Could somebody take this further and build up a studio that seeds those kind of movies?
I mean, look at Primer (posted here, thanks!): a budget of 7000$ and a 424000$ revenue. Even if they had a margin of 10% on that, 42000$ is still a great payback.
I was reading on HN of a guy proposing budgets of 25k per movie. That means 4 movies with 100 k. Is somebody doing this? Why nothing like this comes up or more mainstream?
I think filmmaking and other pursuits like music will continue to bring great authors without any community funding. Every great artist just got started with limited means and their work shows for itself. A good artist doesn't need a few thousand dollars to get started, they just get started, and that initial work is either good enough for the artist to move forward or it isn't. Peter Jackson started his first film in his backyard with his friends on the weekend, and through sheer persistence just kept going with it long enough, and with interesting enough ultra-low budget footage that he got a grant to finish it, based on the quality of his work. Every other successful artist I know just had the hustle built in: the act of producing. You can't pay people to find out if they are going to make great work. It's there or it's not.
Word. "A good artist doesn't need a few thousand dollars to get started, they just get started, and that initial work is either good enough for the artist to move forward or it isn't." Right. that's the idea. I'm treating it, or inspired by, small businesses and the people who run them. Get the thing going and correct course on the way. If it sucks, it won't go very far, and that means I got to do something different. I can't wait around for permission.
I don't agree with that. I mean, let's be practical here, movies are there to make money. If a movie has a budget of 25 k, you need ~50 k people willing to pay 1 euro to watch it to make already a decent margin. Then, after a while, you sell downloads withouth DRM and you make another nice profit.
Other than that, a studio should offer: actors easy to reach to (maybe on a wage?), shooting gear, special effects experts, etc. Lots of this things would lower the entry barriers for movies a LOT.
If you're talking about movies as an industry then that's different, but if you're talking about finding great work like Primer or Herzog's documentaries, throwing money at filmmakers isn't going to make great work and kickstarter-for-movies may just flood us with more mediocre product that doesn't follow through on the director/writer's promise. You can't make a movie with a community controlling the outcome: you need absolute creative control to make a good film.
Shooting gear, special fx: these things are already so inexpensive compared to 10 years ago that having a nice HD camera and lenses and access to After Effects isn't stopping anyone. I've got friends making films after hours and on the weekends because they decided a long time ago it's what they wanted to do, and they'll keep doing it until they make that one beautiful, promising piece.
You just can't kick-starter this: good work happens serependitiously, not because of a bigger budget.
I agree, but I'm trying to do this more from an angle of a production company than a studio. This first movie is to get the ball rolling, use it as leverage to raise money for the next, stay lean to make a profit and the get bigger and better each time. If it would eventually lead to a 'studio' set up as opposed to a 'production company' great! But right now I'm focusing on making great movies.
A good artist doesn't need a few thousand dollars to get started, they just get started, and that initial work is either good enough for the artist to move forward or it isn't.
This is a myth. It's a lot cheaper than it used to be, but at the minimum you need the price of a camera or a generous friend. The best way to get started for cheap is to volunteer on other peoples' film shoots. What gets lost in statements like this is that filmmaking is not that creative of a process: it's an industrial one. Writing is creative. Photography is creative. Editing is creative. Acting is creative. Putting all those things together is grunt work to a great extent. Unless you do something unusual like a single location, it takes two weeks to shoot a feature, and the cost of food and travel expenses for 2 weeks for the minimum # of people will easily hit $1000. As I said yesterday, saying that you made something for nothing is partly a marketing tool. Invariably, when you dig into these stories, you find that the person either had money of their own, had very generous friends, or used some creative accounting (getting a donation of film stock means 'the film cost $0' and we won't talk about the manifold other expenses).
The big step forward in the digital domain we have today is taht you don't need to buy film any more. Film was staggeringly expensive: it used to cost about $70 to purchase and develop 3 minutes of 16mm film, of which 2/3 would go unused. Digital video made that a lot cheaper (an hour of tape for ~$10 OMFG), but decent cameras were pricey and you couldn't get depth-of-field without expensive accessories, because the video sensor was too small. Controlling focus is a major, major creative tool, so people would spent as much as the cost of the camera itself on accessories that let you mount still camera lenses on a box with a spinning ground glass screen. DSLRs with 35mm sensors are the biggest breakthrough in decades.
Every other successful artist I know just had the hustle built in: the act of producing.
Producing is an art. But lots of directors, writers, and visual artists aren't producers, and there's a limit to how much free help you can get, because people with experience/technical skills need to be paid or they don't eat. Sure, they'll give you a break if you're sincere and your project is good, but you need money at some point.
