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Pierre Grage most certainly explains the issues that even an outsider can
begin to understand. Grage shines a light on just why and how the movie
business and the VFX business are so royally screwed up. Tis book, with its
statistical analysis and commonsense approach, fully encapsulates the problems.
It should be a primer for every student of VFX or animation, a must-read for
anyone who works in the industry and, in fact, should be mandatory for every
studio executive who might be looking to put (yet another) VFX studio out of
business.
SCOTT ROSS Co-Founder of Digital Domain and former CEO of
Industrial Light & Magic, Sr VP Lucaslm Ltd.
"Inside VFX is a must read for anyone interested in the lm and VFX business.
Te amount of information Pierre Grage uncovers is groundbreaking. Tis is the
one and only book about the lm and VFX industry you need to read.
MICHAEL PANGRAZIOCo-Founder of Matte World Digital & Art
Director for Weta Digital Ltd.
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insidevfx
an insiders view
into the visual effects
and film industry
pierre grage
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Te views and opinions expressed in this book are solely those of the author and do not
represent and no way are affiliated with, sponsored, approved, or reect the views of
Lucaslm, Industrial Light & Magic, Weta Digital, Animal Logic, Double Negative or any
other of the authors past, current employers, clients or any of their respective affiliates or
licensees. Tis book expresses solely the authors views and opinions which are subject to
change without notice.
All data and information in this book are provided on an as-is basis and obtained from
sources believed to be reliable but accuracy, completeness, currentness, suitability, or
validity cannot be guaranteed.Te information contained may become outdated and there
is no obligation to update any such information. Neither the author nor the publisher
shall be held liable or responsible to any person or entity with respect to any loss or
incidental or consequential damages caused, or alleged to have been caused, directly orindirectly, by the information or data contained herein.
Te information and data in this book are strictly for general information purposes only
and should not be construed as an offer of advisory services. Please seek the services of a
competent professional advisor on your specic situation before beginning any
improvement program.
T
e author has no responsibility for the persistence or accuracy of URLs for external orthird-party internet websites referred to in this book and does not guarantee that any
content on such websites is, or will remain, accurate or appropriate.
Copyright 2014 by Pierre Grage
All rights reserved. No part of this publication may be reproduced, distributed, or transmitted
without the express written consent of the author except for the use of brief quotations in a book
review.
Cover photo licensed by istockphoto.com-lisegagne. Cover design by carstenbiernat.com
First Publish: December 2014
www.InsideVFX.com
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For Sabrina
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Foreword by Scott Ross Te Good Ol Days
Enter Pierre
PART ONE
INTRODUCTION TO THE BUSINESS OF FILM
AND VFX
SECTION 1HOLLYWOODS FILM BUSINESS
Chapter 1: Box-Office Deception
Chapter 2: Where Hollywood's Real Money Comes From
Chapter 3: Hollywood Demographics
Chapter 4: Behind the Mask of Hollywood
Chapter 5: Low-Risk Film Financing
Conclusion
SECTION 2
HOLLYWOODS PRODUCTION COSTS AND VISUAL
EFFECTS
Chapter 6: chapter 6 - Ination 101
Currency Versus Money
Te Slow Death of the US Dollar
Ination Measurement
Chapter 7 Hollywood's Real Production Costs
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Cleopatra - History's Most Expensive Film Ever Made
Titanic - History's Second Most Expensive Film Ever Made
Steven Spielberg's Cleopatra
Conclusion
SECTION 3
THE DIGITAL REVOLUTION
1977 - Star Wars
1982 - Star Trek II: Te Wrath of Khan
1982 - Tron
1984 - Te Adventures of Andr and Wally B.
1984 - Te Last Starghter
1985 - Young Sherlock Holmes
1989 - Te Abyss
1991 - Terminator 2
1992 - Lawnmower Man
1993 - Jurassic Park
1994 - Forrest Gump
1995 - Toy Story
1996 - Independence Day
1997 - Titanic
1998 - What Dreams May Come
1999 - Te Matrix
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2000 - Perfect Storm
2001 - Te Lord of the Rings Trilogy
2002 - Spider-Man
2003 - Pirates of the Caribbean
2004 - Te Day After Tomorrow
2005 - King Kong
2006 - 300
2007 - Transformers
2008 - Te Curious Case of Benjamin Button
2009 - Avatar
2010 - Inception
2011 - Harry Potter Film Series
2012 - Life of Pi
2013 - Gravity
Summary
PART TWO
INSIDE THE VFX BUSINESS
Introduction
SECTION 4
THE PRICE COLLAPSE OF TECHNOLOGY
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Chapter 8: VFX Hardware
Chapter 9: VFX Software
Conclusion
SECTION 5
THE IMPORTANCE OF DIGITAL VISUAL EFFECTS TO THE
FILM INDUSTRY
Chapter 10: VFX Demand
Chapter 11:VFX Supply and Margins
Conclusion
SECTION 6
VFX EDUCATION ON THE RISE
Chapter 12: Te awakening of the education industry to vfx
Chapter 13: Graphic Design Education Industry as Competitors
Conclusion
SECTION 7
VFX AND GLOBALIZATION
Chapter 14: chapter 14 - Globalization 101
Industrial Globalization
Service Globalization
Chapter 15: VFX Goes Global
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Chapter 16: chapter 16 - Film Subsidies 101
How Europes Film Subsidies Are Supporting Hollywood
Chapter 17: How lm subsidies inuence the visual effects industry
Creative Destruction
War of the Film Subsidies
Chapter 18: chapter 18 - International Criticism Against Film Subsidies
Desperate Measures
Foreign Aid for Hollywood
Chapter 19: Why are governments subsidizing lms?
