Thurmond O'Neal / Okun, VES / Okun | The VES Handbook of Visual Effects | Buch | 978-1-032-85369-7 | sack.de

Buch, Englisch, 916 Seiten, Format (B × H): 178 mm x 254 mm

Thurmond O'Neal / Okun, VES / Okun

The VES Handbook of Visual Effects

Industry Standard VFX Practices and Procedures
4. Auflage 2025
ISBN: 978-1-032-85369-7
Verlag: Taylor & Francis Ltd

Industry Standard VFX Practices and Procedures

Buch, Englisch, 916 Seiten, Format (B × H): 178 mm x 254 mm

ISBN: 978-1-032-85369-7
Verlag: Taylor & Francis Ltd


The award-winning VES Handbook of Visual Effects remains the most comprehensive guide to visual effects techniques and best practices available. This edition has been updated to the latest industry techniques, technologies, and workflows. The Visual Effects Society’s (VES) original authors have updated their areas of expertise, including AR/VR, AI, Color Management, Cameras, VFX Editorial, Digital Intermediate processes,  interactive games, and full animation. These 95  experts share their best methods, tips, tricks, and shortcuts developed through decades of trial-and- error and real-world, hands-on experience.

This Fourth Edition is updated to include and reflect the evolving and expanded techniques, and adds new sections including evolving technologies such as AI and virtual production.

A must-have for anyone working in or aspiring to work in visual effects, The VES Handbook of Visual Effects, Fourth Edition, covers essential techniques and solutions for all VFX artists, producers, and supervisors. With subjects and techniques clearly and definitively presented in beautiful four-color, this handbook is a vital resource for any serious visual effects artist.

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Weitere Infos & Material


COMING SOON - John Knoll

CHAPTER 1: INTRODUCTION - Michael Fink, VES

What is a Visual Effect?

What is a Special Effect?

Art and Technology

CHAPTER 2: PRE-PRODUCTION/PREPARATION

Overview - Scott Squires, VES

Breaking Down a Script - Budgeting - Scott Squires, VES

Ballpark Budget

More Detailed Budgets

Bidding

Plate Photography

Temp Screenings

Reviewing Bids

Contracts

Rebidding during Shooting

Rebidding in Post

Monitoring the Budget and Schedule

Keeping the Budget Down

Examples of Script and Shot Breakdowns - Susan Zwerman, VES, Jeffrey A. Okun, VES

Breakdowns

Production Breakdowns

Generating a VFX Breakdown: The First Pass

Working with the Director and Producer - Scott Squires, VES

Demo Reel

The Meeting

Moving Forward

Production Departments - Scott Squires, VES

Production Design

Camera

Working with the Cinematographer - Bill Taylor, ASC, VES

Special Effects - Scott Squires, VES

Stunts

Wardrobe

Makeup

Production

Visual Effects

Editorial

Locations

Production Meeting

Designing Visual Effects Shots - Scott Squires, VES

Guidelines for Directors

Storyboards

Previs

Objective of the Shot

Concept Art

Continuity

Photorealism

Original Concepts

Budget

Reality and Magic

Camera Angles

Framing

Scale

Detail

Speed

Scaled Images

Depth of Field

Sequence of Shots

Camera Motion

Less is More

Action Pacing

CG Characters

Creatures and Character Design

Powers of 10 Shots

Visual Effects Techniques - Scott Squires, VES

Technical Considerations

Additional Suggestions for Determining Techniques

Development of Previs Techniques - Mat Beck, Stephanie Argy

History and Background

New Potent Techniques

Artificial Intelligence (AI)

What is Previs and Other Forms of Visualization? - Hamilton Lewis

What is Previs?

Different Types of Visualization and When to Use Them

Visualization: The New Essential

The Application of Previs: Who Benefits and How? - J. Todd Constantine

The Benefits of Previs

Project Types

Post Visualization - Scott Hankel

What is Post-Visualization?

Why Use Postvis?

Who Does Postvis?

Cautions and Suggestions for Good Practice - Mat Beck

The Perils of Previs!

Passing the Work On

The Role of the VFX Supervisor in Previs

Previsualization: Advanced Techniques - Christopher Ferriter

Introduction

Benefits of Visualization

Advanced Techniques

Camera Angle Projection - Steven D. Katz

Introduction by Bill Taylor, ASC, VES

Drawing What the Lens Sees

Techvis - Christopher Ferriter

What is Techvis?

How is Techvis used?

