Film in Serbia
• Balancing Art and Boundaries: Inside the Role of Serbia’s First Intimacy Coordinators

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Balancing Art and Boundaries: Inside the Role of Serbia’s First Intimacy Coordinators

In the film industry, there is an increased need for specialized professions that ensure safety and creativity during the filming of intimate scenes. A professional association, whose goals include supporting the academic development of transactional analysis, TAUS is a pioneer in this field, setting standards and organizing the first trainings for intimacy coordinators. We spoke with members of their team Kristina Brajović Car, a supervisor for psychological safety in film production, Anđela Rajić and Marko Marčec, intimacy coordinators, about the challenges and significance of this profession in Serbia, their responsibilities on set, as well as the experiences of the first generation of coordinators. We will also reflect on how this role has evolved and why it is essential for creating a harmonious working environment in film production.

When did the need for this profession arise in Serbia?

A remarkably small number of actors from our region had the opportunity to collaborate with intimacy coordinators in film production before 2020. The need arose the moment younger generation actors realized that simulated intimacy is much easier, more spontaneous, safer, and even quicker when approached as an artistic product that can (and should) result from free exchange, play, and clear agreements between the director, film partner, and someone responsible for keeping the personal intimacy of all involved aside, as much as they need.

Can you briefly describe the responsibilities of an intimacy coordinator on set? Has there been interest from film professionals to undergo your training?

The primary responsibility of an intimacy coordinator on a film set is to provide a safe and confidential working environment where respect and mutual trust among all participants are prioritized. This role involves working on scenes that include intimacy—whether it’s physical closeness, kissing, sexual relations, or other emotionally sensitive situations. The coordinator supports the actors and production by defining clear boundaries that protect all participants while also fostering creativity and freedom in the work. Growing interest from film professionals in this profession reflects the need for intimacy coordination to be permanently integrated into the film industry.

The first generation of intimacy coordinators consists of psychologists with a strong creative inclination, whose expertise in mental health prevention and understanding boundaries allows this process to occur at the highest ethical level. Although this pioneering group primarily included psychologists, future training is expected to be open to professionals from other fields, ensuring a broader spectrum of knowledge and experience in this important area of film production.

How do you see the impact of the first generation of intimacy coordinator trainees so far? How often have productions sought your advice and assistance on set?

The greatest impact has been made by a colleague who is qualified in both acting and psychology. The reason may lie in her contacts and the trust colleagues have in her, given her complete understanding of the actor’s position. I believe that this is currently encouraging openness and freedom of expression, both skepticism and interest in what her contribution could specifically represent in their work.

At this stage, most contacts are being made with film festivals and professional organizations where the profession is just being introduced, both at major festivals like SFF and at those specialized in themes of sexuality in film, such as the Cherry Pop festival in Zagreb.

Recently, two trainees from your program were engaged as intimacy coordinators for a Libresse advertisement, produced by the local company Emote Production. How did the preparation process for this project go?

The preparation process for filming the Libresse ad “It’s never just a period” required careful planning due to the sensitivity and specificity of the scenes. It started with analyzing all available documentation and the script to precisely define all technical aspects of the shoot. Following that, through detailed discussions with the production, director, and costume designers, a clear approach was established for each scene, with particular emphasis on protecting all participants, including babies and minors, in scenes of an intimate nature.

Collaboration with the costume team was crucial, as the proper use of costumes allowed for a realistic depiction of scenes while ensuring maximum safety. As the intimacy coordinator, my job was to set clear boundaries for all actors, allowing them to feel secure throughout the entire process. It was also essential for everyone to adhere to the agreed-upon guidelines to achieve a perfect balance between the artistic vision of the director and the protection of the privacy and integrity of the actors.

image_67194881-minIn the preparation process, do you pay more attention to working with the actors or with the directors and producers? How did other team members react to their presence?

In the preparation process, we carefully balance our work with actors, directors, and producers, as collaboration with each segment of the team is key to the project’s success. Every step in our work is directed toward creating an atmosphere of trust and respect, where boundaries are clearly defined, and creative freedom is maximized.

When it comes to collaborating with the rest of the team, for most, this was their first encounter with an intimacy coordinator on set, which naturally brought some skepticism. However, they quickly recognized the benefits of our presence—for both the actors and the entire production team. In the end, everyone realized that this role is essential for creating a harmonious working environment and achieving outstanding performance without compromising the artistic vision.

Your job isn’t limited to scenes of intimacy between adult actors. Have you had experience with scenes involving children or extras?

One of the most interesting experiences on set occurred when we had a mother with a six-month-old baby. During the shoot, the baby needed to be breastfed on camera, which certainly added an element of unpredictability to the entire process. Understanding that such situations can be challenging, especially due to the need for adaptability and flexibility, was crucial.

When I spoke with the mother and offered her support, emphasizing that she could focus solely on the baby’s needs and that the filming would proceed accordingly, I noticed her tension transform into gratitude. This support allowed the mother to relieve stress and concentrate on her task, making the shoot much easier and more efficient. Thanks to this approach, the filming went smoothly and within the planned timeframe, further confirming the importance of providing support and understanding in challenging situations on set.

image_6483441 (1)-minYou’ve had the opportunity to work with foreign instructors and learn about practices outside of Serbia. What is the status of this position abroad? What elements of their experience could you directly use as inspiration and apply in designing training for intimacy coordinators?