Conclusion
SECTION 8ASIA - THE RISE OF A GIANT
Chapter 20: chapter 20 - India
India's VFX Industry
India's VFX Scam
Chapter 21: chapter 21 - China
China's Film Industry
Hollywood's Flirt With China
China's Graphic-Design-and-Animation Education Industry
China's VFX Industry
Conclusion
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SECTION 9
THE VISUAL EFFECTS ROLLER COASTER
Chapter 22: chapter 22 - Top of the Eighties
Apogee
Chapter 23: Top of the Nineties
Boss Film Studios
Dream Quest Images
Chapter 24: chapter 24 - Top of the Two Tousands
Chapter 25: chapter 25 - Digital Domain
Textor Digital
Digital Remains
Chapter 26: chapter 26 - Rhythm & Hues
No Piece of the Pie
Cash Crunch
Chapter 27: chapter 27 - VFX Industry Fluctuations
Current Momentums
Conclusion
SECTION 10
BOOM, DOOM AND IMPLOSIONS
Chapter 28: chapter 28 - Business Cycles 101
Historys First Documented Business Cycle
Te New Business Cycle
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Reasons for the Business Cycle in Our Modern Economic World
Chapter 29: chapter 29 - Recessions and the Film Industry
Te Cinemas Need for a New Positive Technological Shock
Chapter 30: Hype Cycle 101
Chapter 31: chapter 31 - Trouble in Blockbuster Town
Te Digital-VFX Blockbuster Hype Cycle
Conclusion
SECTION 11
MONKEY BUSINESS
Chapter 32: chapter 32 - VFX Business Models
Proting on Volume
Chapter 33: VFX Marketing
No Honor for VFX Artists
Chapter 34: chapter 34 - War of the Schedules
Digital Killed the Deadline
Chaos Coordinating
Real-Time VFX Postproduction
Chapter 35: chapter 35 - Te Leading Kind of VFX People
Would Te Real Business Managers Please Stand Up?
Chapter 36: chapter 36 - Te Wrong Kind of VFX People
Te Sociopaths Inner Urge to a Political Environment
Chapter 37: chapter 37 - Te Different Kinds of VFX People
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Te VFX Industry's Expectation to Work Like an Asperger
Conclusion
SECTION 12
UNDER PRESSURE
Chapter 38: Treat of New Entrants
Chapter 39: Treat of Substitute Products or Services
Chapter 40: Bargaining Power of Customers
Chapter 41: Bargaining Power of Suppliers
Chapter 42: Intensity of competitive rivalry
Conclusion
SECTION 13
BACK TO THE FUTURE
Chapter 43: Te Future of the VFX Industry
Chapter 44: More Creative Destruction
Chapter 45: Endgame
Closing Toughts
Acknowledgments
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Foreword - Te Good Ol Days
Recently I was at a VFX/animation conference, Trojan Horse Was a Unicorn
(THU), in Tria, Portugal. On the eve of the rst day, the conversation among me
and twenty or so VFX artists turned to a discussion about the state of the
industry and how it is most denitely facing tumultuous times. Te group was
made up of artists from various countries the United Kingdom, the United
States, New Zealand, France.
Earlier that day I had given the keynote address, and, as is my bent lately,
talked about the race to the bottom, the disastrous effects of subsidies as well
as the seeming commoditization of VFX. A rather depressing way to kick offwhat
turned out to be a great four days of fantastic tutorials and life lessons by some
of the greatest digital artists on the planet.
Interestingly enough I was the sole businessperson attending the conference.
In the 1980s I had headed Industrial Light & Magic, helping birth the era of
digital visual eff
ects and, in the early 90s, had founded Digital Domain alongwith Hollywood legends Stan Winston and James Cameron.
After several glasses of port, someone started to wax about the good old
days, when VFX used more models and miniatures, blue-screen photography
shot on VistaVision lm with motion-control cameras, optical printers and when
VFX companies made money real money.
I scanned the group, and it seemed to me that I was the only member who
had actually worked in VFX during the so-called good old days as everyone else
was well under forty-ve years of age. I took a long sip of my drink and said,Hey, the good old days were actually the bad old days. Teyre just not as bad
as the present really bad current days.
Some members of the group protested. Tey said, Well, VFX artists didnt
have to constantly move to far-offplaces, leaving their families, to follow the
work. One said, Or not get paid overtime or, worse yet, be owed months of back
pay because the company that youre working for just went bankrupt. Another
jumped in to add, Or be signicantly underpaid because some third-world
country can pay its workers so much less.
Everything they said was, indeed, true. However, the VFX companies that
produced the stunning images, which were paramount to box-office success,
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invariably lost money. So, maybe, back then, it was better for the VFX artist (at
least in the short run), but it was really difficult for VFX companies to operate a
protable business.
Todayeven though VFX is, by far, the most marketable part of any
blockbuster lm (twenty out of twenty of the largest grossing lms are VFX-
heavy or CG animated)the current climate is so dire that it is almost
impossible to run a protable business.
Te issues surrounding this seemingly strange business model are difficult to
understand. After all, shouldnt studios that make billions on VFX-laden lms
want to ensure that VFX companies remained healthy and protable?Tey
shouldnt want to kill the goose that lays golden eggs.
Pierre Grage most certainly explains the issues that even an outsider can
begin to understand. Grage shines a light on just why and how the movie
business and the VFX business are so royally screwed up. Tis book, with its
statistical analysis and commonsense approach, fully encapsulates the problems.
It should be a primer for every student of VFX or animation, a must-read for
anyone who works in the industry and, in fact, should be mandatory for every
studio executive who might be looking to put (yet another) VFX studio out of
business.
