This document discusses the globalization of the visual effects (VFX) industry through an analysis of the film Life of Pi and the VFX studio Rhythm & Hues. It notes that Life of Pi relied heavily on computer-generated imagery produced by Rhythm & Hues, which won an Oscar for its VFX work, even as the studio was declaring bankruptcy. The document examines how the VFX industry's reliance on global outsourcing and tax incentives has led to deteriorating working conditions and a "race to the bottom" for VFX artists. It calls for policy changes and labor organizing to address these challenges.
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A Vanishing Piece Of The Pi
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Television & New Media
http://tvn.sagepub.com/content/early/2014/02/20/1527476414524285
The online version of this article can be found at:
DOI: 10.1177/1527476414524285
published online 20 February 2014
Television New Media
Michael Curtin and John Vanderhoef
A Vanishing Piece of the Pi: The Globalization of Visual Effects Labor
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3. 2 Television & New Media
the Oscar winners for visual effects (VFX) joined forces with hundreds of protestors
outside the hall to express their concern about Hollywood’s “race to the bottom”
(Verrier 2013). At the center of the controversy was Life of Pi, a film that earned wide-
spread critical acclaim and more than six hundred million dollars at the global box
office (Murphy 2012). Like most successful blockbusters, the film relies heavily on
computer-generated imagery (CGI). In fact, VFX now comprise one-third of produc-
tion spending on major studio releases and are considered as pivotal to the filmmaking
process as cinematography, editing, or costume design (Mukherjee et al. 2013). Yet,
despite the rising status of the VFX industry, it has been in turmoil for over a decade,
a situation made palpable only ten days before the Oscars when the award-winning
company, Rhythm & Hues (R&H), announced that it was laying off 254 employees—
almost a third of its workforce—and filing for chapter 11 bankruptcy (Yamato 2013a).
The news sent shockwaves through the effects community, since it was seen as a tell-
ing indicator of the precarious conditions under which companies and their employees
currently operate. Moreover, it seemed indicative of broader trends, since most of the
work at R&H would soon vanish from Los Angeles as part of a larger pattern of glo-
balization in the screen media industries.
Our essay uses multiple levels of analysis to examine VFX labor, an increasingly
important aspect of the film, television, and digital gaming industries. Our case exam-
ple focuses on the collapse of R&H, a major effects producer for Hollywood feature
films, but it furthermore points to developments in the industry overall, since many
leading VFX houses juggle a combination of film, television, and advertising contracts
to keep themselves afloat. The essay both delineates the specific logics propelling a
transnational “race to the bottom,” and it demonstrates the virtues of an integrative
multidimensional mode of analysis with respect to the globalization of creative labor.
Since the 1990s, scholars have explored the impact of globalization on various
aspects of media and popular culture, but there remains a relative paucity of research
on labor issues (Appadurai 1996; Bhabha 2004; Curtin 2003; Kraidy 2005; Morley
and Robins 1995; Nederveen Pieterse 2009; Rantanen 2005; Tomlinson 1999). A
notable exception is Global Hollywood, which provides a critical framework for
understanding the play of power between major media conglomerates and their
increasingly globalized workforce (Miller et al. 2005). Like many political economies
of media, the authors argue that Hollywood uses both commercial and political strate-
gies to assure its cultural dominance around the world (Guback 1969; Schiller 1969).
Uniquely, however, the authors also analyze the changing conditions of creative labor
in the film and television industries, contending that studio operations have become
increasingly mobile, allowing producers to scour the globe for cost advantages and
government subsidies. Moreover, by threatening to move their operations to the most
amenable location, studios both pursue economies in a global labor market and exact
concessions from Hollywood unions at home. In an important and groundbreaking
argument, the authors show how the New International Division of Cultural Labor
(NICL) is driving down wages and working conditions globally. Yet, the analysis
operates largely at the level of metatheory, and talks little about conditions on the
ground and the specific middle-range dynamics of this race to the bottom (Miller et al.
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4. Curtin and Vanderhoef 3
2005). Susan Christopherson (2006) offers a similarly expansive perspective on run-
away production in the film and television industries, noting that government incen-
tive programs and flexible modes of production have made it easier for transnational
media firms to outsource labor. These authors join Andrew Ross (2009) in condemn-
ing the increasingly precarious conditions of creative labor worldwide.
Among the forces driving these changes are local and national economic develop-
ment policies that are informed by the work of scholars such as Richard Florida
(2005) who contends that globalization has unleashed a growing competition among
cities to attract creative talent to enhance their service and information industries,
considered the most prosperous sectors of the global economy. John Howkins makes
a similar argument, suggesting that mature industrialized countries must invest in the
“creative economy” if they are to cope with challenges posed by the flight of manu-
facturing to overseas locales. Howkins contends that de-industrialization can best be
addressed by enhancing the human capital that a country has to offer. This approach
has been embraced by policymakers around the world as a justification for subsidies,
infrastructural investments, and training programs in media, computer, and design
industries, among others (Howkins 2001). Although these policies are often contro-
versial (Story 2012), some scholars have nevertheless embraced them, realizing that
a failure to take action could doom the prospects of local media institutions and fur-
ther strengthen the global grip of Hollywood. At the same time, though, they are
carefully observant of the challenges and compromises that such policies entail
(Baltruschat 2010; Flew 2012; Flew and Cunningham 2010; Goldsmith and O’Regan
2005; Goldsmith et al. 2010).
Yet, both the political economy and economic development approaches tend to
gloss over the more localized effects of globalization within media workplaces. On the
other hand, John Caldwell and his colleagues have established a body of richly tex-
tured analyses of workplace dynamics, exploring both the stylistic implications of
labor routines and the ways in which workers understand, represent, and theorize their
labor (Caldwell 2008; Hesmondhalgh and Baker 2011; Mayer et al. 2009). Inspired by
ethnographic and discourse analysis, “production studies” use specific instances to
analyze broader trends and relations of power, but they tend to stop short of linking
their analysis to a global political economy, preferring instead to offer more specific
claims about the internal dynamics of media industries and workplaces. They also tend
to be suspicious of totalizing frameworks, preferring to see power as multivalent and
capillary rather than centrally anchored by the logic of capital. Again, this scholarship
is path-breaking and highly innovative, but it rarely—with the exception of Mayer
(2011)—extends its frame of analysis to account for global dynamics.
