What’s it like to work as a visual-effects artist for the MCU? “I’ve had co-workers sit next to me, break down, and start crying.”
www.vulture.com
The main problem is most of Marvel’s directors aren’t familiar with working with visual effects. A lot of them have just done little indies at the Sundance Film Festival and have never worked with VFX. They don’t know how to visualize something that’s not there yet, that’s not on set with them. So Marvel often starts asking for what we call “final renders.” As we’re working through a movie, we’ll send work-in-progress images that are not pretty but show where we’re at. Marvel often asks for them to be delivered at a much higher quality very early on, and that takes a lot of time. Marvel does that because its directors don’t know how to look at the rough images early on and make judgment calls. But that is the way the industry has to work. You can’t show something super pretty when the basics are still being fleshed out.
Hiring indie filmmakers that don't have any sort of experience directing VFX-heavy films is one of the main reasons the output has become so ****ed and unmanageable the last couple years, not to mention as the article states, one of the reasons VFX artists become overworked with poor results. You need a certain skillset to manage a film of a scale as large as this one with very specific technical requirements, just like you'd any other job.