So Long Autodesk Shotgun
thejackjam.medium.com
thejackjam.medium.com
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.
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.
I'd hardly take the edge case of the industry (not exclusive to VFX) and say that it's representative of the norm.
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.
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.
Read up on the sausage party scandal
https://variety.com/2016/film/news/sausage-party-animators-u... overtime-1201838425/amp/
The animators were even reluctant to raise objections over fears of being blacklisted.
That implies norm. I know there's been several issues throughout the years at various studios, but those have largely been exceptions not the norm thankfully.
https://en.m.wikipedia.org/wiki/Sausage_Party
the Working Conditions section covers the controversy over pay and conditions.
edit the article you refer to without any Google AMP nonsense (sorry for not catching that before) https://variety.com/2016/film/news/sausage-party-animators-u...
Most projects in embedded devices are exactly the same.
- a price tag is fixed by negotiation around estimates
- more and more stuff is pushed to firmware and software
- everyone works way more than they should to deliver in time
Embedded systems usually the scope doesn't change nearly as much after the SoW, where movie is very creative/subjective and it can change every single week.
I worked in both industries for ~5 years, in VFX now
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.
Asset management is not as built in but there is some infrastructure there that can be leveraged.
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 £25-35k, but per seat licenses of some software is £1-5k.
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.
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.
Really lovely metaphor.