| I don't know about TV, but for a very low budget film the major costs are: 1. Talent (although assuming you write and direct yourself, and use unknown actors, this can be brought down to under a few thousand). 2. Film stock and processing (over 50k with celluloid, but obviously digital is much cheaper). 3. Equipment (camera, dollies, lights etc.): 40k 4. Crew: 70k for a 2 week shoot with a cheap crew, including catering 5. Post production: 40-60k This sort of money will get you a surprisingly professional looking 90 minute film. However, production costs on film are always eclipsed by marketing costs. It can cost thousands of dollars just to market a film to the distributors, no matter to consumers. Obviously, you can make a film for much less than this, but only if you want to make a film like Clerks or In The Company Of Men (i.e. one location, shot in a weekend). |
The way I figure it, the minimum number of people you need in any traditional production is essentially the cast and base operators (which could also be cast members if multi-skilled)
However if you go into 3D animation, this number can actually go down - to the point where you have a content production team around the size of a small startup.
The model I'm looking at could be described as a digital aniation studio, a "mini pixar" if you will, that uses open source software (Blender, Cinelerra) and homebrew motion capture (both facial and performance) to get performance across in a quick manner and using a significantly smaller team. I'm also looking at leveraging EC2 for rendering instead of investing in purchasing multiple servers for a render farm.
The model isn't scalable across the entire film/tv industry of course, but I figure it could work for a couple studios and this is what I'm working on trying to prove right now.