The approaches outlined above are sometimes pitted against each other, but recent
developments suggest the necessity of adopting a multivalent approach to address the
relentless and pervasive class warfare being waged against the creative workforce in
Hollywood and around the world. We are deeply concerned by the rapid transforma-
tion of media worldwide, noting the increasing convergence of visual and narrative
styles, the ascendance of commercial values at all levels of practice, and the increasing
interconnection of media institutions within a global regime of accumulation. We do
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5. 4 Television & New Media
not see these trends as indicative of a “once-and-for-all victory” by a capitalist cabal
but rather as specific aspects of an ongoing war of position that is at once distinguished
by adversity and opportunity for the labor movement.
Our case example examines the practices and production networks of the VFX
industry, revealing the specific devices by which the NICL operates and demonstrat-
ing its impact on the cultural logics of the workplace and quotidian conditions of cre-
ative endeavor. Our research is based on information gathered from trade industry and
popular press articles, VFX blogs and social media posts, and interviews and industry
reports. It is important to note that the trends we analyze in the VFX industry are simi-
lar to those in the animation and digital game industries, and are furthermore indica-
tive of labor conditions for below-the-line workers throughout the screen media
industries. Ultimately, we believe that the only way to arrest the race to the bottom is
for government policy to both cultivate local creative capacity and ensure the health of
labor-organizing efforts. Furthermore, we believe the current crisis provides a moment
of opportunity for the labor groups to broaden their perspectives and embrace the
necessity of transnational organizing.
Our analysis approaches these issues from several vantage points. First, we explain
why Life of Pi is a particularly good example of the rising status of VFX in the screen
media industries. Then, we describe the deteriorating working conditions of VFX art-
ists.1 Third, we analyze the studio contracting system that generates aggressive bid-
ding wars and forces many VFX studios into financially precarious situations. Next,
we show how globalization contributes to the corrosive competition that accelerates a
race to the bottom of the creative economy. Finally, we suggest that solutions to these
problems will require complex transnational cooperation and solidarity among VFX
laborers worldwide.
Life of Pi’s Production
Life of Pi is a 2012 film directed by Ang Lee based on the popular 2001 novel of the
same name by Yann Martel. The book sold seven million copies, encouraging produc-
ers to explore the possibility of adapting it to the silver screen. Yet, skeptics wondered
whether the novel’s limited cast and imaginative flights of fancy could effectively be
translated to film, which led to years of pre-production development. Pi follows the
spiritual journey and self-discovery of Piscine Molitor “Pi” Patel after a shipwreck
that leaves his family dead and him stranded aboard a lifeboat with a Bengal tiger. For
the majority of the film, Pi struggles to survive adrift on the ocean, fighting dehydra-
tion, starvation, and the threat of his ferocious computer-generated companion.
Before Lee joined Pi, three other directors were attached to the project: M. Night
Shyamalan, Alfonso Curaron, and Jean-Pierre Jeunet. Jeunet had already written a
screenplay and started early visualization experiments using clay animation before
leaving the project. When Lee came aboard, he hired David Magee to write a new
script. Filming was set to begin in 2010, but Fox delayed filming at the last minute
over financial worries and asked Lee to cut tens of millions from the production bud-
get (Horn and Fritz 2012). Principal photography for Pi ultimately began in January
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6. Curtin and Vanderhoef 5
2011 with the majority of the footage shot over a five-and-a-half-month period in
Taiwan, with subsequent cinematography in India and Montreal. The film’s central
ocean scenes were filmed against a green screen at a giant wave tank constructed in an
abandoned Taiwanese airport (Caro 2012). Lee shot Pi with a budget of seventy mil-
lion dollars, and Fox 2000 distributed the film as a wide release, hoping that it could
tap the popular enthusiasm that surrounded the novel. The plan worked.
Life of Pi was a critical and commercial success. Online movie review aggregators,
such as Metacritic and Rotten Tomatoes, showed scores of seventy-nine and eighty-
seven out of one hundred, respectively. Pi was nominated for three Golden Globe
Awards and won for Best Original Score. Moreover, the film received eleven nomina-
tions at the eighty-fifth Academy Awards, including Best Picture. It took home Oscars
in four categories, notably Best Director for Ang Lee and Best Visual Effects for
R&H. The award for the latter was a bittersweet victory, as R&H management was at
that very moment wrestling with bankruptcy proceedings and an ensuing change of
ownership. VFX artists were no less ambivalent, as 500 employees and supporters
protested deteriorating labor conditions across the street from the Dolby Theatre where
the Oscars were being held. Commercially, Pi earned almost $125 million in the
United States and roughly $485 million in foreign markets, reaching a worldwide total
of around $610 million (“Life of Pi” 2013).
Pi’s production arguably represents broader trends in contemporary feature film-
making. First of all, Lee shot the film in 3D, saying it was necessary to the narrative,
but which was most likely encouraged by the precedent set by Avatar, allowing higher-
priced tickets to be sold to boost box office totals. Second, Pi included an international
cast and location filming across the world, including Canada, India, and Taiwan, tak-
ing advantage of tax incentives and cheaper labor in these locations. Third, the film
relies on computer-generated graphics for many of its key elements, including a ship-
wreck, a visit to an exotic island, the lifelike tiger, and the construction of the breath-
taking ocean that Pi calls home for the most of the film. In fact, three out of every four
shots in the final cut of Life of Pi involved special effects, most of them generated by
R&H, working under contract for Fox 2000 films.
