From VFX artist to producer?

We have a former comper turned producer at work. She started (quite logically...) by a few years as production coordinator before becoming a producer, even after 8 years of industry experience as a comper. She found herself in a position similar to yours (waning interest) and with a feeling she could do production's work in a more organised and logical way than what she had experienced as an artist, so she made the jump to the other side. I don't really see any difference between her and any other producer; her technical knowledge really doesn't make any difference for us on the artists side and she said it doesn't really change anything for the client side either, except when dealing with their supes. She seems under a lot of pressure and is obviously always super stressed.

Personally, I did the opposite, I worked in production (on sets, not VFX) for many years before making the switch as artist (comper.) I started on the bottom of the scale working props up to chief, took UNI classes part-time in project management and made my way up to show producer after getting my diploma and a few years of production coordination and producer assistance. However, after a while, I got tired of feeling removed from the end result. I missed the "hands on" feeling of being able to identify something I personally had truly "created/fabricated." Managing only money, budgets, excel spreadsheets, timeline, unions, clients and crew planning (and oh so much pressure) is worthy, but it's really abstract.

As a former manager myself, I see a lot of things happening on the VFX production side that makes me absolutely insane/cringe. Not having technical skills isn't problematic in my opinion (as long as you have basic vocabulary and supes/leads around) but I am absolutely flabergasted by the lack of knowledge of basic management tools by VFX management teams. If you want to go in production, I say go get those tools and then you'll not only become a hot item, you'll actually enjoy it and be able to make it work instead of trying to make sense of what people are trying to do around you without actually managing it most of the time...

VFX is a field where it is (too?maybe?) widely accepted that you'll learn on the job. That's true on the artist side : "you have no experience and we have no way to assess your actual understanding of the skills necessary for the position but your reel is amazing, you're hired!" It is also true in production : "All you need is good organisation skills." That is bullshit -in my opinion. Even being a good lead has little to do with managing a multi-million dollars project, really...

Take a few accounting classes to learn calculating vested values to do a proper budget (what's an overhead, what's a closed rate, what's long term vs short term) and learn about operation management to know how to include estimation bias (in time) for tasks evaluation/budget. Take a few management classes to figure out how to make a crew planning that can withstand changes throughout a project, how to rebalance time vs people vs money around without pissing anyone too much, how to negotiate with clients, how to manage sensitive HR situations or deal with changes on a company level (as a manager that has to communicate to the team.) Get basic legal knowledge to understand the basics of a contract for communication with clients... And if any/all of this sounds bo-ring to you, don't go in production, because that's production.

I would kill to have a producer who actually understands how those things should be done without always being in a fight or flee panic state. It's true that management is half common sense and half organisation skills, but without the tools to understand the big picture from the little details and the tools to have a well-running team through changes without panic, things devolve to chaos waaaaaaay too much considering the type of work done -again, in my opinion based on my experience...

/r/vfx Thread