Two subjects, deliberately kept apart
On one side, what people on a production actually decide. On the other, how generative models actually work. They are related, and conflating them is how both get misunderstood.
53 roles, by department
Written to answer what the person decides, what they are paid to notice, and what generative tools do and do not change about the job.
Animation
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Animator
Performs a character shot by shot, deciding what it thinks and how its weight moves.
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FX TD
Simulates water, fire, smoke, cloth, hair and destruction, and delivers the caches to lighting.
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Layout artist
Sets the virtual camera and stages the characters in the built set, turning boards into shots.
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Lighting TD
Lights CG shots and sequences, building the light rigs and holding continuity across a cut.
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Look development artist
Decides how a surface behaves in light, and builds the shading networks and texture sets that do it.
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Modeler
Builds the geometry for characters, props and sets from design art, ready to rig and texture.
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Previs artist
Builds rough 3D versions of unshot scenes so a crew can plan the shoot and the effects.
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Rigger
Builds the control system and deformation that lets an animator pose a static model.
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Story artist
Draws the film in sequence panels before any of it is built, then pitches it to the director.
Visual Effects
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CG Generalist
Takes a shot from model to render single-handed, covering every 3D step in between.
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Compositor
Combines plates, CG renders and paintings into one image that reads as photographed.
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Matte Painter
Paints and builds the parts of a location that were never there, so they read as photographed.
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Motion Graphics Designer
Designs and animates type, graphics and screen content so information moves legibly.
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Roto / Paint Artist
Draws the mattes and removes the things that should not be in the plate.
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VFX Producer
Bids, schedules and tracks visual effects work, and controls what each change costs.
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VFX Supervisor
Decides how each effects shot will be achieved and makes sure the plate shot on set can support it.
Camera
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Camera Operator
Frames and moves the camera during takes, holding composition while the action changes.
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Cinematographer
Heads camera and lighting, and owns exposure, lens, light direction and contrast.
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Digital Imaging Technician
Protects the footage and manages the on-set colour pipeline between camera and post.
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First Assistant Camera
Builds, tests and maintains the camera, and keeps the intended subject in focus.
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Second Assistant Camera
Slates every take, keeps camera paperwork and marks the actors.
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Steadicam and Gimbal Operator
Carries the camera and delivers moving shots that no dolly or track could reach.
Art
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Art Director
Turns the production designer's concept into drawn, costed, buildable sets.
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Production Designer
Designs the physical world of the film: sets, locations, palette, texture and detail.
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Property Master
Owns every object an actor handles, in every state it has to appear in.
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Set Decorator
Chooses and places everything inside a set: furniture, drapes, art, clutter and the lamps that light it.
Post Sound
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Dialogue Editor
Makes every line clear, consistent and continuous across cuts made from different takes.
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Foley Artist
Performs every human-contact sound to picture, in sync, with props on a stage.
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Re-recording Mixer
Balances dialogue, music and effects into the final mix and the stems every deliverable is cut from.
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Sound Designer
Decides what a film sounds like and builds the effects, atmospheres and textures that carry it.
Editorial
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Assistant Editor
Runs the cutting room's media, sync, paperwork and turnovers so the editor can spend the day cutting.
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Editor
Chooses and orders the shots, and sets the rhythm at which an audience receives the story.
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Online / Conform Editor
Rebuilds the approved cut at full resolution from originals and builds the deliverables.
Grip
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Dolly Grip
Moves the camera: pushes the dolly, runs the crane and executes the move with the operator.
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Key Grip
Heads the grip department: supports and moves the camera, and in the US system shapes light.
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Rigging Grip
Builds the overhead and structural rigging days before the shooting crew arrives.
Lighting
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Best Boy Electric
Runs the electrical department's crew, kit and paperwork so the gaffer can stay on the floor.
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Gaffer
Heads the lighting department and builds the light the cinematographer asks for.
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Lighting Technician
Rigs, powers, positions and adjusts the lights the gaffer calls for.
Technical
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Pipeline engineer
Builds the systems that move assets and shots between departments and keep versions coherent.
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Render wrangler
Keeps the render queue moving: priorities, failed frames, memory limits and delivery deadlines.
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Technical director (TD)
Hybrid artist-engineer who builds tools and solves technical problems for one department's artists.