During our training, as well as during our participation at this year’s Sarajevo Film Festival, we met some of the most prominent intimacy coordinators from America and Europe. They spoke about the positive acceptance of this profession, which is best seen in the contractual obligation to engage coordinators on projects where there’s potential for it. In fact, coordinators increasingly participate in projects from their early phases to provide insight into possible risks and precautionary measures.

What was most inspiring from their experience is that they agreed that their work on each project was different. They emphasized that, during training, the profession seemed much more systematic than it is in practice and that one must be ready to apply various approaches. This is precisely the aspect we have focused on, finding ways to apply psychological knowledge in a very specific context. This involves a good, often quick assessment of the actors and their relationship to what is being asked of them, as well as aligning that with the director’s vision and other team members involved in the scene.

The recent period has been intense for you. What are your plans moving forward?

To start with, we are forming a program and engaging competent instructors to implement training in Serbia according to the competencies and protocols established by SAG-AFTRA (Screen Actors Guild and the American Federation of Television and Radio Artists), thereby enabling international recognition and the necessary qualifications for professionals from the country and region. Additionally, we are initiating independent work for the association of intimacy coordinators in Serbia and collaborating with lawyers to define and establish a legal framework, general standards, and professional legal acts that will regulate the work of intimacy coordinators and set general rules for film production when filming intimate scenes.

From Assets to Advertising: How DAT Studio is Revolutionizing Creative Campaigns

DAT Studio has evolved from working on assets to building a highly diverse project portfolio that includes films, TV series and game trailers. Their experience with using virtual production in advertising was one of highlights at CGA Belgrade 2022. In this interview, we go further to discuss the latest projects, challenges in advertising and the studio’s creative direction.

What is the most recent project you’ve worked on?

Our transition to executing entire projects happened quite organically, given our affinities and the desire to advance the studio. We’re proud to be able to cover film, game trailers, and advertising, while still maintaining high-quality asset creation, just as we did at the start. Evolution never stops. Recently, we completed short film for G.R.R Martin, best known for the game of Thrones TV series, that should come out next year. Beside that , we have got the chance to work on some major campaigns for premium brands, such as Estee Lauder which was a fun step into the beauty industry. That opened the gates to the campaign we are working on at the moment for L’Oreal Maybelline. We would definitely like to point out the campaign for Vodafone Germany we worked on with our partners from Germany. We are also very proud that we are doing all the creative work for an upcoming TVC for a new app – everything from scratch- script, copy, design and animation. That for sure testifies about the long journey we had from being just an asset studio.

16_CoD_MW3_16x9_STILL_CLEAN-minWhat upcoming projects are you excited about, and how have they opened DAT up to new creative challenges?

We are witnessing a major crisis in the creative industry. Some are feeling it less, some more, but almost everyone has been affected—it’s just a matter of who admits it publicly and who doesn’t. This brings us to the question of how to navigate the current situation. For now, our answer lies in seeking new contacts and fresh projects. Part of that step forward includes appearances at festivals and events. In March, we had a great opportunity to connect with the design community and participate in the OFFF Festival in Barcelona, and we’re currently planning trips to events in Switzerland and Saudi Arabia in October.

New advertising trends you’ve encountered in other markets, such as animations in real environments (fake CG) or 3D billboards. Do you think studios like yours can offer these types of projects to the local market? Is their accessibility a matter of creative decision, cost, or technical knowledge? How does DAT work with clients to deliver such solutions?

Trends come and go, and one that has been present for the past two years is the so-called Fake/Virtual OOH videos and 3D billboards. Both techniques can often be part of the same campaign. Interestingly, we’ve received inquiries for these from the Vietnamese market, not just from Western Europe. However, like many things in domestic advertising, we either lag behind or never fully reach certain innovations. Small market, small competition—maybe that’s why there’s no need for radical innovation in this field. On the other hand, creatively speaking, there is room for implementing these trends here. Some fake OOH campaigns do exist, but we believe the audience can be further engaged through 3D billboards. They don’t have to be large, expensive, dual-axis (corner) screens. Even with a regular, slightly better billboard, you can creatively solve the situation for a fake additional dimension. I’m sure the audience would react positively to such digital content here. From some of the more interesting projects, we worked on a 3D billboard displayed at Piccadilly Square in London, one of the busiest and most attractive locations. Recently, we also launched a fake OOH campaign for the Esports World Championship in Riyadh, which is being held this year. So, Serbian brands—call us.

pantene 1DAT was part of the CGAccelerator program, which aimed to equip creative studios with business skills to improve their workflow and help them become more competitive in the European and global markets. What was the most useful thing you learned from that program, what have you implemented, and how has it affected your collaborations with clients and the projects you work on?

Jump Start Accelerator is truly an amazing thing! It was really hard for me to find something like business consulting for the creative industry, but this was exactly that. The things we implemented into our business include Terms & Conditions. We’ve protected ourselves from some unwanted scenarios and streamlined things that impact the studio’s finances. There’s still a lot left to implement, but what’s most important is that the idea is there—it’s growing and evolving, and that process never ends. One of the things I hope we will address in the near future is better positioning of DAT and clearer communication, as well as a stronger presence on social media. That way, everyone will be able to enjoy the novelties from our “tailoring shop.”

Digitalkraft: New technology and old craft give screen life to the Peasants

Digitalkraft is a pioneer studio among Serbian visual effects with a reputation for delivering projects for the US advertising and entertainment market, as well as regional TV series. The ambition of the studio’s VFX and post-production services was successfully expanded into co-producing English-language genre films and awarded animation shorts. Stepping out into a full-length animation is a breakthrough for the studio, but also a wider creative community. We spoke with their team about the last successful co-production – painted animation feature The Peasants, which gained affection of the world audience and promised to leave an indelible mark on the cinema world.