Advancements in Techvis

Emerging Techniques and Trends

Essential Data Captured in Techvis

Real Time Engines and Their Previs Applications in VFX - Ryan McCoy Introduction Pre-Production Applications Production Applications Pipeline Advantages

Real Time Engines and Their Application in Animation - Ryan McCoy Traditional 3D Pipeline Real-Time Pipeline

CHAPTER 3: ACQUISITION / SHOOTING

Working on Set - Scott Squires, VES

Common Types of Special Effects - Gene Rizzardi

What are Special Effects?

A Brief History of Special Effects

The Special Effects Supervisor

Working with the Visual Effects

Visual Effects in Service to SFX

Special Effects Design and Planning

Storyboards and Previs

The Elements: Rain, Wind, and Snow and Ice

Smoke, Fire, and Pyrotechnics

Mechanical Effects

Flying Wire Rigs and Stunts

Safety

Greenscreen and Bluescreen Photography - Bill Taylor, ASC, VES

Best Practices and Otherwise

Overview

Function of the Backing

Negative Scanning and Digital Conversion

Backing Uniformity and Screen Correction

The Alpha Channel

The Processed Foreground

The Composite

Recommended Specifications and Practices

How to Expose a Greenscreen Shot, and Why

Setting Screen Brightness

Choosing the Backing Color

Floor Shots, Virtual Sets

Foreground Lighting

Controlling Spill Light

Lighting Virtual Sets

Tracking Markers

On-Set Preview

Cameras for Bluescreen or Greenscreen Photography

Underwater Photography

On-Set Data Acquisition - Karen Goulekas

Camera Report

Tracking Markers

Props for the Actors

Cyberscanning

Digital Photos

LiDAR/Laser Scanning

Lens Distortion Charts

HDRI and Chrome Balls

LiDAR Scanning and Acquisition - Alan Lasky

On-Set 3D Scanning Systems - Joshua DeHerrera Types of Technology LiDAR Photogrammetry Prop Scanners

Lighting Data - Charles Clavadetscher, Jeffrey A. Okun, VES Gathering Lighting Data

Using Conventional Still Cameras Reference Shooting Considerations

Beware of False Savings!

Clean Plates - Scott Squires, VES Shooting the Clean Plate Locked-Off Camera Moving Camera Other Issues Post-Process Alternates without Clean Plates Other Uses for Clean Plates

Monster Sticks - Scott Squires, VES

On-Set Animation Capture: Witness Cam (IBMC) - Joel Hynek Wireless Non-Video Motion Capture Factors Affecting Witness Cameras Dealing with the Data in Post-Production

Camera Tracking for Real-Time Visualization - Joe Lewis Introduction

Camera Department: Pre-Production and Cooperation

Camera Tracking Strategies in an LED Volume

Emerging, Innovation and Mature Technology

Triangulation As a Method of Recording Camera Data - Stuart Robertson Camera/Subject Positional Information Basics: The Toolkit Basics: Nodal Point

Photographic Reference - Charles Clavadetscher How to Proceed Shooting Video as a Reference

Rules, Setup, and Testing - Charles Clavadetscher Do a Complete Test Shot! Why Run Through Example or Test Shots?

Digital Cinematography - David Stump, ASC, Marty Ollstein, David Reisner, W. Thomas Wolf Digital Definitions High Dynamic Range (HDR) Camera / Lens Metadata Camera Tracking Look Management The Recording System

VFX Photography - Eric Swenson The Camera Array

Designing an Array Shot

Technicians

Shoot Day

Special Techniques

Post

The Future

Filming Live-Action Plates to be Used in VFX - Bill Taylor, ASC, VES Camera Position (Station Point) Angle of View Lighting Considerations Camera Tilt Background Quality Moving Plates Scouting the Camera Positions A Case Study Camera Cars Camera Car Safety Issues Purpose-Built Crane Cars Vibration and Camera Stabilization Road Speed Precautions Panoramic Rigs On the Water Air to Air Cable Systems

Shooting Elements for Compositing - Mark H. Weingartner What Is an Element? Stock Footage Types of Elements Generic versus Shot-Specific Elements Determining Element Needs Cheating Backgrounds Black Backgrounds Line-Up Camera Format Considerations Assorted Methods for Shooting Elements

High-Speed Cinematography and Filming Elements - Jim Matlosz Cameras Technicians Director of Photography Lighting

Moving the Camera Video Assist Post

Supervising Motion Control - Mark Weingartner What is Motion Control? Performance Choreography Multiple-Pass Photography Scaling Import and Export of Camera Move Data The Data Types of Motion Control Systems Motion Control Software Camera Types Sync and Phase Dealing with Production