Scott Ross
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Enter Pierre
When I was growing up in the 1990s in northern Germany, Hollywood seemed as
far away as a trip to Mars. Like any other child of the 90s, I enjoyed watching
lms, such as those in the Indiana Jones series and the Star Warssaga, plus the
1978Battlestar Galacticalm, but my real passion was for my Commodore 64. I
would spend hours playing games, consumed in the worlds that programmers
had created for me. At that time there was nothing more exciting than those
blocky graphics and tinny sound tracks.
It didnt take long for me to develop the thought of creating my own games. I was
fascinated by the opportunity to create something others might enjoy. A few
friends from school joined me in my efforts. It didnt matter that none of us had
any idea how to code. We just hacked some game tests together in BASIC.1
Graphics were a problem of course, but then we found the extended ASCII
character set. Awesome! Tat will do. It was a very basic approach to game2
design, but, in its own way, it worked.In the end what my friends and I came up with were not one, but ve, not-so-
different Tycoon games. One, if not all, of these masterstrokes had to be3
published so offto a publisher with them. We attached to the oppy disks a nice,
professional-looking cover letter, which stated how much money we would like to
receive for the rights to publish each of our masterpieces. We celebrated our
victory with real Coke and full-fat, salty pretzels. However, the publisher was not
so amused. He had no idea that he was dealing with twelve-year-old kids and
returned our oppy disks with an angry letter. He noted that we were greedy but,worst of all, that our games were bad, boring and technologically outdated. In
hindsight it seemed like the 1990s really werent the time for ASCII graphics
BASIC is an easy-to-learn programming language (according to Wikipedia, its an acronym for1
Beginners All-Purpose Symbolic Instruction Code. Who knew that?). There are many dialects for it outthere. The Commodore 64 had one of them preinstalled and launched as its operating system. Great fun!
ASCII stands for American Standard Code for Information Interchange. Computers can only understand2
numbers. An ASCII code is the numerical representation of every letter on a keyboard. The ExtendedASCII Codes were little lines and blocks that could be alienated for drawing very rough pictures. ASCII artis still found today. Most of us continue to use it for displaying a smiley face, for example. ;-)
Economics-simulation games were very successful in Germany. Strangely no one else in the world3seemed to care much about them.
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anymore. Seriously our graphics sucked, even for the 90s. But there had to be a
way to make them suck less. I was spurred on.
Tis was the starting shot for my adventure into the world of computer graphics.
It became my obsession to try out every computer-graphic program I could get
my hands on. All this seemed much more exciting than my studies in economics
college. I only chose to graduate with a Bachelor of Science in Economics with a
specialization in Computer Science because of the computer-science part. Not the
economics part. Yet I was surprised to nd out that I had actually enjoyed
learning about economics. I was fascinated how economics and business play an
important part in all our lives. I learned about what it means to manage a
company, its logistics, marketing, human resources and even accounting. Te realdisappointment was the computer-science portion, which required us to write
boring code in HTML, Microsoft Excel and other database programs. But I was
ne with it, since I was learning with my friends how to code computer games
with good graphics.
My parents, on the other hand, were happy to see me studying something
normal, even though I did not know what on earth all this theoretical stuff
about economics was good for. Back then I could not know how these studies
would provide me with a solid economics foundation. A foundation I can rely onup to this day.
Still the career of a suburban bank clerk or small merchant didnt sound very
appealing to me. Reluctant to get a normal job, I decided to do a 3D artist
internship at Software 2000, a small respectable computer game company in
Eutin, northern Germany. Tis internship eventually grew into a real job, and
suddenly, out of nowhere, I got bitten by Hollywoods VFX bug.1
When, in 2001, I received an offer to be part of Germanys rst full-feature CG-
animated lmBack to Gayaat Ambient Entertainment in Hannover, it was
impossible for me to resist. At the time no one in Germany had tried full-CG
animation before, so we had to gure things out as we went. When we really
managed to nish the lm after more than three years of production time, we all
earned ourselves our street education in state-of-the-art CG animation and
visual eff
ects.T
is experience became my very foundation for an even deeperVFX know-how. One that enabled me to live and work in ve different countries
By now you probably know this but just to be sure: VFX stands for visual e!ects.1
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on four continentsbut ironically never in the United States, the motherland of
the visual effects industry. Yet I didnt have to. New Zealand, Australia and
Southeast Asia seemed far more exciting to me.
On the outside it might have appeared that I never looked back at my economics
education. From the inside, however, my interest in economics and nance was
fueled by the euro and its accelerating ination. When the nancial crisis of1
2008 hit us, I intensied my economics studies and traveled the world. Te
combination of studying economics and traveling made me really aware of how
the world is changing at a rapid paceand with it the whole visual effects
industry.
Tis book is the result of my observations and studies. I dont cover any hard-core
technological details about how to create visual effects or lms.Tese kinds of
topics are countlessly covered in other publications. Instead this book is
exclusively about the business economics of creating visual effects and movies.
Te digital VFX industry has undergone massive changes in the last thirty-ve
years. All these changes eventually accumulated in the biggest transition period
the industry has ever experienced. Tis book documents these trends and offers a
holistic analysis. In addition the book aims to get a glimpse of a possible futurefor the VFX industry.
You will certainly get the most out of this book if you read it, like most books,
from beginning to end. But you wont have to do this if you cant wait to dive in
to a specic subject. You are welcome to read the book in any order you prefer. To
justify the holistic approach, I included a few 101 crash courses on certain topics.
At rst sight you might think that these 101 sections are not directly related to
the VFX industry. If you are only interested in the VFX and lm business and
nothing else, please feel free to skip them. However, if you feel curious and
adventurous at the same time, these sections will offer you a deeper
understanding and analysis of certain industry trends.