Established in 1987, R&H is an award-winning post-production and special effects
studio headquartered in Los Angeles, California with over twenty-five years of experi-
ence in the industry. It provides services for feature films, advertisements, and other
screen media. The studio won three Academy Awards for Best Visual Effects, includ-
ing Babe (1995), The Golden Compass (2007), and 2012’s Life of Pi. Notably, R&H
was one of the first California-based effects firms to open satellite operations across
the globe in India, Vancouver, Malaysia, and Taiwan. This allows it to take advantage
of lower labor costs, benefit from foreign tax incentives, and keep up with product
demand by outsourcing animation, lighting, and compositing operations.
Deteriorating Working Conditions
Renowned as one of the best employers in the effects business, R&H provided its
employees with pay and benefits that were well above the industry norm, reasoning
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7. 6 Television & New Media
that this was the best way to attract and retain topflight talent (Lang 2013b; Caldwell
2008). Yet, such enlightened leadership is increasingly threatened by the growing
competition among more than five hundred firms that now compete for VFX contracts
with film and television producers. Such rivalries have taken a toll on workers.
Although some effects artists are full-time employees at blue-ribbon companies, many
more toil long hours under intense deadline pressures and do so without health care,
sick days, or paid overtime. The average salary is modest (eighty-nine thousand dol-
lars) given the cost of living in Los Angeles, but the biggest concern is job security,
since companies increasingly hire freelance staff on a project basis and terminate them
after a movie is released (“Occupational Employment Statistics” 2013). Constantly
searching for new projects, artists scramble to cover their health care and retirement
costs, and must be willing to relocate to distant locales.
In Production Culture, John T. Caldwell (2008) describes the generally poor work-
ing conditions in the digital media sector, arguing that the contract labor system is
widespread in Hollywood but especially pernicious with respect to effects artists. At
the same time that the demand for elaborate VFX was growing, studios contained
costs by exploiting new technologies and tapping an available pool of nonunion labor
largely drawn from music video production. By contracting with small suppliers, pro-
ducers both contained costs and satisfied demand for technical expertise that was
unavailable on the studio lot (Caldwell 2008, 155). As the number of digital boutiques
mushroomed, their combined workforce swelled in numbers (Caldwell 2008, 160-1).
Yet, as Caldwell notes, these boutiques existed outside of the jurisdiction of the
International Association of Stage and Theatrical Employees (IATSE), the union that
represents most below-the-line workers. Therefore, the shops did not have to offer a
forty-hour workweek, paid overtime, or standard benefits such as health care and
retirement (Caldwell 2008, 161). Many of these early firms made the mistake of
expanding rapidly and investing in technology rather than talent. Highly leveraged and
serving at the whim of the studios, many shops succumbed, but Caldwell mentions
R&H as a boutique that resisted the rush to expand and made a policy of supporting
“humane artistry,” a reputation for which it became known within the VFX commu-
nity (2008, 162). It was one of the best places to land a job, enjoying high levels of
employee satisfaction that made it possible for a relatively small firm to retain top-
flight talent. But working conditions at R&H were exceptional by comparison to the
generally precarious contract labor in most digital effects shops.
These demanding and uncertain conditions did little, however, to discourage the
swelling ranks of VFX workers. During the 1990s, as the business began to grow,
companies staffed their rosters with young, ambitious techies who seemed compara-
tively unconcerned about the sorts of protections and benefits that Hollywood unions
offered. Most were young white males in their twenties, many of them enthused by the
prospect of working at the cutting edge of screen media technology and doing so on
projects that were transforming the visual style of film and television.2 Today, how-
ever, the artists who got started during the boom are now in their thirties and forties,
with families and mortgages to support. Short-term gigs and tight studio budgets mean
that workers face recurring bouts of unemployment, and many are now pressed to look
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8. Curtin and Vanderhoef 7
outside Hollywood for their next job. Relocating or commuting to a distant job can
throw personal lives into turmoil and amplify the already taxing pressures of the work-
place (Nakashima and Perry 2013).
Landing a position overseas can feel bitterly ironic as well, since LA artists some-
times find themselves overseeing workers who will eventually replace them. As for
their new colleagues, many of them confront workplace pressures as well. For exam-
ple, artists in the United Kingdom and Canada worry that they too will lose their jobs
if industry subsidies from their governments evaporate, while those in Mumbai and
Shenzhen face persistent pressure to pare back their already lean paychecks and ben-
efits. Although there is no hard data on working conditions across the globe, anecdotal
evidence and casual surveys suggest that hard deadlines, managerial pressure, cramped
conditions, long hours, and short-term contract positions are shared across territories
(Squires 2013). Indeed, one thing that VFX workers around the world now share is the
escalating demand for longer and often unpaid work hours, especially during “crunch
times” that precede the release of a major movie. The president of one effects com-
pany claims the pressures began to grow in the mid-2000s. At that time, he observed,
The final instructions are arriving later and the work is being delivered sooner, not just
for the movie itself but for trailers, for teasers, for marketing, for campaigns, for overseas,
for international vs. domestic, for different versions. Literally, the pressure is on all sides
of this cooker.” (Cohen 2007)
As a result, many skilled and experienced VFX workers no longer share the heady
optimism expressed by proponents of the “creative economy” who argue that such
jobs are the most promising wave of the future.
The Broken Studio Contract System
The key to understanding these disturbing trends is the subcontracting system used by
producers of “tentpole” feature films, such as Skyfall, The Hunger Games, and The
Dark Knight Rises. Although financed and distributed by major studios, the actual
production of each film is conducted by hundreds of employees, most of whom work
for independent companies that sign contracts with studio producers to provide spe-
cific services at a set price, which in the effects business is usually based on the num-
ber of shots contributed to the final product. A 2012 Los Angeles County Economic
Development Corporation (LAEDC) report indicates that independent firms of ten or
fewer employees employ more than 90 percent of the Hollywood workforce, indicat-
ing the system of contracting is indeed pervasive (De Vol 2001; LAEDC 2012).
