[HN Gopher] Pixel fucked: Inside Hollywood's VFX crisis
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       Pixel fucked: Inside Hollywood's VFX crisis
        
       Author : CharlesW
       Score  : 128 points
       Date   : 2023-06-28 13:31 UTC (9 hours ago)
        
 (HTM) web link (www.gq-magazine.co.uk)
 (TXT) w3m dump (www.gq-magazine.co.uk)
        
       | themerone wrote:
       | Watch "Life After Pi" on YouTube.
       | 
       | It is a documentary short about the vfx studio Rhythm&Hues which
       | went bankrupt two weeks before winning an academy award.
        
         | stavros wrote:
         | https://www.youtube.com/watch?v=9lcB9u-9mVE
        
       | samdunham wrote:
       | So the general consensus from the comments appears to be that
       | there are far more people wanting these jobs than there are jobs
       | available. So the solution should be to discourage people from
       | entering this profession. It's supply and demand. And currently,
       | that balances toward the studios. Weed out the excess supply and
       | the studios will need to pay more to the remaining workers. As
       | for the people that can't imagine doing something else? Welcome
       | to the real world where lots and lots of people do lots and lots
       | of jobs they don't love. At a certain point, you have to give up
       | on the dream job to pay the bills.
        
       | JKCalhoun wrote:
       | "Sonic", "She-Hulk", "Cats", "Avatar"....
       | 
       | Maybe the industry will eat itself and we can go back to film
       | making where it's the story that drives the film.
       | 
       | Edit: watched "Life After Pi" linked to here in the comments
       | section. I feel my comment above is too abrasive now. The VFX
       | guys don't deserve this crap. I still dislike the modern
       | "Blockbuster" however.
        
         | jncfhnb wrote:
         | She Hulk, amusingly, has many meta jokes about the difficulty
         | of maintaining a straightforward legal comedy narrative with
         | low visual spectacle.
        
           | mcpackieh wrote:
           | My Cousin Vinny did it. Honestly I don't think VFX has ever
           | truly helped a comedy.
           | 
           | Imagine what that movie could have been with cheap gratuitous
           | CGI. Instead of Vinny getting covered in real mud, you could
           | have slow motion closeups of glossy mud drops with fluid
           | simulation flying through the air, the camera spinning around
           | the mud in three dimensions before it cakes Vinny. But would
           | such a visual spectacle make the movie funnier? I don't think
           | so.
           | 
           | And quite frankly, She Hulk would look a lot better if they
           | simply found a buff actress and painted her green.
        
             | jncfhnb wrote:
             | Not in general. In the context of modern tv, particularly
             | on the marvel side. The finale is she hulk complaining to
             | marvel / Disney that the show was becoming a heap of
             | generic spectacle garbage with a big superhero fight even
             | though the premise of the show was light legal comedy.
             | 
             | It's a good observation. Marvel has flubbed the landing on
             | almost every tv series even if the original premises and
             | pilots were good. I don't think they executed on the bit
             | very well, but props for trying I guess.
             | 
             | Edit: I don't agree with it being better with a green woman
             | though. It did benefit a lot from it clearly being the same
             | actress in both forms. There's a time and a place for
             | practical effects. That wasn't it.
        
               | mcpackieh wrote:
               | > _Edit: I don't agree with it being better with a green
               | woman though. It did benefit a lot from it clearly being
               | the same actress in both forms._
               | 
               | I think it should have been done with the same actress. A
               | buff actress can be made to appear more or less buff with
               | clever wardrobe, camera angles, lighting, etc. In some
               | scenes you hide her muscles under loose clothing or flat
               | lighting, and in other scenes you emphasize them. Forced
               | perspective can make her look taller or shorter when
               | needed. Playing with the focal length could change the
               | apparent shape of her face as well.
               | 
               | CGI muscles completely ruins the whole deal for me. At
               | the very least they should have done the opposite; hired
               | a buff actress and slimmed down her muscles with CGI when
               | necessary; I think that would look less fake than what
               | they did.
        
               | jncfhnb wrote:
               | Idk man I'm trying to imagine photo realistic she hulk
               | and it doesn't seem like it would work.
               | 
               | There was a hulk tv series a long time ago that was just
               | a green painted dude and it was very silly
        
         | earthboundkid wrote:
         | Avatar is a relatively new franchise and there are only two
         | movies in the series.
        
           | _0ffh wrote:
           | I heard it's one movie, once in the jungle and once in the
           | ocean.
        
       | doctorpangloss wrote:
       | What's really crazy is maybe another 10 years from now, the
       | computer will have aced video generation from moving 3D blocks
       | and segment maps.
        
         | CyberDildonics wrote:
         | Anyone can sell the future.
         | 
         |  _moving 3D blocks and segment maps_
         | 
         | What does this mean exactly? Do you know?
        
           | zzzzzzzza wrote:
           | you draw some blobs in a 2 or 3 dimensional space and label
           | them and tell the AI to animate a scene with e.g. a pirate
           | talking to his parrot. It sticks the things in the indicated
           | spaces.
        
       | pixelpoet wrote:
       | There's a lot of grieving on r/vfx, along with some posts with
       | insider infos about sexual harassment getting deleted:
       | https://old.reddit.com/r/vfx/comments/uwwx82/anyone_read_tha...
       | 
       | Some more stuff from vfx subreddit:
       | 
       | https://old.reddit.com/r/vfx/comments/14jyllh/from_3_potenti...
       | 
       | https://old.reddit.com/r/vfx/comments/13zf3hd/vfx_a_little_r...
       | 
       | https://old.reddit.com/r/vfx/comments/144mv2b/more_studio_cr...
       | 
       | On and on... I work in vfx but on the software side, and am very
       | sad to hear about this happening :(
        
         | kneebonian wrote:
         | Just to point out one of the threads talks about "From 3
         | potential job offers, to all of them on hold." from 1 day ago.
         | This may be because the actors guild, and the screenwriters
         | guild are both on strike right now and so nothing can really be
         | produced at this point.
        
