Reflection Essay: Online Public Culture - What role does social media play in the construction of professional identities in the visual effects industry?
In this document, I will explore the use of social media in the visual effects industry, highlighting the ways in which both digital artists and visual effects studios can use the same social technologies to achieve different goals, and the reasons behind these differences.
In addition to the software technology involved in the production of Computer Generated Imagery (CGI) and Visual Effects (VFX) such as Maya and Zbrush, CG artists use a wide variety of Web 2.0 technologies to gain exposure and convey their professional identities to a vast audience. Increasingly, artist portfolios are extending across more than simply websites displaying their work and onto social networking platforms such as blogs, YouTube and Twitter, engaging in what Mark Deuze (2006, pp65) would refer to as “participatory user generated content.”
Z. Bauman (1988), John Fiske (1993) and D.M Levin (1997) (in Greg Elmer, 2003, pp233), argue that contemporary media technologies “are more aptly defined by a synoptic relationship where the many now watch the few,” as opposed to Foucault’s panoptic idea of the one watching the many. (2003, pp233) This notion can be applied to CG artists’ interaction with the combination of both their colleagues and their audience.
Sze Jones is a character artist working at Blur Studios. She has created the characters (which in themselves are representations of identity) for cinematics in games such as Tomb Raider: Underworld (shown below), Warhammer Online: Age of Reckoning, and Æon Flux. On her website and gallery pages she has a collection of digital and traditional works, and links on her CG Society gallery page allow users to comment on her work (assuming she has made a thread for the item) or share her creations with others. Her blog is mainly used to inform readers of events she is involved with, giving them an opportunity to learn something from her experience. In some cases job vacancies at Blur are advertised.

In addition to maintaining online galleries, websites and blogs like Sze Jones, artists Magdalena Dadela and Ryan Kingslien have also found their way onto Twitter. I feel that the use of Twitter in generating a professional identity in the CGI industry is essentially a flawed practice. Images and videos cannot be previewed with thumbnails, meaning that if the audience is presented with a visually underwhelming experience. However Akshay Java (et.al., 2007, pp2) argue that this “microblogging fulfils a need for an even faster mode of communication,” that regular blog updates are unable to satisfy. (Java et.al., pp2) For this reason, Twitter definitely has its benefits in providing the artist with another outlet of exposure, or (in the case of Ryan Kingslien) letting people know if they are running a workshop.
Jay David Bolter and Richard Grusin (1999, in Deuze, 2006, pp68) argue that the concept of remediation is present in new media. They suggest “that every new medium diverges from yet reproduces older media, whereas old media refashion themselves to answer the challenges of new media.”(1999, in Deuze, 2006, pp68) A phenomenon following this paradigm has emerged within the Zbrush Central forums, with the idea of a digital sketchbook. An artist creates a thread and periodically posts up new work at various levels of completion within the one thread. The other members of the community can then give star ratings and leave comments. ‘Thread Gallery’ viewing mode, which essentially takes all of the images in the thread and puts them on a page full of thumbnails so you can find what you are looking for, or simply what looks interesting.
E.J. Westlake suggests that Erving Goffman’s (1959) model for analysing the performance of self can be applied to digital social media. (2008, pp27) They argue that “users, socialized in face-to-face interaction, are often conscious of applying the rules of such interaction to the cyber world.” (2008, pp27) This idea can be applied to the critiquing process that CG artists engage in online, a process which renders social media as invaluable to the CGI community. Having thousands of trained eyes look over an artist’s work in a community such as CG Society means that any flaws or weaknesses in their work that they were unable to notice are brought to light, giving the artist a new chance to learn from their mistakes and improve their art-making practice; essentially improving their own value as a potential employee for a job. Artists are very aware of this panoptic quality in the displaying of work and harness it to their advantage.
Twitter seems to be more effective for companies, as opposed to individual artists, who simply want to get their work seen. Not only does Twitter give companies a chance to fulfil the need of keeping their followers updated with the latest news, it allows them to convey brief, and less structured messages, that helps to chip away at the rigid, impersonal identity a company may have.
Westlake argues that regulation in social media occurs through a self-policing in the users themselves. (2008 , pp35) They consider personal profiles on social networking services as “performances” that users present to others, exemplifying “the officially accredited values of the society, more so, in fact, than does [their] behaviour as a whole.” (Westlake, 2008, pp35) The way in which artists will typically present a very professional persona to others online reflects this notion of performance. The (what I would consider ideal) result is that the artist is first known for the work that they produce, and secondly by their character.
