Showing posts with label salaries. Show all posts
Showing posts with label salaries. Show all posts

Friday, November 30, 2012

DD cutting wages, VFX Union update

Hmm, maybe part of this should be done as a title crawl against a star field.

Digital Domain, one of the largest visual effects companies in the U.S. has been going through some rough times. They were purchased by an investor a few years ago and went public a year ago with the mentality of creating an animation group to make their own movies (the IP that everyone says will save a visual effects company) along with setting up a school for visual effects students in FLorida with students paying tuition to actually work for free on some of the projects Digital Domain Media Group was planning to make there.  They chose Florida because they (John Textor, head of DDMG) was able to talk the state and local governments to pay for much of this. And of course that all fell apart and the company went bankrupt... but not before they were able to sell the core of Digital Domain, it's visual effects company, to Galloping Horse (a media company from China) and Reliance (a huge company in India).

And of course this last week the employees there were given ultimatums to work at reduced salaries or consider themselves resigned. They have to decide by Monday. Evidently this applies to even those with contracts and at all ranges of jobs there. This occurred while they are working on large Hollywood projects.

Why was this done? I'm sure 'business' people in the acquiring companies looked at the numbers and wanted them to be even better. The easiest thing in the world to do for company management is to lower wages. That avoids the time and hassle about thinking about how to cut waste and how to be more efficient. Focus on the short term, ignore the long term issues. Forget the fact that the most important part of a visual effects company are the employees. Otherwise it's just a building with computers which anyone can setup.

I'm sure over a year ago most people working there thought everything was going reasonably. Not great and with need for improvement but at least they had jobs and DD was still in a reasonable place. No one would have predicted what actually happened this last year.

Those who signed on to work on the animation project and the 2D to 3D conversions and moved themselves and their families to Florida had no idea the rug would be pulled out from under them with no notice.

Those working at DD in Venice would have no idea that their company would go into bankruptcy and acquire new owners.

Those working at DD had no idea they'd be asked to reduce their wages out of the blue while working on a project.

I'm sure those working at Sony's New Mexico facility had little notice before that was closed. Or the Sony artists who were told they could work in Vancouver or quit.

And Double Negative recently laid off quite a number of people that didn't expect that to happen.

I think the key lesson here is no matter how safe you think you are, even if you're with a large company, even if you're in an area with plenty of film incentives, you may find the rug pulled from underneath you at anytime. You can't keep your head buried in the sand forever. You can't live in a magic bubble. Your incentives will not protect you forever.

Will you be willing to move to China and work in poor conditions at a fraction of your wages? Because that's where it's all headed at this point. The Chinese company that bought DD will be using it to train people to work in China.

And yet most of this seems to fall on deaf ears. According to many commentors on other forums they have no issue moving every year and dragging their families with them for no logical reason. Good luck with that.

In a short time most visual effects artists will have to make a decision if they haven't already.
Those at DD will have to make this decision by Monday.

1. Suck it up, roll with the punches and let the companies and studios disperse you randomly around the world for whatever wages and working conditions they choose.

2. Quit. Give up what you love. Go into something with more stability and less crazy hours.

3. Stand up and do something. Speak up. Group together. Stand together. Join a union. Think of better solutions.

Starting a visual effects company is not a solution.

Welcome to the new world order.

Site by and for Digitial Domain artists in regard to this issue

From VFXSoldier  Digital Domain pay cuts
From this blog VFX Artists don't need to be taken advantage of


DD Info from VFXSoldier
Digital Domain purchased
DDGM files for bankruptcy
Digital Domain financial problems
 From this blog:
Digital Domain plans to have paying students make up 30% of work force

Visual Effects Industry overview
Pass me the nail
Waiting
What Happened?

--------------------

Reminder for those in Southern California tomorrow:

Understanding Unions: The Good, The Bad & Unknown Of Forming A Visual Effects Collective Bargaining Organization


Be sure to RSVP at VES Event page


Saturday, December 1, 2012 from 9:30AM to 12:00PM
Los Angeles Film School Theater
6363 Sunset Blvd., Los Angeles, CA 90028

Hopefully it will be clear and informative and not be rants about the auto industry and other chestnuts.


[Update 12/3/2012  fxGuide has a write up of the meeting. Video should be available at some time in future at the VES website for members. And yes, the auto industry was mentioned.]