           | civilitty wrote:
           | Except that awful season of Battlestar Galactica where
           | Starbuck comes back from the dead as an angel.
           | 
           | Get ready for some truly _terrible_ scripted television acted
           | out by the catering crews.
        
             | LanceH wrote:
             | You know it will be chatgpt heavy scripting.
        
             | mirashii wrote:
             | Given that Ronald Moore has driven shows he's worked on to
             | similar absurd and horrid endings, like the similar
             | religious subplot woven into the last season of DS9, I
             | think we have a better culprit for the terrible last season
             | of BSG.
        
               | mindslight wrote:
               | Say what you want, but a series that actually wraps up
               | its plot lines with any sort of coherent conclusion is
               | miles above today's prevailing standard of one or two
               | good seasons, followed by a bunch of filler-based
               | mediocre seasons, followed by the show getting cancelled.
        
               | scarface_74 wrote:
               | DS9 had a religious subplot from the pilot.
        
             | dunham wrote:
             | The last writers strike gave us Dr Horrible - I was hoping
             | for something like that again.
        
               | aaron695 wrote:
               | [dead]
        
               | munificent wrote:
               | ...and season two of Heroes.
        
               | Izkata wrote:
               | I think I remember reading that that season overall
               | wasn't changed much - they just refilmed the last few
               | scenes to resolve the plot immediately and end the season
               | early, instead of going for a full season length.
        
               | WorldMaker wrote:
               | One of the things that was said at the time was that the
               | show was meant to be an anthology series where every
               | season had a substantially different cast and so some of
               | the strange actor reuse in Season 2 was alleged to be
               | completely strike-related. (Though in practice how much
               | was strike related and how much was contract related in
               | that they apparently didn't actually correctly contract
               | the actors for an anthology series and how much of it was
               | meddling to keep well regarded cast members busy due to
               | public reception/studio notes is all kind of up in the
               | air, and probably entangled.)
        
       | alexalx666 wrote:
       | Best hedge funds write their own software so should VFX studios.
       | If you are using the same tools as guys from Poland you can not
       | expect to compete on anything but project management skills and
       | price
        
       | SV_BubbleTime wrote:
       | Paid by the word.
       | 
       | TLDR; The industry is desperate for people and there is a lot of
       | work to do. Some people work more than 40hr/week and some people
       | don't.
        
         | zodester wrote:
         | What I don't understand is why the VFX industry doesn't follow
         | market dynamics and pay the artists what they are worth given
         | the talent shortage. Or maybe they are and that story isn't
         | getting told?
        
           | piva00 wrote:
           | Passion-based industries don't ever follow proper "market
           | dynamics", video game programmers are paid less because
           | there's always someone else who will take the job at a lesser
           | rate because they are passionate about it. You try to pay
           | less for a CRM developer and they will just find another gig
           | while you won't find anyone as qualified because that job
           | doesn't have a motivation outside of the monetary transaction
           | for the labour.
           | 
           | Market dynamics is just a model, as with any model it doesn't
           | fit reality perfectly, it breaks down at the edges.
        
             | bsenftner wrote:
             | > Passion-based industries don't ever follow proper "market
             | dynamics",
             | 
             | Hammer hits nail on head, bulls eye. I've been a graphics
             | programmer for 45 years, from research in the early 80's,
             | through 3D video games, and years of Academy Award VFX
             | studio work. It is the passion: making the media that
             | captivates imaginations, and an ever visible stream of new
             | applicants whose work looks really appealing - so you
             | better shine or you'll be replaced.
        
             | VectorLock wrote:
             | This is why you always see bald faced attempts by HR
             | departments to generate "passionate employees."
        
             | snerbles wrote:
             | It can be argued that it is a market dynamic, and (if you
             | were to somehow control for everything else) the difference
             | between the pay of an game programming job and an average
             | white-collar boring office programming job is the market's
             | value of that passion.
             | 
             | That comparison may coldly boil down something people feel
             | very deeply about, but I'd also argue the market is already
             | doing that.
        
             | lotsofpulp wrote:
             | > Passion-based industries don't ever follow proper "market
             | dynamics", video game programmers are paid less because
             | there's always someone else who will take the job at a
             | lesser rate because they are passionate about it.
             | 
             | This is an example of proper "market dynamics".
        
             | toss1 wrote:
             | Is that the market really breaking down at the edges, or
             | fitting perfectly?
             | 
             | I your examples of the video game programmers being paid
             | less, it is because their compensation is in two parts: the
             | money and the pleasure, astisfaction of passion, & the
             | prestige of working on video games. In contrast, working on
             | a CRM project has no other pleasures nor prestige, so those
             | companies must may more dollars.
             | 
             | Seems the difference in [pleasure, passion, & prestige]
             | could even be quantifiable by measuring the paycheck
             | differences?
        
           | bannedbybros wrote:
           | [dead]
        
           | dspillett wrote:
           | Market dynamics only works that way in employer/employee
           | relationships if the workers push for it enough. From the
           | ealrier discussion someone linked to above: "The elephant in
           | the room here is that VFX, unlike many other film
           | professions, isn't properly unionised" - this may play into
           | the situation. It may also/instead be that a lot of VFX work
           | is done (once you get down to the individual workers) in
           | short term contracts, a bit like the "gig economy" situations
           | seen in other industries, which seems to easily create a
           | barrier for worker protections.
        
