From TV shows to indie films

Working for Rocket Science VFX was my entry point to the Canadian Media & Entertainment industry, which ended up giving me both exciting and some good reality-checks around creative fields.
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To begin with, I worked there as a Digital Matte Painter, and as the name suggested, I was doing plenty of CG integrations into plates mainly for background and occasionally for close-up shots especially for faces. Photoshop was my go-to tool at the time.
Now, having said that, the truth was that I ended up doing half of the time compositing work, which (oh surprise) was about inserting the same paintings I'd done into moving plates using motion tracking techniques inside Nuke.
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So, the pipeline would go like this:
  1. Do the digital painting insertion on PSD.
  2. Composite it in Nuke (basic color correction)
  3. Motion track it (if needed)
  4. Ship it – Send for QA
  5. Tackle revisions (if any)
For a time, I thought about mastering Nuke because I liked its node-based workflow for VFX pipelines and its well-structured interface. I remember constantly checking in for new updates, tools, shelves and even its Unreal Engine integration that boggled my mind at the time. Still AI was a minor thing although people were starting to question whether it could replace (as it seems nowadays) the manual work of painting, enhancing or modifying digital plates with a realistic finishing.
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Working on the shows

I worked for some tv shows like Gen V or Poker Face (which btw I never watched the whole series, haha). Green screen replacement, split screen and motion tracking were some of the most common tasks I was assigned. By the 3rd month of work, I was starting to feel really comfortable handling those scenarios and that is why working for 'The Fire Inside' was probably my biggest reward as I had a clear scope and the tools to succeed there (and my name appearing in the credits really felt great!)
Hats-off to the so many talented 'compers' that helped me out there, especially to my sup David Rezzek, such a nice person!

The big reality-check

It wasn't until my 4th-month there that most of my intern folks, including me, were basically told that things were getting pretty tight for the following year leading to a drastic headcount cut which happened abruptly. Maybe, I wasn't ready to hear that as my instant reaction was "No worries, let's find another studio or a new temp gig somewhere else". The truth was that the VFX landscape was starting to change everywhere else, not only for my studio. Cuts in headcount responded to a mix of causes, which I cannot clearly flag. Some said it was due to the ongoing writers' strike, others because of past bad financial decisions, etc.
The only thing that I still remember is how sad many folks, including me, were as many of them had, and they still have, a great potential to thrive anywhere given the tools and resources.
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Lesson learned

I think working at Rocket Science VFX was a good starting point to how the industry moves, and more than everything, it opened up my interest in new upcoming tools such as Unreal Engine 5 that really sparked my imagination for creative outcomes.
Being aware that external economical factors affect my work, made me reshape my mindset around technology. From that experience, I started to dive into tools, workflows and softwares that had become standard for digital artists / designers such as game engines, real-time workflows and interactive media. Eventually, this would help me land my second job at UP360 Inc. Although, let's save that for another chapter (actually I already have that chapter in my website LOL).

Contact

For inquiries, proposals or just saying hi, reach me out at:
josebringasm93@gmail.com

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