Maybe they'll have pins tomorrow


Related:
Visual Effects Guilds
Visual Effects Union, Take 2
Unions, the Middle Class and Visual Effects
Using the nail
Unions, VFX working hours and environments
How do these things tie together?



Saturday, August 27, 2011

VFX Wages Discussion

This post is in response to a comment on a previous post.  See this post and follow the comments there for the full original comment. (Toward the end from Anonymous) Unfortunately once I wrote this response it was bigger than a comment could be so I've done it as a post.

Here's part of that comment (focused for this post) but request you read it all to see it in context:

"Here is my thought on this: We got greedy.


During boom times artist rates went up and up. I now make more money than most doctors. I know plenty of others who do just as well. We are the most expensive part of production on most films. While single individuals may get larger paychecks- the director, producer, lead actor, a massive amount of money goes to VFX.


We are too expensive. I make, on average, 5 to 10 times more than other Americans. Why?! It just happened that way over time, I didn't ever expect to be doing this well as an employee of another company. I am well beyond my own expectations."

We got greedy? I don't recall a mass rally outside vfx company offices calling for huge pay increases. I don't recall any company just deciding one day they will pay more simply because vfx workers would like more.

I'm still not clear why people are apologetic for being paid above a national average as if it were a sin. Especially if you're actually a skilled and knowledgable worker creating something or performing a real service that will ultimately be very profitable. According to some of these people we're all so well paid none of us should get health care or any other benefits.

I'd like to think that decades of experience in a very difficult creative and technical industry would amount to something. That the time and effort put into keeping up with quickly changing software, images and techniques would be of some value. I'd like to be paid more than I was 20+ years ago. Some movies makes hundred of millions of dollars (and some even more than a billion dollars). Movies that we helped create. I'd like to think that those of us who do this are paid enough money to have a reasonable home in the cities we work in, that we can afford to raise children, that we don't have to worry about health care bills, that we don't have to scrape the bottom of the barrel to try to retire one day, and that we we're paid enough so we don't have to worry if we don't get a call for a project next week. Is that being greedy? I don't think so.

There will always be people who make more than you and people who make less than you. Bill Gates isn't always the top of the list. You may not have  made any money last year but there's likely someone who hasn't made money for the last 2+ years.

The average US CEO of a public company makes over $10 million a year. [To put that in perspective many CEOs earn as much in 1 day as a typical US worker does in an entire year. 1 Day] Are they that much smarter? Harder working? Working longer hours? From my experience you could actually replace most CEO's with a rock and it wouldn't make a bit of difference to the bottom line since it tends to be the workers and managers that handle the actual running and in many cases the non-CEOs are the ones that are forward thinking. (Steve Jobs is a rare exception)  I suspect many of these CEO's have assistants that probably make more than a CG supervisor. At the other end of the spectrum are people working multiple jobs cleaning toilets and digging ditches just to try to make a living for themselves and their family. There are some teachers and regional pilots that make less than the poverty level of income. Is any of that fair? No, but all we have at most is a tiny bit of control of our own wages.

I know someone who works in non-vfx that probably puts in half the hours I do and is paid 2-4 times what I make. I know a non-vfx software engineer who was very well paid at a permanent position. More than you are. He received a $300,000 bonus when they shipped on time. When was the last time you got paid a bonus? Any type of bonus? [Supreme Court Clerks now receive over $280,000 signing bonus when they go to work at a law firm.] Most of the time people put in an incredible number of hours at the end of a project and may not even receive a thank you from the company. If the company is really feeling up to it they might have a wrap party as a thank you.

Drive around Los Angeles and look at the pricing of homes in areas you wouldn't mind living in. Base price of a reasonable house (small 2 bedroom) in LA is over $800,000. Many start at $2 million and go up. There are a lot of people in LA making a lot of money and they're not vfx people. Do you think all of these people are going without health care and pensions? Do they all feel guilty?

We are the most expensive part of production on most films.
Well we’re a large expense IF the show is a VFX show.  I’d hardly call vfx the most expensive part of most films. Most films don't have extensive vfx. Most films burn through $100,000-$300,000 per day while shooting. Most films spend tens of millions of dollars on advertising and promotion. Most films employee at least some actors making $2 million to $20 million. On most of the vfx projects I’ve worked on, vfx typically use less than ½ the budget, in many cases 1/3 to ¼.  Published movie budgets are seldom accurate.

