Welcome to the 2024 Census results
These results were last updated on 21 June, 2024
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This census attempts to identify the roles the frame:work community occupies in their professional lives. This data will go on to serve a compendium of job titles & descriptions and serve our goal to expand understanding of this professional body and its contributions to entertainment production.
Currently we are still collecting data. Please fill out the census form if you would like to contribute.
frame:work 2024 Community Census
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General Demographics
Age Group
Gender
Ethnicity
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Education
Area of Study
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Professional Life
What are your most common work environments?
Business Structure
Work Regions
Pay Satisfaction
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Job Titles
Respondants were asked to name their most often used job title as well as alternet titles they have used for their role. These have been groups by section, even when responsibilities may overlap.
ARTISTIC
Designer
Projection Designer
Lighting Designer
Experience Designer
Video Designer
Lead Motion Designer
Senior Motion Designer
Screen Content Designer
Creator
Creative Director
Experiential Creative Director
Interactive Creative Director
Creative Technology Director
Director of Photography
VFX Creative Supervisor
Audiovisual artist
Artist
Director of Design
Interaction Designer
Interactive Designer
Animator
VFX Supervisor
Compositing Supervisor
Compositing Artist
Multimedia Designer
Motion Graphics Designer
Motion Designer
Notch Creative
Notch Artist
VJ
EDUCATION
Professor
Author
Training Manager
TECHNOLOGICAL
Media Server Programmer
Video Programmer
Creative Technologist
CG Lead
Chief Technologist
Technical Director
Project Technology Specialist
Head of Video
Virtual Production Technician
Virtual Production Supervisor
System Designer
Systems Engineer
Product Developer / Manager
Video engineer
Head of Media Servers
Media Server Specialist
Media Server Expert
Technical Solutions Specialist
Stagedata Integrator
Content Manager
Software Architect
Programmer
Developer
Design Technologist
Media Server Technician
Media Server Engineer
UE Programmer
Show Control Designer
Broadcast Systems Engineer
Network Engineer
Unreal Integrator
Graphics Operator
Creative Coder
Engine operator
EIC
Multimedia Integrator
Systems Integrator
3D Generalist
CG generalist
Virtual Production Engineer
Virtual Production Operator
3d workflow specialist
Applications Engineer
Solutions Architect
Media Generalist
Interactive Media Specialist
PRODUCTION
Executive Producer
Founder & Principal
CEO
Vice President
Producer
Creative Content Producer
Creative Technology Producer
Screen Content Producer
Senior Video Producer
Screen Producer
Screens Producer
Technical Producer
Creative Producer
Art Director
Director for Creative Workflows
Consultant
Managing Director
Business Development Manager
Head of Operations 2D
Project Manager
Content Producer
Director of Strategy
Production Manager
Executive Creative Producer
Director of Integrated Media
Multimedia Producer
Technical Production Manager
Virtual Screens Producer
VFX Supervisor
Screens Director
Virtual Production Producer
Head of Interactive
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Skills Development
Respondants were asked to list the skills they were most interested in learning.
Desired Skill | Number of times mentioned in survey |
---|---|
Real-Time Content Creation | 11 |
Unreal Engine | 6 |
TouchDesigner | 5 |
Notch | 4 |
Unity | 1 |
Coding | 6 |
Python | 4 |
AI & ML | 5 |
Interactive Toolsets | 3 |
3D Modeling | 5 |
Houdini | 3 |
Networking | 6 |
Brompton | 1 |
Media servers | 3 |
AV Hardware & Engineering | 3 |
Grand MA | 2 |
DMX Control | 1 |
XR & VP workflows | 1 |
Screens Producing | 1 |
Previz Workflow | 1 |
Desired Skill | Number of times mentioned in survey |
---|---|
Color Science | 3 |
Color Grading | 1 |
DIT | 1 |
Business | 6 |
Finance | 2 |
Labor Law | 1 |
Confrontation Skills | 1 |
Task Automation | 1 |
Sales | 1 |
Self-Promotion | 2 |
Presentation Skills | 1 |
Leadership | 4 |
Inter-team Communication | 3 |
Confidence | 1 |
Patience | 1 |
Zen | 1 |
Meditation | 1 |
Time | 1 |
All the Things | 3 |
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Selected Commentary
These are a selected answers from long form questions about professional life.
This question produced a wide range of conflicting results. A quick summation might read the idea team member would be a self-motivated specialized generalist who is easy to work with and can be left alone with the client. Suffice it to say, we all need a magician on our teams.
