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Aug
18

Having rapidly increased its political and economic might globally, China is eager to boost its so-called soft power — its cultural appeal and influence — overseas by making animated films. But can it compete with Buzz and Woody?

By Benjamin Haas

August 17, 2011

Reporting from Tianjin, China— Entering the campus of the largest animation production facility in China, visitors are greeted by life-size statues of Disney and Pixar characters: Belle dancing with the Beast, Mowgli and Baloo sitting on a tree trunk and Buzz and Woody in a classic buddy pose.

But this isn’t an overseas outpost of the American studios. Instead, these knockoff statues are meant to inspire a new generation of Chinese animators to make films that can compete with Hollywood blockbusters and classics such as “Beauty and the Beast,” “The Jungle Book” and “Toy Story.”

The National Animation Industry Park formally opened in May and occupies roughly 250 acres at the Sino-Singaporean Tianjin Eco-City, 100 miles southeast of Beijing. It represents part of the Ministry of Culture’s $695-million attempt to spur the national animation industry and make films that can compete on the international market.

Although the facility is managed by the government, film studios from across China can rent space and equipment at subsidized rates — incentives intended to encourage more cartoon production. A company or government agency can even simply present an idea, and animators at the facility will take care of the rest — though of course the content is subject to censorship rules. A number of private companies are expected to establish satellite offices at the park.

The campus boasts the latest in animation technology from around the world, including the largest motion-capture studio in Asia and what it says is the fastest rendering software in the world. Still, it remains to be seen whether China can overcome what even the facility’s managers describe as a bigger problem: a dearth of artistic creativity.

“Chinese animators don’t have their own thoughts,” said Yang Ye, a business manager at the facility. “If you tell them to make something round, they’ll make it round, but they won’t ask, ‘Why is this round?’”

The animation park is clearly a priority for the central government, which included animation production in its current five-year national economic plan. Having rapidly increased its political and economic might globally, China is eager to boost its so-called soft power — its cultural appeal and influence — overseas.

Government involvement in promoting the animation industry isn’t new. In 2006, China’s State Administration of Radio, Film and Television banned any foreign cartoons from being broadcast on TV between 5 and 8 p.m. The ban was extended to 9 p.m. in 2008. Some believe this ban was a major factor in the success of the TV show “Pleasant Goat and Big Big Wolf,” China’s most popular cartoon franchise, produced by Hong Kong-based Toon Express.

“Children only have a short amount of time to watch TV because their parents are constantly pushing them to study,” Yang said. “When every channel is playing ‘Pleasant Goat,’ of course it’s going to do well.”

“Pleasant Goat” moved from TV into film. The third “Pleasant Goat” movie was released in China in January and is the top-grossing Chinese-made animated feature ever at $22.7 million, according to EntGroup, a Beijing entertainment research and consulting company. But that’s still far behind the Chinese box-office receipts for other types of movies, including dramas and comedies, both foreign and domestic.

Given the rather measly box-office returns for Chinese-made cartoons, investors have been unwilling to spend a lot of money on such projects. That in turn results in films with low production values that are unpopular with the public. (In contrast, live-action films have seen the opposite trend in recent years, with budgets breaking the $100-million mark and investment coming from both private and government entities.)

One example is “Xibaipo,” the only other animated feature in theaters at the same time as “Kung Fu Panda 2,” produced by DreamWorks Animation SKG Inc. of Glendale.

“Xibaipo,” which is the name of a village outside of Beijing, tells the story of a group of children in the midst of the People’s Liberation Army’s final push on Beijing during the Chinese civil war. The animation style is reminiscent of Disney’s “Pocahontas” rather than “Kung Fu Panda’s” computer-generated feel.

“Xibaipo” took in only $100,000 at the box office and was pulled from theaters after less than three weeks, compared with “Panda’s” $94.9-million box-office take as of early August. This may stem from “Xibaipo’s” dull and propagandistic story rather than the quality and technical competence of the animation.