Acquisition of Motion / Still Photographic Textures for Mapping onto CG - Mark Weingartner Panoramic Backgrounds Tiled Stills Motion Tiling and Synchronous Plates Practical Considerations Stills for Textures and Lighting

Stop-Motion - Pete Kozachik, ASC Evolution of Stop-Motion Photography The Time Required to Shoot in Stop-Motion Preparation before Shooting Setting up a Shooting Space for Stop-Motion Use of Motion Control in Stop-Motion Useful Caveats Evolution of a Shot Use of Stop-Motion in Visual Effects

CHAPTER 4: PERFORMANCE AND MOTION CAPTURE

Defining Motion Capture / Performance Capture - Demian Gordon, Nathan Camp, John Root

How Motion Capture is Used Across the Industry - Demian Gordon, Nathan Camp, John Root

Is Motion Capture Right for a Project? – Demian Gordon, Nathan Camp, John Root, Tracy McSherry The Mocap Look

Visual Storytelling and Aesthetic Production Planning Performance Technology and Approach Aligning Needs vs. Wants Optical Motion Capture Motion Capture for Virtual Production Motion Capture for Animation

Production Planning Scenarios for Motion Capture – Demian Gordon, Nathan Camp, Rhea Aylin Fischer,

and John Root Subject Matter of the Shoot Performance and Actor Considerations Real-Time Presentation

Subjects Being Captured Volume Size and Build Syncing Hardware and Software

Rigging and Retargeting for Motion Capture

Shot List

Client or Vendor Delivery

Optical Motion Capture – Nathan Camp, Demian Gordon, John Root

Technical and Approach

Entry Point

Budget

Hardware

Software

Inertial Motion Capture - Rhea Aylin Fischer, Ted O’Brien ,John Root, and Demian Gordon

Use Cases

Technology and Approach

Entry Point

Budget

Hardware

Software

Motion Capture for Virtual Production - Nathan Camp, Ted O'Brien

Use Cases

Technology and Approach

Entry Point

Budget

Hardware

Software

Hand Capture Demian Gordon, Rhea Aylin Fischer, Tracy McSherry. John Root, Use Cases Advantages and Disadvantages Technology and Approach Budget

Facial Motion Capture – John Root, Demian Gordon, Gareth Edwards, and Oleg Alexander Use Cases Markerset

Lighting

Facial Hair

Advantages and Disadvantages

Entry Point

Budget

Facial Actor Survey Actor Survey - Hardware

Applying AI

Volumetric Capture / Considerations for Production - Wardrobe, Hair, Makeup, and Blocking - Christina Heller, Skylar Sweetman, Mari Young

CHAPTER 5: VIRTUAL PRODUCTION AND AI TOOLS IN VISUAL EFFECTS

Virtual Production - Addison Bath

What is Virtual Production

How is Virtual Production Used?

Note from the Editors: – Jeffrey A. Okun, VES, Susan Zwerman, VES, Susan Thurmond O’Neal

Capturing Surfaces with Photogrammetry to Create Assets - Luis Cataldi Introduction Core Principles of Photogrammetry Applied Principles of Image Capture for Photogrammetry Capture Methods and Workflows Final Thoughts

Photogrammetry and LiDAR Sets for Virtual Production - Tripp Topping Optimization

The Use of AI in Visual Effects - Lucien Harriot

Introduction

Overview of Generative Artificial Intelligence (GenAI)

Applications of GenAI in Visual Effects

Impact on Visual Effects Processes

Limitations, Challenges, and Ethical Considerations

Future Developments in GenAI

Embracing GenAI as a Tool for Innovation

Summary of Techniques for NeRFs and 3D Gaussian Splatting - Mike Seymour Introduction

Overview of NeRFs and Gaussian Splatting Neural Radiance Fields (NeRF) 3D Gaussian Splatting NeRFs and 3DGS in Combination with Other AI Limitations, Challenges, and Ethical Considerations

Summary of AI Techniques Used in Visual Effects - Steve Wright

A Brief History

AI for Compositing

Image Enhancement

Visual Effects

Other Features

Adapting to a World with AI

CHAPTER 6: POST-PRODUCTION / IMAGE MANIPULATION

Resolution and Image Format Considerations - Scott Squires Formats Transport Resolution