What aspects of the film’s production do you consider particularly triumphant or rewarding?

DK Team: The Serbian school of painting maintains and produces exceptional painters, in contrast to art programmes in other European countries that place a greater emphasis on modern technology. The opportunity for painters to thrive in a project like this, overcoming market challenges, brings immense joy. Securing early partnerships and navigating the project’s 200,000 hours of painting and 40,000 oil paintings is a testament to our team’s success.

nova_slika_film_in_serbiaCan you elaborate on the collaboration between the filmmakers and the painters artists, and how their individual styles were integrated into the overall visual narrative?

DK Team: The Peasants began as a live-action movie, with footage edited before distribution to painters. The painting supervisors created the so-called keyframes for the most significant shots. Painters across studios in Poland, Lithuania, Serbia, and Ukraine adhered to the style within a preset keyframe. This illustrated the main challenge, which is to harmonise the academic realism-based painting technique. A cohesive piece of film is ultimately produced by bringing together the complex emotional and mental states of the characters by multiple artists.

Creating an entire feature film with painted frames is undoubtedly a massive undertaking for any studio. What were some of the most significant decisions you made during the production, both technically and artistically? 

DK Team: Crafting a feature film with painted frames is a monumental task. Pre-production involved a competitive call, in association with Serbian art faculties, which resulted in selecting 25 painters from 300 applications. The subsequent three years required deft supervision and synchronisation. Daily, a significant amount of painted frames were delivered to the Polish production. As a result, team leaders and painters had to collaborate diligently, interact with a lot of material and apply comments and requested modifications. Working without a reliable technical structure would be impossible. Each of the painters worked in a separate Painting Animation Working Station which contains equipment for live image projection and oil painting. On top of that, Digitalkraft produced the lively movie’s setting, using the Unreal Engine, as the actors were originally shot on the green screen.

Seljaci - kadar iz filma (6)-minThe underpinned artistic value of “The Peasants” is that it reflects styles in both the literature and paintings of the era. The cultural landscape of all co-production countries (Poland, Lithuania, Ukraine, Serbia) must have contributed to it with their art heritage. What were the key thematic elements that brought you as producers closer to the final cinematic narrative? 

DK Team: The film brought together the Slavic countries, marked by a deep sense of tradition in rural life and artistic portrayals of cultural heritage and shared impulses in this part of Europe. Realism in these countries portrayed the often difficult position of people in the countryside in coexistence with nature. Polish painters drew inspiration from luminaries like Józef Marian Chełmoński, Leon Jan Wyczółkowski, and Jan Stanisławski, while Serbian counterparts found references in the works of Uroš Predić, Paja Jovanović, Milan Popović, and Miloš Tenković. These diverse influences converged to shape a cinematic narrative rooted in shared impulses and cultural richness.

Do you feel encouraged to take on more feature-length projects? 

DK Team: Prior to and throughout working on the Peasants, Digitalkraft ventured out from image post-production to include the development and production of animated, feature, and documentary films. We co-produced the feature fiction “Suddenly” by Melisa Onel, which made its debut at the Tokyo FF (2022). The feature fiction “Daughter” by Vladimir Blaževski is in the additional financing stage, while Staša Bajac’s short fiction “Morocco” is in the phase of post-production. We got the support of the Film Centre Serbia for every project we have worked on thus far and certainly, this inspires us to carry on with our feature-length film production work.

Seljaci - kadar iz filma (5)-minWould you agree that there is a higher thematic arc with  Jagna and Barbie emerging on the cinema screen in the same year? 

DK Team: Since Barbie’s introduction, there has been plenty of discourse about her, it is one of the most intricate cultural phenomena, and we may add to Jagna that she is one form of Slav Barbie in that variety of interpretations. To put it briefly, we believe that Jagna and Barbie are both more like reflections of ourselves within specific historical contexts.

We are making clients visible both on domestic and foreign markets – interview with Slavic Artists team

Slavic Artists Management joined SFA in early 2023. Being the first agency representing performers and authors in Serbia, their appearance made huge changes in the industry. With this young team of ambitious ladies we talked about how the job of talent agent looks like, how colleagues reacted to them and what they consider their greatest success.

How would you describe everything that the Slavic Artists team is involved in? 

Slavic Artists Management emerged in 2020 as a completely new venture in the domestic film industry. Recognizing that having an agency and international representation is something without which film professionals cannot operate, the idea for starting such a business in Serbia was born, with the aim of both improving working conditions within the domestic film industry and, promoting film local professionals and artist to the international market. At the helm of our team are agents who, with the help and support of colleagues from the legal and accounting team, and in tandem with clients, have been pushing the boundaries since the establishment of Slavic. In addition to actors, without whose trust we wouldn’t be discussing this topic, Slavic Artists Management, as the first local and independent full service talent agency in Serbia, also represents directors, screenwriters, and young talents. By supporting the development and recognition of talents in local and international projects, Slavic strives to provide a high-quality and diverse platform that ensures visibility for performers and authors, with the goal of creating and finding business opportunities for clients.

What does the job of a talent agent look like in our market? 