           | crazygringo wrote:
           | Wages only go up when employees refuse to work for less.
           | 
           | Sadly, people who work in video games and movies are some of
           | the most overworked and underpaid professionals relative to
           | the value they provide because they have been socialized to
           | see themselves as artists who are "doing what they love" so
           | it's about "more than the money". Which allows studios to
           | exploit them, because for the studios it is _very much_ about
           | the money.
           | 
           | If game developers were just as willing to work for FAANG
           | then conditions would improve for them overnight. Same as if
           | VFX artists were willing to do mobile app UX design. But as
           | long as they stick to only their passion, they fail to exert
           | any financial pressure to improve wages or working
           | conditions.
        
             | adql wrote:
             | Don't you know ? Art done for purpose of getting money is
             | not pure ! /s
        
           | LapsangGuzzler wrote:
           | My guess is that the "gig" nature of animation jobs
           | disadvantages workers because they're constantly needing to
           | look for the next gig, which makes the hiring process a race
           | to the bottom. The lack of job stability increases the
           | likelihood that workers will accept less-than-favorable
           | terms. We see this in game dev, and more recently, the
           | Hollywood writers strike.
        
           | felipeerias wrote:
           | > In 2014, three visual effects artists launched a class
           | action lawsuit alleging that between 2004 and 2010, numerous
           | big studios - including Disney, Pixar, Lucasfilm, DreamWorks
           | Animation, and Sony Pictures - had colluded in setting salary
           | limits and avoiding hiring artists from other studios. (The
           | studios settled the case without admitting liability, paying
           | out a combined PS140 million settlement.)
        
           | jsnell wrote:
           | The employee/employer power dynamics are clearly very
           | different than in e.g. software engineering:
           | 
           | > A clause in Angell's contract reportedly required him to
           | pay a PS30,000 penalty should he quit in the middle of a
           | project.
           | 
           | I can't imagine anyone signing that kind of contract in tech.
           | 
           | Employees probably have less bargaining power than in tech,
           | since the skills aren't as transferrable. The employers are
           | just contractors being squeezed by the studios both on cost
           | and on extra work, and pass that squeeze onto the employees.
           | And since the VFX houses aren't the ones making the profits
           | on the final movie, running a VFX studio and trying to get
           | the best people (and best product) by promising better
           | conditions doesn't actually work.
        
             | [deleted]
        
           | snerbles wrote:
           | There are market dynamics.
           | 
           | It's like game devs and pilots - a cool job lots of kids
           | wanted to do growing up, so there's a glut of new talent
           | eager to be used up and burned out for pennies.
        
             | 8n4vidtmkvmk wrote:
             | So glad EA games didn't hire me. Web devs seem to do
             | alright.
        
               | npteljes wrote:
               | I share the sentiment. It was my wife's (then
               | girlfriend's) explicit wish that I don't chase my
               | passions in such an environment, and I'm really grateful
               | for that after the years.
        
               | ghaff wrote:
               | It's probably also the case that (not so well-paying)
               | passion jobs become less interesting when they're your
               | full-time, perhaps long hours, job and you don't really
               | control what you work on. I was pretty passionate about
               | photography once upon a time but I realized (correctly)
               | that I'd probably end up doing photography for some
               | small-time newspaper (when those still existed), some
               | organization's public relations, or commercial
               | photography--and not Life Magazine.
        
       | Dowwie wrote:
       | The documentary "Jurassic Punk" tells a story about Steve
       | Williams, a VFX artist who was central to the animation presented
       | in several blockbuster films, including The Abyss, Terminator 2
       | and Jurassic Park. https://www.imdb.com/title/tt15095920/
       | 
       | Williams did not receive credit, nor benefit financially.
        
         | CyberDildonics wrote:
         | He did receive credit and he was paid by ILM. He also became a
         | visual effects supervisor. Maybe he feels he didn't receive
         | enough of the credit compared to Dennis Muren and Phil Tippet,
         | but he was also not in charge of the show. He did end up in
         | many behind the scenes interviews. If anyone didn't get enough
         | credit, it was probably the texture painters, lookdev artists,
         | shader writers and lighters who actually made the dinosaurs
         | look realistic.
        
         | kobalsky wrote:
         | that's a wild statement.
         | 
         | did he release software on the public domain those movies used?
        
       | efitz wrote:
       | Unionize. Every group of workers in Hollywood has gotten f**ed
       | until they unionized.
        
         | ancientworldnow wrote:
         | VFX is hugely outsourced so you need to unionize globally
         | (especially India, Eastern Europe, etc) for it to work.
        
         | thesuitonym wrote:
         | You could get rid of "in Hollywood" and this sentence is still
         | accurate.
        
           | next_xibalba wrote:
           | Tell that to all the millionaires in devs and investment
           | bankers in SV and Wallstreet who aren't unionized.
        
             | bannedbybros wrote:
             | [dead]
        
             | sergent_moon wrote:
             | You don't have to unionize if you're doing the fucking.
        
             | mrguyorama wrote:
             | The reality is they are actually not as well paid as they
             | think they are. If your employer can afford to pay you
             | $300k or more and still bring in billions in profit, you
             | are generating a whole lot of profit that does nothing but
             | go to the top to pay for another yacht.
             | 
             | Being better paid than the lowest of people doesn't make
             | you well compensated. People need to stop making this a rat
             | race and considering pay only by who they make more than.
        
