This apprenticeship is approved for delivery, however all new starts are currently paused, while we work to resolve some delivery-related issues. This pause on new starts does not affect any existing learners (those currently on-programme or taking end-point assessment).

Key information

  1. Status: Approved for delivery (paused for starts)
  2. Reference: ST1325
  3. Version: 1.1
  4. Level: 4
  5. Options: Junior VFX Artist (2D), Junior VFX Artist (CG/3D), Assistant Technical Director (VFX)
  6. Typical duration to gateway: 18 months
  7. Typical EPA period: 3 months
  8. Maximum funding: £10000
  9. Route: Creative and design
  10. Date updated: 01/10/2024
  11. Approved for delivery: 20 June 2023
  12. Lars code: 712
  13. EQA provider: Ofqual
  14. Review: this apprenticeship will be reviewed in accordance with our change request policy.

This apprenticeship has options. This document is currently showing the following option:

Contents

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Details of the occupational standard

Occupation summary

This occupation is found in the British and International visual effects (VFX) industries, providing digital content for film, television, advertising, and corporate and immersive reality industries. VFX companies and studios vary in size and the number of employees they have. They are found across England and the UK. The output and remit of a VFX studio is varied, and they will produce work for a range of clients across advertising, film, television, and immersive reality. Some studios specialise in one area, particularly feature films which is the largest area of the industry. 

VFX is the term used to describe any imagery created, altered, or enhanced for moving media. This involves the integration of live-action footage and computer-generated (CG) imagery to create images, which look realistic but would be dangerous, costly, or simply impossible to capture during live-action shooting such as explosions, car crashes or flooding of cities.

The broad purpose of the occupation is to collaborate with the team to create or manipulate VFX assets or elements to meet production requirements and perform a range of support functions to ensure the smooth running of a visual effects project. This is a core and options apprenticeship, with three options and the option taken is dependent on the VFX specialism of the employer.

Option 1 – Junior VFX Artist (2D)

Junior VFX artists (2D) are responsible for assisting the senior visual effects artists by preparing elements for use in the final VFX shot. Junior 2D artists utilise artistic knowledge in areas such as composition and colour, in addition to accepted industry standard compositing software and operating systems.

Option 2 – Assistant Technical Director (VFX)

Assistant technical directors (VFX) (ATD’s VFX) may perform a diverse series of technical support functions to ensure the smooth running of a visual effects project. ATDs utilise a variety of industry standard graphical applications, scripting languages and operating systems. They may support projects by gathering artist requirements, designing solutions and coding small-scale tools using established employer workflow requirements. They are expected to work well within a team and to be good communicators and problem solvers.

Option 3 - Junior VFX Artist (CG/3D)

Junior VFX artists (CG/3D) are responsible for creating computer generated (CG) assets or elements for use in the final VFX shot. Junior VFX (CG/3D) artists utilise artistic knowledge in areas such as sculpting, cameras and storytelling, in addition to accepted industry standard CG software and operating systems.

Upon successful completion of their apprenticeship the individual could have a diverse career progression, some will eventually become supervisors in their field. A junior VFX artist (2D) will typically progress to become a compositor and may eventually become a 2D or VFX supervisor. An ATD may progress to become pipeline technical directors, software developers, riggers, technical directors or FX artists. A junior VFX artist (CG/3D) may progress to become a  matchmove artist, layout artist, modeller, lighting artist, texture artist or previz artist.

In their daily work, an employee in this occupation interacts with engineers, artists, designers,team leads, other visual effects teams, their supervisor and/or the client. They will need to be aware of the activities of their occupation which contribute to their “professional carbon footprint” and steps to reduce this. This is a junior level role, and the line management and reporting structure of the team will vary according to the size of the employer. They must be able to take direction and feedback, to create the effects required, according to the story being created, the VFX/CG supervisor and the director's wishes. It is usually a studio-based role.