While single individuals may get larger paychecks- the director, producer, lead actor, a massive amount of money goes to VFX.”
I cover a few other people below. You act as if it’s our fault and something we should be ashamed of. A studio chooses which projects they feel will make money in the box office. Most of the top 20 moneymaking movies have made extensive use of vfx. It wasn’t the only reason for their financial success but vfx is part of the reason and with some films, it’s very high on the reasons. The studio chooses to make a vfx film. It’s not something we’re pushing on them. A studio makes tradeoffs and may choose to spend more on vfx than on A actors on some projects and just the opposite on other projects. And the thing about vfx is it’s not just one person.  You’ve lumped in all the vfx people costs (which can be hundreds of people) against individuals. When you compare the costs of a full shooting crew on a large vfx movie (including 2nd unit and all the support teams) shooting for 6 months then it’s a much different balance between the ‘expensive vfx crew’ and the shooting crew. The live action crew can be just as expensive, if not more expensive.

Film business: In addition there are quite a few others in the film business making above the national average by week/day/hour. Studio executive, jr executives, editors, DPs, production designers, stunt supervisor, special effects supervisors, sound mixers, DI colorists, etc.
I haven't checked salaries lately but suspect most of the crew make above the national average as well. And why do people make good money in Hollywood? Because they're working on large projects with very good profits if done well. A VFX heavy film will likely make hundreds of millions in profit if done correctly. These people have developed skills and experience that can't be simple bought or learned in a course. They go from project to project so they're not permanently employed. They freelance. They have to be paid more simply to average out and be able to afford the same thing that someone is permanently employed can afford. They put in long hours. Shooting days are 12hr days. Shooting weeks can be 5-7 days. They live in LA and similar areas where the cost of living and housing is above the national average.

Realize the national averages really haven't gone up much in the last 20-30 years.  Most pay has been relatively stagnant with 2% increases a year, if that. Even while many companies have become much more profitable. So where does the extra money go to? The CEO, upper management and shareholders. CEO's 30 years ago made approx 30x their average employee.  It's now over 300x. GE made record profits last year. Paid no taxes. What do they want to do? Cut wages and benefits of their workers.
Why were Verizon workers on strike? Verizon is making very good profits, paying their upper management very, very well and not paying taxes. And yet they're still asking their workers to reduce there benefits. "That loss of health benefits and other givebacks in the proposed contract would net Verizon annually about $1 billion, or $20,000 per worker, according to the unions." ref  And these are benefits that had already been agreed to by both sides and awarded. Now the company wants to reduce them.

From the sounds of it you're in a very sweet spot.  You seem to be permanently employed, paid a very high salary and get paid overtime. "I now make more money than most doctors." Really? You make more than most doctors? What you’re describing is not the average or typical for the majority of vfx workers.

If we're going to even try to compare any of this to the national average there are a few things to do. So let's take a look at what an average vfx worker deals with. First calculate rates 1 1/2x for over 8 hrs and 2x for over 12 hrs to work out an average 40hr week. Most of us work 50 hrs to 90 hr weeks but for comparison we have to put it relative to a 40hr workweek. Don't forget those who work a flat rate (no overtime pay). Use the same formula and see how that works out, especially once you hit 90hrs+ a week. VFX workers who do work a lot of overtime end up sacrificing time with their families and their health in the long run that many other jobs do not.

 "So many of my friends are unemployed right now."
Even at ILM it was common for people to be laid off for 3-6 months during the 'slow' periods and now we're seeing people go for even longer stretches.  So cut the cut the pay period from 12 months to 6-9 months. Now calculate a yearly average or 5-year average.

Oddly when you take that high salary and try to stretch it from 6 months to cover a year, it doesn't look nearly as large. And in the case of most vfx workers there's no guarantee when they will be re-hired. It may seem like the perfect time to take an extended vacation but if you don't know whether you're working again in a few weeks or a year from now it's hard to plan.

Now not everyone in vfx is covered for health care or pension. Even if they were covered if they're off for an extended time or have to switch companies they have to start over. So calculate in the cost of Cobra insurance or self-insurance.  Also calculate a pension fund. Not cheap. And we're adding this because most full time jobs include these as part of their compensation.