I have tried to offer you a window into the inner works of a world that has been
hidden for far too long. And for those who are already working within the movie
and VFX industry, I am hoping to off
er valuable insights that will assist you inmaking decisions. Tis book offers all the information I wish I had at hand when I
After the introduction of the euro, many Germans (me included) felt just how their purchasing power got1
cut in half.
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started my professional career in computer graphics fourteen years ago.
Unfortunately I had to nd out many of these things the hard way. Now you
wont have to.
Pierre Grage
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part one
introduction to the
business of film and vfx
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section 1
hollywood's film business
Show Me the Money ROD TIDWELL in Jerry Maguirefrom 1996
Before we dive in to the world of visual effects, we rst have to take a peekat the lm industry itself. Tis will help us to better understand the coherences
how diverse elements integrate and relateand some of the ongoing tensions
between those two businesses. It will be a brief chapter, so buckle up! By the end
of it we will have a good overview of how the modern lm business really works.
Yes, it operates a whole lot differently than most people believe.
In 1947 cinema attendance in the United States peaked at over 4.7 billion.
Cinema entertainment was a new, fascinating and cheap experience. People were
ocking to see movies. Te studios, who owned most of the theater chains, had
total control over what people were able to see. In addition the studios owned
the stars, writers and directors, forcing them into long, exclusive contracts.
Without these contracts no star would even be allowed to rise to fame.
By the 1950s this Hollywood studio system had become so feared that
the United States Supreme Court ordered all major Hollywood studios to
liquidate their theater chains. But the challenges the studios faced did not
stopped there. Te rise of TV and the increased star-bargaining power were
eating huge chunks into the studios prots. Harry Cohn, a then sixty-ve-year-
old Columbia Pictures executive, unburdened his heart in his companys annual
report from 1957:
We nd ourselves in a highly competitive market for these talents [stars,
directors, producers, writers]. Under todays tax structures, [a] salary to those we are
dealing with is less inviting than the opportunity for capital gains. We nd ourselves,
therefore, dealing with corporations rather than with individuals. We nd ourselves,
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too, forced to deal in terms of a percentage of the lms prots, rather than in a
guaranteed salary [as] in the past. Tis is most notable among the top stars.1
To survive, the studios developed an impressive set of strategies and deceptions.
Tese developments changed the lm industry in a way that made it nearly impossible
for an outsider to understand. It just doesnt make sense to read how big blockbuster
hits such as Harry Potter and the Order of the Phoenix or Star Wars: Episode VI -
Return of the Jediare box-office successes but still end up deeply in the red. Like
so often in show business, many things are just not the way they seem.
Source: Life Magazine, 10 June, 1957, p. 1461
Link: http://books.google.com/books?id=Nz8EAAAAMBAJ&lpg=PA146&pg=PA146&redir_esc=y#v=onepage&q&f=false
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chapter 1
box-office deception
Media outlets of all kinds are eager to publish box-office lists as a kind of
benchmark on how nancially successful a lm has performed. Web sites such as
boxofficemojo.com or Wikipedia.com also publish production costs of a lm.
However, these costs are, at best, close estimations since the true cost of a studio
movie is one of Hollywoods best kept secrets. Production-cost estimations
usually already include factors such as:
Development(story rights, screenplay, concept drawings, etc.)
Preproduction (producers, concept drawings, animation, location
scouts, traveling, etc.)
Production (principal photography with all the actors plus1
technological- and production-staffcosts)
Postproduction (Tis chunk of costs grew over the recent years
together with the demand.)
Even for small independent productions this is a huge chunk of money. For
a typical Hollywood production these costs are often in the multimillions. To nd
out if a movie was protable or not, people often simply compare budget
numbers with the total amount of income from the box office. Very often this
picture looks quite rosy. Some people are then quick to conclude Wow! Tis
movie totally sucked, and it made that much money? Nice! I better sign up for a
lm school, become a director and get rich quick.
Wait, hold your horses!
Te box office is just one side of the story. Tese numbers only reect the
gross revenue. We have to take a couple deductions into account before we can
obtain a more realistic gure:
CinemaTeaters(their share of the total box office)
This is the phase of a film where all the action happens and the movie is filmed. In this phase you can1
see everything: actors, lights, people and cameras rolling. Very stressful, very expensive.
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Distribution (by the lm studios, expensed to the movie, with each1
lm as a separate company on paper)
Marketing (trailer, TV, Internet and print advertisements, publicity,
etc.)
Taxation(Taxation varies from country to country. Generally a studio
pays less domestically.)
Te rst in line are the theater chains. Normally they keep about 50
percent of the box office, depending on the lm. Tis is not a small cut but still2
not enough for the cinema chain to make a prot from ticket sales alone. So the
theater chains had to change their business model from sales of admission tickets
over to concession stands. Tanks to sweet popcorn-prot margins of over 1000percent and overpriced soda, cinema theaters are able to make about 85 percent3
prots entirely on junk food.4
Te second in line are the lm studios in their role as distributors. In the
world of Hollywood accounting each lm production is a separate corporation5
a Spider-Man 2, Inc. or an Iron Man 3, Inc., if you like. Tis is a smart thing to do
since any movie production is a high-risk venture. Other benets include
bookkeeping gains such as keeping a lm in the red for as long as possible. Sinceeach lm is a separate company, on paper, the lm studios can charge for their
services such as nancing and, of course, distribution.