This explosion of smaller companies is the result of the court-ordered breakup of
the vertically integrated Hollywood studio system during the 1950s. Studios that once
operated as vast factories with large pools of resident labor began to trim their payrolls
and turned instead to a contracting system that transformed them into what Allen J.
Scott refers to as “nerve centers of vertically disintegrated production networks”
(Christopherson and Storper 1986; Scott 2005, 37; Storper and Christopherson 1987).
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9. 8 Television & New Media
The studio break-up sparked an explosion in the number of small, specialized firms
that provided specific products and services for the industry, a seismic shift that
allowed the majors to cut overhead and survive in a new competitive environment.
Today, studios negotiate contracts with countless independent companies during the
planning or pre-production stages, well before shooting begins. Therefore, effects
companies must fashion competitive bids that nevertheless allow leeway for the inevi-
table revisions that take place during filming and post-production. Such revisions can
result from the creative choices of the director, or decisions made by producers or
studio executives attached to the project. Yet, contracts rarely include a clause for cost
“overages,” nor do they include a profit participation clause that might bring addi-
tional revenue to a VFX company that contributes to box office success.
Studios bargain hard to keep costs down and to get the most for their money.
Reportedly, one producer remarked, “If I don’t put a visual effects shop out of busi-
ness (on my movie), then I’m not doing my job” (Scott 2005, 37). Although hyper-
bolic, the remark points to the fact that major studios operate very much like Wal-Mart,
Apple, or Trader Joes, constantly pressuring suppliers for price concessions and
threatening to move their business elsewhere in the global supply chain. Under these
conditions, executives at effects companies bid aggressively against competitors
around the world, some of them supported by tax breaks or subsidies, and others by
access to cheap labor. For example, Canada offers a 33 percent tax break on VFX
production costs, and Chinese officials have subsidized the construction of state-of-
the-art production facilities. Meanwhile, effects shops in India and the Philippines
enjoy significant labor cost advantages.
As these facilities expand, they put pressure on existing companies so that the
anonymous producer’s words do in fact capture the precarious circumstances of the
VFX sector. Of the four biggest companies in the 1970s—Boss Films, Industrial Light
& Magic (ILM), Dream Quest Images, and Apogee—only ILM remains in business,
having been acquired by Disney when it purchased Lucasfilm in 2012 (Kaufman
2013).3 In the last ten years, more than twenty effects firms have closed or gone
through bankruptcy, according to a list compiled by Phil Feiner who was the CEO of
effects firm Pacific Title for thirty years before it went bankrupt (Heusser 2013). This
list includes many major firms like R&H, Digital Domain, CIS Hollywood, Asylum
VFX, and The Orphanage. More firms buckle every year. Even as we prepare this
document in August 2013, one of Germany’s largest post-production effects compa-
nies, CinePostproduction, filed for bankruptcy protection (Roxborough 2013). These
were major firms, not fly-by-night organizations, and they worked on dozens of high-
profile Hollywood titles. Digital Domain Media Group was cofounded by James
Cameron and rose to fame as the lead effects provider for Titanic. The company’s long
list of credits includes Marvel’s Avengers, Transformers, and Enders Game. In busi-
ness for almost twenty years, it filed for bankruptcy in September 2012, after which
India’s Reliance MediaWorks and China’s Galloping Horse purchased it for $30.2
million (Giardina 2013a). CIS Hollywood shut its doors in 2011, despite successful
contributions to Titanic, Matrix Revolutions, X2, and Pirates of the Caribbean: Dead
Man’s Chest, among many others. Asylum VFX closed in 2010 after working on the
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10. Curtin and Vanderhoef 9
Transformers films and 2010’s Alice in Wonderland. The Orphanage contributed to
many blockbusters, notably creating the helmet interface for Marvel’s Iron Man in
2008, yet within a year of that film’s release, the studio suspended operations indefi-
nitely after ten years in business.
Even those firms that do not go bankrupt must trim their workforce at the end of
each major project. Even as R&H sought a buyer for its ailing business, London-based
The Mill, which has worked on fan-favorites Doctor Who and Sherlock, announced it
was closing its TV VFX department. That same week, another California company,
Tippett Studio, laid off fifty people (40 percent of its workforce) after completing
work on After Earth. Such layoffs are common practice for firms in the VFX industry
after completing projects, with core staff normally much smaller than peak personnel
size during crunch periods before deadlines (Rome 2013).
Like all independent film and television companies, R&H tried to strike a balance
between creative excellence and cost containment, but it was required to do so in a
business with very thin profit margins, ranging between 3 and 5 percent. This allowed
little room for error, and although the company had a long and distinguished track
record, it continually operated in the shadow of financial insolvency. Cancellation,
delay, or failure of a major project threatened to push the company over the edge. To
the outside world, however, R&H seemed a huge success, reportedly flourishing on
revenues from tentpole features for Fox and Universal that brought in roughly ninety
million dollars per year. But in 2012, both studios cut back on effects-driven titles,
engendering a perfect storm for R&H, as its total revenues from studio films plum-
meted to eighteen million dollars, a substantial drop from the ninety million dollars it
had been pulling in for several years (Cohen 2013b). Lacking a nest egg from profit
participation on successful films of the past, the company ran out of operating cash on
the eve of its Academy Award for Life of Pi. Its failure signaled to many that the bid-
ding and contracting system was broken. It furthermore heralded the demise of the last
major independent VFX studio in Los Angeles.
