| ▲ | DrewADesign 6 hours ago | ||||||||||||||||
With almost no exceptions, movies are never made by small teams beyond the student film level. Even then, dozens of people are usually involved in some way. Writing, acting, score, foley, editing, distribution, graphic design, color grading, wardrobe, effects, lighting, cinematography, scheduling, props, location scouting, set decoration, casting, mixing… the list goes on. Any one of those things sucking badly enough can make the whole movie suck. And that’s kind of the point with a lot of this stuff. I know from having plenty of experience on both sides of the fence that tech folks often don’t realize that most non-tech roles are as-or-more difficult than tech roles, many requiring years of hard-won expertise, and directly contribute far more to the outcome than they imagine. | |||||||||||||||||
| ▲ | Forgeties79 4 hours ago | parent [-] | ||||||||||||||||
Not to mention smaller (successful) production teams are often comprised of veterans of the industry who have worked on large scale productions and bring that knowledge set with them. Same with many indie games. You have to play with the big dogs to understand what is and isn’t necessary for a product. You can’t just walk in with a plucky attitude and a dream unless you want to waste a lot of time and money. The part that is also usually glossed over is how exploitative the production is (low pay/awful hours), even if it’s sometimes self-inflicted. | |||||||||||||||||
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