Westlake’s (2008) ideas of affirmation or denial of performance can effectively be applied to the context of a professional construction of identity. Feedback on forums like CG Society is deeper than the commenting and ‘liking’ common on personal Facebook pages. Although responders may indeed comment and like items on an artist’s portfolio, they also have the capacity (like YouTube) to give a star rating on the image (or video), and administrators of the CGSociety forums can present artists with awards; move their work into the ‘CG Choice Award Gallery’; or feature their work along the bar of thumbnail images along the top of the forum interface. These several actions have the capacity to, as Westlake suggests, either strongly affirm or deny the professional performance put on by the artist. (2008, pp36) Westlake argues that this interaction functions as a more effective version of Foucault’s Panopticon is “because individuals are punished directly by others,” (2008, pp36) through this positive and negative reinforcement of behaviour.
In addition to the functionality of social media itself, comes the (what I would call) extra-media action that members of the professional community can perform. It is not unusual for an artist who has their work seen by thousands upon thousands of people in the VFX industry to find themselves job offers or commission opportunities solely from the exposure they receive from a forum alone.
Fiske’s (1993) (in Elmer, 2003, pp233) notion of the ‘reverse panopticon’, “wherein the power to individuate, segment, and control gives way to fan power, knowledge, and pleasure,” could be likened to a VFX studio’s position on and use of social media. (Elmer, 2003, pp233)
Increasingly, corporations are using social networking services; however, their use of social media is fundamentally very different to the way in which an artist makes use of it. In an examination of digital cultures Mark Deuze points out that “[not] all individuals located within [a] culture behave or act in similar ways.” (2006, pp66) The same can be said when comparing artists with companies in a culture of professionally oriented social media.
From what I have discovered, artists tend to use social media to get both their name and work known; and also to cultivate a professional identity through their online presence. A combination of their portfolio, graphic design elements of their websites, language use and presence in communities such as CG Society help to structure an idea of the projected identity.
I found artists’ presence on Twitter to be relatively light-hearted, like most users, just keeping people updated with what they are up to at that point in time, such as in the following examples:
“done with the HMC - yeesssss… time to move on to something different heheh3:04 PM Nov 1st from Echofon” – Intervain (Magdalena Dadela)
“Doing 3D is like driving in LA traffic. Everything is close by but it still takes a half hour to get there.”1:31 PM Sep 3rd from TweetDeck – ryankingslien (Ryan Kingslien)
Contrary to the way artists approach social media, corporations seem to employ their use instead with a variety of more complex motivations. Although Disney’s Pixar and Weta Digital are two companies that produce CGI for feature films, their use of social media is quite different.
Although Disney’s Pixar is a company, it has been rather straightforward for them to generate an identity for themself. Not only are they instantly associated with the popular children’s cartoons created by Disney in the past, they have the advantage of working on their own projects, compared to companies like Weta, who instead produce things for clients. Pixar films tend to have a sort of flair about them; the visual style they employ is very distinct. Although they have this freedom, their identity is predominantly defined by the work they produce. Social media gives a company in Pixar’s position the chance to break down the disparity between the company and the audience, and enrich the personality of their identity.
I would argue that Pixar has done this effectively. They maintain a blog, Upcoming Pixar, which has information regarding upcoming movies, updates to various websites, and is tied to a Twitter account of the same name. Their forum, Pixar Planet, has over 100 000 posts from fans on it. Their main Twitter page is what struck me as most interesting. Rather than simply detailing releases or updates to their content, the content of their posts consists more of humorous and interesting things relating to their films, such as a link to a parody of the Pixar logo, shown below. This collaboration of various online presences allows Pixar to effectively shatter the faceless corporation image, and instead convey a jovial identity, that doesn’t take itself too seriously.
Weta Digital has a more esoteric identity. Not everyone is going to think of Weta when they go and watch movies such as the Lord of the Rings trilogy; I, Robot; or District 9; regardless of the fact that they are the VFX house responsible for the special effects and digital stars such as Gollum (in addition to actors like Andy Serkis that is). Although not limited to social media, Weta’s online presence essentially gives the studio a chance to claim ownership of the work they have done on various films and incites the audience into being more aware of their role in the film making process.
