[HN Gopher] So Long Autodesk Shotgun
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       So Long Autodesk Shotgun
        
       Author : aprdm
       Score  : 72 points
       Date   : 2021-06-20 15:05 UTC (7 hours ago)
        
 (HTM) web link (thejackjam.medium.com)
 (TXT) w3m dump (thejackjam.medium.com)
        
       | poisonborz wrote:
       | There were bits and pieces of familiar experience there that
       | anyone working long time on a consumer software product had, but
       | honestly I find it hard to sympathize with this sort of "I wish
       | them well, but all goes down now that I left" articles -
       | especially naming and framing the company, product, people
       | (indirectly in this case). There are hundreds of nuanced reasons
       | why decisions were made like this within a huge company like
       | Autodesk, things the author does not know about, and we as
       | readers even less. There are very, very few straight up success
       | stories in this industry, all achievements are "successful
       | failures", processes where individual members see things fall
       | apart or not improving compared to a personally important point
       | in time from their PoV - and for themselves, this is the truth,
       | even if the product/company - an abstract thing, for them -
       | achieves a form of success.
        
       | Animats wrote:
       | The article doesn't mention what the product is _for_. Even the
       | sales page for it is rather vague. It 's some kind of project
       | management for visual projects. But how much of the job does it
       | do? Does it do revision control and asset management, like git or
       | Alienbrain? If not, it has to connect to some system that does,
       | so it can find whatever someone wants to preview.
       | 
       | A product of this type is that it has to interface to a lot of
       | stuff and present some kind of unified interface. That's hard.
        
         | aprdm wrote:
         | I think a reason it doesn't as well is because the majority of
         | the industry already uses it. Therefore as he says there isn't
         | too many opportunities for growth, it's a small industry vfx
         | all things considered.
        
         | cjenken wrote:
         | I contract a lot of work to build manage and build tools that
         | directly integrate into Shotgun/ShotGrid. At it's most basic,
         | Shotgun/ShotGrid is just a really nice front end to a database
         | that has collections of schemas that align with the task
         | workflows at studios that produce content for TV series, movies
         | and video games.
         | 
         | Asset management is not as built in but there is some
         | infrastructure there that can be leveraged.
        
       | DonHopkins wrote:
       | Is that the division of Autodesk that was behind the ruthless
       | ceiling tile attack on Ton Roosendaal?
       | 
       | https://www.youtube.com/watch?v=eJwG-qt-sgk
        
       | draw_down wrote:
       | Every time you see the trope about a startup inside a big
       | company: run.
        
         | cratermoon wrote:
         | Big companies don't look at startups as healthy seedlings to
         | nurture to maturity, they see them as nitrogen-fixing cover
         | crops to plow into depleted fields.
        
           | sonofhans wrote:
           | That is brilliant, and extendable. Plowing in some random
           | nitrogen-fixer allows them to keep all their industrial
           | machinery in place, and make no fundamental changes.
           | Switching to learning how to grow seedlings is an entirely
           | different frame of mind. One is generative and nurturing,
           | where each seedling has potential to be something big and
           | important, and thus matters; the other is extractive and
           | exploitative, where the seedlings are just biomass for the
           | machine.
           | 
           | Really lovely metaphor.
        
       | an_opabinia wrote:
       | > The high-end visual effects industry that we dominated is
       | notoriously slow to adapt to change, and operates for the most
       | part on razor-thin margins. There were billions flowing into film
       | and episodic production every year, but there wasn't (and likely
       | still isn't) an obvious opportunity to further monetise our
       | existing customers.
       | 
       | The visual effects industry operates fundamentally on not paying
       | people. It is symptomatic of Hollywood broadly. It is absurd that
       | the savings of 60 and 70 year olds are, via the children in the
       | industry they support, subsidizing Disney.
        
         | dagmx wrote:
         | I'm not sure I understand why you say it's about not paying
         | people? VFX jobs are usually reasonably well paying and usually
         | with good overtime rules.
        
