
At CG Lumberjack, we define a "Production Task" as any work that generates a file consumable by other departments.
Production Tasks are the "Factories" in Movie Manufacturing.
This specific term helps align different perspectives—producers in ShotGrid may view tasks differently than pipeline teams defining scalable data workflows. By standardizing "Production Task" to mean anything that produces a file, we establish clarity across all departments of the studio.
One key focus is creating common names for these tasks to streamline studio setups. Debates over terminology like "Look Dev," "Shading," or "Materials" often waste valuable time and resources. By maintaining a standard list of Production Tasks, we save studios from these inefficiencies, while leaving room for updates as workflows evolve.
We’re also collaborating with studios innovating in "Story" workflows, one of the most exciting developments in production today as AI and Real Time workflows with Unreal Engine evolve, as that happens I'm noticing the need to establish terminology as most clients are calling what they do the same thing even though it's vastly different.
Story/Sequence Tasks
Script:
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Software: Final Draft
Potential for Automation: Tons - I developed custom tooling for analyzing the script and breaking down locations, characters, etc... to use in Shotgrid and in planning the budget at the early stages of the film the last time i had access to a Final Draft Script.
ROI: Probably not worth it. I wrote automation for this on a show where I didn't have a producer and i was doing the job of the CTO, CG Supervisor, and PIpeline supervisor. If you have a producer the budget and the estimates will get done every time there is a new draft of the script.
Story Comic
Description: This is the process Mark Andrews uses for breaking down a film quickly. He creates a comic that allows him a birds eye view of every scene and allows him to get all the actors on the same page before shooting live on the stage. One of the most efficient workflows out there at the moment.
Software: Photoshop
Potential For Automation: The only thing I'd do here is create publish processes around it so departments like the Virtual Art Department have easy access to it. Even the ability to auto assemble relevant comic strips inside unreal engine when they want to start working on a set.
ROI: Cost prohibitive if you don't have something like Alchemy with back end systems already built.
Storyboard:
Description: Tried and True Animation Planning method.
Software: Photoshop
Potential For Automation: Most story departments are fairly unorganized and have to have coordinators and producers chasing artists around for drawings. Something like Alchemy with drag drop capabilities and built in review automation helps a TON for art departments like these. Having tools that work on both Mac and Windows, and work outside of the studio's network are important as well.
ROI: There's a big ROI on this department simply because if they're good these guys get paid a lot. The issue here is getting installers working for mac and windows - that's a massive investment - cheaper to hire coordinators and wrangle the data by hand. For example - we spent about $500k developing the ability to do this
3d Storyboards:
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Story Vis
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Animatic
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Previs
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Story Capture
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Virtual Production
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Editorial
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Production Design
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Asset Tasks
Concept Art
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Modelling
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Texturing
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Look Dev
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Rigging
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Groom
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Hair
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CFX
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Shot Tasks
Layout
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Animation
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CFX
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Lighting
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FX
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Compositing
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Opmerkingen