If a vfx worker has to work outside of town for a given period and has to cover related expenses (travel, boarding, phone calls, etc) then deduct those as well from the vfx wages. A percentage of non-vfx workers work for companies that offer other benefits. (Discounts on products, discounts on services, profit sharing plans, stock options, bonuses, etc) So now compare the full compensation package of the national average with the average vfx worker and what it costs to create that same level of benefits.  That average vfx salary that may have looked huge on the surface is likely to be much closer to the national average than it first appeared.

Are there 1000's of people who could do what you do? Can they step into the job you're currently at and do just as well? Do you have years of experience, expertise and skills that means you're much more likely to do something much faster and to avoid the pitfalls? Do you have to take responsibility for the project or a team of people? Do you have to manage people? Do you save money for the company even with your salary?  When I work I don't feel bad about being paid well because not only do I accomplish what needs to be done I usually end up saving the vfx company or studio a few times my salary just on avoided expenses. (Avoiding or minimizing costly sets, having the option not to travel the entire cast and crew halfway around the world, improving the pipeline, minimizing the amount of overtime that I can, doing multiple tasks, doing my own mockups, etc)

Companies can and do at times hire poor employees/managers that not only don't accomplish what they need to but that cause losses by making bad decisions. In the end the roto and paint team may have to solve problems because of mistakes made early in the process.

So how does this all work in today’s vfx world?  Yes, workers in China and India are paid less but they typically have a lower cost of living. And even in these places as the workers get more skills and experience their wages are going up.

Why don’t all vfx workers in California cut their wages in half?  Certainly that would have an impact and counter the imbalanced tax incentives? Yes, but probably not in the way most people might expect. First, many vfx companies would be unlikely to pass all of that savings on to the studios.  They would want to keep some to increase their profits and increase salaries of their management. Second, the studios would ask the vfx companies for even lower bids, because after all, the workers cost less.  Those places in other countries and areas would be forced to follow suit because the companies that employee them and the studios would point out those in LA don’t make as much. End result could simply be evenly lower bids with the tax incentives still in place and the work still going else where. And now everyone is paid less.  Doesn't seem to be much of an advantage.

Why did we end up with the salaries in vfx that we do?
It just happened that way over time.."  Nope.
First off there is no standard.  People tend to assume there is because some of the bigger companies have somewhat similar rates. But without a union there’s really no standard rates and people doing the same job at different companies (or even within the same company) could be paid drastically different rates. (and of course different locations and countries differ as well).

Companies don’t just randomly choose to pay a higher rate for workers. Nor do they tend to volunteer to pay increases and other job incentives.

One of the reasons why people are paid the amount they are because when digital vfx started it was made up mainly of union people. ILM was all union when I went to work there. Say what you will about the unions but the fact is in many industries you’re paid a reasonable rate because a group of people organized and asked for given rates. There was a shift to digital as time progressed but many of the people shifted to similar jobs in the digital world if they could. That also meant that 2D animators (with skills and existing experience) tended to move into 3D. Once again people who were already up to speed and able to accomplish the work are worth far more than a number of less expensive people with no experience and that would require training and hand holding.

Those working in VFX are also paid what they are because similar jobs in other industries might pay well. Digital vfx were ramping up as Silicon Valley was at full speed. Whether it’s in graphic arts, software development or other areas, if companies wish to either hire someone from that other industry or want to retain people from going to another industry, then they have to pay a competitive rate. Do you think everyone at Apple, Google, Microsoft and Adobe are being paid minimum wage or even the national average?

And the other reason for the pay to be the way it is because there was a lack of skilled, experienced talent at the beginning and some companies would essentially compete to get key people. The result is there was a spike at one point but much of that has already been scaled back. Will there be more scaling back in the future? Possibly.

But don’t forget the US Justice Dept found that there was collusion between ILM and Pixar regarding non-competing for animators. So that created artificially lower rates for animators and prevented some opportunities for them.

As stated the reason why the rates are where they are elsewhere is due to the rates that have been paid to key vfx people in California. We’re now seeing a flood of vfx students trying to be employed. Many of these people are willing to work for anything, including free and minimum wage. Some would be happy to pay the first year if necessary.  What they don’t understand is by working free or cheap they can end up pushing all wages down, including their future earnings. They may find next year, once they’ve gained more experience, they aren’t given a raise simply because this years batch of students are willing to work for even less. And some producers prey on these types of people and employ essentially students to do their work for free or cheap.