The role of an agent involves the skill of effective communication and negotiation, an understanding of the inner workings of the film industry, as well as support in the career development of performers and authors. Negotiations that lead to securing favorable working conditions on a project, guiding clients through the entire process from the beginning to the final take, ensuring the successful fulfillment of contract obligations by both the production and the client, are just some of our everyday tasks. Agency work also involves continuous communication with casting directors, production companies, and directors, as well as keeping track of the domestic and international film market. In the end, we can say that a significant part of the responsibility our job entails is the implementation of this profession in the domestic film industry and representing domestic artists as the right choice for the international market.

Who can be part of the Slavic Artists’ roster? 

Slavic Artists Management represents established film professionals, but also those who are at the beginning of their journey. The process of onboarding new clients and expanding the Slavic Artists platform is a collaborative effort among the agents. Given that one of the imperatives of our business involves transparent and high-quality communication between clients and agents, the agency’s vision is reflected in nurturing partnerships that are mutually satisfying. Additionally, the Slavic team closely monitors the market and opens its doors to young and new talents, which is why a special segment of the agency called ‘New Faces’ has been created to promote them. Consequently, part of the Slavic roster can include all those who are ready to join us in pushing boundaries, breaking stereotypes, and creating better conditions for the new stories that await us.

Which projects are you most proud of in terms of actor selection? 

We are proud of every domestic project in which Slavic’s clients have been involved since the beginning of the agency’s work. We are proud of every role that our clients have taken on in English, Russian, German, French, Italian, Spanish, Turkish, and any other language they were required to perform in. We are proud of every challenging role they have effortlessly portrayed. We are particularly proud of the fact that an increasing number of Slavic clients are gaining visibility in foreign markets. We approach each client of the Slavic Artists agency as an individual building their career and striving to achieve their own goals. That’s why we can’t single out just a few clients or projects as the ones we are most proud of. Through our collaborative work, support, and understanding, we build successful stories in the world of art, and each of these stories brings us great pride and immense joy.

How did production companies receive you, what was the collaboration like at the beginning, and what is it like now? 

In Serbia, talent agency work as a distinct profession is still evolving and undergoing daily transformations. For Slavic Artists Management, as the first talent agency in Serbia, the biggest challenge is to introduce the market to our activities, adapt to changes in the industry, and build positive relationships with productions. Our vision from the very beginning has been to become equal partners in the creation of quality film and television projects, providing a unique platform for talent while also supporting the fight for the rights of authors and performers.

It took time for productions to get used to our presence and realize the contribution that talent agencies can make to the local film industry. Accustomed to existing methods of hiring actors and other authors, it was crucial to demonstrate to productions the value that collaboration with Slavic brings to their business. The persistence, dedication, and expertise of our team, along with the willingness to adjust established practices, contributed to gradually gaining mutual trust. Through discussions, education, and a transparent approach, we managed to show that Slavic can be a valuable partner, and together, we can enhance the domestic market.

Now, after more than three years of operation, we can proudly say that our “collective struggle” for rights and values in the industry has brought about positive changes. Collaboration with productions is becoming more efficient, and Slavic has become an integral part of the actor hiring process, granting productions access to a diverse range of talents. We continue to work on improving our services, keeping up with trends and innovations in the film industry.

We owe great gratitude to all the productions that have supported our work with understanding and have been partners in this vision. Our goal remains the same: to contribute to the growth and development of the domestic film industry, creating a platform for greater visibility of acting talent on the local scene and protecting their rights in the process of creating film and television works. Collaboration with productions has become a key element in achieving this goal, and we look forward to future projects and challenges that we will overcome together.

How do you see the future of Slavic Artists, that is, in what way would you like to work in your job? 

Dedication to all our clients and their careers forms the foundation of our business, both now and in the future. Therefore, we are confident that the future will lead us to new business opportunities and challenges, both in the domestic and international markets. To achieve this, there is still a lot of work ahead of us in terms of networking the agency with the key sectors with which we closely cooperate in the process of proposing and casting actors for projects, as well as other authors we represent. Quality discussions with producers, writers, directors, casting directors, assistant directors, distributors, in order to introduce them to the agency’s idea, which did not exist in our region just three and a half years ago and is now becoming an integral part of the film industry in Serbia. Explaining the main processes of our work, establishing the foundation for where each part of the job begins and ends, and adapting all of this to the specificities and needs of our market, which is currently undergoing a transformation. Understanding common interests is of essential importance and a recipe for successful cooperation. Through our business, we aim to create long-term relationships with both clients and productions and become their reliable partners in achieving business goals. Actively working to promote our performers and authors with the aim of contributing to the expansion of the recognition of our clients, as well as the agency itself, beyond the borders of the country and the region.

Every completed project, every successful agreement, every applause that accompanies the client, whether on set, at a premiere, on the street, or at home, is what drives and delights each of us, as we perceive it as a personal success. We hope and wish that this joy will continue to grow in each of us in the future, along with the growth of Slavic Artists Management agency.

For any questions, concerns, suggestions, or new projects, you can reach Slavic Artists on: www.slavicartists.com.

Photo: Jovana Jarebica

Talents can create animation films that rival large-scale productions – interview with Sava Živković

The creation of feature-length animation films has always been unattainable for teams consisting of only a few creative people, primarily due to production limitations. But, thanks to new technologies, the situation has changed significantly. Unreal Engine and MetaHuman technologies have markedly contributed to this. A case in point is talented director Sava Živković, who has received support from Epic Games and 3Lateral through their Epic MegaGrants fund for his latest project, the animated experience “BECKONING”.