Chinese firms buy the same technology as many American animation outfits, and a lot of postproduction work for U.S. animated films is already outsourced to China. Inside the Tianjin facility, large signs tout the technology on site, noting that the same equipment was used to make some of Hollywood’s biggest animated films. (But even with the tools, a promotional video shown at the facility was jumpy and seemed unfinished.)

One major concern is that films produced at the Tianjin animation park ultimately will suffer from the same problems many live-action films have faced on the international market — mainly story lines that are too entrenched in Chinese culture to make them palatable to audiences abroad.

The $18-million “Legend of a Rabbit,” which was made at a smaller animation facility in Tianjin, is China’s most expensive animated feature to date. The movie, which arrived in theaters in July and took in $2.4 million in its first two weeks, centers on a hare because 2011 is the year of the rabbit in the Chinese zodiac; in all, a dozen films are planned over 12 years to celebrate each zodiac animal.

Chinese animation studios realize the dearth of originality and are trying to combat it by looking to box-office record holder “Avatar.”

“A unique visual style and storytelling is a priority,” said Jon Chiew, general manager of Crimson Forest Films, a Beijing company with an in-house animation studio that uses some of the same technology found at the Tianjin animation base. “We’ve adopted similar filmmaking techniques that were used in ‘Avatar,’ which allows for a more interesting visual style compared to prior locally made animated films.”

Massive government investment in creative sectors has had some disappointing results in the past and in some cases has even harmed it.

“There’s a lemming mentality where everyone is trying to follow government patronage,” said Duncan Clark, president of Beijing research firm BDA China. “Too many people jump on the bandwagon and that actually ends up stifling creativity.”

Although Chinese-made cartoons may receive preferential treatment in the domestic market, that coddling doesn’t ensure that the characters will be popular with the public. A 2009 study by the Chinese Academy of Social Sciences found that only one of Chinese teens’ favorite 20 animated characters came from China. All the others were Japanese.

Shanghai film critic Wu Renchu sees the industry constantly playing catch-up with animation developed overseas.

“U.S. and Japanese animated films have influenced young people in China and set the standard,” Wu said. “When Chinese films don’t live up to that level, they don’t do well.”

Still, if there’s any question that this industry is looking to take down Hollywood titans, look no further than “Legend of a Rabbit.” The story follows a rabbit, initially a cook with no kung fu knowledge, who learns quickly and must ultimately battle an evil kung fu master: a panda.

Source: http://www.latimes.com/business/la-fi-china-animation-20110817,0,2557075.story