Academy Color Encoding System (ACES) - Bill Baggelaar, Annie Chang, Steve Tobenkin Overview Using ACES in Visual Effects Workflows ACES Color Space Encoding Compatibility

Image Compression/File Formats for Post-Production - Florian Kainz, Piotr Stanczyk Image Encoding Still Image Compression Other Lossless Compression Methods File Formats

Color Management - Joseph Goldstone The Three Guidelines Digital Color Image Encodings and Digital Cameras Color Management at the Desktop OpenColorIO

Digital Intermediate - Tashi Trieu Introduction to Digital Intermediates The Colorist Tools of the Trade Emerging Technologies Grading with Mattes Communicating Color Through the Visual Effects Pipeline Visual Effects Plate Grading The Evolution of Color Grading

Shot/Element Pulls and Delivery to VFX - David H. Tanaka Introduction The Lab “Production” Is to “Lab” as The Merge The Handoff VFX Editorial The Select The Pull

VFX Editorial – Greg Hyman, David H. Tanaka Editing within a Shot: The Art of Precompositing (Precomp) How It Came To Be Modern Day Tracking and Disseminating of Information As the Shot Changes Wrapping It Up

Editorial Workflow in Feature Animation - David H. Tanaka Introduction Editorial Crew Staffing and Structure Editorial Involvement with Feature Animation Production Stages

Communication With Artists - Eric Durst Starting Working with Teams Working Globally Reference and Perspective Shot Production Communicating with Artists in Other Departments Completion

Compositing of Live-Action Elements - Steve Wright

Overview

Green/Blue Screen Capture

Pre-Processing the Green Screen

Garbage Mattes

Keying Strategies

Motion Blur and Depth of Field

Spill Suppression

Grain Management

Rotoscoping

Post-Composite Processing

3D Compositing

Inspecting the Comp

Rotoscoping and Paint - Marshall Krasser, Sandy Houston Rotoscoping Digital Painting and Plate Reconstruction

Deep Compositing - Steve Wright

What is a Deep Image?

Complex Depth Interactions

The Depth Compositing Edge Problem

The Re-rendering Problem

Deep Compositing and Live Action

Matte Painting/Creative Environments - Craig Barron, VES, Deak Ferrand, John Knoll, and Robert Stromberg

Matte Paintings: Art of the Digital Realm

What Is a Matte Painting? Matte Painting - Pioneers and History

Visualizing the Matte Painting Shot in Pre-Production

On-Set Supervision for Matte Painting Shots

Basic Skills and Tricks of the Trade

Miniatures and Computer-Generated Sets

Finding the Best Frame

Re-Projected Photo Survey

The Need for Creative Compositing

Digital Environments -  Robert Stromberg

Reimagining Artistic Roles in Film: The Rise of the “Environment and Creation Artists”

Virtual Production and Game Engine Technology

Future of the Environment Creation Artist and AI

The Power of Curiosity in Creativity and Innovation

CHAPTER 7 - DIGITAL ELEMENT CREATION

Digital Modeling - Kevin Hudson Overview: The Importance of Modeling Types of Modeling Model Data Types Development of Models Modeling for a Production Pipeline Engineering Aspects for Polygons Engineering Aspects for NURBS

Rigging and Animation Rigging - Steve Preeg Rigging: What is It? Animation Rigging Deformation Rigging

What Makes a Good Rig for Animation – Felix Balbas Introduction User and Uses Technical Aspects Technology Restrictions New Technologies

Texturing and Surfacing - Ron Woodall The Importance of Texture Painting Hard Surface Models Creature Models Types of Geometry: Their Problems and Benefits Prepping the Model to Be Painted Texture Creation Various Other Map-Driven Effects Texture Painting in Production Model Editing

Digital Hair/Fur - Armin Bruderlin, Francois Chardavoine Hair Generation Process General Issues and Solutions

Digital Feathers - Armin Bruderlin, Francois Chardavoine Morphology of Real Feathers Modeling Digital Feathers Similarities between Hair and Feathers Differences between Hair and Feathers

General Geometry Instancing - Armin Bruderlin, Francois Chardavoine Asset Creation World Building Shot Considerations

Dynamics and Simulation - Craig Zerouni, Judith Crow How is a Simulation Created? When is Simulation Appropriate? Tricks and Cheats Important Considerations Planning and Preparation Software Solutions: A Broad Overview of Current Options

Particles - Craig Zerouni What are Particle Systems? The Next Step The Birth of Particles Creating Effects

Rigid Body Dynamics - Craig Zerouni How Rigid-Body Dynamics are Created Potential Problems Other Issues Tricks for Getting It Done