Globalization and the Race to the Bottom
In the latter half of the twentieth century, manufacturing industries have increasingly
migrated from developed nations to the Global South, seeking cheaper, nonunion
labor and more compliant regulatory regimes. As developed countries began to suffer
the effects of de-industrialization, many governments embraced creative industries
policy to upskill their workforces and protect their existing creative capacity in the
face of a perceived onslaught from Hollywood. A second aspect of this policy agenda,
although somewhat contradictory to the first, was to offer tax incentives to foreign
productions, predominately Hollywood ones, to attract them, their jobs, and their
abundant budgets. Indeed, tax credit incentive schemes have become central compo-
nents of creative industry policies and are now embraced by both developed and
developing countries, including Britain, Canada, Australia, New Zealand, Mexico,
Czech Republic, Turkey, South Africa, India, and many countries in Southeast Asia.
Besides these efforts to lure footloose feature film productions, governments around
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11. 10 Television & New Media
the world have been subsidizing the development of infrastructural capacity in VFX,
animation, video games, and digital media, seeing them as key drivers of future eco-
nomic growth.
Proponents of these policies place them in the context of broader critiques of the
knowledge economy in the twenty-first century, arguing that employees that add intel-
lectual value to products—value that can be patented or copyrighted and is therefore
not easily replicated elsewhere—will be the most prized workers in the global econ-
omy. Since monopoly rents can be charged for intellectual property (IP), such prod-
ucts and services are especially lucrative by comparison with the marginal profitability
of most manufactured goods and commodities. Biotech and computer firms are com-
mon examples of enterprises that add significant intellectual value to their products,
but so too are elite service sectors, such as finance, engineering, and law. The most
glamorous sector, however, is media and entertainment, where Hollywood reigns
supreme as a hotbed of creative talent and sophisticated services, or so it would seem.
Nowadays, however, many worry that Hollywood’s creative edge is eroding, as digital
post-production facilities in China, India, and the United Kingdom confidently assert
that they can compete with Hollywood counterparts in terms of quality and cost. Even
the major studios in Los Angeles have grown more receptive to these overtures, in
large part because the volume and expense of VFX have grown tremendously since
the 1990s.
Most tentpole feature films today involve a robust range of VFX tasks that vary in
complexity, as do the creative and technical requirements of the tasks. Consequently,
studio producers usually line up several shops, often spreading the assignments around
the world. This is evident in the examples of now defunct studios cited above, with
many of them claiming credit for the same blockbusters. Thus, effects houses vary in
size, scope, and specialization. At the top of the pyramid is a small cluster of firms
renowned for their ability to generate stunning and innovative visuals, such as Sony’s
Imageworks (Amazing Spider-man, Alice in Wonderland), Technicolor’s Moving
Picture Company (Harry Potter), Disney’s ILM (Star Wars, Star Trek, Avengers), and
Weta Digital (Lord of the Rings, Avatar, The Hobbit). These VFX firms are arguably
in a class of their own. Two are owned and bankrolled by major studios, three have
operations around the globe, and all of them manage a diverse ensemble of screen
media projects. For example, Technicolor’s MPC is renowned for its leadership in the
advertising industry as much as it is for accomplishments in the feature film
business.
Another two-dozen independent firms cluster near the top, focusing on particular
specialties, such as animal imagery or green screen sequences. A few notable exam-
ples of second-tier firms that have not closed or gone bankrupt include Almost Human,
Drawn by Light, and SPIN VFX (Idelson 2013). Almost Human specializes in pairing
practical makeup effects with VFX on small- to mid-budget films, such as 2010’s The
Crazies. Drawn by Light works largely in television production on longstanding shows
like “CSI” and “Mad Men.” SPIN VFX comes from a background in VFX technology
and software development but now specializes in environmental effects for films such
as Twilight and television series such as “Game of Thrones.” Indeed, these specialty
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12. Curtin and Vanderhoef 11
shops use business models that rely on a steady stream of television projects and films
with modest budgets. When they do take on a tentpole feature project, they tend to
partner with top-tier firms.
Further down the hierarchy are hundreds of smaller shops. When not working on
feature film or TV projects, these smaller firms get by contracting for smaller promo-
tional and educational projects, as well as visual imaging assignments for medical,
military, or commercial interests. Many of these firms also take on labor-intensive and
relatively straightforward tasks, such as wire removal or simple compositing for films.
Wire removal involves digitally erasing the wires used to hold actors during action
scenes where characters fly, jump, or fall through the air. Compositing involves the
layering of multiple images into one final image, and most films today use this tech-
nique to greater or lesser effect. These rudimentary tasks, therefore, can be outsourced
to a couple of guys working in a garage in Van Nuys or a small shop in Chennai. Thus,
the division of labor on major films is routinely global. For example, several firms and
more than 500 VFX artists contributed to the Life of Pi, with 53 percent of the artists
based in LA, 20 percent in Hyderabad, 17 percent in Mumbai, 7 percent in Kuala
Lumpur, and 3 percent in Vancouver (CG Meetup 2013). Studios distribute the labor
both to achieve cost-efficiencies and to keep suppliers and their workers on edge, con-
stantly bidding against competitors near and far (Miller et al. 2005).
This evidence adds substance to Miller’s critique of the NICL. In Global Hollywood
2, Miller et al. (2005) show how NICL divides and reorganizes labor processes,
exploiting cost differentials and pitting workers against each other in a relentless com-
petition that is aided and abetted by government policies. They cite the animation
industry as a precursor, saying that it has outsourced labor operations since at least the
early 1960s, a noteworthy comparison to what is happening now in VFX (Miller et al.
2005, 125). Moreover, the authors contend that the development of Internet and satel-
lite technology has allowed real-time collaboration between geographically distant
studios, further facilitating the transnational co-production of animation and special
effects. One of the best scholarly studies of such collaboration is Kristin Thompson’s
(2007) analysis of Peter Jackson’s Lord of the Rings, a film that was largely produced
for Warner Bros.’ New Line Cinema at Weta Digital and Weta Workshop in
Wellington, New Zealand. From Jackson’s perspective, Weta represents a tremendous
success for his homeland and for his talented colleagues.4 For effects shops in Los
Angeles, it is part of a troubling and accelerating trend toward the spatial reorganiza-
tion of craft labor. Critics blame such “runaway productions” for costing Los Angeles
County tens of thousands of jobs and billions of dollars each year (LAEDC 2012).
