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Blurring
the boundary
by Halli Bjornsson AA Dipl. MD of Cadai Ltd, www.cadai.com
In
this article I´m exploring how CG professionals define
themselves and how they see their roles evolving in the future.
My main interest was from understanding where they would see their
work and role from a general perspective where the companies and
individuals of today will be operating in the future. If there’s
anything we can take for granted then it’s that things change
and do so rather rapidly when it comes to CG. The increasing technological
awareness of those involved in any way with building things, the
web, hardware advances and the maturing of the CG professions all
bring us to an interesting cocktail of potential changes.
I
had an excellent visit to Smoothe Ltd, in the Uk. They’re
doing some great stuff and are needless to say very respected in
the CG community.
Let’s
start off with my interview with Jon Hey at Smoothe in the UK.
I asked him straight about how Smoothe defines itself:
“ Smoothe is essentially a design communication company with studios
in London, Manchester and Calgary. We utilise new technology
to create film, images, animation, music, events and exhibitions
that communicate and promote ideas.”
When did you start out?
“ Smoothe started about 4 years ago creating digital imagery for
the architectural industry, which has always been the core focus
of our work. The balance of this work is split fairly evenly between
the production of photo-realistic images in support of planning
applications, and those for marketing purposes.”
What sort of projects are you currently working on?
“We’ve just completed about 30 minutes of interior and exterior animation
and 30 still images for the promotion of a large residential development of 40
towers in Dubai. We were competing against several companies worldwide and won
the commission based not only on our portfolio of work but also our capacity
and confidence to handle that scale of project to the quality and timescales
demanded, an important factor and one which rules out many talented but smaller
studios.”
You’ve
mentioned that a large part of your work involves developers
rather than architects, how do you see that extending?
“
Typically images, a website and perhaps an animation form the basis
of digital marketing material for any new development but I think
there’s room to extend that to a greater range of media products.
Our aim is to find the best delivery method or methods for each
project for maximum impact and exposure.”
I
can see that you undertake R&D and you’re currently
venturing into realtime interactive content.
“
One product we are keenest to develop is the real-time virtual
environment. We’ve already produced a game style representation
of a large housing scheme. The game challenges the player to find
their way around the development, familiarising themselves with
the layout and from a realistic human point of view. Although designed
with a ‘Super Mario’ flavour the game also seeks to
demonstrate some serious aspects of the design. In particular a
lot of effort has gone into the design of the spaces between the
buildings, in addition to the buildings themselves. However the ‘go
anywhere’ game style does mean every angle of the environment
has to be considered where an animated sequence may tactfully hide
those areas not fully resolved.
The
use of virtual environments may equally be applicable to planning
as
it is to marketing. In fact planning authorities may eventually
insist on real-time virtual representations of submitted schemes
so they can view them dynamically and from any realistic viewpoint.
An accurate ‘virtual city’ model into which any proposed
schemes could be inserted would be a useful evaluation tool, again
not only for the buildings themselves but for those spaces that
lock them together.
We’re pushing hard to towards providing a more complete digital
suite of products for future projects.
We’re
pushing hard to towards providing a more complete digital suite
of products for future projects.
With careful planning a package of various promotional media
tools, e.g. interactive DVD’s, images, animation and real-time
virtual environments etc can be assembled to target the widest
possible
audience and because the majority of the work involved is in the
creation of the 3d model (from which much of the overall content
is generated) for most projects, repackaging it for different media
although equally skilled is less time consuming, resulting in a
significant cost savings compared to those if commissioned separately.”
Food for thought
Jon
touched on quite a few things, which I found very interesting
with regards
to how the profession is changing. This effects both
the business environment professionals in this area exist in as
well as the tasks they undertake and their roles. They are intertwined
and complex to say the least but I’ll make a brave effort
to come to some sort of conclusion. You’re no doubt going
to find some of the things I say obvious but bear with me.
As
I’ve mentioned before then we’ve
got a cocktail of influences. They are mostly as I can see it:
• Processing
power
• Software development
• Different outlets for CG
o Web
o TV
o Films
o Games/realtime
o Construction industry
• Project sizes
• Transfer of skillbase
o From external services to internal within companies and vice
versa.
o Between different disciplines
• Maturing project managament
Processing power
What does that actually mean for people? Firstly it’s allowed
individuals to create material previously only achievable by companies
with big bucks, when it comes to rendering power. The result is
a flood of superb material onto the web galleries and little distinction
in visual quality between the big company and the individual, at
least not due to rendering power. Distributed processing across
the web further accentuates this.