           | adql wrote:
           | CEOs and lawyers don't appear to really need any union
        
             | AmericanChopper wrote:
             | Neither do software engineers, doesn't stop people from
             | endlessly trying to pitch the idea on HN.
        
               | LapsangGuzzler wrote:
               | I once used the NBA's collective bargaining agreement
               | (union contract) as a model for a hypothetical software
               | engineering union at Apple. Pro athletes are a great
               | example of white collar organized labor.
               | 
               | If Apple devs had the same revenue sharing agreement the
               | NBA players do and received a similar share of Apple's
               | revenue, the median pay would be around $600k. That's
               | just the median, think about that.
               | 
               | Just because engineers are well-compensated compared to
               | the rest of the economy doesn't mean that we can't
               | benefit from organized labor.
        
               | twoodfin wrote:
               | I like the structure of that thought experiment, but if
               | anything I'm surprised that the median Apple engineer
               | (pay around $200k?) has within a small integer multiple
               | of the leverage of NBA stars.
               | 
               | I'd expect the latter to be much harder to replace than
               | that.
        
               | mcpackieh wrote:
               | When you consider the average length of an NBA career
               | (less than 5 years), their pay looks even worse.
        
             | mrguyorama wrote:
             | But CEOs and Lawyers both have at least informal in-groups
             | that do such gatekeeping. Law school is full of aggressive
             | hazing, and a requirement to burn yourself out to please
             | someone else, and CEO and director boards are the epitome
             | of nepotism. Of course they don't need unions, they are the
             | exact power dynamic unions are an attempt to balance
             | against.
        
       | mminer237 wrote:
       | Honestly, I'm a little curious why VFX work has so much allure.
       | It's a decent wage, but I don't see why that job specifically is
       | worth it. Surely there are other jobs demanding less work while
       | paying more money. Is it just because it's art? I feel like that
       | sort of corporate "spend two weeks making a realistic fire which
       | will be on screen for 3 seconds" can't be that fulfilling as art
       | in itself, when you have essentially zero creative control.
        
         | hondo77 wrote:
         | The problems that you work to solve are not the usual "I need a
         | new parameter for this API endpoint" type of work. It's fun
         | (for a while) and crazy and even glamorous (watching something
         | you've worked on in a theater with the public is great).
         | Another nice thing is that, while most software written is very
         | evanescent (almost every bit of software I have worked on in my
         | 38-year career is gone), my name in the credits of some very
         | popular movies will be around 100 years after I'm dead. That's
         | pretty cool.
        
         | riotnrrd wrote:
         | I worked in VFX for almost ten years. It's incredibly fun! I
         | absolutely loved making movies and I worked with some amazing
         | artists. It pays terribly, but it was the most fun I've ever
         | had in a job.
        
           | wanderingmoose wrote:
           | I would add that there are really challenging problems and
           | continual technical development. And since each movie comes
           | with its own new set of requirements, each one is a fresh
           | slate of new, crazy problems. For me personally, I love the
           | short iterative cycle between math and an output image.
        
             | riotnrrd wrote:
             | I worked on tools for artists and you're totally right. The
             | fast iteration was so great; it felt more like good ol'
             | fashioned stay-up-all-night hacking for the joy of it than
             | anything else I've ever done professionally.
        
         | AuryGlenz wrote:
         | I'm sure it's pretty fun to see the stuff you worked on in
         | theaters, and from what I've seen on the 'VFX Artists React'
         | show that Corridor Crew puts out the VFX artists actually do
         | have some amount of creative control - depending on what
         | they're doing.
        
       | bmarquez wrote:
       | > experience of working on a film or television series that is
       | underbid, understaffed, subject to unreasonable, inflexible
       | deadlines, and endless directorial nitpicking: "pixel fucked"
       | 
       | This feels like working for a video game company. People
       | overworked, underpaid, and doing it for the love of the creative
       | arts and working on a name brand project. Similar things have
       | happened at Electronic Arts.
        
         | edvinbesic wrote:
         | Feels like working in advertising as well, granted it's been a
         | decade for me but I imagine the "creative" ego trip is still as
         | alive as ever.
        
         | diob wrote:
         | There's a lot in modern day life that seems to depend on an
         | endless supply of naive young folk who don't yet realize
         | they're being taken advantage of yet. They have that belief
         | that their situation will be different.
         | 
         | It's one of those things you can't tell people either, they
         | have to experience it unfortunately, so the cycle continues.
         | 
         | Not sure how you fix that beyond regulation / protection for
         | those folks.
        
           | ancientworldnow wrote:
           | In the film industry everyone _knows_ they 're being taken
           | advantage of, it's very explicitly discussed at the lowest
           | ranks of production. It's just that it's _the only entrance
           | to the field_ if you aren 't wealthy or heavily connected.
           | You have to suffer until you build your network and credits
           | enough to pull yourself up. There's little to no delusion,
           | just embracing the suck.
        
             | diob wrote:
             | You say they everyone knows, but also say "You have to
             | suffer until you build your network and credits enough to
             | pull yourself up."
             | 
             | That's the delusion right there, young naive folks thinking
             | their suffering will pay off.
             | 
             | Because while you say everyone knows, the truth is that
             | discussion is not equal to understanding / internal
             | feeling.
             | 
             | It's only after being chewed up by the machine with no
             | actual payoff do folks come to an understanding,
             | unfortunately.
             | 
             | But until then it's lip service, and folks silently
             | thinking their situation is special / different.
             | 
             | I'm not knocking these folks by the way, I think it's part
             | of the human spirit / condition. That's why I advocate
             | regulation / protections.
        
