Digital Content Industry Action Agenda

A series of presentations on the Digital Content Industry Action Agenda (DCIAA) have been held around Australia in the last two weeks. The DCIAA is an industry led initiative aimed at developing Australia’s nascent digital content industries. Tom Kennedy (Media Zoo, AFC Commissioner] led an industry leaders group whose report ‘Unlocking the Potential’ was released in November 2005.

The seminar profiled the main recommendations of the report and fielded questions about the next stages in implementing them.

Those recommendations are:
1. Increase Investment
2. Build Exports
3. Extend industry based training
4. Link industry to research and development priorities

It was acknowledged that the Australian digital content industries are hobbled by poor broadband infrastructure but this lay outside the strict terms of reference of the report.

Speakers from industry bodies AIMIA (Australian Interactive Media Industry Association), AGDA (Australian Games Developers Association) and AEEMA (The Australian Electrical and Electronic Manufacturers’ Association) gave an industry perspective on the report and the need for change.

Some interesting things that came out included the fact that the Australian digital content industries currently are valued at 3.5% of GDP or 21 billion dollars. The industries employ about 300 000 people and there is a significant multiplier effect as digital content plays a major role in industries such as Education, Defence and Health.

Lack of investment was identified as one of the biggest inhibitors of long term growth in the industry. Many of the recommendations for change are aimed at encouraging development of intellectual property within Australia rather than our digital content industries remaining an outsourced production hub on projects where IP is held by overseas companies.

The next steps in the implementation of the recommendations of the report will occur through industry initiatives and programs. With major government support of digital content programs in South Korea, Singapore and Canada our global competition is already ahead of the game. Investment, tax offsets and securing export markets are important areas to resolve quickly in a time of rapid change. But the priority for me has to be on creating an environment of innovation – and the sooner a very fragmented industry starts working together to do this the better. Contact and collaboration between the digital industry silos of e-learning, digital animation, digital visual effects, education, console gaming, research and development and information technology is one small step towards a finding a united voice. Let’s hope that when we find it this voice is deafening.

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Carnegie Mellon Entertainment Technology Centre in Adelaide

I visited the new Carnegie Mellon Entertainment Technology Centre campus in Adelaide last week and can report that their program is very forward thinking and innovative.

I met with faculty members who were both from computer science, animation, writing and editing backgrounds – all had extensive industry experience in computer games, film or other areas of entertainment. They are adamant that CM are not running a games program – they consider what they are doing to be much wider than that – branching out to a range of other experiences that are inherently interactive. ETC has wider aims than the games industry alone and can equally apply to filmmaking, education, animation, architectural, museum and object design.

The ETC start-up in Adelaide has 13 US students, five lecturers and four support lecturers have been uprooted from the USA and relocated down under. SA is the first ‘outreach’ location for ETC who has plans to set up future operations in Mumbai, Singapore and Seoul. In mid June they will recruit their first Australian students to their two week “Building Virtual Worlds” intensive collaborative workshop which they have been advertising as an exciting opportunity for professional development, working along side ETC graduate students and your fellow professionals for 14 days. And it’s FREE!

What’s interesting about the genesis of this program is that its structure was conceived by an academic called Randy Pausch who, after returning from a sabbatical spent at EA games, wrote a paper which reported that everything students were being taught at university courses were irrelevant to the digital production industry. He made some recommendations for cross disciplinary, collaborative, improvisational and highly flexible programs and ETC is, in part, an embodiment of this.

The course is structured around a series of two week “cycles” where students complete a production exercise around design of virtual worlds. Students are recruited from a range of fields including computer science, art and humanities, animation, writing, sound, music composition and producing. The course is all about teamwork and from cycle to cycle teams change and students get a chance to work as part of different groups.

I sat in on a student progress presentation and saw some elementary visual implementations of projects. Each was programmed in a games engine and featured two or three characters in a world with a series of rules. One featured a vacuum cleaner and a duster. The aim of the duster was to not only escape from the vacuum cleaner but to outsmart it and force it to get tangled in its electric lead. Another used characters from Norman Lindsay’s the Magic Pudding and was set on a huge map of Australia. The rules were rather elaborate but involved utilizing the pudding for good in order to save the nation from being flooded by rising seas. The third project was set in a circus ring and featured a demonic child who chased a clown and tried to eat him. You got to control the clown who tried to outwit the child. While what we saw was very crude visually, and too elaborate from an interactive standpoint, what came across was the strength of the teamwork and the genesis of the creative process.

A little bit of history we gathered about the ETC program: it was set up at Carnegie Mellon as a very autonomous unit who, while able to use the University brand, exist independently of its funding or curriculum bureaucracy. This gives them a great deal of freedom outside the existing specialist disciplines – though they have now grown to over 50 students in Pittsburgh though started as a small unit of only 15 students.

Students in the program complete major projects later in the course and they often partner with outside organizations on these or else students go on attachment to companies in the industry. Past projects have included museum exhibitions with interactive visuals and sound, games and animatronics robots.

What I found most interesting about the program was the intensity of the structure, the collaborative nature of the work and the focus on a multidisciplinary approach to digital media. As far as I understand, ETC don’t see themselves as particularly vocational but we shouldn’t fool ourselves that because our courses are rooted in traditional film roles that our students careers are necessarily assured. Every year there are more hybrid digital roles springing up whether in filmmaking itself or other areas of the entertainment industries. Virtual worlds like World of Warcraft are pulling huge audiences and raking in income that surpasses most feature films. With cinema and TV audiences on the decline maybe the future is closing in fast.

I think ETC are a great model for us to think about as we develop the way we teach filmmakers and equip them to create entertainment experiences.

Peter Giles

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Strategy Day

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Staff attended a strategy day on Tuesday 20th June at the College of Fine Arts in Paddington. It was great to spend the day with everyone outside our normal work environment and we had a busy but fun day.
It was a very productive day and here are a few things we came up with including a new vision and mission statement which are now listed on this blog.

Here are a few photos of the day including some collages we created to illustrate our role to others.

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Shoots completed

Shoots have now been completed for the two digital media films in this year’s slate that have live action components. The Brass Mirror is being directed by Susan Danta and Starcross’d by Patrick Clair. Both productions had a hectic lead up with pre-planning a crucial element to the success of the many effects-driven shots. The Brass Mirror is a Korean folk tail which features computer generated characters composited over backgrounds made up of live action miniatures. Starcross’d is a graphics-driven short film featuring live action elements which are rotoscoped and integrated into 3D environments. Both films are due to be finished by the end of the year and will require extensive post production by a small dedicated team of specialist students.

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Emerging Media Design

A new course has been scheduled in Emerging Media Design – beginning in late May. Taught by multi-talented designer Catherine Gleeson the course will explore some of the frontiers of future media – from navigation interfaces to cross media branding and enhanced television. The course has been inspired by many of the major changes taking place in media distribution and consumption worldwide. It has been designed to explore opportunities in the new landscape for services on platforms including: IP Television, home media centres, personal video recorders, mobile platforms and anything Web 2. For more information go to http://www.aftrs.edu.au and follow the Emerging Media Design link. If you need to know more email Paula Lane – paula.lane@aftrs.edu.au.

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First pitch

3D animation students did a practice pitch of their initial ideas for their first major project of the year – to create animated idents for a major Australian digital TV broadcaster. The ideas were infused with humour and energy and are guaranteed to attract a young audience to the channel. Next week students will pitch to a team from the channel who will choose the final idents that will go into production. Lecturer Kit Devine will mentor students through the production process of completing the idents and will guide the students through presentations with the client at draft, fine cut and final stages.

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