An employee in this occupation will be responsible for, in all options:

  • managing their own workload with the VFX production team and/or their lead, generating the required work on time, to meet the brief of the  supervisor/client
  • working within the workflow pipeline/toolset of the company that they are working for
  • working effectively in collaboration with clients, colleagues, partners, and suppliers in the VFX industry to ensure that the VFX elements/asset seamlessly incorporated into the production
  • using innovative approaches to solve problems and ensure VFX assets are delivered in line with production requirements
  • organising their VFX outputs using appropriate storage processes and systems.

Option 1 – Junior VFX Artist (2D) specialist responsibilities:

  • creating mattes (masking areas of the live action footage) by roto-scoping (tracing around   objects in the frames) and keying (isolating areas of blue/green screen in the live action footage) to allow all elements of the scene to be layered convincingly by a compositor
  • removing erroneous objects within the live action footage, such as camera/lighting equipment and safety stunt wires and rigs
  • producing simple composites (combining live action elements and computer-generated imagery to create a shot that looks as if it was captured at the same time by a single camera).

Option 2 – Assistant Technical Director VFX (ATD) specialist responsibilities:

  • supporting and troubleshooting the pipeline and workflow tools
  • providing technical assistance to people in creative departments
  • managing data and resources.

Option 3 - Junior VFX Artist (CG/3D) specialist responsibilities:

  • using on-set data and tracking markers to track the camera motion on set to allow CG assets to be integrated seamlessly into the scene
  • creating 3D assets which could include props, environments, or characters
  • attending dailies/review sessions to gain feedback on their work and respond appropriately to that feedback.

Typical job titles include:

Assistant technical director Cg artist Cg generalist Junior 2d artist Junior 3d artist Junior compositor Junior pipeline technical director Layout artist Lighting artist Matchmove artist Previz artist Roto/prep artist Technical runner Texture artist

Core occupation duties

Duty KSBs

Duty 1 Assess the requirements set by the client or supervisor brief. Establish which tools and techniques best meet the required creative, narrative and technical demands of the production.

K1 K7 K19

S1 S2 S16

B2

Duty 2 Create VFX assets/tools in line with production requirements, ensuring the output meets the requirements for the workflow process

K2 K5 K9 K10 K11 K13 K15 K16 K17 K19

S2 S5 S15

B1

Duty 3 Manage VFX assets through the workflow (pipeline) in line with production requirements for organising, storing and retrieving assets

K2 K3 K5 K10 K12 K13 K19

S3 S5 S6 S12 S15

B1

Duty 4 Work autonomously and with clients or customers in the visual effects (VFX) industry, collaborating with other departments as required to ensure that the CG elements are delivered to meet agreed production requirements

K1 K5 K7 K8 K14

S6 S7 S10 S11 S13

B4 B6 B7

Duty 5 Seek out, interpret and apply information about emerging practice in the visual VFX industry to improve knowledge and performance in line with organisational protocols

K4

S8

B5

Duty 6 Work with existing VFX project organisation tools. Consider and recommend improvements to existing tools. Develop and implement new tools as required.

K4 K6 K12 K13

S2 S4 S17

B2 B3

Duty 7 Recreate physical systems or manipulate computer generated geometry to create or develop a VFX asset.

K8 K9 K10 K11 K14 K15 K17

S9 S14

Duty 8 Use innovative approaches to solve problems and ensure VFX assets are delivered in line with production requirements.

K8 K18

S7 S13 S17

B2 B3

Option duties

Junior VFX Artist (2D) duties

Duty KSBs

Duty 9 Create mattes using roto-scoping and keying to allow all elements of the scene to be layered convincingly by a compositor

K3 K15 K26 K27 K28 K29 K45

S3 S22 S23 S24 S27 S47

B1

Duty 10 Remove erroneous objects within live action footage, such as camera/lighting equipment and safety stunt wires and rigs

K24 K25

S17 S20 S21

Duty 11 Produce basic composites that could be for editorial purposes for test screenings of the film, or for use in the final production

K9 K10 K11 K15 K17 K25

S25 S26

Duty 12 Apply the principles of colour space within the VFX colour pipeline

K11 K20 K21 K22 K23

S18 S19

Junior VFX Artist (CG/3D) duties

Duty KSBs

Duty 13 Select and use appropriate technology to render VFX assets for pre-rendered or real-time productions

K4 K15 K30

S4 S28

Duty 14 Track cameras, markers and objects to meet production requirements

K11 K31 K34 K35 K36 K37

S11 S27 S29 S30 S47

B1

Duty 15 Create and manipulate 3D assets in line with production requirements/ the brief. These may include models, textures, cameras, environmental elements, rigs.