           | arp242 wrote:
           | Harlan Ellison's old "pay the writer" rant applies to many
           | industries. He was right.
           | 
           | https://www.youtube.com/watch?v=PuLr9HG2ASs
        
           | DemeterFarm wrote:
           | [dead]
        
           | nunez wrote:
           | see also: investment banking, Big Law, Medicine (with bigger
           | paychecks)
        
             | ghaff wrote:
             | Or they have an understanding that they're being hazed (for
             | lack of a better term) but if they make partner/finish
             | residency they have a not necessarily cushy life but are,
             | as you say, going to be well-paid and have a decent
             | professional life if they like the work.
        
       | sashank_1509 wrote:
       | I'm a bit curious how are conditions this bad.
       | 
       | Is there an overproduction of artist hopefuls compared to the
       | movies being made?
       | 
       | I would also guess differentiation is low. Any VFX studio is as
       | good as the other, so every studio is paranoid about losing a
       | movie deal, over not accommodating the directors whims?
       | 
       | this is one of the places I feel generative AI can do a lot of
       | good. It can get rid of the routine VFX like changing an actors
       | pant etc that VFX artists are inundated with and leave only the
       | artistic work for VFX artists which is hopefully not as taxing
       | and not as requiring of crunch
        
         | dragonwriter wrote:
         | > Is there an overproduction of artist hopefuls compared to the
         | movies being made?
         | 
         | Yes, this is true literally everywhere in the arts: there are
         | far more aspiring artists in any given field than there is
         | money to support as full-time artists, and the way the market
         | for art works you end up with a very small number of artists
         | making lots of money, a modest number of artists making barely-
         | adequate money, and a whole lot of people making occasional
         | incidental money but unable to devote themselves exclusively to
         | the field because of lack of funds unless they have unrelated
         | support, where the skill/quality differences between being in
         | the top category and the bottom may be very narrow for
         | individuals, even if they are notable on average, because there
         | is so much volume that a lot of the filtering mechanisms that
         | exist in practice are rough.
        
         | cubefox wrote:
         | The requirements grow with the capability of the tools. VFX
         | getting better in the last decades didn't make the crunch less.
        
           | olivertaylor wrote:
           | Exactly. Is that a basic economic principle? I think it's
           | called the efficiency paradox.
        
             | cubefox wrote:
             | Wikipedia calls it Jevons paradox:
             | 
             | https://en.wikipedia.org/wiki/Jevons_paradox
        
               | olivertaylor wrote:
               | Thanks!
        
         | ravenstine wrote:
         | > Is there an overproduction of artist hopefuls compared to the
         | movies being made?
         | 
         | Yes.
         | 
         | Hollywood in the general sense is also an industry packed to
         | the brim with ego and wishful thinking. Nobody wants to rock
         | the boat because, heaven forbid, an artist may never be allowed
         | to live their dream working on the next Avatar or the next Toy
         | Story for crossing the wrong person.
         | 
         | For better or worse, most young artists I've known are wishful
         | thinkers. They each had a dream of working on the next Jurassic
         | Park or the next equivalent to 2001 A Space Odyssey, or the
         | next Frozen or whatever. Although the software industry is
         | filled with aspirations of working at The Google or Meta,
         | unlike programmers, artists in entertainment are willing to
         | work for peanuts because they can't have their grand vision
         | shattered.
         | 
         | The fantasy of being important is what fuels the entertainment
         | industry. It's numerically infeasible for every artist to work
         | on The Next Big Hit, but everyone is required to believe they
         | can in order for there to be enough fresh artists to be chewed
         | up and spat out.
         | 
         | I'm so glad I left animation and became a programmer. The worst
         | coworkers in software pale in comparison to the giant throbbing
         | dicks that exist everywhere in the entertainment industry. I
         | can refuse to work weekends or, even more drastic, quit my job
         | when the deal gets bad, and it's unlikely to permanently damage
         | my career if it even does at all. My career isn't founded on a
         | combination of free work and brown-nosing.
         | 
         | > this is one of the places I feel generative AI can do a lot
         | of good.
         | 
         | I seriously think that studios aren't far from having their
         | lunch totally eaten by small groups of individuals using
         | various forms of AI. No doubt that GPT has been used in
         | Hollywood already, but VFX and animation are stuck in the past
         | in many ways. These studios are afraid to experiment, which is
         | why they resort to using old school methods that are outclassed
         | by individuals with deepfake tech.
        
           | babypuncher wrote:
           | Programmers have plenty of comfortable fallback options if
           | they don't make it to FAANG.
           | 
           | Screenwriters and VFX artists, not so much. There are more
           | people wanting to do these jobs than there are positions to
           | be filled. That means anyone who isn't willing to put up with
           | being used and abused can be easily replaced. It's why nearly
           | every skilled trade in Hollywood has a union, because
           | collective bargaining is often the only way to guarantee any
           | sort of stability or fair treatment. VFX artist unfortunately
           | don't have a useful union, so they get to experience
           | firsthand what Hollywood was like for everyone else 90 years
           | ago.
        
             | ghaff wrote:
             | The unions/guilds set some floor for wages and conditions
             | while working. But they don't really do a lot for the
             | aspiring actor waiting tables between auditions for bit
             | parts however much he believes he could be the next Tom
             | Cruise.
        
         | s1mon wrote:
         | I'm not in the industry, but from talking to people that have
         | been, VFX is one of those things that gets squeezed the most.
         | It typically happens after principal photography is done, and
         | the release date has been set in stone by the management and
         | marketing machine at the studios. When you add the wide numbers
         | of VFX houses, the lack of labor protections, and the ability
         | to outsource to all corners of the world, there's so much
         | competition that it's a race to the bottom with pricing and
         | delivery dates.
        