After examining Weta Digital’s use of social media, I have discovered that not only is their corporate identity is constructed through the projects that they work on, but through the use of social media, Weta has projected a more human and personal identity to fans of their work. A striking example is the video below, from their YouTube channel, where the Weta crew sings Happy Birthday for theonering.net, a fan page for J.R.R Tolkien’s work.
The participatory culture of fandom also plays a large role in the manipulation of corporate identity. José Van Dijck and David Nieborg (2009, pp869) argue that long before “the arrival of social media and digital platforms, there was already a rich subculture of fans who actively engaged with their favourite authors” through activities such as rewriting the endings of books. Jenkins (2006, in Van Dijck and Nieborg, 2009, pp869) argues that “this kind of engagement is finally fulfilled by the current generation of internet tools,” (2006, in Van Dijck and Nieborg, 2009, pp869) such as the social networking services that are currently popular. By joining the Pixar page on Facebook, by following them on Twitter, or subscribing to them on YouTube, a fan is effectively extending their own identity through what the company they admire has created. They feel as though they are a part of it, and perhaps only a sentimental sense, it becomes theirs as well.
This essay, like my class project, was exploratory in nature. In this document, I have examined the way in which both digital artists and visual effects studios use social media to their benefit, and the difference in motivation between the two types of professional users. Through this exploration I have discovered that artists typically use social networking services to both gain exposure and market themselves; whereas companies take advantage of social media to manipulate the exposure that they already have from their projects.
References
Bauman, Z 1988, Globalization: The Human Consequences, Oxford: Blackwell.
Bolter, Jay David, and Grusin, Richard 1999, Remediation: Understanding New Media, Cambridge, MA: MIT Press.
CG Society 2009, CGTalk – Work in Progress and Critique, accessed 2/11/2009, http://forums.cgsociety.org/forumdisplay.php?f=120.
CG Society 2009, CGTalk – CG Choice Award Gallery, accessed 2/11/2009, http://forums.cgsociety.org/forumdisplay.php?f=138.
CollegeHumor Staff 2009, ‘Pixar Intro Parody – CollegeHumor Video’, CollegeHumor, accessed 2/11/2009, http://www.collegehumor.com/video:1921845.
Crystal Dynamics 2008, Tomb Raider: Underworld, published by Eidos Interactive.
Dadela, Magdalena 2009, CGPortfolio – Magdalena Dadela: Gallery, accessed 2/11/2009, http://intervain.cgsociety.org/gallery/.
Dadela, Magdalena 2009, Magdalena Dadela – 3d character modeler and digital sculptor , accessed 2/11/2009, http://mdadela.com/blog/news/.
Dadela, Magdalena 2009, ‘Magdalena (Intervain) on Twitter’, Twitter, accessed 2/11/2009, http://twitter.com/intervain.
Dadela, Magdalena 2009, ‘ZbrushCentral – Intervain’s Sketchbook’, ZbrushCentral, accessed 2/11/2009, http://www.zbrushcentral.com/showthread.php?t=72010.
Deuze, Mark 2006, ‘Participation, Remediation, Bricolage: Considering Principal Components of a Digital Culture’, The Information Society: An International Journal, Vol. 22, No. 2, pp. 63-75, accessed 2/11/2009, http://www.andredeak.com.br/pdf/Digital+Culture+06.pdf.
Disney 2009, ‘Welcome to Disney Australia & NZ: the official home page for all things Disney!’, accessed 3/11/2009, http://home.disney.com.au/.
District 9 2009, film, TriStar Pictures.
Elmer, Greg 2003, ‘A Diagram of Panoptic Surveillance’, New Media & Society, Vol. 5, No. 2, pp. 231-247, accessed 2/11/2009, http://nms.sagepub.com.ezproxy.uow.edu.au/cgi/content/abstract/5/2/231.
Fiske, J 1993, Power Plays, Power Works, London: Verso.
Goffman, Erving 1959, The Presentation of Self in Everyday Life, Garden City: Doubleday.
I, Robot 2004, film, Twentieth Century-Fox film Corporation.
Java, Akshay., Finin, Tim., Song, Xiaodan., and Tseng, Belle 2007, ‘Why We Twitter: Understanding Microblogging Usage and Communities’, Proceedings of the 9th WebKDD and 1st SNA-KDD 2007 workshop on Web mining and social network analysis, pp. 56-65, accessed 2/11/2009, http://www.andredeak.com.br/pdf/porque_twitter.pdf.
Jenkins, H 2006, Convergence Culture. Where Old and New Media Collide, Cambridge, MA: MIT Press.
