View Conference Unveils Cutting-Edge AI, Gaming, and Culture Insights
Industry leaders at Turin's View Conference discussed the evolving creative landscape, focusing on shifting studio cultures, innovative leadership, and the profound convergence of filmmaking and video games. Discussions also delved into the transformative yet challenging role of generative AI in production, exemplified by Netflix's Eyeline Studios' hybrid approach. These topics underscore the industry's dynamic efforts to adapt to new technologies and foster talent.
The annual View Conference in Turin brought together prominent figures from the film, gaming, and animation industries to discuss the evolving landscape of creative production, focusing on studio culture, leadership, technological convergence, and the transformative potential of artificial intelligence.
A significant portion of the discussions centered on fostering positive studio cultures and developing effective leadership. Michelle Grady, president of Sony Pictures Imageworks, emphasized that "culture is what you tolerate," highlighting the critical need for studios to actively build and maintain supportive workplaces. This involves encouraging understanding of core values and making difficult decisions when necessary. Panelists, including Janet Lewin, senior VP and general manager of ILM, and Holly Edwards, president of Skydance Animation, agreed on the importance of deliberate leadership appointments and exhibiting desired values. They stressed that leaders must coach, mentor, and intervene when managers struggle, rather than passively hoping problems resolve themselves.
Changing expectations among younger employees are reshaping studio dynamics. Grady noted a shift from traditional top-down management to a more democratic, participatory leadership style, where younger generations expect to have a voice. ILM's initiatives, such as employee forums, town halls, and open-door policies, exemplify efforts to integrate diverse perspectives, with Lewin acknowledging that "a good idea can come from anywhere." However, she also cautioned that while participation is encouraged, ultimate decision-making power rests with leaders, a point reinforced by the closure of ILM’s Singapore studio in August 2023. Lewin described this as a heartbreaking but necessary business decision to maintain cost competitiveness, underscoring the tough choices leaders must make.
The conference also highlighted a rethinking of leadership training. For decades, studios often promoted exceptional artists into management without adequate preparation. Now, formal programs are addressing this gap. ILM has implemented a six-month mentorship initiative, and Imageworks' program, initially a diversity initiative, is now consistently oversubscribed. Dylan Sisson of Pixar also noted the integration of a mentorship program into the RenderMan Challenge, which has significantly impacted careers. Eloi Champagne of the National Film Board of Canada shared a personal anecdote about challenging the status quo, which led to his inclusion in decision-making, demonstrating that constructive feedback can lead to positive change.
Developing emerging talent, particularly in the video game sector, presents unique challenges. Guerrilla Games studio director Jan-Bart van Beek noted that the lengthy development cycles of major game projects (six to eight years) make it difficult to "gamble on talent." He suggested models like Pixar's animated shorts for allowing new directors to gain experience on smaller, less commercially risky productions. Young leaders like ILM concept artist Emily Bland, founder of Women in Concept Art, and concept artist Isobel Hine, founder of the Women’s Concept Art Association, urged studios to actively promote younger staff, especially women, into leadership roles sooner, emphasizing the need for leaders to "lower the ladder for the next generation."
The intertwining of filmmaking and video game production was another key theme. Game director Bruno Velazquez of Sony Santa Monica Studio revealed how James Cameron’s "Avatar" technology influenced the cinematic, single-take presentation of "God of War" games, with developers even using an "Avatar" camera on their motion-capture set. Van Beek, whose studio is behind the "Horizon" franchise, articulated that the jobs are "almost the same these days," citing shared rendering and motion-capture technology and talent migration. He pointed to LED volumes in virtual production as an example of game technology influencing filmmaking. Conversely, Paramount VFX supervisor Tara DeMarco described how her current film project is drawing on gaming historians to recreate authentic 1990s and early 2000s video game aesthetics. The success of adaptations like "The Last of Us" and "Fallout" further illustrates the growing flow of game intellectual property into film and television, though van Beek cautioned about the challenges of retaining the interactive experience during adaptation.
Technological sophistication also extends to audience feedback and virtual production tools. Velazquez detailed how "God of War" development incorporates scheduled play-tests, facial recordings, eye tracking, and surveys to refine narrative and difficulty. Hal Hickel, ILM animation director, discussed the deliberate choice between physical puppets and digital intervention for characters like Grogu in "The Mandalorian and Grogu," acknowledging the audience's appreciation for "muppety quality" even with digital corrections. Hickel also highlighted the utility of virtual reality, particularly Apple Vision Pro, for scouting digital environments and judging set scale before physical construction.
Artificial intelligence emerged as a central, albeit complex, topic. Velazquez likened current AI anxieties to past fears surrounding computer animation and motion capture, arguing that these technologies ultimately expanded artists' capabilities. He stressed the continued need for creative minds to wield these tools. Van Beek adopted a more cautious stance, warning about AI's potential for misuse and appropriation of artists' work, stating, "People are going to use it for really great things and really terrible things." Hickel, however, remained optimistic about the enduring human drive to create art, suggesting new forms of animation and VFX companies might emerge.
Mohsen Mousavi, VP of Virtual Pioneering at Netflix-owned Eyeline Studios, presented their "hybrid production" approach, which integrates live-action photography, conventional VFX, and generative AI workflows. Eyeline is using generative AI to replace locations, rebuild crowds, change lighting, and even reposition cameras after filming. Mousavi clarified that the goal is not merely prompting shots, but achieving professional-grade output: generative models might get a production "60, 70%" of the way, but "getting to the 100% is what matters the most." This involves addressing challenges in consistency, resolution, and creative control. Eyeline's approach includes exploring designs with a generative art department, using "sparse set" workflows where actors perform on partial physical sets, and employing volumetric-capture systems to reconsider camera perspectives and lighting post-shoot. The studio has applied these techniques to Netflix productions like "Brazil ’70: The Third Star" for building vast stadium crowds and "The American Experiment" for background extensions and digitally constructed elements. They are also researching controllable generative fluids, 3D capture restyling, and AI-assisted relighting, all while emphasizing proprietary research and models to ensure creative control for cinematographers and production designers. Mousavi underscored that technical capability alone is insufficient, and the ultimate goal is to achieve a "completely cohesive" final image, regardless of its origin.
The View Conference discussions collectively illuminated a creative industry in constant flux, where evolving leadership philosophies, technological convergence between different media, and the rapid advancements in AI are simultaneously presenting new opportunities and complex challenges for studios and artists alike.