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What was the last original movie you saw? Did you see it at the cinema? Or maybe on Netflix? As it turns out, of the top ten US domestic blockbusters of 2018, eight were sequels and the remaining two were remakes. 2019 looked similar, with a single original blockbuster, Us.

And yet the fastest growing market for VFX/animation is not movies, but series. In fact, many of the most popular streaming shows are VFX-heavy.

A great deal of money is being invested, but proportionally much more content is requested – and yet budgets for VFX do not appear to grow in step, despite the ever-higher expectations for quality and quantity. This can be especially true for series where the content being produced is targeted to very specific audiences, and the dollar per minute figure has very real limitations.

So, in VFX and animation, producers have been looking for fat to trim, and asking whether it’s necessary to rebuild every VFX element for every sequel. It’s true that making assets and materials from scratch is much easier than it used to be, thanks in part to improved tools – such as the ones I work with in my day job. At the time of writing this piece, however, this still takes time, money and specialized skills.

Can we reuse designs, models, textures from a few years ago? The answer should be ‘yes’, but this is a lot more difficult than it may initially sound.

For a start, reusing old assets can cause quality issues. Looking back at some movies we used to love, it doesn’t take many years for them to show their age. As we become used to better imagery, our eyes, along with merciless new HDR, HD and (the horror!) motion-smoothing display devices reveal the quaintness of models and textures that seemed just fine not so long ago.

Large franchises such as Star Wars can include sequels, prequels, spinoffs, TV series, games, VR experiences, toys, and more.

Images provided courtesy of Disney

We have to face the challenge of making things reusable over time. This isn’t a problem that affects everyone, but it’s an old problem all the same. Increasingly, VFX teams needs assets that work well even if they were made a long time ago, in a galaxy far, far away…

In the Star Wars franchise alone, Industrial Light and Magic has an incredible collection of designs and models, built over the course of decades. Many of them need to be used for future movies, a few series, and video games, not to forget toys and merchandise. Despite their sizable budgets, reinventing every wheel is not a luxury on which they should expend resources. This problem is not unique to ILM, of course. Some studios have already begun working on digital asset libraries, also nicknamed digital backlots – the name is a tribute to the ’physical’ backlots for special effects, which have been used for similar purposes throughout the last few decades.

Backlots with old props and costumes were historically kept by most VFX studios in Hollywood.

Successful Digital Asset Libraries need to be able to solve several challenges.

Wrapping it up

I am grateful to many friends and colleagues across film, games, tech and design who helped me gather thoughts on problems and solutions. Thanks in particular to Dan, Jonathan, Kimberly, and Brian. I too have dealt, in one way or another, with digital asset libraries for many years. I was at a panel about just that during MIFA 2018 in Annecy, and I was surprised to see how little is known about the issues involved, let alone the solutions. Hopefully I’ve convinced you that digital asset libraries are both valuable and hard. I think their presence is bound to grow in our industry, and while there isn’t a one-size-fits-all piece of magic, there are great technologies available today that can be leveraged, both within a studio and for commercial solutions.