To be sure, distribution costs are not cheap, and they are a necessity to get
a lm into the cinemas. Te lm studios also have no choice but to outlay huge
amounts of money for lm prints and marketing. While lm prints are
increasingly being replaced by cheaper digital versions, on the ip side global
advertisement campaign costs have gone up. Ever since household entertainment
has been competing with the cinema, studios need to create audiences for their
Mostly a physical copy of a movie will be sent to movie theaters. One single copy on celluloid can cost a1
four-figure sum, depending on the length of the film. On top comes logistical costs for getting the copiesfrom point A to point B. This is also why film studios are pushing for a digital-film distribution system.
source: http://www.businessinsider.com/theater-chains-not-selling-man-3-tickets-2013-4?IR=T2
source: http://finance.yahoo.com/news/20-world-most-overpriced-products-095521796.html3
source: http://business.time.com/2009/12/07/movie-theaters-make-85-profit-at-concession-stands/4
Also known as creative accounting.5
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movies. Te only way to do this is to countlessly repeat ads on the most popular
TV networks. Movie posters in every major city of the world does additionally
help to make audiences aware of the trailers and ads.
For a huge blockbuster, a global marketing campaign can easily amount to
close to 50 percent of the original production budget. Disneys John Carter, for
example, was reported to have a $100 million advertisement budget which is 401
percent of its original $250 million production budget. After this op, Disney2
was reported to increase the marketing budget for Te Lone Rangereven higher to
the $150$175 million range. Tis is a whopping 80 percent of the lms original3
$215 million production budget.4
Risk has its price. Which is why the distributors charge a hefty distribution
fee in the range of 33 percent based on the total theater receipts. A few verystrong leaders in this industry can become partners and negotiate this fee
down to around 12 percent and maybe even lower. In 2009 Spielbergs
DreamWorks Animation signed a seven-year distribution agreement with Disney
for a fee of 9 percent. But these kinds of deals are extremely rare. Even a lm5
which gains its nancing independently outside the studio system still has to face
a going distribution fee of around 18 percent.
Te bottom line is that any lm will have a hard time being protable from
only its box-office revenues. Te lm studios will always collect their distributionfee rst before any other prot participant can get a payout. Tis fee structure,
plus interest charges for the lm studios investments, help the studios make
some prots from the box officeassuming that the lm is a hit. In the worst-
case scenario, the lm studios have at least a chance to earn back their initial
investment while the lm corporation itself (Te Wolf of Wall Street, Inc., for
example) is unlikely to make any money at this point. Tis means, for any other
investor and so-called net-point participants, they wont earn a cut of the movies
box-office revenuesalmost no matter how successful the lm has become in the
cinemas.
source: http://www.hollywoodreporter.com/news/john-carter-cost-disney-millions-3017041
source: http://www.boxo#cemojo.com/movies/?id=johncarterofmars.htm2
source: http://www.hollywoodreporter.com/news/disneys-lone-ranger-could-lead-5815033
source: http://www.boxo#cemojo.com/movies/?id=loneranger.htm4
source: http://www.theguardian.com/film/2009/feb/10/disney-to-distribute-dreamworks-movies5
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chapter 2
where hollywood's real money comes from
Tis presents a very important question. If a lm is not making money from the
box office, where does the real money come from?
To nd an answer to that, we have to take a look at the lm industrys
combined revenues. In 2012 they amounted to around eighty-six billion globally.
Below is a graphical representation of the lm industrys global revenue.
According to these estimations, only 25 percent of the global lm-industry
revenue really comes from the box office after the standard theater-chain
deductions of 50 percent. Marketing and lm-print outlays from the distributers
would reduce this percentage even furthernot to mention insurance, taxation,
translation and lawyer-fee deductions. Considering all this, the biggest driver forthe lm industrys revenues is, in reality, the DVD/Blu-ray sales. Tis is despite
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recent reports about a decline in DVD sales. As of today Hollywood expects1
higher future box-office revenues from China. While this might be the case, we
can expect revenues from streaming services to have an even higher impact on
future global revenues.
Terefore, box-office numbers and benchmark lists are irrelevant. Except
for one small thing: advertisement. If a lm can claim that it was once a
number one box-office hit, that recognition will act as a seal of quality and attract
more audiences. Hence the studio is able to charge higher network and streaming
licensing fees and can also hope for higher DVD/Blu-ray sales numbers.
source: http://www.theguardian.com/media/2010/nov/29/dvd-industry-sales-slump-blu-ray1
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chapter 3
hollywood demographics
After the rise of TVs popularity and the increased bargaining power of
superstars, Hollywood was forced to nd new streams of revenues or face
extinction. Cinema attendances went into a free fall, revenues declined and big-
name movie stars demanded prot participations. Movie demographics soon
revealed what was going on. Older audiences (especially those with kids)
preferred to stay home and indulged in their home entertainment. Young teens,
on the other hand, still enjoyed eeing their parents homes to go to the air-
conditioning comfort of cinemas. Tis male and female audience, under the age
of twenty-ve, also prefers to go to the movies more frequently. Tese days,
frequent moviegoers purchase a staggering 50 percent of all movie tickets.1
Terefore, it just made economic sense for the studios to shift their focus over to
young audiences.
Male and female audiences under the age of twenty-ve tend to:
Purchase the latest music.
Play computer and casual games.
Consume similar content on TV and in books and magazines, which
makes them very effective (cheap) to promote too. A great example is
how Disney cross-promoted its number one box-office hit Te Avengers
with its new TV series calledMarvels Agents of S.H.I.E.L.D.
Care more about action and visual effects extravaganza then big name
stars.
