Comment by DrewADesign

2 days ago

With almost no exceptions, movies are never made by small teams beyond the student film level. Even then, dozens of people are usually involved in some way. Writing, acting, score, foley, editing, distribution, graphic design, color grading, wardrobe, effects, lighting, cinematography, scheduling, props, location scouting, set decoration, casting, mixing… the list goes on. Any one of those things sucking badly enough can make the whole movie suck. And that’s kind of the point with a lot of this stuff. I know from having plenty of experience on both sides of the fence that tech folks often don’t realize that most non-tech roles are as-or-more difficult than tech roles, many requiring years of hard-won expertise, and directly contribute far more to the outcome than they imagine.

When I say small I'm referring to anything under 50 people. Maybe you could go as high as even 100 without needing a ton of bureaucracy. I think a lot of indie films have teams under 100.

Not to mention smaller (successful) production teams are often comprised of veterans of the industry who have worked on large scale productions and bring that knowledge set with them. Same with many indie games. You have to play with the big dogs to understand what is and isn’t necessary for a product. You can’t just walk in with a plucky attitude and a dream unless you want to waste a lot of time and money.

The part that is also usually glossed over is how exploitative the production is (low pay/awful hours), even if it’s sometimes self-inflicted.

  • > bring that knowledge set with them

    Not just knowledge but personal connections for favors. “Hey, [talented editor] it’s [famous DP], do you think you could tame a crack at this scene in your spare time? I’m trying to make something out of nothing and I’m positive you’ve got the chops.”

    I don’t think anyone could reasonably call any of the exploitation self-inflicted. You have to take shit work a lot of times because a) nothing else is available and you still need to eat, or b) that’s the only way to get your foot in the door for the chance of being slightly less exploited. Unfortunately the industry collapsed when I graduated school as a career switcher getting into Houdini simulations. The software skill set is utterly devalued on the open market. I couldn’t get exploited if I wanted to. Now I’m a union tradesman. ¯\_(ツ)_/¯

    • I worked in the industry for over a decade and unfortunately it is very exploitative :/ i’ve watched line producers pressure production assistants, the lowest of the low on set, into lying about their hours so they don’t have to pay them OT under the guise of “being team players.” Lots of nonsense like that, mostly on non-union gigs.

      The self-inflicted comment is a bit tongue in cheek because they do it to their own production to effectively “crunch” (to use video game parlance) but they also crunch themselves in the process. Difference is they have way more to gain. The sound mixer on an indie darling isn’t getting much out of it.

      5 replies →