The point here is that we should be looking for solutions to the problems of the vfx industry. Outsourcing and tax incentives are some of the problems. Overtime and overtime pay is another issue. Being forced to be an independent contractor is another problem. I'm sure we could list many more but I'm hoping we focus discussions on potential solutions; throwing out and discussing possible ideas. Simply shrugging our shoulders and saying "woe is me" is not a solution.

It's not easy. This is a global problem but hopefully we'll be able to come up with some ideas to balance this out.

Thanks.

Monday, September 06, 2010

Friday, May 14, 2010

VFX Wages

One of the issues discussed in relationship to the town hall meetings (besides hours worked) is the wage issue.

Certainly a number of people who search visual effects on the web are looking for salaries.

Salaries for VFX vary a lot.  Much depends on if you’re freelance or at a facility full time.  It of course also depends on where in the world you’re located.  Since there is no standard and no VFX union there is no minimum or set salary level or range.  There’s no actual criteria or testing for different levels of qualifications or pay levels.   Someone in the next cubicle could be paid twice as much as you and half the experience.  Most of the vfx companies try to maintain a range of salaries for different positions but if they’re in a bind on a project and have to rush to fill seats they can make some unbalanced employment agreements.

To become a VFX supervisor you could just make up cards and call yourself that.  A supervisor could make minimum wage at some tiny place in the middle of nowhere doing all the work themselves or they could be making what a Director of Photography makes on a large project.

Check on Craig’s List.  There are plenty of vfx jobs that pay nothing except possible credit on short film.

There is a site:  vfxwages.com where people can enter their salaries so you can see the values.  This allows you to be aware of what others are being paid for similar work.

[Update: glassdoor is another site that provides some wage information sharing and company reviews.
VFXSoldier has a post and link to salary listings as well. Click here for the link.]

At first glance these salaries can look high and be very promising but consider a few things:

1. Most vfx jobs are ultimately freelance.  It’s possible you may keep working a few years at a larger company but just as possible they have a slow summer and you could be laid off for 6 months.  Even at the large companies they tend to lay off large numbers of people every year and re-hire as the work comes in. Companies tend to show much less loyalty to their employees than the employees show to the company.

This is also the reason why most of those in the film business are paid higher than the equivalent person might be in another business. They may be employed for a week and then may get another project immediately or wait weeks/months until the next project comes along.  There’s always the need to hustle to get your next project  and unknown when it will happen.  Many freelance VFX supervisors have agents.   Although not the norm some Flame operators and other vfx artists have agents as well.  This can be useful if they do a lot of short term freelance type of work.  Of course the agents are looking for someone already established that could easily be hired on a project. An agent takes 10% so that's worth considering.

2. You’ll have to go to where the jobs are.  That means moving to a city.  For those in the U.S. it may mean going to another country to work.  (I’ll cover globalization in a future posting)

3. These listings tend to be for experienced people.  If you’re just starting out you’ll likely start at a lower amount.  Also know there aren’t enough jobs for all the VFX students that various schools are producing  and here in the U.S., more of the starter positions may be outsourced.

4. These jobs may or may not include health insurance (and certainly different levels of coverage) or any forms of retirement.   Even if they do include these you may have to work a few months to qualify.  If the project is only 4 months of work but it takes 3 months to qualify it doesn’t really provide much.

5. Most VFX companies are located in cities where the cost of living is much higher.  (Housing, insurance, transportation, etc)  A house in LA can be 5 times the cost of the same house in the Midwest.  Quality of living also plays a role since you may be spending another 2 hours a day on the road in some places in addition to the long hours.

(Just added these last items since I missed them in the first posting)
6. What are the hours and is overtime being paid and if so how is it calculated?  Some positions and companies may not pay any overtime but expect employees to work it for free or for the same amount as their regular time.  Only local laws may provide some relief here.

7. Be aware that some companies hire vfx artists as independent contractors.  As such you aren't covered by any many of the laws that protect individuals (overtime, time spent, salary, health coverage, etc)
As a contractor you also need to deal with a lot of paperwork for the federal, state and city governments including paying all taxes and having your own insurance.  Hiring people as independent contractors is usually cheaper and easier for the vfx company and puts much more of a burden on the the artist.