With this spatial refiguring of the production apparatus, the inside and outside
boundaries of the Hollywood effects business is growing ever more ambiguous.
Consequently, the largest VFX firms in LA are not only pressed to compete with out-
siders but also pressed to embrace them. Like many other companies, R&H resorted to
overseas expansion, opening facilities in Canada, Malaysia, and India. This global
footprint allowed them to offer a greater variety of services and to exploit the advan-
tages of each location, but it also increased their ongoing overhead costs, which in
some ways made them more vulnerable to fluctuations in demand from the major
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13. 12 Television & New Media
studios. Despite such risks, the company found the temptations of cheap labor and
state subsidies almost irresistible.
But those are not the only reasons that companies set up subsidiaries overseas. In
some cases, they need to secure a foothold in a burgeoning cluster of creative activity.
London, for example, is the new runaway production city of choice for Hollywood,
sparked by a lucrative tax incentive program started in 2008. Several of the largest
current Hollywood productions, including Star Wars Episode VII and Avengers: Age
of Ultron, are therefore being shot in the United Kingdom. Concomitantly, many spe-
cial effects firms have migrated to London, pursuing both post-production incentives
as well as access to the city’s experienced crews, burgeoning facilities, renowned act-
ing talent, and complementary media enterprises in theater, advertising, and television
(Shaw and Lang 2013).
Given all these factors, VFX firms that remain in the Los Angeles area, like R&H,
face fluctuating demand and can easily slip into bankruptcy, even if they try to protect
themselves by outsourcing labor to satellite operations abroad.5 The increasingly com-
plex geography of the industry became apparent during R&H’s bankruptcy proceed-
ings when contenders from India and China emerged as the leading bidders for control
of the troubled studio. The ultimate winner was Prana Studios, backed by Bollywood
investors (Cohen 2013a). In some cases, companies that pick up the pieces during a
bankruptcy proceeding are seen as “white knights” by employees, even if it means a
deterioration in their terms of employment. They hope that fresh financing and new
management can get the company back on track and that labor conditions could
improve down the line.
Unfortunately, not every buyer has the necessary operational expertise. Others have
ulterior motives. Some companies, such as the investment group that purchased Pacific
Title, see bankrupt VFX studios as debt dumpsters: a business they can purchase,
offload their unrelated debt, and then allow it to slip back into bankruptcy, thus wiping
their prior financial obligations (Kaufman 2013).
Even seemingly legitimate buyers sometimes prove otherwise. When China’s
Galloping Horse partnered with Reliance MediaWorks to purchase Digital Domain in
September 2012, many thought the embattled VFX studio had lucked out (Verrier
2012). However, recent reports paint a much shadier picture of the acquisition, involv-
ing mysterious investors, “shell” companies, and backdoor dealings, all of which
resulted in pay cuts, infighting, and an uncertain future for the supposedly rescued
studio (Cohen and Frater 2013). Less nefarious but no less damaging, some inexperi-
enced investors with little VFX experience seem to believe that fire sale prices at the
bankruptcy court provide a lucrative opportunity, only to discover the pitfalls of learn-
ing to manage a demanding and erratic production cycle, and a ferociously competi-
tive bidding environment.
Given the dreadful track record of bankruptcy acquisitions, some fear that R&H
will discontinue its LA operations, since indications are that 80 percent of production
is likely to be moved overseas whereas previously the company kept the vast majority
of its work stateside. This will no doubt give a boost to the Asian effects industry, but
it casts a pall over the business as a whole, since VFX shops in Asia are likely to face
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14. Curtin and Vanderhoef 13
the very same pressures going forward. In fact, the special effects industry in India
seems to be experiencing similar adversity. In July 2013, one of its largest firms, Crest
Animation Studio, had to ask most of its 250 employees to leave because of temporary
cash flow problems, a situation they kept secret for nine months before they finally
came clean and shuttered their operations (Sadhwani 2013). Moreover, other industry
leaders like Prime Focus and Reliance MediaWorks have been struggling with volatile
cash flows as well (VFX Soldier 2011; VFX Soldier 2013). Nevertheless, financial
fluctuations have become the norm in the VFX industry. At the same time that Prime
Focus was publicly expressing concern about its mounting debt, the company turned
around and secured a fifty-three-million-dollar equity investment from Macquarie
Capital, with which it now hopes to add a Beijing branch to its existing slate of loca-
tions in Los Angeles, New York, London, Vancouver, and Mumbai (Giardina 2013c).
Transnational Labor Organizing
The vivid contrast between Life of Pi’s award-winning success and the adverse for-
tunes of R&H stimulated a great deal of online discussion within the effects commu-
nity. Many expressed frustration with the bankruptcy, layoffs, and general indifference
of film executives to the plight of effects companies and their employees. Dedicated
blogs and Facebook pages drew heavy traffic, and as of November 2013, the Facebook
page VFX Solidarity International has garnered more than seventy-seven thousand
followers. In the months following the Academy Awards, the group was primarily
used to disseminate information, and to organize meetings and chapters in cities
around the world. Other websites featured online videos that poked fun at antagonists
and pointed to the importance of the VFX craft. In one particular video, the filmmak-
ers created a parody trailer for a fictional Life of Pi sequel, trying to communicate what
the film would look like without the extensive CGI effects that were added in post-
production. The narrative quickly devolves into a young man flailing in front of a
green screen while various people in motion capture suits skulk like animals around
him (“Life of Pi 2—Official Trailer” 2013). The video champions the creative contri-
butions of effects artists while bitterly chastising the greedy short-sightedness of Fox
studios. The range of online materials is remarkable, but perhaps most important is
that websites became organizing tools for face-to-face and virtual meetings that
brought artists in Los Angeles together with counterparts in Canada, India, and New
Zealand (Yamato 2013b).