How would you briefly describe what the “BECKONING” project is?

Project “BECKONING” is the concept for a feature-length animation film. Its current short form represents a promise of what a feature-length film brings, both in the story itself and in the production created thanks to new technologies. When it comes to plot, it’s about a spaceship that mistakenly travels through time and returns to the past by falling on Earth in the Middle Ages. So, a group of astronauts tries to survive the hunt led by the Knights of the Inquisition.

How do Unreal Engine and MetaHuman technologies enable talented creatives to create animation films that rival large-scale productions in terms of quality?

Not long ago, feature-length animation films were unattainable for small teams because of three fundamental limitations – surrounding creation, rendering and character animation. These three fields used to require large teams and infrastructure, but with the help of new technologies, today only a few artists are needed, and instead of big render farms, it is possible to use a couple of computers. Acceleration in rendering is now possible by real-time usage, primarily made for video games, through Unreal Engine technology. However, due to recent advances in visual quality, we can use it for animation films, too.

Moreover, MetaHuman technology enables easy access to highly-advanced controls for facial animations, which means this process is automated to a large degree and accelerates the creation drastically. That is how the previously mentioned new technologies provide an opportunity for talents and creatives to make animated experiences that rival large-scale productions in terms of quality.

In your opinion, what are the main advantages of the new Unreal Engine and MetaHuman technologies?

There are many advantages – from the speed of rendering and 3D surrounding creation and the number of interactions that speed enables, to very fast automated rigging. However, from the cinematography point of view, the ability to frame 3D animation in real-time, with the very high visual quality of light and materials, changes the approach to creating an animation film. Freedom in choosing shots, an opportunity to “take a walk” through the scene as if you are on the physical set, and change the type of lighting or camera angle, almost at the speed of thought, is something that has unmeasurable value for the creative process of film making. Now, we can approach “shooting” an animation just as we would a motion picture.

How did your cooperation with the companies Epic Games and 3Lateral start and later look like?

Our cooperation started last year, right after the public premiere of my short film “Irradiation”. That film marked my first experience with Unreal Engine technology and, fortunately, it had a good response in the industry and got discovered by Epic Games and 3Lateral. After that, we started discussing the next idea I would like to present and the cooperation for “BECKONING” was born. Collaboration was like a fairy tale. Company 3Lateral supported every step we took, while they left all creative control to the rest of the team and me. This approach enabled us to carry out our dreams fully. I am very grateful for that.

How important and in what way was the Epic MegaGrants fund for the “BECKONING”  project development?

Fund Epic MegaGrants was necessary for our project. It allowed us to execute our vision of the film in short form, and even more. Thanks to the fund, we established a team and set up a “pipeline” for a feature film production. Similar to the technology Epic Games offers and how much it accelerates animation film creation, MegaGrants provides financing of projects that couldn’t be financed just a couple of years ago.

What is your next step for the “BECKONGING” story?

The first version of the feature-length “BECKONING” scenario already exists. Right now, we are negotiating about further production. We will create the movie in Serbia, while Unreal Engine and MetaHuman will be at the heart of production.

Who would you recommend to apply for Epic MegaGrants?

Because of my positive experience, I invite all artists, designers, game artists, and everyone who has an idea for a film, game, or app, they couldn’t implement by themselves, to turn it into reality with the help of the Epic MegaGrants fund. The solutions team of 3Lateral company can help all potential local participants to fill out the application, develop ideas, and register. That’s why I invite everyone who thinks this is a call for them to apply. In my opinion, this is the fastest way for project delivery since ideas have the highest value in the current ecosystem, where technology is becoming less and less of an obstacle.

***

What are Unreal Engine and MetaHuman technologies?

Epic Games develops Unreal Engine, an open and advanced 3D tool for the creation of runtime environments and interactive experiences applicable in video games, animation films, and even scientific simulations. In addition, the company provides MetaHuman Creator, a free cloud-based app that enables Unreal Engine users to create high-fidelity digital humans in minutes.

Epic MegaGrants fund

Since its launch in 2019, Epic MegaGrant has supported more than 1.800 creators and teams from over 90 countries. Last year alone, the Fund financed as many as 400 new projects based on the Unreal Engine, as well as those that improve 3D graphics. Grants range from $5,000 to $500,000 per project.

Who can apply to the Epic MegaGrants fund?

Epic MegaGrants assist individuals or teams, creatives, researchers, and educators from various fields – film production, video game development, interactive education, open-source tools, robotics and artificial intelligence, based on Unreal Engine and 3D graphics development.

THE UNREAL POTENTIAL FOR PRESENT AND FUTURE FILMMAKERS

Credits (from left to right): Image courtesy of Aaron Sims Creative TM & © WBEI | TM & © Epic Games Courtesy of Treehouse Digital LTD

Since 3Lateral joined Serbia Film Commission there has been growing curiosity as well as doubts on how local filmmakers can deploy metahumans and unreal engine potential into their current projects. We dedicated some of the CGA Belgrade conference to enable understanding and creative exchange between new exiting projects that technology will enable. Having a company like 3Lateral in Serbian film and TV production network is invaluable source of knowledge and drive toward future of filmmaking. Here are some burning questions we tried to unravel with members of their team. Let’s go beyond technology and talk about creative work.

The Unreal Engine website offers an ecosystem of learning tools, introducing the Unreal community to screenwriting, storyboarding, location substitution, and even the actors or extras. Let’s get closer to each of these production elements. How would you introduce or explain the Unreal Engine as a film tool of the future to a broad audience of seasoned film professionals?