           | giraffe_lady wrote:
           | Are they in a union? I know most of the industry is unionized
           | but I've never heard of vfx having its own or being part of
           | one of the others.
        
             | riotnrrd wrote:
             | No. The VFX industry in the US is not unionized.
        
               | wanderingmoose wrote:
               | You are correct in that the industry as a whole is not
               | union. Most of the smaller vfx houses are not union.
               | 
               | However some of the larger vfx houses like ILM and some
               | of the feature animation houses like Dreamworks are are
               | union. (ILM is IATSE...not sure about others)
               | 
               | In my experience, whether or a vfx shop is union or not
               | has little impact on salary and job stability.
        
               | dragonwriter wrote:
               | > In my experience, whether or a vfx shop is union or not
               | has little impact on salary and job stability.
               | 
               | Without unionization across the industry, that makes
               | sense.
        
           | olivertaylor wrote:
           | There are a lot of factors, but you're not wrong.
        
         | ksey3 wrote:
         | Thank trash software. Keeping the ship afloat becomes more
         | important, than wondering where the ship is heading. Thats what
         | trash software does to ppls brains.
         | 
         | Its so bad, it allows (and requires) 600 ppl to sit together
         | and produce a few seconds worth of mindless forgettable sensory
         | over stimulation, to keep a 14 year old glued to his seat. I
         | mean Bill Waterson does a better job with just a pencil.
         | 
         | On top of it, there arent enough over stimulation requiring
         | eyeballs on the planet to sustain such a mindless mega
         | machine(see Odlyzko Content is not King), that the trash
         | software enables. Its natural the whole thing keeps breaking
         | down regularly.
         | 
         | It will only change when people step back from keeping the ship
         | afloat and ask where the ship should be heading.
        
         | CyberDildonics wrote:
         | _this is one of the places I feel generative AI can do a lot of
         | good. It can get rid of the routine VFX like changing an actors
         | pant etc that VFX artists are inundated with and leave only the
         | artistic work for VFX artists which is hopefully not as taxing
         | and not as requiring of crunch_
         | 
         | What are you basing any of this on? I have seen demos that
         | would be incredible for previs and animatics but nothing that
         | would pass for final quality.
         | 
         | Computer graphics research, software and hardware continues to
         | march forward, that's a reason visual effects have progressed
         | so much in the last 20 years.
        
         | dv_dt wrote:
         | Notably while many other entertainment specialties have unions,
         | I don't think vfx does
        
         | bsenftner wrote:
         | I was 7 years at Rhythm & Hues, leaving the industry during the
         | production of Life of PI. It gets this bad for several reasons,
         | including: each VFX studio has between 3-5 feature films moving
         | through it, at different stages of production, at a time, and
         | often a few commercials as well; that equals between 1200 and
         | 2800 digital artists and their support staff all working on the
         | same corporate campus; by necessity, these technical artists
         | have a range of experience, so there is also an education
         | department, a constant flow of new software, and software
         | freezes for a given production that may last 18+ months; so by
         | necessity the staff is managed en mass with cafeteria food,
         | around the clock render completions and hence 3-5 "dailies" per
         | 24 hour period. One production's compute going over
         | expectations, or production changes, or staff changes easily
         | ripple in impact through the entire studio - all productions.
        
         | egypturnash wrote:
         | Hollywood in general has a surplus of hopefuls. But Hollywood
         | is largely unionized. VFX is a glaring exception.
         | 
         | My friends who work in animation describe a _constant_ back and
         | forth between the union and the studios over demands for more
         | work for the same pay. Generative AI will just make it easier
         | for directors to ask for even more ludicrous tasks.
        
           | munificent wrote:
           | _> But Hollywood is largely unionized. VFX is a glaring
           | exception._
           | 
           | And, in fact, this one of the reasons _why_ VFX gets so
           | heavily overused for stuff that you could do in-camera.
           | 
           | Is the actor wearing the wrong pants? Well, reshooting that
           | requires paying union actors, gaffers, camera operators, etc.
           | to shoot it again. Fixing it in post means you pay a couple
           | of ununionized VFX artists.
        
             | pavlov wrote:
             | The problem is that when you start relying on this too
             | much, then you eventually start shooting entirely without
             | the pants. "We'll fix it in post!"
             | 
             | It doesn't happen with the actual costume department quite
             | like that, but properly lit sets have definitely been
             | widely replaced by expanses of greenscreen awash in
             | nondescript lighting that hopes to vaguely match whatever
             | the rendered surroundings turn out to be.
        
               | underwater wrote:
               | The Avengers films did exactly that. They filmed
               | characters with random costumes because they hadn't done
               | the designs yet. Then replaced the costumes with CG
               | later.
        
               | pavlov wrote:
               | Why even bother with a script?
               | 
               | You could just assemble a cast, bring them into a
               | greenscreen studio, and shoot a complete matrix of poses
               | and angles and lighting variations. Then synthesize the
               | film from that when someone decides what it should be
               | about.
        
               | WorldMaker wrote:
               | They even did fakeouts by the trailers using even further
               | different CG costumes.
               | 
               | Some of the reason they gave for that at the time wasn't
               | just saving on real world costume designers by
               | outsourcing it to "cheap" VFX teams, but also for added
               | "security" to avoid "spoilers" leaking to the press in
               | tabloid photos.
               | 
               | (Spoilers of a sort: My favorite meta-joke on all this
               | was Spider-Man: Far From Home's "primary" Mysterio
               | costume which had tabloids and fans doing all sorts of
               | speculation what the CG composited costume on top of it
               | would look like, given the Avengers situation, only to
               | find out that was actually the outfit for many of
               | Mysterio's scenes because it very well fit the character
               | in that medium.)
        