Update:
Another link worth checking:  Wages in vfx, animation and games

For wages for vfx supervisors see this posting and go to the very end.

Friday, April 02, 2010

Unions

(I’m not a lawyer or a representative for a union so take this with the grain of virtual salt. As always I’m trying to provide a point of reference and possible ideas to discuss.)

There’s been a lot of talk recently regarding having a visual effects union.

I’m in the International Photographers Guild as Director of Photography. There is no VFX Supervisor category. When I started on Close Encounters all the vfx jobs were union. All cameras in the facility were operated by someone in the camera union. This included the motion control cameras, optical printer, animation stand, matte painting camera, and included the line up people. (The line up crew prepped the film for the optical printer along with work forms for the work). Animators and roto people were in the animation union. (There wasn’t a lot of roto in those days since it was such a time consuming task to trace, paint and shoot) The modelers were covered by the props/models union. And even the matte paintings were covered by an art union.

When we started Dream Quest all co-owners, including myself, were union but we didn’t initially set it up to be union. For a small shop it was difficult to deal with the paperwork and requirements of the union. However most of the studios were unable to source out large work to non-union companies since they themselves were signatories to the unions. So we setup Dream Quest Images as a union shop and hired all union people.

When I went to ILM it was all union as well. Local 16 in that area handled everything. Stagehands working in the opera in San Francisco or model builders at ILM were all covered. With the introduction of computer graphics the positions and union requirements became a gray area. Those CG people who were new to the business didn’t see much point in joining a union. Why did they need to pay the union a few hundred dollars a year in dues? They were working and the sky was the limit. Besides the company was making very attractive offers to not be a union employee and other CG companies weren’t union either. And thus began the backslide.

In the early days of computer graphics there were a limited number of animated and others so they tended to be offer great packages. Those days are over.

What a Union Offers
A union represents a number of skilled artists or crafts people working in a particular field or industry. It has strength in numbers that single artists do not have. Look at the writers strike from a couple of years ago. The majority of writers voted for the strike and most new film and television work shut down. Many shows on TV went into re-runs. The writer’s union negotiated with the studios to try to get better wages.

During the vfx work for Journey to the Center of the Earth the main company stopped paying people at a certain point toward the end with the promise that the payroll checks would be coming soon. They never did. Many artists took great losses and the Canadian government stepped in as I recall and the artists received a percentage of their back wages (but far from what they were owed). Had that been a union shop the union shop steward or anyone of the employees could have called the union and informed them a payroll had not been met. The union would then contact the company and tell them they were in violation and would need to pay the employees within a day or the union would request all union workers to stop. That’s how you get a businesses attention. I’m sure there were artists who went to management and complained but unless you can say that the entire company will be shut down, a lone voice is usually ignored by company management. The union has leverage.

VFX companies can try many tactics to avoid paying people, reduce their taxes or to avoid local restrictions. A supervisor and vfx producer are usually deemed as management along with any leads or dept heads. This avoids these people qualifying as standard employees under the state law. This allows the companies to consider their pay to be a salary and to not pay overtime when working late or on weekends. The theory being that we controlled how much we worked. The reality is the vfx company determined the amount of overtime required, many time out of the hands of the vfx supervisor or producer. The studio may have major changes or another show in the vfx company caused a delay, which now requires overtime to make up on this show. A company may request you sign on as an independent contractor. This avoids them having to deal with many tax and employee issues required by the law.

A union allows a freelance employee (as are most film people) to work at different companies and know that he or she will receive the same working conditions and wages. Look at camera assistants. They may be on a commercial shoot for a day on Thursday and the following week be on a different spot or a feature film.

When you work at a company you may have a health care package and a 401k. The problem is if you’re freelancing (i.e. when they lay you off) and you move to another company now you have to start all over again with a different health care company and 401k package (assuming the company offers any of that). With the union that’s all taken care of. The companies pay into the union funds so the union members have health care and pension.