Such labor-organizing activities are both impressive and unprecedented. Before the
digital era, special effects work involved miniatures, models, and masks, which meant
that most artists were members of the props or cinematographers guilds. Digital artists
did not fit into these conventional labor categories and therefore became one of the
few groups of Hollywood employees (along with many reality TV laborers) that today
lack union representation. If they are to organize, however, VFX workers seem to
recognize that globalization of the effects industry will require transnational solutions
(Lang 2013a). While some argued for a trade association, others contended that artists
should form a union.
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15. 14 Television & New Media
As a launching pad for broader, global organizing efforts, the Visual Effects Society
hosted a summit in March 2013 that brought together studio executives, effects pro-
ducers, supervisors, union organizers, artists, and others to discuss the state of the
VFX industry (VFX Tipping Point 2013). Most attendees were from California,
although there were a few from Canada and Australia or from companies with loca-
tions in a number of other countries. The resulting white paper that was released in
July 2013 outlines key concerns in the global VFX industry and offers best practice
solutions to counteract these problems (Visual Effects Industry 2013). Unfortunately,
these best practice suggestions are toothless without a significant global coalition of
VFX labor to press for substantial change.
Those in favor of a trade association contend that such an organization could estab-
lish bidding templates that would standardize contracts, encourage profit participation,
and set minimum standards for compensation (Plantec 2012). This solution would,
however, require cooperation from the major studios, since without it, association
members might be quietly shunned by producers who will instead turn to firms outside
the group. A trade association would also require solidarity and trust among its mem-
bers, which is difficult for some to imagine given the history of fierce competition in
the bidding process.
Given these challenges, some artists believe they should simply form a union, with
IATSE’s animation guild making a strong pitch to protestors that turned out in the
wake of R&H’s demise. This approach has the imprimatur of IATSE behind it, but as
with any unionization process, it could take time for artists to gain enough leverage to
substantially alter their working conditions. Others also fear that the union dues are
unfeasible for VFX firms already strapped for cash. While larger firms could likely
cover the costs of health care and pension for their employees, smaller firms would
collapse under the increased financial demands of unionization given current practices
within the industry. Finally, many artists view foreign subsidies as the main problem,
a contentious issue among the community, but one that IATSE will not touch since it
suggests the organization has little power to enact change.
Indeed, as long as foreign subsidies exist, feature film VFX work will not return to
LA. Locations like Canada, London, and New Zealand offer substantial rebates and
subsidies on special effects work that Hollywood studios count on for expensive fea-
ture-length projects. One solution Animation Guild organizer Steven Kaplan offers is
to introduce countervailing duties on foreign VFX work that is subsidized, a levy that
could either be imposed by the WTO or by court order in the United States. This taxa-
tion would effectively erase the value of foreign subsidies. So far, VFX Soldier has
hired a legal firm to perform a feasability study, yet even if by some chance such a
victory was won it would not prevent studios from going to countries that benefit from
cheap labor instead of subsidies.
That leaves labor organizing as the most viable alternative. Yet, the road ahead will
be a difficult one. Although effects artists have expressed vehement concern about
working conditions and trends in the industry, they seem especially intimidated by the
complex challenge of forging a transnational labor movement. As Jim Wilson (2000)
suggests,
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16. Curtin and Vanderhoef 15
Many people in the labor relations field have been convinced that such coordinated and
large-scale actions were impossible in the media sector because the national and inter-
professional interests among its workers are so diverse and the job structure and
organizational contexts are quite complex. (p. 153)
Although Wilson points to a series of discrete examples of solidarity and strategic
planning among global media workers, he is unable to identify a single successful
transnational labor organization that media workers might use as a model. In fact, the
international organizations he points to, such as the International Committee of
Entertainment and Media Unions (ICEMU), have proven more successful as support
groups than as negotiating units. At the moment, entities such as the Visual Effects
Society have a similar supporting role for VFX workers, offering outreach and research
services without any real ability to enact tangible change or successfully organize
VFX artists or studios in disparate, competing geographic areas. Without such innova-
tion, however, working conditions will continue their downward spiral, and protests
are likely to intensify. Demanding their “share of the Pi” on Oscar night, hundreds of
effects artists took a first step toward what could become a transformative era of global
labor organizing. Whether they can take further steps remains to be seen.
Conclusion
The controversial Life of Pi is emblematic of the precarious working conditions con-
fronting VFX workers who must contend with long hours, hard deadlines, interna-
tional competition, temporary employment, and a lack of basic benefits, such as health
care and retirement. Such conditions are the outcome of a studio contracting system
that encourages aggressive bidding wars and a globalized mode of production that
exploits local and national governments eager to subsidize media ventures to enhance
the productive capacity of their creative industries. Ironically, these new operations
then become part of the larger circuit of exploitation, and many firms ultimately find
themselves vulnerable to the very same pressures that have decimated the VFX busi-
ness in Los Angeles. This in turn leads to exploitation of the local workforce, thereby
accelerating the race to the bottom of the so-called creative economy.
By tracing out the linkages between localized practices and global political econ-
omy, we have tried to extend and enrich the interaction between several analytical
traditions. The political economy literature, notably Miller et al. (2005), have provided
valuable insights into the NICL by adopting an expansive global perspective, largely
though the lens of metatheory. Unfortunately, this approach lacks on-the-ground par-
ticulars of labor conditions and the lived experiences of screen media employees.
Moreover, although Miller et al. point to case examples of the roles that particular
countries play in runaway production, these nations are presented as dupes of
Hollywood schemers, thereby obscuring many of the benefits and opportunities that
government subsidies sometimes provide to workers who would otherwise lack access
to employment in the media industries. For example, Weta Digital in New Zealand has
benefited tremendously from national creative policy and Hollywood investment
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17. 16 Television & New Media
(Thompson 2007), even as it contributes to the hollowing out of the LA VFX industry
and faces the looming threat of being hollowed out itself. It is therefore important to
parse through the politics of particular circumstances to recognize that government
policies and subsidies can benefit local industry and labor, at least in the short term,
but policymakers and labor organizers need to communicate and collaborate with a
more globalized perspective.