Direction
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Director
Decides what each scene is about and how it is staged, performed and finally cut.
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First Assistant Director
Runs the set and the schedule so the director's plan fits in the day.
Music
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Composer
Writes the score, deciding where music enters, what it says, and when the film is better silent.
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Music Supervisor
Finds, chooses and clears every piece of pre-existing music the film uses.
Production Sound
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Boom Operator
Places and moves the microphones on set, keeping them out of frame and out of the light.
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Production Sound Mixer
Heads the on-set sound department and records the dialogue the finished soundtrack is built from.
Color
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Colorist
Sets the final image: density, contrast, colour and where the eye goes, shot by shot and across the film.
Costume
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Costume Designer
Designs what every character wears, and what those clothes say before anyone speaks.
Hair and Makeup
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Hair and Make-up Designer
Designs and maintains every character's hair, make-up and prosthetics across the shoot.
Locations
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Location Manager
Finds, secures and runs the real places a production shoots in.
Script
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Script Supervisor
Keeps the record of what was shot, how it matches, and whether the scene will cut.
18 concepts
Mechanism, not marketing. Each page also lists what people commonly believe about it that is not true.
Camera control: a move without a camera
Why a generated dolly move is a painted impression, not a camera travelling through a space.
4 terms
Character and set consistency: the weakest link
Holding the same face, wardrobe and set across separate generations, and why that is bought rather than given.
5 terms
Conditioning and control: everything you hand the model besides noise
Everything you feed a model besides noise, and how much of the frame each input actually governs.
5 terms
Diffusion models: generation by denoising
A network trained to spot noise, run repeatedly, turns static into a picture.
5 terms
Latent space: working at proxy scale
The compressed representation where denoising actually happens, instead of pixels.
5 terms
LoRAs and fine-tuning: teaching a model your subject
Small trained adapters that teach a large model one character, one style or one look without rebuilding it.
5 terms
Open weights versus closed API: renting or owning the model
Whether you can hold the model on disk decides what your pipeline is able to promise.
5 terms
Sampling and guidance: the two dials that shape a generation
How many stops the model makes on the way, and how hard it steers toward the prompt.
5 terms
Seeds and reproducibility: re-running a generation
What a seed pins down, what it does not, and how to keep a usable revision trail.
5 terms
Temporal consistency: flicker, drift and morphing
Generated clips wander because nothing in the model keeps a continuity book.
5 terms
Text encoders and conditioning: how a prompt steers the picture
Words become vectors, and every patch of the frame decides how much to use them.
5 terms
The VAE: a learned codec between pixels and latents
The encoder and decoder that translate pixels into latents and back again.
5 terms
The economics of generated video: why iteration is a budget line
Why a second of video costs so much more than an image, and why iteration is a budget line.
5 terms
The time axis: spacetime patches and the cost of duration
Video models tokenize space and time together, so sequence length grows fast.
5 terms
Training data and copyright: what is not settled
Where the training material came from, and why the law has not settled what that means.
5 terms
Transformers and DiT: why the backbone changed
Attention over patches replaced the U-Net because it scales predictably with compute.
5 terms
Upscaling and interpolation: finishing at size
Generating small and finishing large, and what invented pixels and invented frames cost you.
5 terms
Why models fail: hands, text, physics and permanence
The failure modes that recur across every current video model, and the benchmarks built to measure them.
5 terms
How people really use AI
Eighteen peer-reviewed studies on what people actually type, where they give up, and what makes them trust a result. Every DOI was resolved against Crossref and OpenAlex before publication, and the four things that did not survive checking are on the page rather than quietly corrected.
6 learning paths
How an animated feature is actually built
Artists and engineers who want to understand a CG pipeline end to end rather than one seat in it.
Direct first, generate second
Someone who can tell a story and wants to use generative tools without handing over authorship of the film.
Finish like a professional
Anyone whose material, shot or generated, has to survive delivery to a client or a platform.
Learn the set
People who have never worked on a crew and keep hearing job titles they cannot place.
Producing with generated material
Producers and post supervisors who have to schedule, budget, clear and deliver work that includes generated shots.
Understand the machine
A smart non-engineer who wants the whole mechanism, in order, without equations.