New franchise installments like 2 Fast 2 Furious, Transformers, Twilightand
Hunger Games, to name just a few, managed to establish themselves entirely
without a single big star in them. Unknown actors are always easier to handle in
contract negotiations than already-established brand names, such as Tom Cruise
or George Clooney, who negotiate like corporations. Tese kinds of stars know
that their names act as a guarantee to pull a certain minimum quota of attendees
into the cinemasand they charge a premium for that. But recent box-office
source: http://www.mpaa.org/wp-content/uploads/2014/03/MPAA-Theatrical-Market-1
Statistics-2013_032514-v2.pdf
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disappointments, like the star-driven Cowboys & Aliens(Harrison Ford and Daniel
Craig), R.I.P.D. (Jeff Bridges) and Lone Ranger (Johnny Depp) wont encourage
studios to change their blockbuster strategy all too much.
Why accumulate more economic risk by adding costly brand-name stars to
the costs of visual effects and explosions if the lm can work entirely without any
expensive faces?
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chapter 4
behind the mask of hollywood
With the studios focus on younger age groups, the real business has changed.
Great original content made room for movies offering manifold exploitable high-
concept IPs . Te classic blockbuster-lm recipe, visible in lms like Jawsand the1
Indiana Jones series, changed into so-called tent-pole movie events, such as the
Transformers, Iron ManandAvatarfranchises.
Tent-pole lms are, in principle, the same as blockbuster lms, just without
any rough edges as seen in the lms made for more mature audiences. Tese
kinds of tent-pole movie events are designed to appeal to all age groups under
twenty-ve, which means they have to be as safe as possible. Scripts that feature
violence, nudity and swearing are huge red ags for the lm studios tent-pole
strategy. Te possibility to license lm characters to toy factories and gaming
companies is often a key criteria to push scripts into production. But regardless
of whether the cinema lm is a blockbuster, tent pole, comedy or drama, amovies theatrical release today is nothing more than a huge advertisement
campaign for Hollywoods real moneymaking pillars:
Licensing to cable TV and streaming networks.
Character or story-setting licensing to toy, gaming, book, clothing and
theme-park companies.
DVD and Blu-ray sales.
DVD and Blu-ray rentals.
In-ight entertainment.
Foreign presale distribution rights.
Product placements.
Music records.
One often-underestimated stream of revenue is the character and
entertainment licensing. In 2012 this licensing segment scored, on its own, a
mind-blowing $49.3 billion in global revenues. Disney plays this licensing piano
Short for Intellectual Property. A perfect exploitable IP is something that can sell not only sequels but1
also toys, games and pictures on household items.
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particularly well for its shareholders. Te big mouse dominates the character and
entertainment segment with global annual revenues of $39.4 billion. Tats a
surreal dream market share of 80 percent. With its takeovers of Pixar, Marvel
and Lucaslm, Disney took over a whole industry without anyone noticing.
Te mouse turned Disney into the worlds largest licenser with brands like
Disney Princess and Star Wars. Just these two licenses ood Disneys money bin
with around $3 billion in yearly global revenuesfrom each. Te studios other1
top-selling billion-dollar character licenses include Cars, Mickey & Friends, Toy
Story, Disney Fairies and Spider-Man. In this industry Warner Brothers, with its
lucrative six billion in revenues, looks like a dwarf next to Disney. Even lagging
further behind are Nickelodeon ($5.5 billion), DreamWorks Animation ($3
billion), Cartoon Network ($2.8 billion), 20th Century Fox ($2.35 billion) andSony ($1.2 billion).2
Licensing became, for modern Hollywood, the most important business
since the rise of home entertainment. Once a blockbuster tent-pole IP is
successfully installed, the lm studios make billions with licenses for clothing,
diapers, games and toys. Unlike the box-office game, the licensing business is
near risk free and very rarely has to share prots with other partners. Yet
Hollywood tries to convince us with its biggest awards show that it is still in thebusiness of creating great and original contentand not IPs for its licensing
businesses.
Everyone knows that blockbusters have almost a zero chance of winning a
certain golden statue. Except maybe one for best visual effects and sound. Is that
because Hollywood really cares about the past best lm winners, such as 12 Years
a Slave,Argo, Te Artistand Te Kings Speech?
Or is that because blockbusters dont really need another boost in cinema
attendances and DVD sales?
Judge for yourself: Of the nine nominated lms for best picture in 2013,
every single one of them was released in the last three months of the year. Tis
pattern repeats itself in most of the preceding award years. No matter how far we
Sources: http://www.hollywoodreporter.com/news/george-lucas-star-wars-2885131
http://www.forbes.com/sites/jennagoudreau/2012/09/17/disney-princess-tops-list-of-the-20-best-
selling-entertainment-products/
source: http://variety.com/2013/biz/news/disney-star-wars-princesses-licensing-1200498040/2
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go back, a clear majority of best picture nominations are those lms released
during the end of the year.
Does the awards committee really have such short-term memory, or is the
rest of the year traditionally such a lousy lm year?
Whatever the case may be, the fact is, when the worlds biggest movie
awards show announces its nominees in January, chances are very high that most
of the nominated lms will still be running in a theater somewhere in the world
or come out on DVD in a store close to you. Tis award-sale effect is especially
utilized to perfection if an actor or actress wins a golden statue and also happens
to star in a huge blockbuster tent-pole IP. Tis was the case with the doubtlessly
very gifted Jennifer Lawrence in 2013 (Hunger Games) and Natalie Portman in2011 (Tor).
With millions of viewers in the double digits, Hollywoods biggest award
show is one of the worlds most successful image and advertisement campaign
ever launched. Its nothing but a huge promotional event for the American lm
studios.1
Does this mean that non-tent-pole movies are only made to win awards?
Probably not. Dramas and independent lms might not make any money
at the box officebut on DVD, streaming and TV they do. For as long as people
are willing to pay for original content in one way or the other, someone will fulll
this demand.
At least Hollywoods biggest awards show is quite open about how it only cares about American films.1
Why else would they need a category for the best foreign film?