Featured responses:
- Self-Discipline
- Networking, Programming
Time Management
Being a good person and eager to help - Technical Acumen
Understanding of Priorities. - Reliability and Trust
Strong Work Ethic
Anticipation of Client Demands - Self-sufficient problem solving abilities
Strong communication skills
Technical ability - Leadership
Ownership
Responsible
Pro Active
Engagement
Creative - After Effects
3D modeling
UV unwrapping - Collaboration
Team-oriented creative problem solving
Flexibility
Trust
Content workflow management
File management
Honesty - People who are pretty good at a lot of different things and easy to get along with under all kinds of pressures
- Ability to see the forest for the trees and keep an eye on deadlines and the broader team
- Troubleshooting
Calm under pressure
Clear headed communication without jumping to conclusions or leading others in the wrong direction (unintentionally)
Being able to “read the room” (lots of hotheaded folks) - Enjoy obtaining deep-dive product knowledge to support onboarding clients.
Strong client communication skills.
Ownership of a project / task
Strong delivery and target goal hunting!
This question brought very similar responses, with most respondents highlighting the lack of client understanding on time required, cost, and complexity of creative pixel production. There were a few respondents who saw this issue as a feature, and part of their ability to earn and retain clients.
Featured responses:
- Most of it! The complexity and layers of inter-dependent components. The impact of content on performance and hardware and vice-versa. The amount of planning necessary for success is still something most people get wrong.
- Why it takes so much time and why an AI can’t do it.
- How little they know – client education is the #1 consideration when starting a project. It will help level set so that they aren’t expecting something that can’t be delivered.
- Everything takes time to program, refine and test. Double the people don’t finish the job in half the time.
- Everything. They definitely do not understand the difficulty of changes at times, or the amount of work that really goes into a project.
- The nature of bespoke creative endeavors.
- Almost everything, which is fine, we are here to help.
- You’re not just managing one team; you are constantly working with other disciplines to understand any impact any change has on the other teams and the project overall. Fast answers are not easy.
- Do my clients understand anything about my work other than that it must result in a manner that suits them?
- Often I feel like clients think of me as more of a facilitator than a collaborative member of the team. They don’t understand that my primary job is working as a storyteller.
- How many steps there are from beginning to end. It’s a lot more complex than I make it seem. That is a good thing for the artists to encourage them to get involved in the dreamy creative process, and a stressful thing if they underestimate the time it takes to deliver changes and new pieces of content.This is always the fine line I’m walking.
- The time frame, risks and cost of true innovation.
There were a wonderful variety of insights contained within these responses. Here is a selection that covers many of the dominant themes for this question.
Featured responses:
- Video hardware and signals as well as color science. Also media servers and alternate methods of playback. My experience so far has been that young new professionals have a great understanding of unreal and its interface but may have blind spots in basic 3D / VFX concepts and then how that applies to the very digital but also very physical world of virtual production.
- For screens, just how many people it can take to get from idea to delivery. Not only that, but we often straddle a technical and creative role and defining that not only per project, but also per part of project can be difficult for some.
- Networking. Both in terms of actual system networking and human connection networking.
- That mistakes are ok to make and need to happen in a safe space so innovation can happen.
- The basics of other departments and their needs… We need to understand why audio engineers might want to listen to the media server output again and again. Or why the media server now needs to adhere to the light engineers IP Range.
- Learning a software to create and learn a different software to playback videos is simple. Understanding why and how to work with others is the hard part.
- The complexity and the hard job that there is behind a show. Starting from day 1 load in till load out.
- It’s a long and constant learning curve.
- The multi disciplinary aspect of it.
- Quality communication is important. Use the right tool to communicate accurately and quickly. Learn how to use a phone. Learn how to manage inter-disciplinary teams IRL and steer the conversation towards understandable answers, agreements, and actions.
- Adapting to multiple different creative directions project-to-project, and understanding how to piece together many different approaches to find the most efficient and effective approaches. Many people want to stay put using one particular software for example.
- Relationships are everything.
- The complete complexity of it all and the vast amount of products and technology available today. It’s very difficult to understand and sometimes justify what is the proper product or solution for a given job.
- The time it takes to be trusted
- The amount of mistakes that almost feel required to advance. It’s hard to explain the complexity to new folks and how to teach the process properly – it’s mostly how to be resilient and that things always go wrong even with the best planning. Also how to best be aware of what the other project teams need and prioritize and how to best support them in their efforts instead of prioritizing just their work.
- How complicated it is to create something simple.
- That they’re not expected to know everything. Learning and asking for help is a natural part of growth, being comfortable with the unknown is also critical to being successful, but you always need a plan a, b, c for how to react. Also interpersonal skills are critical to the success of work, being able to establish rapport with your team makes all the difference.
- The fast pace and speed things get made then thrown away, before the final product is then built in half the time.