Software development
High end software is getting cheaper by the day and more accessible.
It’s also getting easier to use and therefore reducing the
cost/specialism threshold. You can also do more things and offer
more varied services which leads to more specialism. It also means
there is a bigger potential market for CG architecture. These new
markets, one of which is realtime which a part of is what I regard
as consumable architecture is converging in formats. This means
that CG material will be less and less about creating the basic
geometry and more about composition and post production of 3D content.
Object libraries and automated creation processes through software
will further increase this movement.
Different outlets for CG
I’ve listed already what some of those outlets are. In essence
then CG will be used to represent just about anything in any electronic
media and architecture or the built environment is thankfully a
backdrop to most things. If CG architects position themselves correctly
then they should rightfully be the subject matter experts there
which would provide them with endless amounts of work in a great
variety of formats.
Project
sizes
CG is the best thing to keep track of, develop and represent in
any way complex development projects. Processing power and software
development are obvious catalysts to this and vice versa. As
we can see from Jon’s comments then the big studio has
an obvious advantage there but one can envisage through the use
of the web an environment where a more film based project structure
is used which ultimately gives more flexibility and more scope
for specialism.
Transfer
of skillbase
I’ve always found it interesting how knowledge flows through
the industry. It doesn’t seem long since a render was an
expensive, exotic thing, which the architect’s client didn’t
want to pay for. If I’m correct then most research is still
done by individuals who push the boundary in their own time out
of sheer curiosity or desire to achieve something special. The
most interesting research that I tend to see is usually nothing
to do with a financial gain and more to do with a near manic obsession
on a CG artist’s behalf.
Looking at what individuals within architectural CG are capable
of and are working on then it’s easy to see how the boundaries
become un-clear. It also facilitates a certain migration of skills
and work between different medium outlets. It’s also easy
to see how after a while the CG-shop will start developing architecture
for TV and games etc and companies within those areas doing the
same for architecture. These things are already happening as I’ve
seen.
Maturing project management
Not the most exciting subject but it’s probably going to
be the most influential part of how the CGA market will develop
in the coming years. Most of the Cad application companies are
looking at being able to hook work up more efficiently, using the
web etc. This makes it easier for people to work off-site and makes
it easier for those managing projects to keep track of what’s
going on. There’s quite a long way to go but it’s going
in the right direction.
This is the key precursor to the potentially most exciting thing
about how things will develop in terms of how the industry is structured
which is the advent of temporary remote teams. It’s not a
new idea by any means but it’s just about becoming possible
with the arrival of cheap broadband, and online CG markets for
labour. It doesn’t replace the studio by any means but allows
for a more flexible setup with lower overheads. It means also that
a smaller studio doesn’t necessarily have to be punished
for not being able to do extensive research in new areas all the
time. When they have to, they can hire someone to come in, much
the same as the architects have been hiring CG specialists to come
in. Being able to do it over the web means you can get more competition
for the work and lower rates which is particularly useful on larger
projects but you can also then potentially get the best person
in that area of expertise to work with you on the project even
though they’re not in your neighbourhood.
Summary
My brief investigation gives me the impression that there are no
rules as to what CG pros will and won’t do in terms of
techniques as long as they’re communicating something about
the built environment with a computer.
The increased variety of techniques leads to potentially bigger
teams (and more specialism), which are either studio-bound, and
or a collection of people that get together for a particular project
in one place or remotely. The super CG architect of the future
is therefore someone who lives at home with his parents, computer
and broadband connection. The super CG-architecture studio is then
most likely a smallish office with some managers, good sales room
and a big database of the aforementioned which they farm work out
to when it arrives. This is obviously slightly tongue–in-cheek
but with some element of truth attached I feel. Small is beautiful
in the long run because it’s more flexible and has fewer
overheads, which in turns allows for more specialism on select
few projects etc.
The
images in the article are provided by Smoothe Ltd and are from the
realtime “Super Mario”-project. Special thanks
go to Jon Hey, Kevin Coffey and Mark Cleghorn at Smoothe Ltd.
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