I have an issue with this myth for 3 reasons. First, if you buy into it you'll waste a lot of time wondering why the product of your hard work is so weak. The fact is that you can have it good and fast, or good and cheap, or fast and cheap, but not all three. If you can't or won't spend money, then don't do film, join a theater group. Second, it creates the justification (for oneself and others) that it's OK to work for free because a) the project is great so it'll help one's career through exposure online and at film festivals and b) it's for art. (a) is almost never true; success stories like primer happen for only one project in 1000, if that, and the pitch screams 'rookie!' to anyone with more than a year's experience. It's much better to say you don't have much money and can only pay food and travel expenses. As for (b), saying that 'it's for art' is producers-peak for 'you're being screwed.' Ask people to give up their time for fun: the only person whose time should be sacrificed for art is your own. This filmmaker-as-artist schtick goes back to the auteur theory of the french new wave, and it's BS. The new wave was only possible because of 16mm cameras, which made filmmaking cheap and mobile by comparison to the costs of 35mm. This made filmmaking more of a cottage industry than a factory floor one. But as most HN readers know or quickly learn, a small business is still a business and is subject to economic forces like burn rates and so on. Which brings me to the thrid reason: projects that are founded upon the idea of doing it for nothing and possibly having a hit are projects with no sales strategy. And that means that it's almost guaranteed not to recoup its costs. As long as you work on this basis you're not in the film business, you're in the film hobby. You should absolutely have a plan for breaking even: it's more decent for the people that work for or assist you, helps to simplify your decision-making, and spurs creativity. It needn't be too elaborate; once my friends and I paid off the costs of a short by staging a little film festival at a neighborhood theater and putting our short on last. We charged people to enter, to attend, and sold t-shirts, posters, and photo prints in the foyer.
So please, please, however you do it, learn to think of your film as a product that can be sold in some fashion.Every time someone says they don't want to spend money, what they're actually communicating is that they don't expect or want to make any money, and that deep down, what they're making is No Good. Accepting the idea that your work has some monetary value will actually improve the quality of your art significantly because it will help you to become critical of your own process and output.
I think all your points above are primarily for film as an industry: of course it takes money to make money. But what I meant by "the act of producing" is the act of producing work, of making things. I'm tired of watching polished films from people who don't know how to captivate an audience with their storytelling (narrative or not). Some of the best 'auteur' work I've seen is extremely low budget (the kind of budget you can save up for over a few months or a year). And the hustle? Not everyone wants to be in Hollywood. A lot of very good artists just want to make stuff, while they teach or work on commercials for a living. The film business is harsh and it's not something everyone wants to go all-in for.
As I was editing this article, I was thinking the same thing myself. My guess is, it would be pretty tricky to turn a profit: movies like Primer are going to be rare.
But maybe you could get the formula right? Find filmmakers with collaborative attitudes, and put them together to coach them on film making (and marketing).
Well, it all goes down to run some numbers. My problem is that I have to assume too many things, somebody with a little bit of experience in movie making/distribution might help?
I mean, Primer is rare, ok. But you don't need that. Depending on your costs, you can decide to keep thinkgs pretty lean.
I think the biggest problem here is distribution. Sure, you can find some small cinemas, but how much you get of the ticket price? How many people you can reach out? Would paid streaming on the web be a suitable thing (are people ready to pay for low budget movies on the web?).
For how bad a movie is, there will be always an audience (even if audience equals to your mom). My problem with this all reasoning (25 k per movie I mean) is estimating how big and scattered is this audience.
If distribution was the problem, wouldn't this be taken care of by having a huge group of indie filmmakers banded together.
This is a good point. As I said, I'd really like some indie filmaker to come and answer this. But do consider that I usually have few problems with those guys:
1. No sequels, or they take really long to come.
2. All the copyright crap is still there.
3. Difficult to judge quality _before_ watching the movie.
4. Too many people to tip. You want your money to go to 1 guy that makes good movies. Not to 100 filmmakers.
I'm feeling very naïve about the movie industry here – is what we're describing simply a movie studio?
Well, I guess that's where we ended up. Again, somebody with an insight view might help. On HN they were talking of the Nigerian movie industry that seems to be doing profits. I think is all about how you model revenues and cost (yes, abstract, but that's how I think about it).
Distribution isn't so much the problem as marketing is.
There are all kinds of ways to make your film available now, but getting people to even know that it's available, much less that they want to watch, isn't much easier than it was in the past.
Even with super-low budget films you still need to spend hundreds of thousands at a bare minimum to get people to see them. More often that figure is in the millions for theatrical releases.
I've spent a fair amount of time trying to think of a way a startup could work around this problem and promote films reliably and successfully without money. I'm not sure there is a way.
I think it's possible for select groups of filmmakers to do it. If you have a group of 4 or 5 that could turn out high quality work reliably, I think the reputation could build. But now really, you just have two problems. Marketing and finding/managing that group.
Yes, I think you are right. In fact, I mentioned that the "real" problem would be to reach out the audience (I am 100% convinced there is an audience out there for _any_ movie).
However, I see this strictly related to what you invest in the movie. If you invested 25 k and you could get 1$ in average per customer view, you need to reach out 50 k people to make a 50% "gross" margin (of course there are other costs such as the website hosting, but still).
Then you build an audience day by day, film by film.
Another thing to consider is that there is a lot of "free" marketing that could come from taking bold steps. For example, how many articles on followed blogs/journals could a movie with a permissive copyright licence get? Consider a soundtrack distributed a la Jamendo too.
Sequoia Capital tried this back at the tail end of the dot-com boom. All the independent films they invested in bombed and the film ended up loosing money.
I mean, look at Primer (posted here, thanks!): a budget of 7000$ and a 424000$ revenue. Even if they had a margin of 10% on that, 42000$ is still a great payback.
I was reading on HN of a guy proposing budgets of 25k per movie. That means 4 movies with 100 k. Is somebody doing this? Why nothing like this comes up or more mainstream?
Thoughts?