to meet the development scope for next-generation content team sizes and budgets will likely double or even triple. While there will always be a need to hire and maintain a core team of key players on staff, it is becoming increasingly difficult and, in some cases, unnecessary, to have the entire development team employed in permanent positions. Film and effects houses have long seen the value in contract employment because of the project-oriented nature of their work. Similarly, the project-oriented nature of games development could likewise benefit from utilizing temporary or contract resources on a broader scale.
For employers, hiring contractors immediately eliminates many of the HR, benefits, and insurance costs inherent with hiring each new employee, especially when the staffing agency assumes the liability issues associated with co-employment. Under this scenario, the staffing agency is responsible for the contract employee, including all HR-related issues, payroll, state and federal taxes, workman's compensation, unemployment, and liability insurance, while the employer gets much-needed resources to alleviate workload and bandwidth pressures on the typically heavily burdened permanent staff. Contract staffing also provides a lot of flexibility for employers to test-run candidates before making a permanent hiring decision based on an interview, a demo reel, or a gut feeling. When the contract is done, there are no false or misconceived expectations, and the employer has the options to move on, renew the contract, or convert the contractor into a permanent employee. Moreover, utilizing contract employees can help companies avoid much of the awkwardness and negative publicity that often results from layoffs and downsizing at the end of a project because most companies cannot financially sustain the entire development team once the product has shipped.
For individual developers, there are some equally compelling benefits to the contract employment model. From a creative perspective, contracting affords the opportunity to work on a variety of different projects over the course of one's career while broadening one's network of contacts. Contracting can also provide a stop-gap between permanent employment stints since it's always nice to receive a paycheck while you're looking for a permanent job. Most notably, working on contract often allows an individual to get the proverbial “foot in the door” with a studio that may have otherwise been reluctant to make a permanent commitment upfront.
So while the debate over the impending union of film and games content marches on, the benefits of a convergence in hiring practices are becoming increasingly clear.
Thursday, September 29, 2005
New update
Good Thursday to you all. Hope it is a good one and deadline pixies are staying away ;-)
I'm trying to juggle some small assignments until the bigger ones come through in a couple of weeks (they said) and in between my comic story which is going well. I've been tied up and it seems I haven't posted my "semi-regular, but working on posting more frequently" update. Thanks go to Allison who reminded me that yes, people are reading this. That's good news, so I'll try to update more. Lastly, make sure to run over to my portfolio site which I updated with some new production art. www.flickfolio.com/craiggilmore/.
So........the last topic today is........
My workflow step 3) Thumbnail sketches and the art of drawing really small....
Well, after I have all the script broken down into all those circled paragraphs etc. I will draw a number of small boxes next to each circled section to draw a visual "note" to myself about what I want the panel to do. I've often heard from my fellow artists that these rough thimbnails are notes only I can decipher, and indeed they are no more that scribbles and shapes for the most part. Honestly, sometimes they are so rough even I, look at them later and go "what the....is that a foot or a hammer?". At this stage of the game, that is all that I am interested in. I'm thinking about action, timing, composition, camera movement and clear storytelling. Not correct proportion, setting up vanishing points and the later stuff. So I will go back through the script, and basically draw all the key frames of action. I like to think of each one of these drawings in animation terms of being "keyframes" that will later have "breakdowns" and "inbetweens". When this process is done, for the most part, all of my job as a storyteller and the hard (but fun and challenging) part of the job is through because in my mind, I know exactly what I need and want to draw at this point. All that is left is to draw out the panels in the appropriate size and demensions, with all the eye candy added in i.e. correct perspective, figure proportion, drapery, lighting. All of this is no more than proverbial "icing on the cake". This brings me to the next step which will be posted later.....
#3) Approval stages, and finishes or "grab your director and tango"
Thanks for reading, until next time...
Craig
I'm trying to juggle some small assignments until the bigger ones come through in a couple of weeks (they said) and in between my comic story which is going well. I've been tied up and it seems I haven't posted my "semi-regular, but working on posting more frequently" update. Thanks go to Allison who reminded me that yes, people are reading this. That's good news, so I'll try to update more. Lastly, make sure to run over to my portfolio site which I updated with some new production art. www.flickfolio.com/craiggilmore/.