           | bsenftner wrote:
           | The visual effects industry is structured around a bidding
           | process that cements VFX studio compensation before film
           | production has begun. However, film is a collaborative medium
           | with financial and production risks with decisions often
           | pushed to a later date "to be solved in post". That post
           | production VFX stage has grown in size, grown in the types of
           | production solutions provided, all without additions or
           | modifications of compensation. They simple get to keep the
           | ongoing contract, regardless if doing so bankrupts the VFX
           | studio. Which it often does. The production digital artists
           | receive their contractual compensation, they get to keep
           | their jobs, but the production becomes 14 hour days, 6.5 days
           | a week for 6 to 9 months. Meanwhile, this is taking place on
           | all 6-12 productions flowing though the VFX studio at the
           | same time. At some unknown time, the bank and investors
           | simple say "no more" and the studio implodes. This is the
           | concrete reality of the VFX industry. This is how people do
           | not get paid.
        
             | dagmx wrote:
             | That seems like a huge jump from the "VFX industry being
             | based on not paying people"
             | 
             | Yes, there are some bad business practices that lead to
             | companies going out of business. There are lots of
             | successful VFX studios too though. That's true of any
             | business.
             | 
             | I'm unsure how this means that VFX in specific is based
             | around not paying people.
        
               | HillRat wrote:
               | If I have the market power through mono- or oligopsony to
               | force my vendors to sign fixed-price contracts for
               | variable-scope work, I guarantee you they aren't getting
               | paid for a lot of that scope, whether that comes out of
               | their bottom line or their employees' lives. Hypothetical
               | me is going to improve my own bottom line by pushing
               | scope ("just fix it in post!") to the part of the budget
               | that's contractually-guaranteed to stay fixed.
        
               | dylan604 wrote:
               | There are tons of VFX houses that have been the receipent
               | or the giver of Trump-esque renegotiations. At the
               | beginning, everyone agrees to terms. At the end,
               | something somewhere happens which means no more money (if
               | the money actually existed to begin with), and people get
               | screwed. Most VFX houses I've been in/around have paid on
               | hourly rates, so the artists get paid. If the producer
               | bringing the work to the VFX reneges, then the VFX house
               | eats it (or sues, or something). However, if your a
               | contract artist and did the work expecting to be paid at
               | end of project, you tend to be left hold the bag since
               | the VFX studio didn't get paid then the contractors don't
               | get paid.
        
               | dagmx wrote:
               | So in the last decade, how many VFX studios have gone
               | under leaving people holding the unpaid bag? It's been a
               | long time since DD 2.0 and R&H.
               | 
               | I'd hardly take the edge case of the industry (not
               | exclusive to VFX) and say that it's representative of the
               | norm.
        
               | bsenftner wrote:
               | > There are lots of successful VFX studios
               | 
               | For relatively short time periods. Only Weta and ILM are
               | able to get equity in their projects, and that is largely
               | due to their owners being the filmmakers themselves. In
               | the end, it is a work for hire industry, with no equity
               | participation, yet carrying significant risk that tends
               | to sooner or later blow up at least once, taking the
               | entire studio with it.
        
               | dagmx wrote:
               | That's a completely different goal post now though from
               | saying the industry is based on not paying people. The
               | majority of film roles, even outside of VFX, has no
               | equity. Equity is the exception not the norm.
               | 
               | Other VFX studios like Imageworks have been doing pretty
               | well without equity.
               | 
               | I don't believe Weta or ILM get any equity in their
               | projects though. At least, the majority of their projects
               | are work for hire.
               | 
               | Either way, this is a another jump from the initial
               | statement that the VFX industry is based on not paying
               | people.
        