Similarly, creative economy scholars often adopt sweeping perspectives that are
more concerned with prescribing policy changes that promote the establishment and
growth of creative clusters without carefully considering the everyday conditions of
labor for men and women working within these clusters. In other words, these
approaches tend to be more concerned with overall job growth than with conditions in
the workplace or the unequal power relations between local creative enterprises and
global media conglomerates. Through our case study, we have attempted to recognize
the legitimacy of such policies while pointing to the areas of consideration that often
fall outside the creative economy discourse.
Finally, we have tried to situate our analysis in relation to production studies that
have so fruitfully identified and analyzed the everyday experiences, routines, and rep-
resentations of media workers. These studies largely forego global political economy
in favor of nuanced, particular investigations of a localized creative community, with
much of the work concentrated in the Los Angeles area. We offer a middle-ground
approach that marries a close analysis of the VFX contracting system with a global
political economy to demonstrate the importance of transnational perspectives among
workers, labor organizers, and policymakers. Too many effects workers in LA con-
tend that subsidies and runaway production are the most pressing problems they con-
front, when in fact, the most significant challenge is to build worker alliances that are
as spatially expansive as the networks and relays of the global contracting system.
In July 2013, the Visual Effects Society released a thirty-one-page report on the
state of the global VFX industry, recommending better management training for exec-
utives who run VFX businesses and new alternative pricing models to replace the
fixed price bidding that has been so damaging to the industry (Giardina 2013b).
Although these steps may help to shore up the viability of some VFX enterprises, we
also wish to reiterate that solutions to these global problems will require innovative
and protracted organizing among VFX laborers worldwide. This is a difficult and
unprecedented challenge that will require a greater awareness among Hollywood art-
ists that a dispersion of job opportunities is not necessarily a bad thing. Building global
worker solidarity will require moving away from a fortress mentality to focus on the
general improvement of working conditions worldwide. It will also require political
activism to encourage transnational regulation of market and policy mechanisms that
have run off the rails. These are truly monumental challenges, but perhaps the dearth
of historical precedents will open the door to fresh approaches that can harness the
growing unrest among VFX workers around the world. For increasingly, they seem to
understand the consequences of a global system that continually pits creative locales
against each other, leaving today’s winners relieved but on edge and the losers to won-
der why their “piece of the pi” has vanished.
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18. Curtin and Vanderhoef 17
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship,
and/or publication of this article.
Funding
The author(s) disclosed receipt of the following financial support for the research, authorship,
and/or publication of this article: This research is supported by the Media Industries Project of
the Carsey-Wolf Center at University of California Santa Barbara.
Notes
1. We use the terms VFX worker and VFX artist interchangeably in this essay. Although most
visual effects (VFX) professionals self-identify as artists, we consider it important to fore-
ground the actual labor that goes into producing the art of digital effects (Gill and Pratt 2008).
Moreover, in their everyday routines, the employees of VFX firms may be treated as artists at
one moment and workers at another. Conversely, employees often identify as workers when
considering relations of solidarity vis-à-vis management and as artists when they wish to
promote the value and status of their craft, which in turn enhances its exchange value.
2. No entity regularly monitors the VFX industry and its workforce, so gathering demographic
data of this industry is difficult, especially on a global scale. However, interviews and
visual assessment of worker gatherings suggest that the majority of VFX artists are males
between the ages of twenty and forty, and largely white. Moreover, the most prestigious
and elaborate production projects are generally awarded to Western firms in such locations
as Vancouver, London, and LA, but even in non-Western locales, team leaders and train-
ers are often white Western males. Investors and policymakers in China, India, and the
Philippines clearly aim to alter this hierarchy. As for the gender politics of the workplace,
interviews suggest that they tend to be similar to what Huntemann (2010) describes in the
digital gaming industry regarding the excessive stress that such jobs impose on family
life and the ways in which conventional gender roles operate to the detriment of aspiring
female employees.
3. According to a top Disney executive, Industrial Light & Magic (ILM) was the least attrac-
tive part of the Lucasfilm acquisition due to the volatile conditions of the VFX business
(Anonymous interview, October 18, 2013).
4. Interestingly, Weta Digital now employs 1,100 regular staff members and finds itself sus-
ceptible to the same pressures as its U.S. counterparts. In 2013, as the Starz TV series
Spartacus drew to a close and as Peter Jackson’s Hobbit began to wrap, Weta executives
were wringing their hands about an impending dry spell that could push the company over
the edge. Luckily, at the very end of the year, the company landed a contract for the next
three Avatar sequels, which should keep the doors open until at least 2018. According to
Avatar producer, Jon Landau, his team compared many options and was clearly impressed
by the Weta infrastructure, but in the end, it was a 25 percent tax rebate from the New
Zealand government that was the determining factor (Perry 2013).
5. Overseas expansion for a mid-sized VFX firm is often necessary but perilous. R&H
invested significant sums to set up shops in India, Malaysia, and Canada. The firm was
drawn to the latter by Vancouver’s 33 percent tax break, but it expanded there too late to
realize the benefits. Instead, the costs of expansion added further financial strains when
feature film contracts from Fox and Universal started to dry up.
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19. 18 Television & New Media
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Author Biographies
Michael Curtin is the Duncan and Suzanne Mellichamp professor of global studies in the
Department of Film and Media Studies at University of California, Santa Barbara (UCSB). He
is also the director of the Media Industries Project (MIP) at the Carsey-Wolf Center.
John Vanderhoef is a PhD candidate in Film and Media Studies at UCSB concentrating on
creative labor, video game production, and the boundaries of media industries. He is also a
Graduate Student Researcher for MIP.
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