Unreal Engine is a powerful tool for creators from various industries to bring their vision to life. This free tool enables game developers across industries to release next-generation real-time 3D content and experiences with greater freedom, fidelity, and flexibility than ever before.

When speaking about Unreal’s use in the film industry, one could think about it as a playground for storytellers and creators. Unreal Engine provides more freedom to the creators, allowing them to visualize the outcome not just through their eyes, but through the lenses – right away, and get immediate feedback. Also, it allows creators to have the same assets from first concept to final frames, eliminating waste across every phase of production. Creators can capture the movie, but also use the same assets and scenes for marketing purposes, interactive projects, or location-based experiences. Unreal Engine has already been used in the filming and advertising industries’ most ambitious projects such as The Mandalorian and Ford v Ferrari.

We know what some of the readers may think: we are not that large of a studio and our budgets are limited, but actually, the technologies and workflows that were once the preserve of big studios with multi-million dollar budgets have become democratized, giving rise to a new wave of content creators. At one time, using real-time technology in film and television production was considered experimental. Now, it’s being adopted across the entire workflow and used for a multitude of content. Real-time workflows are impacting projects at every stage of the creative life cycle, from conceptual writing and location scouting to production design and final-frame visual effects.

If you don’t know where to get started, there are loads of online learning paths and Fellowship programs, as well as onsite learning with the Crater Training Center UE course, and you can also apply for a new course at FDA in Belgrade based on Unreal Engine. Options are there, available at any moment, it’s up to creators to jump in.

The great emphasis of technology is on democratization and accessibility to projects with modest budgets. What is your experience regarding this goal? How realistic is it in the short term? Are there already some successful examples?

What used to take months, even years, now can be done in weeks or even hours, and with only basic knowledge around specific phases of the pipeline. Epic Games is providing free tools that open new possibilities for teams of creators, where even with low budgets they have an equal chance to create impressive experiences. For example, City Sample –  a free downloadable city from The Matrix Awakens: An Unreal Engine 5 Experience – is available as a preset of millions of scenes that can be used for new projects. It consists of a city, complete with buildings, vehicles, and crowds of MetaHuman characters, where creators can choose the scene, set the lightning and create a completely brand new story. Creators can also use megascans or assets from Quixel lab or RealityScan to create a unique environment. MetaHuman Creator is a cloud-based free tool for creating highly believable MetaHumans who can drive the narrative of the film or  populate the city.

When speaking about time savings, at first instance it may take some time for creators to get familiar with the assets and their possibilities, but soon it will become the most preferable playground to explore and create expansive and engaging environments using Unreal Engine 5.

There are numerous already announced projects and even more are yet to come, but here are a few examples where  MetaHumans were used in the short movies like  Project Ember, The Well or In Vaulted Halls Entombed.

When speaking of democratization, adoption of the Unreal Engine  has continued to pick up speed in recent years. From game development to automotive, architecture, live events, simulation and even fashion. There’s no telling how real-time technology will continue to revolutionize industries beyond games.

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How do you, as creators of Metahuman technology, see the process of replacing real actors with metahumans? In which areas has it already been applied, and where is it going to expand in 3 to 5 years?

Our aim was not to replace real actors with digital humans, but to create a free and accessible creation tool to make the creation of high-quality digital humans easier and less time consuming. We’ve seen game studios, filmmakers, architects and brands leverage MetaHuman Creator to create truly convincing digital humans across a myriad of applications.

The era of digital humans has also opened up a realm of new possibilities for actors to bring their digital likeness to virtual worlds– a new forum in which performers could extend their act. From driving digital humans’ facial gesticulation to body motion, licensing their digital replicas, driving fictional characters and many other possibilities. Actors can even play younger versions of themselves (e.g. The Matrix Awakens) or can be involved in several projects all over the world at the same time.  Therefore the digital era should not be considered as something where their job role is vanishing, but the opposite; they can embrace new ways of performing and making the most of their talents.

MetaHuman Creator allows storytellers to create MetaHumans that can fully drive the story,  can be used as background characters to populate a scene, or to star alongside real-life actors. There was a very funny story from one of our clients, where one of the actors did not show up at the shooting, so the producer sat at their desk, created a MetaHuman, and incorporated that character into the scene to replace the missing actor.  As we mentioned, these tools are something that can help teams be more creative and experiment with storytelling tools that weren’t accessible just a few years ago.

What is the most demanding project you have done in this domain so far? What have you achieved with it? How fast is the development of Metahuman technology happening?

In terms of internal projects, The Matrix Awakens: An Unreal Engine 5 experience was definitely the most challenging project we’ve done so far. The process included capturing the likeness and 4D performances of two of Hollywood’s most beloved actors. To make the project even more challenging, we needed to animate the actors’ younger likenesses to be paired with their present-day digital avatars, mixing animation with their acting performances, and adding MetaHuman characters as one of the main actors in the demo. On top of the work we did with our Hollywood talent we have also created a hero character IO, within the MetaHuman Creator, as well as 13.000 MetaHumans to populate and bring the city to life. This was the most advanced tech demo that we have ever created, and offers a vision for what the future of interactive content could be.

The Matrix Awakens: An Unreal Engine 5 Experience

Through the Epic MegaGrants program, Epic Games is accelerating the work of creators across many industries, including an entirely new generation of filmmakers. Could you share some of the opportunities and achievements from the community in Serbia to encourage more applications coming from this region?