- Methodical problem solving. Hard days come with good days – sometimes jobs are long and tiring, and that’s just life. You have to maintain a good attitude.
- The sheer breadth of fields, topics, and software needed to be successful in the field today.
Finding new clients can be a challenge, trusting them is another. We appear to all look for the humanity of our partners in our work.
Featured responses:
- We always try to select projects against 2 of 3 criteria: 1) is it well paid, 2) will it help our portfolio, and 3) will it be fun to work on?
Red flags are often when none of this criteria is met. I really dislike when clients promise us future work if we take on the “red flag” project first. - Lack of resources, lack of commitment, lack of team.
- Lack of or late communication. Lofty titles or awards listed in their email footer. Someone coming from an advertising agency. Asking to have singular members of a team, or treating us like a staffing agency. Top heavy, too many cooks, not enough actual doers or decision makers.
- Not understanding or deliberately undervaluing the human element. The fancy gear is just metal and plastic without sufficient skilled labor.
- Client red flags for me often come when discussing the business aspect of things, whether it is budget, payment schedule, legal contract, or how they discuss the project. Often recently there is a big push to have less people onsite and on location for delivering a project, especially with content, and hoping to have a “Notch guy” there to just make changes by themselves. It’s a tricky business and there are often things that are associated incorrectly or very out of date (Content budgets that are earmarked for a tour might be based off of costs 10+ years ago, etc). Other red flags include early on when discussing creative notes, if creative is wildly shifting without discussions about logistics or what that might mean, or an overall undervaluing of the team involved and their schedule.
- Lack of planning and lack of understanding communicated requirements.
- A lack of empathy for both proper compensation for the team as well as a healthy work/life balance.
- When they want you to just throw ‘something’ up on the screen, or they ask for something they’ve seen on television or in a movie but they don’t understand the technology needed or the cost.
- Asking to pitch.
- Low Budget High Exceptions, “Can’t you just use AI?”
Disconnects between budget and the volume of screens.
Disconnects between creative directors and management. - The beer budget with the champagne expectations.
- Stinginess on labor budgets
Lack of transparency in budget/scope
Pronoun misusage
Mistreatment of/low percentage of women in the room
Mistreatment of/low percentage of non-binary/gender nonconforming people in the room
Word of mouth from others
High turnover/constantly changing staff - Vague descriptions that are later followed by very specific demands. “”I’ll know it when I see it.””
Planning and budgeting for the minimum, but expecting the maximum. - Communicating late, lack of trust
We love the challenges and the magic we creative for our audiences. We love the the community we build making that magic.
Featured responses:
- Collaboration, and knowing people will see the work!
- The people I work with. I believe people in this business are the smartest, most adaptive and generally understanding people in any creative business.
- Creating beautiful images. Helping the team deliver the best they can.
- The creative process and when a good deal is working beyond expectation.
- Creativity and Innovation
- Communicating complex concepts and details with smart people, collaborating and making things happen and enjoying the friendships that emerge from doing that over and over under lots of pressure.
- The variety of the work and the people. Every show is a unique challenge, screen configuration and level of creative. Its one of the few industries that is constantly growing and changing and opening up endless possibilities for creative production. Also the road family is the best. You get to travel and have so many people from around the world in your life. Not many people can say that. I also love watching a show come together. The satisfaction of it and the release you get when its over is something you can’t really measure or describe fully…its just a feeling.
- My favorite part of work is creating new examples for clients to help give them a concrete way to learn a new aspect of a workflow, which can then be used for other clients later and for my own personal learning along the way.
- We do something different every day.
- Seeing it all come together.
- Creation.
- The creative process
The amazing people we collaborate with
Every project has a unique set of challenges
Love developing designs or creative with a team who engages in Constructive criticism - Community
- Once everything falls into place the way we imagined it! Usually happens by the second rehearsal and it’s that moment where you “did we just do a show?!”
- Supporting a team of colleagues and collaborators to bring a story to an audience.
- When I get to interface between designers or large design concepts and technology to make the 2 work for each other.
Also just how incredibly varied the work such a niche set of skills can get me. - Seeing the punters leaving at the end of the gig looking like they’ve had the time of their lives
- The showbiz magic! The look on people’s faces during the first show and the artist’s excitement afterward. I love that.
- Learning new things
- Working with teams of intelligent, creative people
- Conceptualization, watching people interact with the final product, creative technical solutions
- Solving difficult problems.
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This census data was collected over a 6 week period starting in May 2024. The questionnaire will remain open until Sept 1, 2024. We have a small sample size, representing approximately 5% of our Instagram followers, the closest count of people one could consider a “membership list.” We will update the data again in September.
Please contribute to our census to help establish a better understanding of the frame:work community.
frame:work 2024 Community Census