Dec
07

By Richard Verrier and Ben Fritz
December 7, 2009
When Dave Wittenberg began his acting career at a community theater in Boston, he never imagined that one day he’d be making his living as a voice artist for video game characters, portraying the likes of Hades, Tweedledee and Jerry Seinfeld.
But in the last decade Wittenberg’s voice has been heard in more video games than he “can remember.” And, though it’s not the traditional actor’s stagecraft, he still draws extensively on his thespian skills. “You get to create characters you wouldn’t be able to create in any other medium,” said Wittenberg, 38. “From an acting standpoint, it lets you flex your muscles that you wouldn’t ordinarily use.”
What it’s not doing, however, is fattening his wallet. Despite his extensive credits, Wittenberg earns roughly $30,000 a year from his video game work and, like most of his peers, supplements that income by doing voice work for animated TV shows.
Wittenberg is one of hundreds of Hollywood actors who perform in the heard-but-not-seen world of voice acting, breathing life into the virtual worlds of such blockbuster game franchises as Halo, Call of Duty and Grand Theft Auto.
The video game sector, once a backwater in Hollywood, has been the fastest-growing segment of the entertainment industry and increasingly competes with movies and television for consumers’ attention and dollars.
As games have become more like big-screen movies, so has their need for more sophisticated stories and emotionally engaging characters. Games once had practically no dialogue but now boast tens of thousands of lines of it — creating opportunities for actors at time when traditional jobs are shrinking because of studios’ cutbacks in film and TV production.
But the enthusiasm for the new medium has been tempered by a growing unease among many performers that their pay for voice work in video games isn’t keeping pace with the industry’s breakneck growth. Although it’s down this year amid the recession, U.S. video game industry revenue has more than doubled since 2005 to $21 billion in 2008 — about twice the amount of movie ticket sales in Canada and the U.S.
The concerns have fueled a standoff between the video gave companies and the Screen Actors Guild, whose members recently rejected a proposed contract that covers voice work in the video game industry. “The concern going forward is that as these games become larger and larger and generate more income, we as actors won’t see any more money when we walk out the door,” said Wittenberg.
Attorney Scott Witlin, who represented video game publishers in the recent labor negotiations, disputes the notion that actors are being shortchanged. “If you look at the total contribution either in terms of hours that go into the creation of a game or the earnings of the people who make the games, voice talent represents a minute percentage,” he said.
SAG’s bargaining clout is limited. The voices in about 80% of video game titles are performed by actors who don’t work under a guild contract. What’s more, SAG’s sister union, the American Federation of Television and Radio Artists, recently ratified a separate contract with video game publishers.
“It’s not so much their argument is weak or strong,” said Jonathan Handel, an adjunct professor at UCLA School of Law who specializes in entertainment labor law. “The overarching issue for any union making a deal is: Who has the leverage?”
There were practically no roles for actors in video games until the mid-1990s, when technical innovations made it possible to give speech to the digital characters. Video game cartridges before then had limited storage space, leaving little room for voice recordings. Dialogue instead appeared on the screen like subtitles on a foreign-language film.
“It used to be that there wasn’t very much data available for voice acting, and what we had tended to be cartoonish,” said Casey Hudson, director of the upcoming Electronic Arts game Mass Effect 2.
Later, with the advent of higher-capacity compact discs, characters started to speak a few dozen or hundred lines in games. But voices were still often performed by amateur actors or even the game developers themselves, because many companies didn’t think spoken dialogue was important enough to merit spending money on professionals.
In the last decade, however, as the video game industry has transitioned to DVDs and the storytelling ambitions of many game developers have blossomed, hiring experienced actors has become routine.
The use of actors in games varies broadly depending on the genre. Some titles include far more speech than a feature film. Mass Effect 2, a science-fiction game, has 90 actors playing 546 characters who speak about 31,000 lines of dialogue.
Uncharted 2, an adventure game recently released by Sony, intentionally mimics the cinematic style of movies like the “Indiana Jones” series. Actors not only performed voices but also acted in motion-capture suits for non-interactive story sequences — called “cut scenes” — that totaled about 90 minutes.
“We basically made a feature film at the same time that we made a game,” said Uncharted 2 director Amy Hennig, who worked with an experienced theater director to oversee acting. “Good performances are critical so that players maintain an empathetic association with the character who they control.”
Largely because of the industry’s roots in the software business, video game creators have traditionally been compensated very differently than creative workers in Hollywood. Unlike talent in movies and TV shows, they don’t receive residuals, or additional fees for the reuse of their work.
“In our business we’re all employees and any upside we get is purely discretionary, so many of us are not going to have a lot of sympathy for actors who want back-end residuals,” Hennig said. “That’s why we’re talking two different languages when we sit down at a bargaining table.”
The biggest sticking point in the dispute involves pay levels for a new category of actors: those who perform “atmospheric voices,” words and sounds for the incidental characters — bartenders, soldiers, elves, random monsters — in war and fantasy games that involve large crowds.
Under the proposed SAG contract, actors would receive a fee of about $800 for performing up to 20 atmospheric voices (up to 300 words per voice) in a four-hour session. Actors who perform “principal characters” — defined as those that drive the story — would fetch the same fee for doing up to three character voices, and more than double the amount if they do six to 10 voices during a six-hour session.
Although video companies offered a 2.5% increase in wages, an influential group of Hollywood voice actors has strongly opposed the contract. They contend that the provision would require them to do substantially more work for roughly the same pay and put undue stress on their vocal cords, notwithstanding a provision in the agreement to protect actors against “vocal stress.”
“Before, you were doing three characters dying a horrible death. Now you’re doing 20 characters dying a horrible death,” said Dee Baker, a veteran voice actor who has worked on such games as Halo 2 and Spore, in which he voiced entire races of evolving alien creatures. “Not only will this mean less money for more experiences, it’s also going to be a lot more vocally difficult.”
Though it seems counterintuitive, game developers say that advances in technology are making actors more important to the production process, not less.
Hudson, for instance, says he hopes that in the future, game makers will capture the facial expressions of actors for the eye and mouth movements of the animated characters whose voices they provide.
That’s one reason backers of the agreement — including negotiators for both actors unions — argue that the most important goal right now is to give the companies more incentive to hire union talent.