Digital Lighting - Andrew Whitehurst Light in Reality and in Computer Graphics Case Study of Reality Compared with Simple CG Simulation Visual Sophistication through Texture Mapping Physically Derived Shading Models Beneath the Surface Goals of Lighting in Visual Effects Work Flow for Successful Creative Digital Lighting The Technologies of Lights in Computer Graphics Direct Lighting: Source to Surface to Camera Reflections Photographed Reflections Shadows Image-Based Lighting Rendering Occlusion Ambient Occlusion Reflection Occlusion Creating Light Sources from Environment Maps Physically Based Rendering Physically Plausible Rendering Volumetric Lighting Effects

Shader Basics - Derek Spears What are Shaders? Shading Models Bump and Displacement Map-Based Shaders Procedural Shaders Shader Design Anti-aliasing Considerations

2D Compositing - Matt Leonard 2D File Formats Image Quality: Color Bit Depth and Concatenation Log vs. Linear Low Dynamic Range and High Dynamic Range Images Mattes and Pre-Multiplied Alpha Working with Rendered CG Elements Integration Techniques

2.5D Compositing - Matt Leonard Z-Depth Compositing Adding Depth of Field Adding Motion Blur Relighting

3D Compositing - Matt Leonard Working with 3D Data in a Compositor Pan and Tile Camera Projections Set Extensions Coverage Mapping Cubical Camera Setup 3D Mattes 3D Retouch and Cleanup Adjusting Camera Moves Particles Deep Compositing

Crowd Generation and Simulation Techniques - John Knoll Live-Action Replication Sprites Computer-Generated Crowds Modeling for Replication Variation Mesh Density Animation Cycles for Replication Motion Capture Keyframe Animation Dynamic Motion Synthesis Behaviors and Crowd Control

CG Prosthetic and Actor Enhancements - John Knoll On-Set Tracking and Capture Considerations Eye Enhancements 3D Techniques 2D Techniques 2.5D Techniques Silhouette Changes Re-Projection

3D Products, Systems and Software - Richard Kidd Digital Element Creation Process 3D Graphics Software 3D Tracking Special Effects Rendering Texturing

CHAPTER 8 – INTERACTIVE GAMES

Overview – David Johnson, VES

How the Gaming Industry and Film/TV Industries are different - David Johnson, VES

Publishers and Developers v. Film/Television Studios and VFX Facilities – David Johnson, VES

Game and TV/Film Converging with Virtual Production and Cinematics - David Johnson, VES

Game Engines and Real-Time Rendering - David Johnson, VES Runtime Component

Unreal vs. Unity

Disciplines and Job Titles - David Johnson, VES Game Design Engineering Production Test Art The Art Director Concept Art Environment Artists Texture Artist Characters Hard Modeling Props Lighting Baked vs. Dynamic Lighting vs. Raytracing Shadows Effects System Effects Environmental FX Breakables Destruction Tech Artist Animation UI

Real Time Shaders and Materials - David Johnson, VES

Optimization and Runtime Budgets - David Johnson, VES

Performance Analysis and Profiling - David Johnson, VES CPU vs. GPU bound

Technical Terminology - David Johnson, VES User Calibration Latency “Game Mode” on Televisions HDR10 PBR – Physically Based Rendering FBX Mip Mapping Filtering Texel Screen Space Ambient Occlusion Level of Detail Vertex Shaders and Fragment Shaders

AR/VR - David Johnson, VES

Future of Gaming - David Johnson, VES On-Demand Rendering, Cloud Distribution and Ray Tracing

Fast Drives, Nanite and Lumen

Fluid Simulations

AI

CHAPTER 9 – COMPLETE ANIMATION

What Is An Animation Project? - Stephan Vladimir Bugaj Full Animation vs Visual Effects

Difference Between Visual Effects and Animation - Rob Bredow Production Pipelines Production

Animation Techniques - Frank Gladstone Traditional Animation Stop-Motion Computer Graphic Technology

Considerations for a Full CG-Animated Feature Pipeline - Stephan Vladimir Bugaj CG Feature Animation Pipeline

Managing an Animated Film - Don Hahn Film Management and Personal Style Building Brain Trusts Building the Core Creative Team Writing and Visual Development Working with a Studio Facilities and Environment Managing the Event

The Production Process: An Animator’s Perspective - Lyndon Barrois Working on CG-Animated Content in Live-Action Features Planning the Process Production Character and Environment Interaction

