The effects houses bend over backward to keep Marvel happy

Wednesday, July 27th, 2022

An anonymous VFX artist notes that working on Marvel shows is really hard:

When I worked on one movie, it was almost six months of overtime every day. I was working seven days a week, averaging 64 hours a week on a good week. Marvel genuinely works you really hard. I’ve had co-workers sit next to me, break down, and start crying. I’ve had people having anxiety attacks on the phone.

The studio has a lot of power over the effects houses, just because it has so many blockbuster movies coming out one after the other. If you upset Marvel in any way, there’s a very high chance you’re not going to get those projects in the future. So the effects houses are trying to bend over backward to keep Marvel happy.

To get work, the houses bid on a project; they are all trying to come in right under one another’s bids. With Marvel, the bids will typically come in quite a bit under, and Marvel is happy with that relationship, because it saves it money. But what ends up happening is that all Marvel projects tend to be understaffed. Where I would usually have a team of ten VFX artists on a non-Marvel movie, on one Marvel movie, I got two including myself. So every person is doing more work than they need to.

The other thing with Marvel is it’s famous for asking for lots of changes throughout the process. So you’re already overworked, but then Marvel’s asking for regular changes way in excess of what any other client does. And some of those changes are really major. Maybe a month or two before a movie comes out, Marvel will have us change the entire third act. It has really tight turnaround times. So yeah, it’s just not a great situation all around. One visual-effects house could not finish the number of shots and reshoots Marvel was asking for in time, so Marvel had to give my studio the work. Ever since, that house has effectively been blacklisted from getting Marvel work.

Part of the problem comes from the MCU itself — just the sheer number of movies it has. It sets dates, and it’s very inflexible on those dates; yet it’s quite willing to do reshoots and big changes very close to the dates without shifting them up or down.

[…]

The main problem is most of Marvel’s directors aren’t familiar with working with visual effects. A lot of them have just done little indies at the Sundance Film Festival and have never worked with VFX. They don’t know how to visualize something that’s not there yet, that’s not on set with them. So Marvel often starts asking for what we call “final renders.” As we’re working through a movie, we’ll send work-in-progress images that are not pretty but show where we’re at. Marvel often asks for them to be delivered at a much higher quality very early on, and that takes a lot of time. Marvel does that because its directors don’t know how to look at the rough images early on and make judgment calls. But that is the way the industry has to work. You can’t show something super pretty when the basics are still being fleshed out.

Comments

  1. Bob Sykes says:

    A large majority of modern films are based on comic book characters and story lines. But back in the 30′s, 40′s, and 50′s the sources were novels and the older myths. We even had major writers like Raymond Chandler, Samuel Hammett, Harlan Ellison, Harold Pinter, F. Scott Fitzgerald, and John Steinbeck as screenwriters. That was the Golden Age of film, not coincidently the Studio Era, in which the studios controlled the actors and writers.

  2. Gandydancer says:

    Sounds like the beef is with the visual effects vendors who are staffing their projects at a level which would give them a profit despite their under-bids if only they could bring them in without paying excessive overtime or otherwise throwing additional resources at the effort. And you can scarcely blame Marvel for taking advantage of a tendency to under-bid or fall blacklisting a firm that falls on its face. Pushing back a rollout is bound to be disruptive and expensive.

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