“One of the things we’d like to do is improve the union’s footprint in this area of production,” said Mathis Dunn Jr., an assistant national executive director of AFTRA. “A lot of employers are not signatories to our contract, and part of the reason is that we can’t accommodate their budget. . . . This will keep us in the game.”

 

 

Video game voice actors worry they’re getting shortchanged as their role expands, many worry that their pay isn’t keeping pace with the lucrative industry’s growth.

By Richard Verrier and Ben Fritz

December 7, 2009

When Dave Wittenberg began his acting career at a community theater in Boston, he never imagined that one day he’d be making his living as a voice artist for video game characters, portraying the likes of Hades, Tweedledee and Jerry Seinfeld.

But in the last decade Wittenberg’s voice has been heard in more video games than he “can remember.” And, though it’s not the traditional actor’s stagecraft, he still draws extensively on his thespian skills. “You get to create characters you wouldn’t be able to create in any other medium,” said Wittenberg, 38. “From an acting standpoint, it lets you flex your muscles that you wouldn’t ordinarily use.”

What it’s not doing, however, is fattening his wallet. Despite his extensive credits, Wittenberg earns roughly $30,000 a year from his video game work and, like most of his peers, supplements that income by doing voice work for animated TV shows.

Wittenberg is one of hundreds of Hollywood actors who perform in the heard-but-not-seen world of voice acting, breathing life into the virtual worlds of such blockbuster game franchises as Halo, Call of Duty and Grand Theft Auto.

The video game sector, once a backwater in Hollywood, has been the fastest-growing segment of the entertainment industry and increasingly competes with movies and television for consumers’ attention and dollars.

As games have become more like big-screen movies, so has their need for more sophisticated stories and emotionally engaging characters. Games once had practically no dialogue but now boast tens of thousands of lines of it — creating opportunities for actors at time when traditional jobs are shrinking because of studios’ cutbacks in film and TV production.

But the enthusiasm for the new medium has been tempered by a growing unease among many performers that their pay for voice work in video games isn’t keeping pace with the industry’s breakneck growth. Although it’s down this year amid the recession, U.S. video game industry revenue has more than doubled since 2005 to $21 billion in 2008 — about twice the amount of movie ticket sales in Canada and the U.S.

The concerns have fueled a standoff between the video gave companies and the Screen Actors Guild, whose members recently rejected a proposed contract that covers voice work in the video game industry. “The concern going forward is that as these games become larger and larger and generate more income, we as actors won’t see any more money when we walk out the door,” said Wittenberg.

Attorney Scott Witlin, who represented video game publishers in the recent labor negotiations, disputes the notion that actors are being shortchanged. “If you look at the total contribution either in terms of hours that go into the creation of a game or the earnings of the people who make the games, voice talent represents a minute percentage,” he said.

SAG’s bargaining clout is limited. The voices in about 80% of video game titles are performed by actors who don’t work under a guild contract. What’s more, SAG’s sister union, the American Federation of Television and Radio Artists, recently ratified a separate contract with video game publishers.

“It’s not so much their argument is weak or strong,” said Jonathan Handel, an adjunct professor at UCLA School of Law who specializes in entertainment labor law. “The overarching issue for any union making a deal is: Who has the leverage?”

There were practically no roles for actors in video games until the mid-1990s, when technical innovations made it possible to give speech to the digital characters. Video game cartridges before then had limited storage space, leaving little room for voice recordings. Dialogue instead appeared on the screen like subtitles on a foreign-language film.

“It used to be that there wasn’t very much data available for voice acting, and what we had tended to be cartoonish,” said Casey Hudson, director of the upcoming Electronic Arts game Mass Effect 2.