The union spells out the different job types and levels along with the wages for those. In the camera union there’s film loader, 2nd assistant, 1st assistant, etc. Remember these are the minimum wages that a union signatory can pay. A skilled union artist can receive more than union scale. In the vfx industry there is no minimum and no standard of wages. The person who just started next to you with no experience may be making twice as much as you just because they were a better negotiator and the company was in a pinch. Certainly those just out of school are more than happy to make any type of money in a field of interest to them. Some companies hire less experienced and less expensive people just to cut corners. They lay off people who may have been working for years simply because they could hire three new comers for the price of a skilled person. The quality of work will suffer but they make the department leads take up any slack and try to get the new employees up as quickly as possible. These new employees will be fine with working the coming weekend, possibly without pay. Hey it’s new, it’s fun and they’re single so no real issues. Just a few years later they’re making better money and starting a family. Whoops, you’ve been laid off because the company just hired some cheaper people. There tend to be minimal lays about these types of tactics. Once again the union tries to keep this more consistent.

The union calls out working conditions and wage increases. (I haven’t confirmed these numbers so use as a guide only) After 8 hours it’s 1 ½ times. After 12 hours it may be double time. At a certain point it becomes double golden time. This cost increase prevents companies from making a habit of working people long hours for little money.

Companies need to provide meals and ½ hour mealtime or need to provide sufficient time to get a meal elsewhere (1 hr). This is to happen every 6 hours.

Workings conditions, safety conditions and turn around time (time you get off to sleep and rest before you have to work again) are covered in the union agreement.

The union worker agrees not to work for a non-union company. After all, why would union company A pay you a certain amount if you’re fine going across the street and working for a non-union company for less money?

I know some people are concerned a union will cause studios to leave the area and go elsewhere. Hey, it’s already happening without being a union and if you’re working under poor conditions or getting substandard pay it does it really matter if they leave?

One thing unions can’t do, which I know is a concern, is to deal with runaway production. Many films and tv series that would have shot here in Los Angeles in the past are now going to Canada or other places. Some of the key spots such as the Director, DP, and VFX Supervisor may travel to where ever that work is but the average film worker is left behind here in LA with no work even though they’re union.

Unions tend to have limited jurisdiction so how does this work in the now global scheme of things?

A few ideas to help level the field and provide better working conditions-

Have a Code of Practices or some sort of seal of approval. This would spell out the working conditions, but not the wages. If there were 4 vfx companies in town and 3 were officially in the program, then artists would know which company to avoid. Even better is if the studios were convinced to support the program. If a company knew they couldn’t get a piece of a studio project unless they agreed to be part of the program, they would join and clean up their act. This would also help put the companies and more level ground as apposed to cutting corners on working conditions in an effort to underbid the competition.

Establish pay rates that use universal numbers. If you go to a different city to shoot, the US Tax group has different figures calculated for working per diem per day in major cities throughout the world. You might get $150 in London and $75 dollars in Atlanta. If you sell an iPhone app you don’t set the price, you set the price tier level. A price level 1 may mean 99 cents in the US, .69 pounds in England, etc. A universal price listing could then be used no matter where you worked and actual rate would be based on standard of living, exchange rates, etc. (I’m no economist but after the last couple years I don’t think anyone else is either)

A co-op or employee owned company. I’m not sure how useful this is (having done it) but thought it should be noted. Most vfx companies started as being employee owned. And the fluctuation of workload and temp workers doesn’t tend to make this as feasible as a normal company with a more even workload and employees.

Some vfx artists, such as matte painters, are already working independently. They’re in some other part of the country or world and simply logon to pass images back and forth and to get feedback. This will likely happen more and more in the future although the speed of transferring large data and working truly with others would be a loss. This needs to accounted for in any future plans and the hope would be there would be some types of minimums so you there’s not a rush to the bottom. See all the 99 cent iPhone apps as an example when a large number of people are fighting strictly on a price basis.

The vfx companies could work with the studios in such a way the studio leases part of the company and pays the people directly. Now they have a stake in successfully getting the work done and helping to balance the changes.

None of these provide a secure future but they may help the discussion.

I also urge everyone to see Capitalism: A Love Story by Michael Moore.
Very scary look at some union and company issues but includes a few things such as co-ops.

Tuesday, January 12, 2010

More VFX wage issues

More bad news for Visual Effects Artists around the world. (and bad news for VFX vendors as well).
Keep in mind that most of the top money making movies of all time are heavy VFX movies. (Titanic, Avatar, Star Wars, Matrix, etc)

Consider joining the Visual Effects Society to help provide a more united front.


Via Twitter' from neonmarg

Visual Effects Industry gets weaker everyday

Working in China doing VFX