Epic Games is committed to accelerating the work of innovative teams using Unreal Engine with financial support so that they can continue to create projects that push the boundaries of real-time, interactive 3D content and experiences, or enhance open-source capabilities for the 3D community. One example is Sava Živković, a freelance Director from Serbia, an outstanding artist who received an Epic MegaGrant for his upcoming animated film.

“The way Epic Games have democratized filmmaking and animation goes far beyond the fact that Unreal Engine and the entire ecosystem around it is free to use. With Unreal, along with assistance from generous programs like Epic MegaGrants, independent filmmakers have a real shot at bringing their ideas to life, ideas that just weren’t possible via traditional routes in the past. Ideas are hard to come by, and they can be even harder to execute, but in the world we live in today where technology is democratized to this level, execution of said ideas is becoming more and more accessible to everyone,” said Sava Živković.

For any teams interested in working with Unreal Engine across  games, film, animation, architecture —whatever you imagine— we encourage you to apply for an Epic MegaGrant.

Filming in protected natural areas

The request for the permission for filming in nature with protected status I and II, including national parks, should be submitted to the Ministry of Environmental Protection together with proof of payment of the republic administrative fee in the amount of 900,00 dinars.

Information you should provide in the request are:

  • production company name
  • address
  • e-mail address
  • phone
  • PIB for legal entities (if the request for filming is submitted by a natural person, Unique Personal Identification Number should be provided)
  • project specification 
  • exact location for which the application is submitted with coordinates (satellite image showing the boundaries of the area within which filming is planned)

After sending the request, the Ministry obtains an expert oppinion from the competent institute for nature protection. The deadline for the adoption of the professional oppinion is usually 2 weeks, so we invite you to submit a request at least 3 weeks before the shooting. When institute approves filming at the requested location, the Ministry issues an opinion on the fulfillment of the conditions for nature protection, which is a permit for filming in that area. The fee for issuing an opinion is 10,000.00 dinars and is payed after the approval of the institute.

The permission refers to one project only, and a new application should be submitted for each project. 

For a complete notice on the application of Article 9 of the Law on Natural Protection, see the link.

For scouting only, please contact the management of the protected natural area.

 

Contact:

Ministry of Environmental Protection

Omladinskih brigada 1, 11070 Novi Beograd

Email: zahtev.usloviprirode@eko.gov.rs

Phone: +381 11 3131 220

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CGAccelerator

ENG Header webCGAccelerator is new project run and designed by Serbia Film Commission to boost the skills in business and marketing of individuals leading creative businesses and studios. Creative industries are people’s business and therefore improving the understanding of business strategies on top of your creative work will enhance the ability to reach better clients and projects.

This is an industry-specific programme focused on Serbian creative companies and studios providing services in design, motion graphics, visual effects, animation, creative production and sound design. If you are running a project based business with clients in film, TV, advertising, gaming or any other media subsector we want to learn more about your company portfolio and challenges that could be supported through this acceleration programme.

CGAccelerator is initiated in partnership with Revthink and builds on the experience of Tim Thompson and Joel Pilger who will personally lead you through an 8-week transformation.

Who is it for? 

CGAccelerator is designed for companies that have strong motivation for growth in both turnover and creative quality of projects. It does not matter if you are operating in Serbian market only or already have an established international presence. The accelerator program will help you further carve your business skill set in positioning, marketing, leadership of creative teams and sales to take your business to the next level.

We are inviting studio owners, co-founders and decision makers within the creative studios and companies interested in growing to the next level, working in positions like general manager, CMO, sales manager, new business manager.

To ensure the quality of your individual experience and group work we will be taking only 20 participants. 

One person per company is eligible to apply for the accelerator programme. We will take into consideration applicants with more than one person per company, so please let us know if there is another person that would benefit from attending the programme.

Programme schedule:

Week 1: Identify Your Genius

What is the source of your studio’s greatness? Let’s identify it. Now delegate everything else… so you can focus on it.

Week 2: Carve Out Your Positioning

Is your studio one of many… or the-one-and-only? Audit your messaging to begin exploring how to stand out, break through, and build strong relationships.

Week 3: Marketing the Modern Creative Firm

Discerning the nuances in the Creative Firm Sales Cycle is what empowers emerging firms to pursue all those previously elusive (i.e, bigger and better) opportunities.

Week 4: Attracting Better Clients

With COVID-19, the sales game forever changed. Learn the relevant way to take the stage and create community so your firm’s sales pipeline is never empty.

Week 5: Your Best Opportunities – The Three R’s

Why do you accept any given project? Master the critical dimensions that empower you and your team to define – and act on – what matters most.

Week 6: Fewer Proposals, More Projects – The Three D’s

Why does the proposal process waste so much time? Master the better way to weed out misfits and leverage your role as the valuable expert.

Week 7: High-Ticket Sales

What if you could coax your clients to reveal their maximum budgets… while also strengthening your role as the trusted guide? Get ready to master the Perfect Sales Process.

Week 8: Commanding Premium Pricing

Learn the counterintuitive approaches to negotiating, strengthening your hand, and setting healthy boundaries with your clients.

NOTE: Participation in the programme is estimated to 4 hours per week including group work and individual work. Participants will be required to attend at least 70% of the sessions.