Later, with the advent of higher-capacity compact discs, characters started to speak a few dozen or hundred lines in games. But voices were still often performed by amateur actors or even the game developers themselves, because many companies didn’t think spoken dialogue was important enough to merit spending money on professionals.

In the last decade, however, as the video game industry has transitioned to DVDs and the storytelling ambitions of many game developers have blossomed, hiring experienced actors has become routine.

The use of actors in games varies broadly depending on the genre. Some titles include far more speech than a feature film. Mass Effect 2, a science-fiction game, has 90 actors playing 546 characters who speak about 31,000 lines of dialogue.

Uncharted 2, an adventure game recently released by Sony, intentionally mimics the cinematic style of movies like the “Indiana Jones” series. Actors not only performed voices but also acted in motion-capture suits for non-interactive story sequences — called “cut scenes” — that totaled about 90 minutes.

“We basically made a feature film at the same time that we made a game,” said Uncharted 2 director Amy Hennig, who worked with an experienced theater director to oversee acting. “Good performances are critical so that players maintain an empathetic association with the character who they control.”

Largely because of the industry’s roots in the software business, video game creators have traditionally been compensated very differently than creative workers in Hollywood. Unlike talent in movies and TV shows, they don’t receive residuals, or additional fees for the reuse of their work.

“In our business we’re all employees and any upside we get is purely discretionary, so many of us are not going to have a lot of sympathy for actors who want back-end residuals,” Hennig said. “That’s why we’re talking two different languages when we sit down at a bargaining table.”

The biggest sticking point in the dispute involves pay levels for a new category of actors: those who perform “atmospheric voices,” words and sounds for the incidental characters — bartenders, soldiers, elves, random monsters — in war and fantasy games that involve large crowds.

Under the proposed SAG contract, actors would receive a fee of about $800 for performing up to 20 atmospheric voices (up to 300 words per voice) in a four-hour session. Actors who perform “principal characters” — defined as those that drive the story — would fetch the same fee for doing up to three character voices, and more than double the amount if they do six to 10 voices during a six-hour session.

Although video companies offered a 2.5% increase in wages, an influential group of Hollywood voice actors has strongly opposed the contract. They contend that the provision would require them to do substantially more work for roughly the same pay and put undue stress on their vocal cords, notwithstanding a provision in the agreement to protect actors against “vocal stress.”

“Before, you were doing three characters dying a horrible death. Now you’re doing 20 characters dying a horrible death,” said Dee Baker, a veteran voice actor who has worked on such games as Halo 2 and Spore, in which he voiced entire races of evolving alien creatures. “Not only will this mean less money for more experiences, it’s also going to be a lot more vocally difficult.”

Though it seems counterintuitive, game developers say that advances in technology are making actors more important to the production process, not less.

Hudson, for instance, says he hopes that in the future, game makers will capture the facial expressions of actors for the eye and mouth movements of the animated characters whose voices they provide.

That’s one reason backers of the agreement — including negotiators for both actors unions — argue that the most important goal right now is to give the companies more incentive to hire union talent.

“One of the things we’d like to do is improve the union’s footprint in this area of production,” said Mathis Dunn Jr., an assistant national executive director of AFTRA. “A lot of employers are not signatories to our contract, and part of the reason is that we can’t accommodate their budget. . . . This will keep us in the game.”

Nov
20

By Dave McNary

Members of the American Federation of Television & Radio Artists have approved a new deal for videogame voice work — two weeks after SAG members rejected the same pact.

AFTRA, which made the announcement Thursday, said the deal received backing from 66% of those casting ballots. The pact was sent out to AFTRA’s 2,200 members who work under the contract.

AFTRA covers the lion’s share of unionized voice work for vidgames. SAG, which has asked the companies to return to the bargaining table, had no immediate response to Thursday’s announcement.

The two performers’ unions have generally made little headway with vidgame companies; an estimated 75% of the voice work performed goes to non-union performers.