K3 K10 K11 K15 K17 K18 K29 K38 K45

S3 S9 S10 S31 S33 S34 S35

Duty 16 Evaluate VFX assets in line with feedback from multiple sources including dailies, to ensure production requirements are met and own practice continuously improves

K10 K11 K14 K15 K17

S17 S32

Assistant Technical Director (VFX) duties

Duty KSBs

Duty 17 Set up and/or follow file management protocols, convert files, file and store data securely, undertake file archiving and restoration

K3 K6 K32 K33

S3 S37

Duty 18 Monitor, manage, manipulate, problem solve, escalate and report on render queues and track resource usage

K6 K12 K13 K40 K41

S10 S39 S40 S41 S44 S46

Duty 19 Perform bespoke database/ library queries or searches. Identify, collect and migrate information from data sources to meet production requirements.

K12 K32 K39

S36 S37 S38

Duty 20 Contribute to software design, development and scripting

K8 K18 K42 K43 K44

S41 S42 S43 S45

B1

KSBs

Knowledge

K1: The value of VFX content and confidentiality to the business and its customers. Why it is important to maintain data security, and the legal and regulatory requirements which apply to VFX assets including copyright and intellectual property rights Back to Duty

K2: The in-camera creation pipeline, from pre-production, through shoot, editorial, VFX to grading Back to Duty

K3: The importance and methods of retaining the quality of the source material Back to Duty

K4: The VFX industry and the terminology, policies, standards and procedures, current tools and workflows used Back to Duty

K5: The VFX production pipeline, including shot bidding, turn-over, briefing, reviews, client reviews, deliveries and final delivery Back to Duty

K6: The importance of naming conventions, file formats and version control and the impact of not doing this correctly Back to Duty

K7: How to identify production requirements from a brief; plan your approach to the work, techniques, optimisation and schedule Back to Duty

K8: The requirements and expectations of the workflow, and of other team members who will use the assets you create Back to Duty

K9: Common artefacts in plate photography such as lens distortion, parallax and overscan Back to Duty

K10: The principles of perspective, depth of field and scale, and how this relates to a believable final image Back to Duty

K11: The principles of photographic composition, light and colour Back to Duty

K12: The principles of computer systems, IP networks and shared storage systems as applied in VFX Back to Duty

K13: How assets are managed throughout the workflow including: production storage, shared storage, nearline storage and archive, whether on premises or in the cloud Back to Duty

K14: Why it is important to evaluate progress and seek feedback on your work in VFX Back to Duty

K15: How to create assets that support the vision of the story and the purpose of the image Back to Duty

K16: How computer generated imagery (CGI) can be rendered in multiple passes in order to be adjusted more efficiently in the composite. These passes can include: colour, diffuse, specular, shadow and beauty lighting. Back to Duty

K17: Research methods, techniques and tools that can be used and where to find credible and valid sources of information, reference materials and previously created assets Back to Duty

K18: The different software and techniques that could be used; the implications of their use, how to customise these and how they can be used to solve problems. Back to Duty

K19: The rendering requirements for the production and how to optimise assets Back to Duty

K20: How digital images are encoded and stored, especially colour spaces and their appropriate use Back to Duty

K21: The differences in linear light, gamma encoded and logarithmic encoded pixel values Back to Duty

K22: The implications of working with high and low dynamic range images Back to Duty

K23: The VFX colour pipeline, from acquisition to working space, balance grades, look grades and delivery Back to Duty

K24: How to determine the most appropriate method for removing unwanted artefacts in live action footage Back to Duty

K25: Camera moves and how they impact patching or frame-by-frame painting Back to Duty

K26: How to determine which technique is the correct method to generate the matte and how the matte will be used in the composite Back to Duty

