Wednesday, July 13, 2022

A CGI Pickle

CGI is one of cinema’s most undervalued components. Despite being ubiquitous with modern-day film, thanks to ease of use and relative affordability, it often feels overused and misused. It doesn’t help that its artists have a history of being treated poorly, such that this was called out at The Oscars. And the situation hasn’t improved since.


It’s now reached a breaking point, with many VFX artists expressing disdain with film studios, particularly Marvel, about their abusive behaviour. Many no longer wish to work on MCU ventures, and some have announced a boycott. I don’t blame them, but it’s left me torn. Because while the complaints are legitimate, the internet film community has used this to unfairly pin the blame on Marvel alone. Especially when this is systemic.

Now, I don’t want to use this piece to express my thoughts on The MCU’s latest. I’ve liked Phase 4 quite a bit (with one exception), but focusing on it here is selfish. I also don’t want to detract from the grievances of the mega-franchise, even if many of them feel petty. Rather, this is me pontificating about the problem, as well as how to fix it. Okay?

Firstly, how did we get here? Despite CGI having its roots in the 1950’s, it didn’t see a surge in popularity until the 1990’s. With computers catching on, Hollywood took note. What once required intense makeup, sculpting and planning with practical effects teams, at the expense of time and money, had become streamlined. You could create, recreate and duplicate something for a fraction of the effort! It was almost too easy!

The keyword is “almost”. While practical effects work was time-consuming and costly, it was proven. The crew who worked on them were also unionized, so they were ensured better pay and hours. VFX teams, however, were easier to use, but also easier to exploit. And while CGI has improved over the decades, thanks to advances in technology, the conditions of its workers haven’t. And it's showing.

You read that correctly. I don’t know the full details of the VFX industry, since I’m not in the field, but I know that its workers have been complaining for a while. Crunch, rushed deadlines, subpar pay and employee burnout were known for years, and job retention’s suffering. Who wants to do something that’s always draining, even if it’s something you love? I don’t!

You know how bad it’s gotten? “Bad” effects have a history of being hidden with poor lighting, so to camouflage them. It’s a trick digital artists have used for decades, especially given restrictions of technology. But that’s not working anymore. Mistakes and unfinished details are bleeding through, and it’s noticeable. And while I can excuse most of these mistakes if the writing and characters are good, I have limits.

I’ll address the elephant in the room: yes, this is a problem with The MCU. For the budgets these movies have, you’d expect pedestrian errors to not keep surfacing. But it’s not exclusive to The MCU. Plenty of big-budget films have these errors. Like I said, it’s systemic.

Either way, this is why many artists are burnt out. It’s one issue meeting a schedule, but it’s another meeting two in a row. Or three. Or four, or more. When you combine these with the lack of reasonable pay, it’s no wonder so many have reached their breaking point.

I feel dirty writing this. The MCU takes so much undeserved flak that ceding to the detractors is gross. But I must. I enjoy The MCU and don’t find it tiresome yet, but I’m also an artist. And I’m human. When you put those together, it’s hard not to care.

What can we do? I won’t suggest dumping The MCU altogether, as it’s largely keeping movie theatre chains alive right now. But ignoring the problem won’t make it disappear. Marvel’s a corporate entity, as are other studios. And by not being critical when there are obvious problems, you perpetuate the cycle of abuse.

Instead, I’ll suggest some tangible solutions. For instance, pay VFX artists better. They need to finish their projects, and money helps. If anything, money’s a great motivator! Seriously!

Another one is reducing demands. Going back to The MCU, there were 9 projects from last year. And we’ve already had 4 this year. Ignoring the varying quality, that’s a lot. Considering that we were getting 3 a year before the pandemic, 9 projects is a massive jump. It also makes them feel less-special.

Then there’s unionizing. I’m sure VFX has a union, but it’s not strong right now. It needs a bigger and louder voice, as that’s been proven to help workers. Sure, not all unions are equal. And sure, unions can abuse power too. But the benefits outweigh the pitfalls, so I’d call it an overall gain.

Finally, listening to VFX workers is crucial. Remember that Oscars speech? It was drowned out by the theme to Jaws, demonstrating that no one really cared. But they should, or more mistakes and burnout will happen. So long as the industry exists, its grievances need validation.

Bottom line, we need to respect CGI’s existence more. It’s fun to watch and exciting to discuss, but it has limitations. It also needs to be better maintained and credited. And I don’t mean adding people’s names to the credits of movies. I’m talking better pay, better hours and not blowing off employees. These complaints didn’t materialize overnight, and they won’t simply “go away” overnight either.

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