Jones, Sze 2009, CGPortfolio – Sze Jones: Gallery, accessed 1/11/2009, http://szejones.cgsociety.org/gallery/.
Jones, Sze 2009, CGPortfolio – Sze Jones: Blog, accessed 1/11/2009, http://szejones.cgsociety.org/blog/.
Jones, Sze 2009, Sze Jones – Character Artist, accessed 1/11/2009, http://szejones.com/.
Jones, Sze 2008, Tomb Raider Underworld Cinematic: Lara Croft, accessed 2/11/2009, http://szejones.com/wp-content/gallery/digital/laracroft_szejones.jpg.
Kimmel, Rebecca 2007, ‘Blur Studio Looking for a Character Modeler’, CG Society,accessed 3/11/2009, http://forums.cgsociety.org/showthread.php?f=177&t=454495&highlight=sze+jones.
Kingslien, Ryan 2009, CGPortfolio – Ryan Kingslien: Gallery, accessed 2/11/2009, http://ryankingslien.cgsociety.org/gallery/.
Kingslien, Ryan 2009, Ryan Kingslien – Archive – Artist’s Corner , accessed 2/11/2009, http://www.ryankingslien.com/?cat=42.
Kingslien, Ryan 2009, ‘ryankingslien (ryankingslien) on Twitter’, Twitter, accessed 2/11/2009, http://twitter.com/ryankingslien.
Kingslien, Ryan 2009, ‘YouTube – rkingslien’s Channel’, YouTube, accessed 2/11/2009, http://www.youtube.com/user/rkingslien.
Levin, D.M 1997, ‘Keeping Foucault and Derrida in Sight: Panopticism and the Politics of Subversion’, in D.M. Levin (ed.), Sites of Vision: The Discursive Construction of Site in the History of Philosophy, pp. 397–465. Cambridge, MA: MIT Press.
Li, Jeushi 2009, ‘CG Talk – Victoria Beckham, Jueshi Li (3D)’, CG Society, accessed 2/11/2009, http://forums.cgsociety.org/showthread.php?f=132&t=769180&highlight=ubisoft+shanghai.
The Lord of the Rings: The Fellowship of the Ring 2001, film, New Line Cinema.
Mythic Entertainment 2008, Warhammer Online: Age of Reckoning, published by Electronic Arts.
Pixar 2009, ‘Disney•Pixar (DisneyPixar) on Twitter’, Twitter, accessed 2/11/2009, http://twitter.com/disneypixar.
Pixar 2009, ‘Pixar Animation Studios’, accessed 2/11/2009, http://www.pixar.com/.
Pixar 2009, ‘Pixar Planet – Pixar Planet Forum’, accessed 2/11/2009, http://www.pixarplanet.com/forums/
Pixar 2009, ‘Upcoming Pixar – A Pixar News Blog’, accessed 2/11/2009, http://www.pixarplanet.com/blog/.
Pixar 2009, ‘Upcoming Pixar (upcomingpixar) on Twitter’, Twitter, accessed 2/11/2009, http://twitter.com/upcomingpixar.
‘sahal00’ 2006, ‘Gollum’, accessed 2/11/2009, http://www.youtube.com/watch?v=DLvIFRNbqOs.
Terminal Reality 2005, Æon Flux, published by Majesco Games.
Van Dijck, José and Nieborg, David 2009, ‘Wikinomics and its discontents: a critical analysis of Web 2.0 business manifestos’, New Media Society, Vol. 11, No. 5, pp. 855-874.
Westlake, E.J 2008, ‘Friend me if you Facebook: Generation Y and Performative Surveillance’, TDR: The Drama Review, Vol. 52, No. 4, pp. 21-40, accessed 2/11/2009, http://muse.uq.edu.au.ezproxy.uow.edu.au/journals/the_drama_review/v052/52.4.westlake.pdf.
Weta 2009, ‘Magnus (wetaworkshop) on Twitter’, Twitter, accessed 2/11/2009, http://twitter.com/wetaworkshop.
Weta 2009, ‘OneRingH264HDYoutube’, accessed 2/11/2009, http://www.youtube.com/watch?v=tbJY-fEeFjU.
Weta 2008, ‘Weta Workshop, Weta Limited and the Weta Cave’, accessed 2/11/2009, http://www.wetanz.com/.
Weta 2009, ‘YouTube – wetanz’s Channel’, YouTube, accessed 2/11/2009, http://www.youtube.com/user/wetanz.