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chapter 5
low-risk film financing
Acclaimed Hollywood screenwriter William Goldman famously summarized the
lm industry in his book Adventures in the Screen Trade with the sentence
Nobody knows anything. He said so because there is no one who can explain
beforehand why a lm will work and another one wont. So the best way studio
executives know how to play this uncertainty is to diversify the risk by producing
at least, lets say, ten lms in a year. Ten these mighty executives can only cross
their ngers and hope two of those lms will allow the studio to break even for
the year. And hopefully a third or fourth lm will be such big hits that the studio
will make money on its licenses and DVD releases. Only then are studio
executives able to keep their jobs for another round in the next year.
An improved version of this risk-diversication strategy is the release of a
safe backup movie shortly after or before the release of a risky, unproven IP. Te
New York Times reported in 2009 that 20th Century Fox was ensuring its $5001million bet on Avatar with Alvin and the Chipmunks: Te Squeakquel.2 Te rst2
Chipmunk lm cost only about $60 million to make and took in globally $361
million at the box office. Indeed, the Squeakquel turned out to be a perfect
insurance. Te second franchise installment took in a global box office (not
counting DVD sales, rentals and licensing revenues) of $443 million on a $75
million budget.
Multiple lm releases per year is denitely a smart way to diversify and
reduce the overall risk of a lm studio. An even better way to reduce risk is to use
as little of the studios own money as possible. In business this magic formula is
called OPM, which simply stands for Other Peoples Money.
Over the years Hollywood could rely on funding by all or some of the
following ways:
s ou rce : h t t p : / / w w w . n y t i m e s . c o m / 2 0 0 9 / 1 1 / 0 9 / b u s i n e s s / m e d i a / 0 9 a v a t a r . h t m l ?1
_r=4&src=twr&pagewanted=all&
Estimated figure includes production and marketing budget.2
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Government Subsidies(more about subsidies in Chapter 7: VFX and
Globalization)
Tax Shelter Deals (a legal method to decrease taxable income and,
therefore, the liability of a production)
Product Placement (Its safe to assume that no brand featured in a
movie happens to be an accident.)
Presales of distribution rights (Te studio keeps, for instance, the
American distribution rights but sells the European rights before the
lm goes into production. Surly, these monetary gains limit the
studios upside. But since the studio pours such gains directly into the
production budget of the lm again, they also limit their risk.)
Hedge Funds (Investors pool money to back one or multiple movieproductions for prot participation points.)
Even though a lm studio could nance its own entire slate of movies, it
will only tap into its own pockets as a last resort because ultimately OPM also
translates into Other Peoples Risk. And as pointed out, movie productions are
always a high-risk crap-shooting venture. Why should a lm studioeven
though it also gets consistent cash ow from DVDs and licensing revenues
nance its own movies if they can outsource their risk to taxpayers and outsideinvestors?
Tanks to the studios clever accounting techniques they are able to push
outside investors into a smaller share of total earnings. If the lm studios had to
use their own money, they would never earn as much as they do with the
outsiders capital.
Lets look, as an example, at Paramounts nancial masterstroke of the $95
million production Lara Craft: Tomb Raider from 2001. In a nutshell, here is how
the studio reduced its nancial risk from 100 percent down to below 10 percent:1
Presales: Intermedia pays $65 million for distribution rights for Britain,
France, Germany, Italy, Spain and Japan.
Government Subsidies: A $12 million subsidy for shooting part of the
lm in Britain.
source: http://www.edwardjayepstein.com/LaraCroft.htm1
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Tax Shelter Deals: A German company buys the movie rights and leases
or sells it back to Paramount at a loss. Te result is another cool $10.2 million.
Paramounts Remaining Budget: $8.7 million.
A more aggressive use of product placement would have reduced
Paramounts production budget even further. After the successful franchise
installment, Paramount made up for this lack in 2003 for the second Lara Craft
lm, Lara Croft Tomb Raider: Te Cradle of Life. In a very stylish and scenic African
setting, Lara parachutes into a Jeep Wrangler Rubicon from Chrysler. Tis scene
worked not only well in the movie but also in a separate commercial, which cross-
promoted the movie on TV. JeffBell, vice president of the Chrysler Group, hadonly this to say about this deal:
Tis is more than just a product placement. We have created a 360-degree
integrated marketing campaign around the movie and the debut of the Wrangler
Rubicon Tomb Raider model.1
Hollywood does not like to talk much about its product-placement deals, despite
the fact that those deals have become a very important part of its lm-nancingpractices.
It all started with the James Bond franchise signing a product-placement deal
for motor vehicles in 1974. All chase scenes, starting with Te Man with the Golden
Gun, had to use cars made by American Motors. In return, the producers received
a check of over $5 million. In 1997 the James Bond series wrote product-2
placement history again with its $100 million deal for Tomorrow Never Dies. AMC
reported that brands like Avis, BMW, Ericsson mobile, Heineken, LOral, Omega,
Smirnoffand Visa all paid for the lms entire production budget. Only this time3
the brands were very obviously noticeable in long shots.4
source: http://www.ign.com/articles/2003/05/21/jeep-wrangler-rubicon-tomb-raider-edition1
Doesnt sound like a lot, does it? Think again. Adjusted for inflation, this number amounts closer to $232
million by o#
cial inflation calculation. Thats some very serious money even by todays standards.
source: http://blogs.amctv.com/movie-blog/2010/05/product-placement-in-the-movies/3
A shot in filmmaking means a series of frames that runs for an uninterrupted period of time. Transitions4and cuts are used to glue these shots together to create whole scenes and sequences.
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Other lmssuch as Transformers, Battleship and Te Lego Moviecarry
the product right in the title. Additionally a franchise like Transformers is also
perfect to advertise cars made by General Motors and the power of the US Army.