           | CyberDildonics wrote:
           | _Generative AI will just make it easier for directors to ask
           | for even more ludicrous tasks._
           | 
           | What are you basing this on and why would this be the case?
        
         | themerone wrote:
         | It's much easier to exploit people passionate about their
         | industry.
         | 
         | This is why game developers have some of the worst working
         | conditions in the the software industry.
        
           | flopsamjetsam wrote:
           | Yes, they're both "passion jobs" and people often work on
           | "passion projects" in them.
        
         | xg15 wrote:
         | > _this is one of the places I feel generative AI can do a lot
         | of good. It can get rid of the routine VFX like changing an
         | actors pant etc that VFX artists are inundated with and leave
         | only the artistic work for VFX artists which is hopefully not
         | as taxing and not as requiring of crunch_
         | 
         | And the last decades' exponential increases in productivity
         | could have lead to keynes' famous 15 hour workweek - except
         | they didn't.
         | 
         | Instead, productivity got directed to more output and more
         | profit and working hours stayed the same if not increased.
         | 
         | As such, I'm more predicting this will simply lead to less VFX
         | artists being employed by the studios than for there being a
         | substantial improvement in working conditions.
        
           | imtringued wrote:
           | It is more efficient for the business to hire the same guy
           | for 45 hours than three guys for 15 hours. If we assume that
           | all of them get their turn eventually, then this can only be
           | done by rotating who gets employed.
        
           | olivertaylor wrote:
           | You're right about the productivity. And many movie studios
           | already own VFX studios. Netflix has Scanline, Disney has
           | ILM, etc. But it is not super common.
        
             | xg15 wrote:
             | I was more thinking about employment by the _VFX studios_
             | themselves - i.e., if the article is right and VFX
             | companies are already in a race to the bottom with respect
             | to the movie studios (their customers), this race would
             | likely swallow all productivity benefits that generative AI
             | could provide.
        
               | olivertaylor wrote:
               | Oh right, of course. I agree. But as with any technology,
               | new possibilities emerge. Perhaps someone will come up
               | with a new paradigm.
        
         | pwthornton wrote:
         | From what I can gather and have read, two things can be true at
         | the same time:
         | 
         | 1) Viewers can tell the difference between good and bad VFX and
         | have a lot of complaints about the quality of VFX on a lot of
         | projects. 2) Studios don't seem to care. They care about price
         | and about tight deadlines.
         | 
         | Marvel is getting criticized a lot for the quality of its VFX,
         | which has been poor at times in recent years, and a bit culprit
         | of that is that release dates are set with schedules for work.
         | But rewrites and reshoots happen, which push back when VFX can
         | do their work, but the release dates don't move. So this leads
         | to a lot of rushed work.
        
       | rcarr wrote:
       | > Now, not only were VFX houses responsible for conjuring vast
       | fictional cities, bustling crowds of tens of thousands, and
       | cascading waterfalls, but they would also spend months fixing
       | mistakes: digitally erasing visible wig lines in period dramas,
       | inserting absent props, snipping away errant strands of hair,
       | tucking in double chins.
       | 
       | Take with a pinch of salt because I don't work in the industry,
       | but I'm not convinced this "VFX for everything" approach is
       | cheaper or results in better films. I still think a lot of old
       | films blow the modern counterparts out of the water.
       | 
       | The very fact that they had to use practical effects and physical
       | film was expensive meant you couldn't just shoot unlimited takes
       | without burning through money (unless you were Kubrick who was
       | notorious for doing takes from every angle). The whole "fix it in
       | post" mentality leads to sloppy, rushed work and a lack of
       | thinking and commitment on behalf of the director and producing
       | team. See here[1]:
       | 
       | > Even after shots are exhaustively delivered, Marvel is
       | allegedly "infamous" for requesting "tons of different
       | variations" until one earns the green light.
       | 
       | and even worse:
       | 
       | > We've literally made up entire third acts of a film, a month
       | before release, because the director didn't know what they
       | wanted," one source said about Marvel in general.
       | 
       | You would never have had this back in the day. You planned out
       | your big set piece in advance and you shot it, and you better get
       | it fucking right because your head was on the chopping block if
       | you didn't. Instead, the directors and producers are now
       | offloading their responsibility to get things right on to the VFX
       | artists. Maybe the demands of HD and 4K means that such work is
       | necessary compared to back in the old days because stuff like wig
       | lines and errant hairs wouldn't be visible due to the resolution.
       | But some of me wonders if it is overproduction, which I think a
       | lot of contemporary music nowadays also suffers from.
       | 
       | Another evil is film companies refusing to create a "everything-
       | in-one-place" content model like the music industry has done with
       | Spotify, with the end result being an endless churn of content in
       | an attempt to justify the subscription over their rivals. I
       | imagine this is a contributing factor to the rushed "fix it in
       | post" mentality but I can't see why film would be any different
       | to any other industry - where taking your time to get it right
       | the first time ends up being faster over the long run.
       | 
       | [1] https://www.cnet.com/culture/entertainment/marvels-vfx-
       | artis...
        