       | KaiserPro wrote:
       | > The high-end visual effects industry that we dominated is
       | notoriously slow to adapt to change
       | 
       | this is patently false. They were the first to jump onboard the
       | GPU rendering bandwagon, and have been pushing cuda since it was
       | first usable (there is of course a debate about how usable it
       | is..)
       | 
       | The issue with shotgun is that its really fucking powerful, but
       | also hilariously configurable. Shotgun is there to track each
       | shot as it goes through every stage of production. Think of it as
       | jira, but far more integrated. Before shotgun was a thing(and
       | f-track) people used access, or filemaker. or worse Excel.
       | 
       | > and operates for the most part on razor-thin margins. There
       | were billions flowing into film and episodic production every
       | year, but there wasn't (and likely still isn't) an obvious
       | opportunity to further monetise our existing customers.
       | 
       | This is true. Unless something makes a significant impact, its
       | out the door. Shotgun is/was expensive per seat, but allows you
       | to cut down loads on time management. You need less production
       | staff to run a lighting/animation/comping department. However
       | thats a fine line. A production assistant is PS25-35k, but per
       | seat licenses of some software is PS1-5k.
       | 
       | Shotgun when it first came out was a massive behemoth. at
       | Framestore it was running on the biggest machine we had (from
       | memory it was a quad opteron with 64gigs of ram[might have been
       | less]) It was ruby on rails, slow unreliable and generally a
       | pain, BUT, it totally sped up production for desperaux.
        
       | wdfx wrote:
       | A lot of this sounds very familiar. I was working on the in-house
       | tools doing the same thing for a very big VFX house from
       | 2012-2018. Early on in that job, we only really had one pair of
       | tools for production management - one for the project planning (a
       | big Gantt chart) and the other for timesheeting. There was
       | nothing really in place for the artists to use to know what was
       | going on and as such their willingness to enter timesheets was
       | pretty low. In order to drive awareness, reduce work for
       | coordinators and generally try to help everyone, I was made lead
       | to bootstrap a new app in 2014 called... ShotGrid. It did help to
       | a degree, it was still mainly only used by coordinators, but
       | helped them do their work slightly more efficiently. We went down
       | that rabbit hole for a while, but still, the artists lacked good
       | tools for connecting with their PMs. Fast forward to 2016/2017
       | and my team was sectioned off to completely redesign and rebuild
       | the entire project management tool suite, with the help of some
       | external contractors. Years went by as we did the research,
       | design, technical investigations and review. It was a genuine
       | real struggle to get anyone in the company to engage with us and
       | talk about what they wanted in the product; they'd much rather
       | just struggle on with the existing tools (including endless Excel
       | sheets) and turn their focus to actually doing VFX instead. I
       | left the company in 2018 amid a lot of frustration about nothing
       | being progressed. I heard about 9 months later that the entire
       | project had collapsed and I think they were then heading towards
       | implementing ShotGun instead. Which now, ironically, is
       | apparently to be renamed ShotGrid. I'm taking that as a huge
       | coincidence, but it's nice to know that some of the success I had
       | in that industry lives on in name alone.
        
       | hallarempt wrote:
       | Yeah, well, what Autodesk gobbles up, Autdesk turns into
       | excrement...
        
       | aaron-santos wrote:
       | > The problem though, was that no-one on the team actually cared
       | about growth. "Get people home in time for dinner" had to become
       | something more like "get even more people home at some time".
       | 
       | Once you see this pattern you cannot stop seeing it. It shows up
       | in startups, in the video game and entertainment industries, and
       | apparently used to show up a little bit at Autodesk, at least
       | until the author quit. The people with non-monetary drives are
       | the easiest to exploit. It makes perfect sense to a business. If
       | someone is will to do more work for the same or less money it's a
       | no-brainer to encourage that behavior. The end result is a bunch
       | of people willing to put up with substandard pay and poor working
       | conditions. Run from those industries. It never pays off. If a
       | product can't be made outside of these conditions, maybe it
       | doesn't deserve to exist. Survival of the fittest products and
       | all.
        
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       (page generated 2021-06-20 23:01 UTC)