Eligibility criteria:

  • Serbian registered companies and individual entrepreneurs
  • Company providing services in one or more of the focus areas 
  • Participants are co-founders or have decision making power on the company strategic development, for instance holding position of Chief Marketing Officer or in charge of sales, new business 
  • Preferably have online presence and communication material in English

We strongly encourage participants of 35 and younger, small studios based outside of Belgrade and female led businesses to take this opportunity and apply for the programme.

The accelerator programme will be fully executed online and in English. There is no application nor participation cost for selected beneficiaries.

How to apply?

Easy, just follow the online applications via THIS LINK.

We want to learn about you, your company, your vision, but also challenges to grow your studio or company.

Make sure you send your application by: January 25th, 2022

For questions or more information email: info@filminserbia.com

Important dates:

  • Deadline for application – January 25th, 2022 
  • Selection and notification to applicants – February 14th, 2022
  • Start of the accelerator – February 28th, 2022 

FAQ

1. My studio is not directly working in the film and audiovisual industry, but in a more broad computer graphics and 3D specter, am I still eligible?

Even though CGAccelerator is primarily built for creative studios in animation, film, advertising, TV broadcasting and gaming industries, we are curious to learn about applicants from similar sectors and will take them into consideration based on the quality of information provided in the application form. Use the motivation segment of the application form to improve your chances to get selected. Tell us how your studio is related to the industry and what direct effects you will get from the accelerator programme.   

2. Can I invite my co-owner or staff member to attend the accelerator? 

We know that creative business is often a joint endeavour and we will consider opportunities for two candidates from the same company to participate. In the application form you will be able to name the second applicant and invite him to session, share work material and have them as your wingman/wingwoman in the transformation process.

3. Will there be any live events during the accelerator programme?

Accelerator and creative industries are all about networking. SFC team is considering plans to host gatherings of the accelerator participants and help you network and meet with the industry. Depending on the pandemic situation we will include those events in the calendar and inform you in due time to plan your schedule.  

4. If I am not able to attend 100% of the sessions, what do I do? 

This is a fast paced programme with assignments and tasks to be followed up between the sessions. Please notify us in due time if you are not able to participate in a session. You will be able to name a second person from your team at the beginning of the programme who will be able to take your part instead.

5. Are there any costs associated with participation in the CGAccelerator? 

No, your time is the only investment we are expecting from you. Commercial value of the accelerator mentoring programme and consulting hours that each participant will have access to is 5.000 USD.  

6. Can a studio that is part of a larger company apply for the accelerator?

There is no limit to the size of the company that can participate in the accelerator. You can be part of a larger system or group of companies, but what is important is that you as a participant are driving the process and have decision making power so that time invested in the programme will yield results and effectively help your company grow.

7. I am planning to start my own company next year. Am I eligible to apply for the accelerator?

Yes, we are looking into hungry and ambitious creatives to help them set out their vision into reality. If you are planning to start your own business in servicing animation, film, gaming, TV or advertising in the next year or so, please share in detail your vision and business plan layout in the motivation question of the application form.

 

About RevThink

RevThink helps creative entrepreneurs thrive in business, life, and career. Joel and Tim have assisted hundreds of creative firms based in 26 different countries in embracing a revolutionary way to run their businesses. Among the client portfolio are such industry names as Territory studio, Super78, Cause+Effect, Laundry, Motion504 and many more.

Tim-Thompson-_-Casual-1 - Tim Thompson

Tim Thompson, Chief Revolution Thinker

As Founder and Chief Revolution Thinker, Tim Thompson’s vision and leadership have established RevThink as the industry’s leading supporter of creative entrepreneurs.

Tim draws from the roles he played in the industry’s most pivotal moments including a founding member of Imaginary Forces and producer of SE7EN Title Sequence

Known for rearranging people’s intellectual furniture, his thought pieces include The 4 Stages of the Creative Career, and The Entrepreneurial Formula. His unique contributions to the motion industry are leveraged regularly as the co-contributor of REVCOMMUNITY, THE WEEKLY BRIEFING web series and sharing them through advising, writing, podcasting, and speaking.

 

Standing Out in the Sea of Sameness - Serbia workshop.002 - Tim Thompson

Joel Pilger, Managing Partner

Joel helps emerging creative studios become industry leaders.

Joel’s clients own and operate motion, production, experiential, and sound studios spanning the US, UK, Canada, Europe, Australia, Asia, and South America. Joel also spearheads a vibrant, global network of studio owners through online communities in addition to contributing to the industry as a judge, author, and speaker.

In a former life Joel helmed the miracle-making studio Impossible Pictures where he and his team won numerous Emmy, Addy, and Promax awards… and had a blast.

The CGAccelerator is enabled thanks to the financial assistance from the US Embassy in Serbia. 

Smart Specialization Strategy in Serbia

Smart Specialisation postPartners: Serbian Chamber of Commerce, Stakeholders include, Serbian Gaming Association, University of Arts Belgrade, University of Arts Novi Sad, Belgrade Polytechnics and Higher School for Arts, 54 private companies 

Project Description: Under the development process for development of Smart Specialization Strategy in Serbia SFC’s Executive Director Milica Božanić served as creative industry coordinator in EDP leading events and workshops with representatives of business, academia, public and civil sector, more than 50 SH involved. Digital content creation through film, video games, new media, as well as, smart packaging were recognised as pillars within CI sector for. SFC continues to participate in the continuation of EDP process under the Ministry of Education Science and Technological transfer.

Project Duration: 2018-2021

Project funded by Ministry of Education, Science and Technology Development