K27: Motion blur, how it affects the matte and the principals of animation to effectively replicate in the generated matte Back to Duty

K28: How to analyse the shot to determine the most efficient breakdown of shapes and keyframes Back to Duty

K29: The concept and purpose of a template or hero script as appropriate Back to Duty

K30: How to identify and select the different rendering techniques and tools to use, and how to save and duplicate render settings across multiple files Back to Duty

K31: The types of data and information you might receive from an on-set environment Back to Duty

K32: The fundamentals of data structures, structured and unstructured data, database system design, implementation and maintenance Back to Duty

K33: The quality issues that can arise with data and how to avoid and/or resolve these Back to Duty

K34: How to identify where your asset or shot fits within a sequence Back to Duty

K35: The process of following image features across a series of frames to record the position of an object in the source footage Back to Duty

K36: How the camera moves, the impact on the tracking process and how to select the most appropriate method to produce an accurate track Back to Duty

K37: The technical process of tracking and how you can improve the accuracy and efficiency of tracking the shot Back to Duty

K38: How to interrogate software to solve issues with and/or create: simple shot lighting, basic simulations, a model, a rig or blocked animation Back to Duty

K39: The organisation's data architecture Back to Duty

K40: Grid computing and its use within VFX render queues - at a basic level Back to Duty

K41: How to balance resource needs within the company’s physical capacity Back to Duty

K42: Principles of software development, the software design process and the importance of design before development Back to Duty

K43: How workflow diagrams, prototyping and presenting to intended users can aid in designing better solutions Back to Duty

K44: Application specific scripting languages e.g. general scripting languages such as python alongside application specific scripting Mel, vex , Hscript etc. as appropriate Back to Duty

K45: The concept and purpose of a template or hero script as appropriate Back to Duty

Skills

S1: Identify the information required, and gather the appropriate research or reference materials to carry out your work to expected creative, narrative and technical standards on each production Back to Duty

S2: Select the appropriate software and technique to meet the required standards and tasks, taking into account the needs of other departments in the production pipeline Back to Duty

S3: Use appropriate techniques to reduce degradation of the source material Back to Duty

S4: Identify render errors and fix/escalate them as appropriate Back to Duty

S5: Work in line with agreed workflows, adapting to operational and creative changes as they occur Back to Duty

S6: Operate within and adhere to agreed organisational policies, standards and procedures such as health & safety, confidentiality, security, asset storage and legal and regulatory requirements Back to Duty

S7: Manage own workload and operate both individually and as part of a wider VFX team, keeping colleagues, clients and/or other departments updated on progress and report any issues arising Back to Duty

S8: Use reliable information to keep-up-to date with the new tools, software, data and other related technology, and how they affect your work Back to Duty

S9: Interpret and correct lens distortion, parallax and overscan Back to Duty

S10: Multitask on simultaneous projects, often for different clients, deciding how to prioritise the work to ensure that all tasks are completed on schedule Back to Duty

S11: Respond positively to feedback on work, making refinements as needed Back to Duty

S12: Apply the naming conventions, file formats and version control for the work Back to Duty

S13: Deliver content in the correct format as required by the employer and clients Back to Duty

S14: Use maths to describe problems, recreate physical systems or manipulate computer generated geometry Back to Duty

S15: Move, store and organise assets created, ensuring data integrity, in order to enable their use throughout the rest of the pipeline Back to Duty

S16: Analyse and determine the most appropriate approach to carry out the work Back to Duty

S17: Trouble shoot VFX problems, taking responsibility for the course of action followed, including identifying opportunities to deliver viable solutions and sharing these outcomes. Back to Duty

S18: Convert between common colour spaces, selecting the appropriate colour space for the given task and combining images from multiple colour spaces Back to Duty

S19: Apply colour adjustments at the correct stage of the composite, using non-destructive adjustments where possible Back to Duty

S20: Use patching techniques to remove unwanted objects within the live action footage Back to Duty

S21: Use frame-by-frame painting to remove unwanted objects within the live action footage Back to Duty

S22: Generate mattes by roto-scoping and luminance, difference and colour keying Back to Duty