So........the last topic today is........
My workflow step 3) Thumbnail sketches and the art of drawing really small....
Well, after I have all the script broken down into all those circled paragraphs etc. I will draw a number of small boxes next to each circled section to draw a visual "note" to myself about what I want the panel to do. I've often heard from my fellow artists that these rough thimbnails are notes only I can decipher, and indeed they are no more that scribbles and shapes for the most part. Honestly, sometimes they are so rough even I, look at them later and go "what the....is that a foot or a hammer?". At this stage of the game, that is all that I am interested in. I'm thinking about action, timing, composition, camera movement and clear storytelling. Not correct proportion, setting up vanishing points and the later stuff. So I will go back through the script, and basically draw all the key frames of action. I like to think of each one of these drawings in animation terms of being "keyframes" that will later have "breakdowns" and "inbetweens". When this process is done, for the most part, all of my job as a storyteller and the hard (but fun and challenging) part of the job is through because in my mind, I know exactly what I need and want to draw at this point. All that is left is to draw out the panels in the appropriate size and demensions, with all the eye candy added in i.e. correct perspective, figure proportion, drapery, lighting. All of this is no more than proverbial "icing on the cake". This brings me to the next step which will be posted later.....
#3) Approval stages, and finishes or "grab your director and tango"
Thanks for reading, until next time...
Craig
Tuesday, September 20, 2005
'lil bit about my storyboard/comics workflow
Hi all,
Since some people have asked....I thought I might talk a little bit about my workflow process as it relates to storyboard and comics. I'll have to break this up into sections as I will only cover one part of the development at a time.
1- Circles and words-
When I get a script, the first thing I am interested in doing is taking it and breaking it down into bite size digestable images. There is certainly a lot of information in a normal movie script so what I do (and this goes for comics as well) is take a Colerase blue pencil and read the script. As I go, I circle sections of the script that I think would make a cool image, always keeping in mind that the story is the thing. A cool image alone is great, but in storyboarding and comics every image has to have a purpose and move the story further. So each image *has* to supply the viewer the visual information to tell the story correctly while at the same time suggest camera angles, sets, animation, special effects, all the things a production would need. So I go and cover the whole script and in the end I have a bunch of circled "panels or frames" that I would draw out later. Also during this phase, I'll often write little notes to myself as to what I would like to do.
Next time....... 2) - Thumbnail sketches and the art of drawing really small....
Craig
Since some people have asked....I thought I might talk a little bit about my workflow process as it relates to storyboard and comics. I'll have to break this up into sections as I will only cover one part of the development at a time.
1- Circles and words-
When I get a script, the first thing I am interested in doing is taking it and breaking it down into bite size digestable images. There is certainly a lot of information in a normal movie script so what I do (and this goes for comics as well) is take a Colerase blue pencil and read the script. As I go, I circle sections of the script that I think would make a cool image, always keeping in mind that the story is the thing. A cool image alone is great, but in storyboarding and comics every image has to have a purpose and move the story further. So each image *has* to supply the viewer the visual information to tell the story correctly while at the same time suggest camera angles, sets, animation, special effects, all the things a production would need. So I go and cover the whole script and in the end I have a bunch of circled "panels or frames" that I would draw out later. Also during this phase, I'll often write little notes to myself as to what I would like to do.
Next time....... 2) - Thumbnail sketches and the art of drawing really small....
Craig
Wednesday, September 14, 2005
An observation, a viewpoint, and a rant
To all the so called "filmmakers" and *Lo/NO pay productions*,
Of course I'm a little biased with this because I'm a storyboard artist, but this really bothers me.....