Some lms even come directly across as two-hour-long commercials. Take Te
Internshipfrom 2013 as an example. Tis funny lm deals with two uncommon
guys getting an internship at Google. By the end of the credits even I found
myself browsing the job pages of Google.
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conclusion
Since the early 1980s Hollywood has successfully managed to quietly shift theirbusiness model from the box office over to licensing models. George Lucas was
taking the lead with his legendary Star Wars IP. To this day all Hollywood studios
go to great lengths in making everyone believe that they still care about the box
office as their only major form of income. In reality though they just see the box
office as an advertisement for either a new IP or as maintenance to keep an
existing IP valuable. For Hollywood a good box-office performance results into a
high-value IP for increasing TV licensing sales and hopefully very lucrative
character-licensing deals. A bad box office, on the other hand, results into a close-
to-worthless IP and low TV-licensing sales. Hollywood is no longer in the
business of making great original movies. Its in the business of selling their
brands and characters as toys, computer games and on diapers.
But Hollywoods new economics does not stop there. Te lm studios also
perfected their strategies to reduce the naturally high risk of producing movies
down to close to nothing.Tanks to the lm businesss sex appeal, Hollywood has
no problem exporting risk to outside investors and governments. In return theseoutsiders often gain little besides invitations to celebrity parties. Tere is
practically no chance in hell that Hollywood will ever allow any lm talent or
outsider to tap into its real money: the licensing revenues.
Most peopleeven many industry professionals who have to nd it out
the hard way are largely unaware of Hollywoods economic realities. Te lm1
studios are just too successful in creating economic box-office distraction. Very
few books have been written on this subject, and, without Te HollywoodEconomist by Edward Jay Epstein, the information about Hollywoods magical
world of economics would be even thinner.
Like myself for example. I became a financial coproducer for the first film I worked on as a CG artist. The1
idea was that a small portion of my paycheck would be invested in the film for net points. Ten years later Iam still waiting to receive anything.
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Summer blockbusters are very expensive to make. Tey have things that have to
be expensive, such as six hundred effects shots or CG characters who have to go a
certain way or a lm design that is different but expensive.
Its tempting for lmmakers to remember the good old times when big
blockbusters did not cost more than $10 to $20 million to make. Compared to
the $200 million budgets, the risk to make a lm these days seems to be, indeed,
unbearable. In June 2013 Steven Spielberg even went so far as to predict an
implosion over these expensive blockbusters:
Teres going to be an implosion where three or four or maybe even a half-dozen
megabudget movies are going to go crashing into the ground, and thats going to change
the paradigm again. 1
If we compare a recent big lm release with a blockbuster from the 1980sor the 1930s, this logic denitely seems to make sense. Even adjusted for
ination, this argument appears to be undisputed.
Neither blockbusters Star Warsnor Gone with the Windcome close to the
estimated production cost of Avatar. Even Star Wars ination-adjusted $42
million budget looks like nothing compared to Avatars massive nonadjusted
Source: www.variety.com/2013/digital/news/lucas-spielberg-on-future-of-entertainment-1200496241/1
In Chapter 10: Boom, Doom and Implosions, we will look deeper into this remark.
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$250 million production budget. However, is this huge difference really because
of the extensive use of CGI inAvatar? Is it really possible to produce a Star Wars1
today, the way George Lucas did it in the 1970s? For only the ination-adjusted
$42 million? Especially if we decide not to use CGI, just real celluloid with
optical and practical VFX? I highly doubt $42 million would still be a sufficient2 3
budget if we strictly limit ourselves to use technology from the 1970s.
But if the $42 million were not enough, it would imply that there is
something seriously wrong about the ination numbers provided by the US
government. Could it really be that the United States is understating their
ination rate? Why would they do that? I know that most of us have probably
heard about ination. But if you are not quite sure what ination means for our
standard of living, the rst 101 section is for you. After reading this, you willknow far more about ination than 90 percent of the average Joes out there.
Short for Computer Generated Images.1
Optical e!ects are mostly understood as a chemical process, done in a laboratory to produce film2
e!ects.
Practical e!ects are e!ects that are produced on a movie set by a skilled group of people. These e!ects3can be gunfire, splatter e!ects, bullet wounds, rain, wind, fire, explosions and even mechanical-drivencreatures like dinosaurs (animatronics).
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chapter 6
inflation 101
In a nutshell we call the effect of a price increase for a commodity, such as an
apple, ination. Price increases can happen every hour, day, month and year.
Despite the fact that there is nothing different about the apple itself. It still
tastes and looks the same.
So why does the apple become more expensive?
Tis is where people usually use the word ination. Which is not quite
right. Rising prices are merely a symptom of ination. What the word ination
really describes is the declining value of the currency we hold in our hands.
Responsibility for the declining value aka ination falls to the entity thats
issuing or controlling the currency. In most countries this is our government.Te
problem with most governments is that they have huge spending decits. To
grow or to keep their size, operations and spending intact, governments have
three major options:
1. Issue bonds.In the United States they are called Treasury Bonds. For
the government they are nothing else but debt which has to be repaid
with interest in a time frame from one month to thirty years.
2. Print more currency into existence.Also known as expanding the
money supply. Tis happens mostly virtually these days. With the push
of a button.
3. Increase taxes. Usually a very unpopular decision. Since most
politicians like to stay in power, its traditionally the last resort. High
taxes also have very negative effects on the economy because it
punishes success. It just sucks to work hard, make more money and
then see most of it go to the government. So most people just stop
business activities or leave the country. Which in turn results in overall
lower tax revenues.
Governments all around the world really hate shrinking. Teir instinct as
an organism is very similar to cancer. First rule is to survive. Second rule is to