S23: Produce accurate roto-scope by correctly placing shapes, control points and keyframes Back to Duty

S24: Accurately replicate motion blur within the roto-scope generated matte Back to Duty

S25: Complete basic composites demonstrating keying, colour grading, re- timing and screen insertion Back to Duty

S26: Complete basic live action and CGI composites demonstrating set extensions and simple CGI objects integrated into live action elements Back to Duty

S27: Create accurate point tracks and planar tracks in line with production requirements Back to Duty

S28: VFX3D: Apply render settings across multiple assets Back to Duty

S29: Analyse, interpret and use on-set data and information Back to Duty

S30: Model and manipulate geometry for scene reconstruction Back to Duty

S31: Select and use software to create: a model, a texture map, puppet rig or blocked animation to meet the requirements of the brief Back to Duty

S32: Review assets created with the relevant people, offering suggestions to assist others with the production Back to Duty

S33: Capture and work with photogrammetry and convert it to useable 3D geometry and cameras Back to Duty

S34: Optimise and rebuild assets/scenes for real time rendering Back to Duty

S35: Assemble, layout and maintain assets into project, sequence, or shot based environments Back to Duty

S36: Identify, collect and migrate data to/from a range of systems Back to Duty

S37: Manipulate and link different data sets as required Back to Duty

S38: Perform database queries across multiple tables to extract data for analysis Back to Duty

S39: Monitor, manipulate and report on render queues Back to Duty

S40: Monitor, track and report render resource usage Back to Duty

S41: Investigate existing solutions or frameworks Back to Duty

S42: Design and present proposed solutions and respond to feedback Back to Duty

S43: Plan and document development roadmap Back to Duty

S44: Troubleshoot individual artist input, output or archival problems Back to Duty

S45: Develop small-scale tools, using existing pipeline frameworks and libraries Back to Duty

S46: Support or troubleshoot pipeline and workflow tools Back to Duty

S47: Create accurate point tracks and planar tracks in line with production requirements Back to Duty

Behaviours

B1: Work with sustained concentration and with attention to detail; able to self-check work for quality control Back to Duty

B2: Work on own initiative, be proactive and inquisitive; but recognise your own level of authority and when it is necessary to escalate issues. Act in a professional and ethical manner, embracing equality, diversity and inclusion in the workplace. Back to Duty

B3: Think creatively and logically to solve technical problems - contribute to a process continual improvement of workflow and technique. Use initiative and innovation to problem solve, to provide creative solutions and opportunities for the production. Back to Duty

B4: Be flexible and able to work under pressure - managing and re-organising priorities and bringing multiple tasks to completion within deadlines, communicating progress as required Back to Duty

B5: Demonstrate judgement in assessing the use of emerging practice within the constraints of a production environment. Do not willingly accept second best, and be pragmatic about balancing client expectations against the available time and budget. Back to Duty

B6: Use different communication methods and tools to suit different audiences or situations and changes in circumstances to create and maintain positive, professional, trusting and ethical working relationships with your team and the wider range of internal, external and connected stakeholders. Back to Duty

B7: Maintain commercial confidentiality and professional practice at all times, and in all settings Back to Duty

Qualifications

English and Maths

Apprentices without level 2 English and maths will need to achieve this level prior to taking the End-Point Assessment. For those with an education, health and care plan or a legacy statement, the apprenticeship’s English and maths minimum requirement is Entry Level 3. A British Sign Language (BSL) qualification is an alternative to the English qualification for those whose primary language is BSL.

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Employers involved in creating the standard: Screen Skills, MPC (Moving Picture Company), The Mill, ILM (Industrial Light & Magic), Brown Bag Films, PLX Talent , Framestore, Blue-Zoo Productions Ltd, Outpost VFX, Union Visual Effects, Maverick Media, DNEG, ETC (Electric Theatre Collective), NextGen Skills Academy, A Plant

Version log

Version Change detail Earliest start date Latest start date
1.1 End point assessment plan revised 13/05/2024 Not set
1.0 Approved for delivery 20/06/2023 12/05/2024

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