Why is it that filmmakers *want* storyboards, but view them as a *luxury* part of the development cycle, so "we won't have them". I can't tell you how many people I have spoken with that are doing a film, but "don't have the budget" for *one of the most importaint parts of *ANY FILM DEVELOPMENT CYCLE*?!! They look at it like its an option. That statement cannot be further from the truth, and I pity any filmmaker who thinks this way. In fact, that addition of storyboards is most importaint factor in pre-viz, and in reality *saves* the production money in the end by simplifying, *clarifying* the filmmaking process. Look at all the greatest filmmakers of our time, the ones you say are your inspiration and influence. *They* used/use storyboards, and saw them as not just a "luxury", but as a necessity. Wake up people....You call yourselves a real filmmaker, but you don't use boards for your production.....hmmmm........let's think about this.....and start preparing for the inevitable loss of time and precious money that your production will inevitibly rack up for *not* having them. Think about it.....
I've purged my system....
Craig
Of course I'm a little biased with this because I'm a storyboard artist, but this really bothers me.....
Why is it that filmmakers *want* storyboards, but view them as a *luxury* part of the development cycle, so "we won't have them". I can't tell you how many people I have spoken with that are doing a film, but "don't have the budget" for *one of the most importaint parts of *ANY FILM DEVELOPMENT CYCLE*?!! They look at it like its an option. That statement cannot be further from the truth, and I pity any filmmaker who thinks this way. In fact, that addition of storyboards is most importaint factor in pre-viz, and in reality *saves* the production money in the end by simplifying, *clarifying* the filmmaking process. Look at all the greatest filmmakers of our time, the ones you say are your inspiration and influence. *They* used/use storyboards, and saw them as not just a "luxury", but as a necessity. Wake up people....You call yourselves a real filmmaker, but you don't use boards for your production.....hmmmm........let's think about this.....and start preparing for the inevitable loss of time and precious money that your production will inevitibly rack up for *not* having them. Think about it.....
I've purged my system....
Craig
Monday, September 12, 2005
"Time and time again" and movie
Good morning!
Haven't posted in a while. Its been hectic around here in the last few weeks, but all is getting back to "normal" it seems. I just got the go ahead from my publisher to delve head first into the comic book story I want to do. Not that it matters. I intended to do it anyway, even it it was going to see the published light of day, BUT, this helps the motivation factor for sure. I'm already making some headway on it, so I'm happy. Its a return to the medium that started it all for me career wise, and one I haven't worked in for about 10 years. I'm excited again, and find myself flourishing creatively, after a number of years of being disheartened with the comic book medium as a whole. After.... I've been thinking of possibly shooting a short film version of it after its complete. The comic book story will basically be the shooting storyboards any way, so will be ahead of the production process. Of course I'll probably have to do additional boards but thats what I love to do so no work involved. I'll talk to some actors and scout set locales this fall. Once again just thoughts right now, but definitely something I am interested in following up on when its done and persuing. I've been finding myself going more and more towards film as my career progresses. Its a natural step and the industry I was intended to work in since birth. A culmination of all my talents and experience, a place to stay challenged, and a comfortable place to call "home". Time will tell...... my creative wheels are always turning. More later!
Craig
Haven't posted in a while. Its been hectic around here in the last few weeks, but all is getting back to "normal" it seems. I just got the go ahead from my publisher to delve head first into the comic book story I want to do. Not that it matters. I intended to do it anyway, even it it was going to see the published light of day, BUT, this helps the motivation factor for sure. I'm already making some headway on it, so I'm happy. Its a return to the medium that started it all for me career wise, and one I haven't worked in for about 10 years. I'm excited again, and find myself flourishing creatively, after a number of years of being disheartened with the comic book medium as a whole. After.... I've been thinking of possibly shooting a short film version of it after its complete. The comic book story will basically be the shooting storyboards any way, so will be ahead of the production process. Of course I'll probably have to do additional boards but thats what I love to do so no work involved. I'll talk to some actors and scout set locales this fall. Once again just thoughts right now, but definitely something I am interested in following up on when its done and persuing. I've been finding myself going more and more towards film as my career progresses. Its a natural step and the industry I was intended to work in since birth. A culmination of all my talents and experience, a place to stay challenged, and a comfortable place to call "home". Time will tell...... my creative wheels are always turning. More later!
Craig
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