CHAPTER 10 – VISUAL EFFECTS WORKFLOWS

Analysis of a Production Workflow - Stephan Vladimir Bugaj From Workflow to Pipeline Service Bureau versus In-House Requirements

Design of a Production Workflow – Dan Rosen From Analysis to Design

Deploying a Production Workflow - Stephan Vladimir Bugaj From Design to Implementation

Tracking Assets - Stephan Vladimir Bugaj What is Task and Asset Tracking? Commercial Task and Asset Tracking Systems Building Task Asset Tracking Systems

Scene Assembly - Stephan Vladimir Bugaj 2D Scene Assembly 3D Scene Assembly (Compositing)

Working Across Multiple Facilities – Scott Squires, VES Images Models Texturing Animation Compositing R&D

Version Control Software - Jase Lindgren, Katie Cole Introduction to Version Control Version Control Uses in Virtual Production Version Control Set-Up

CHAPTER 11 – VR / AR (VIRTUAL REALITY / AUGMENTED REALITY)

A Note from the Editor Prelude to Virtual Reality & Augmented Reality – Jeffrey A. Okun, VES

Pre-Production for VR/AR - Chris Edwards

Production for VR/AR - Grant Anderson

Post-Production for VR/AR - Dave Franks

Editorial Post-Production for VR/AR - John Grod How to Direct the Viewer? The Post-Process Nonlinear Editorial, Timelines and Edits World Lock and Forced Perspective

Types of Head-Mounted and Handheld Displays - Bernard Mendiburu Identifying the Computer-Mediated Realities State of the Art in VR Photonic Technologies

State of the Art in VR Hardware Technologies

State of the Art in VR Software Technologies

Using an HMD for Visual Effects Production

Choosing an HMD for Visual Effects Production

Hemispheres and Domes - John Grod Games Mechanics Are What it is All About Overcoming Doubt and Preconceived Notions Dome Projections The Future of Domes

The Evolution of Domes: The MSG Sphere - Phillip Galler

Uses of VR - John Grod Enterprise Narrative Storytelling

Future of VR and AR - Ben Grossmann This is Just the Beginning

Immersive Experiences Make Use of Advanced Visual Effects Technology - Philip Galler What are Immersive Experiences? Visual Effects’ Impact on Immersive Experiences Content Creation for Immersive Experiences Challenges for Delivering Content for Immersive Experiences Wearables and the Future of Immersive Experiences

Acknowledgments

Appendix A: Charts and Formulas

Appendix B: Glossary

Index


Jeffrey A. Okun, VES, is an award-winning Visual Effects Supervisor, who is a Fellow of the VES and the Academy of Motion Pictures, Arts and Sciences as well as the American Society of Cinematographers, and the Television Academy. He has served as the chair, the first vice chair of the VES, and chair of the LA Section. Jeff created the VES awards program and show along with Tim McGovern, VES, and Kim Lavery, VES.

Okun created visual effects tracking and bidding software in 1992 that is still in wide use within the industry today, as well as the visual effects techniques dubbed the “PeriWinkle Effect” and the “Pencil Effect”.

Susan Zwerman, VES, has been a member of the VES since 1998. She is a highly respected Visual Effects Producer who has been producing visual effects for more than 25 years. Zwerman is also a well-known seminar leader and author. As chair of the DGA’s UPM/AD VFX Digital Technology Committee, Susan emphasizes the importance of the visual effects teams to DGA members at visual effects seminars organized under her guidance.

In 2013, Susan received the Frank Capra Achievement Award in recognition of career achievement and service to the industry and the Directors Guild of America. She is also a member of the Academy of Motion Picture Arts and Sciences, the Producers Guild of America, Directors Guild of America, and a member and Fellow of the VES.

Susan Thurmond O’Neal joined the VES in 1997 and has been deeply involved ever since. She has served on the global Board of Directors in multiple roles, including Treasurer in 2016, 2nd Vice Chair in 2022 and 2023, and 1st Vice Chair in 2024 and 2025. Over the years, she has chaired the legacy global Education Committee, currently leads the Membership Committee, and in 2019, was honored with the VES Founders Award for meritorious service to the Society.

By day, O’Neal is a recruiter for BLT Recruiting, Inc., where she connects top-tier talent with the right opportunities. Her career has spanned roles as Operations Manager at The Mill, Operations Director at Escape Studios LA, and Account Manager at SideFX Software. She got her start in visual effects at Digital Domain in 1993, working in finance and operations before transitioning into production.



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