         | slaymaker1907 wrote:
         | I think it's kind of natural for artists to demand higher
         | standards than is truly necessary, even for discerning
         | audiences. Something that many people are unaware of is that
         | even for classical music, it's standard practice to do multiple
         | takes on a given piece and the stitch together the best parts
         | in editing. However, I think I speak for a lot of fans when I
         | say live recordings are just as good if not better than these
         | Frankenstein recordings, so why bother going to all that
         | trouble?
        
           | ghaff wrote:
           | A lot of design work is like that. I'm willing to believe we
           | sometimes notice things at a subconscious level but do we
           | actually benefit from the 10 million (or whatever) fonts in
           | existence or from people agonizing for days over the most
           | subtle difference in colors you'll be viewing on a non-color
           | corrected monitor.
        
         | mcpackieh wrote:
         | Often there is a choice between not showing a thing happen on
         | screen because it wouldn't be practical/economical, or using
         | VFX. Now suppose for instance you're making a disaster movie
         | about a tsunami hitting NYC; your options are doing it with
         | scale models (which will look fake or limit you to very quick
         | shots of the disaster), doing it with computers, or not making
         | the movie at all. That sort of effect for that sort of movie
         | isn't really negotiable.
         | 
         | But when the effect isn't critical to the movie and not having
         | the effect was a perfectly valid choice? Like for instance, a
         | character throws a cigar and the director thinks it would be
         | cool to have the camera follow and spin around the cigar as
         | it's flying through the air. Maybe you could do that for real
         | with a sophisticated robot arm holding the camera, but that's
         | expensive. In a previous era, the director would forget about
         | that idea, it wouldn't get into the movie and nobody would care
         | that it wasn't in the movie. But now that computer imagery is
         | cheap and abundant, a director can have that gratuitous effect.
         | And if it doesn't look like crap when the movie is released, it
         | will almost certainly look like crap a few years later. The
         | movie would have been better off without the effect in the
         | first place. But because VFX is so cheap, it is now used for
         | nonsense like this all the time and it makes movies worse on
         | the whole.
         | 
         | One of the first movies I noticed this in was Fight Club. At
         | the start of the movie when the MC is in the office, there's a
         | long scene of the camera flying in between garbage in a garbage
         | can. It's all CGI; there would have been no way to get a real
         | camera flying around in between empty cans and donuts wrappers.
         | It's an impossible shot to do for real, but they could do it
         | with CGI. It also looks like crap, completely fake. I saw this
         | movie in theaters and it looked fake then, and even worse now.
         | In an era before CGI, the director could have settled on having
         | a macro camera pan across a pile of trash without flying and
         | twisting around inside of the trash. A real camera filming real
         | trash. It would not have been as dynamic, but it would look
         | real and continue to look real forever.
         | 
         | Basically, the cheapness of VFX seems to blind many directors
         | to cases in which less-is-more. Now we have more-is-more movies
         | packed to the brim with every gratuitous effect anybody can
         | think of and it all ages like milk.
        
       | zgluck wrote:
       | There was a very similar large thread (239 comments) last August:
       | 
       |  _Hollywood's visual effects crisis (defector.com)_
       | 
       | https://news.ycombinator.com/item?id=32421538
        
         | civilitty wrote:
         | _> The elephant in the room here is that VFX, unlike many other
         | film professions, isn't properly unionised._
         | 
         | That's really all that needs to be said.
        
           | zgluck wrote:
           | There were other nuanced takes towards the bottom. For
           | example, the one written by olivertaylor seemed insightful to
           | me.
           | 
           | https://news.ycombinator.com/item?id=32461613 (excerpt)
           | 
           |  _I work in the VFX business, formerly managing a VFX house
           | and now negotiating contracts with studios and production
           | companies._
           | 
           |  _A few random thoughts..._
           | 
           |  _There is a massive industry-wide labor shortage and a
           | massive surplus of work to be done. Artist rates are way up,
           | there are more junior artists than ever, there are more shows
           | with more VFX than ever, VFX shops are turning away tons of
           | work, new shops are springing up, investment groups are
           | buying and consolidating VFX houses to try and become big
           | players, etc. This is a boom time for VFX._
           | 
           |  _This is absolutely a (labor) seller's market. Individuals
           | and companies that are not taking advantage of this to create
           | a better environment for themselves are missing a huge
           | opportunity. There's never been a better time to quit a job
           | you don't like and find a better one. Or to start a company!_
           | 
           |  _..._
        
             | civilitty wrote:
             | _> That said, there are a number of (very large) companies
             | where it is absolutely normal to work 6 days a week 10 to
             | 12 hours a day. This is not a secret, it's been very common
             | for a very long time. Personally, I wouldn't work for a
             | company like that._
             | 
             | Says the former manager of a VHX house who now negotiates
             | with studios... he'd literally be one of the people
             | responsible for this situation.
             | 
             | It's a shortage of employers willing to pay workers. Thats
             | why they cant get enough artists
        
               | olivertaylor wrote:
               | Not really. I've never worked for a studio that treats
               | people like that, and wouldn't. And I've been in a unique
               | position to see how these situations unfold. It is very
               | complex, very fluid, and difficult to manage. I think the
               | bottom line is just that it is too difficult to do
               | correctly for most studios (people).
               | 
               | However, you are correct in that people in my position
               | are often at fault - but executive leadership ALWAYS
               | signs off.
               | 
               | The labor shortage situation has changed a lot since then
               | but it was never a wages problem. I knew people at
               | studios offering double their standard rate who still
               | couldn't find enough qualified people.
        
             | gwern wrote:
             | There are similar comments in OP about salaries and
             | changing expectations/demands by labor discovering its
             | negotiating power, but it's buried at the end so no one is
             | reading that far.
        
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