Opposition has emerged to the new deal over the “atmospheric” provisions allowing employers to use actors to perform up to 20 voices of up to 300 words at the daily base rate — provisions viewed by some as signifying a major reduction from the current pact.

SAG’s rejection may doom an effort by negotiators to synch up the expiration dates and terms of the pacts for SAG and AFTRA. Negotiators for AFTRA and the Screen Actors Guild reached separate deals with similar terms with vidgame employers on Oct. 2. AFTRA’s deal is a 15-month extension of the current pact that expires on Dec. 31. New deal will expire on March 30, 2011.

The new AFTRA agreement includes a 2.5% increase in minimum session fees to $802 for a four-hour session starting on April 1.

“AFTRA members who work on videogames do so using a highly specialized set of skills and require unique protections from their union agreement,” said AFTRA president Roberta Reardon.

The pact includes an increase in the AFTRA health and retirement contribution rate by 0.2%, bringing the total producer contribution rate to 15%. It also establishes a new cap on annual health and retirement contributions to an individual performer to $125,000, and an automatic $100 payment when a producer fails to provide advance notice of vocally stressful work.

Originally posted on variety.com

Oct
28

Guild asks companies to return to bargaining table….

Screen Actors Guild thesps have thrown a wrench into the world of videogame voice work, rejecting a tentative deal for a new contract and asking employers to return to the bargaining table. The American Federation of Television & Radio Artists, which covers the lion’s share of unionized voice work for vidgames, is sending out the same deal to its 2,200 members who work the contract with a Nov. 12 deadline for response. AFTRA’s national board OK’d the deal Saturday with “an overwhelming and strong” recommendation for a yes vote.

Scott Witlin, who reps vidgame employers at the negotiations, told Daily Variety that it was uncertain if the companies would be willing to return to the bargaining table to sweeten the SAG deal.

The two performers’ unions have generally made little headway with vidgame companies — an estimated 75% of the voice work performed is non-union. The SAG contract covers publishing giant Electronic Arts and about 70 other gaming companies.

The rejection, announced Wednesday, comes a week and a half after SAG’s national board approved sending out the deal — without a recommendation — to four member caucuses in Chicago, Hollywood, New York and San Francisco.

Opposition emerged at the Hollywood member caucus on Tuesday night over the “atmospheric” provisions allowing employers to use actors to perform up to 20 voices of up to 300 words at the daily base rate — viewed by some as signifying a major reduction from the current pact.

“From the actor’s point of view, this is a lousy contract — particularly in the multiple voices area,” said Peter Kwong, whose work on vidgames includes “Narc” and “GoldenEye: Rogue Agent.” “I’m encouraging AFTRA members to vote this down.”

Kwong said the question of a strike wasn’t discussed at the Hollywood meeting.

Witlin called the rejection “unfortunate,” noting that the offer would pay thesps a day rate of $782 for four hours of work. He added that the “atmospheric” provision represents a way for actors to get more work over the long run.

SAG’s rejection may doom an effort by negotiators to synch up the expiration dates and terms of the pacts for SAG and AFTRA. Negotiators for AFTRA and the Screen Actors Guild reached separate deals with similar terms with vidgame employers on Oct. 2. AFTRA’s deal is a 15-month extension of the current pact that expires on Dec. 31.

SAG and AFTRA have said the deals — which had been negotiated separately during the past year — achieved parity between the AFTRA and SAG contracts. If ratified, both deals would expire on March 30, 2011.

The unions said the contracts contain a 3% wage hike for SAG to match AFTRA’s current deal and an additional 2.5% increase on April 1 for both unions.

Other key points: a 0.5% increase in the pension and health contribution rate for SAG members and an additional 0.2% next year for both unions, bringing the total rate to 15%; the establishment of a $100 liquidated damage per job for failure to give notice of vocally stressful work and agreement to develop a set of guidelines for conducting vocally stressful work; and a cap of $125,000 on contributions to the AFTRA Health and Retirement and SAG Pension and Health funds for performers paid more than $125,000 by a single producer in a single year for work done on the same game franchise.

Source: http://www.variety.com/article/VR1118010505.html?categoryid=1079&cs=1