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	<title>Losing Each Other Archives - Jared Kuvent</title>
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		<title>Main Crew: An Animator&#8217;s Letter on Who Counts in Animation</title>
		<link>https://jaredkuvent.com/2026/06/16/main-crew-an-animators-letter-on-who-counts-in-animation/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=main-crew-an-animators-letter-on-who-counts-in-animation</link>
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		<dc:creator><![CDATA[Jared Kuvent]]></dc:creator>
		<pubDate>Tue, 16 Jun 2026 03:02:16 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[AI and animation]]></category>
		<category><![CDATA[AI ethics]]></category>
		<category><![CDATA[AI governance]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[animation history]]></category>
		<category><![CDATA[animation industry]]></category>
		<category><![CDATA[animation outsourcing]]></category>
		<category><![CDATA[Bardel]]></category>
		<category><![CDATA[Bria]]></category>
		<category><![CDATA[CatDog]]></category>
		<category><![CDATA[generative AI]]></category>
		<category><![CDATA[Losing Each Other]]></category>
		<category><![CDATA[Nickelodeon]]></category>
		<category><![CDATA[offshore animation]]></category>
		<category><![CDATA[Saerom]]></category>
		<category><![CDATA[Titmouse]]></category>
		<category><![CDATA[VFX]]></category>
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					<description><![CDATA[<p>When the next wave of AI in animation hits, whose names will we know? The US conversation has a number — 118,500 jobs at risk by 2026, built from a survey of 300 US executives. The global animation workforce is over a million people. Most of them are not in that number, the headlines, or the room where the next AI model is being designed. Essay 3 in Losing Each Other.</p>
<p>The post <a href="https://jaredkuvent.com/2026/06/16/main-crew-an-animators-letter-on-who-counts-in-animation/">Main Crew: An Animator&#8217;s Letter on Who Counts in Animation</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
]]></description>
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					<h2 class="elementor-heading-title elementor-size-default">Main Crew: An Animator's Letter on Who Counts in Animation</h2>				</div>
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									<h3>The lanyard</h3><p>I still have my Nickelodeon lanyard. It sits in a box at the back of a closet in Maine, with other things from those years that I keep meaning to do something with and never do — a McDonald&#8217;s Happy Meal toy of <em>El Tigre</em>, a foam sign of CatDog that used to hang above the main conference table at the studio, and a hat, really more of a visor, with a plush raccoon mascot from Lotte World fixed to the front.</p><p>The lanyard meant I worked there. The other things in the box are from a different kind of being-there — the kind where you went to a partner studio overseas, or worked with one, and something came back in a suitcase, and you kept it because it stood in for the relationship even when nothing inside the relationship was ever exactly named.</p><p>This essay is about the difference between the lanyard and the other things in the box.</p><h3 id="the-trips" class="atx">The trips</h3><p>My supervisor at Nick Digital was Ernest. Ernest went to Saerom in Seoul — the South Korean studio that animated <em>Hey Arnold!</em> after season one, and <em>CatDog</em>, and a long stretch of other Nickelodeon shows. He went there for work. There was tooling and pipeline work to handle between the New York office and the Seoul studio.</p><p>He came back with the hat from Lotte World, which I described to anyone who asked as <em>kind of like the Korean Disneyland.</em> I had never been there. I do not remember most of what he said about the trip. I remember he liked the food. The hat sat on my desk for years after he gave it to me, and people asked about it, and I told them where it was from, and we all went back to whatever we were doing.</p>								</div>
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									<p>A few years later — by then I had helped found Digital Operations, after a couple of years in Nick Digital — my colleague Kim went on the same kind of trip, to a partner studio in India that did CG pipeline and database work. She came back with a dupatta. I do not remember if she had bought it for herself or if it had been a gift. She said she had loved being there. She said the food was good.</p><p>Neither of those trips had a moment, that I can find, where something went visibly wrong. They were good trips. The partner studios were excellent hosts. The work got better afterwards. By any local measure, both visits were successes.</p><p>What I think about now, twenty years on, is the shape of how we talked about those studios when our colleagues were not on a trip there. I do not remember many conversations, in our part of the building, where an overseas animator was named individually. The reference was almost always the studio. <em>Saerom is on the next season. Bardel is doing the layout.</em> I am sure people in production, in schedules and reviews, knew individual names. From where I sat in Nick Digital, and later in Digital Operations, we talked about the studio. We did not talk about the people inside it. That is the shape this essay is for. It is the shape that decided the work, and the shape that is about to decide it again.</p><h2 id="where-this-sits" class="atx">Where this sits</h2><p>It is also the shape, I have come to think, that the rest of <em>Losing Each Other</em> has been circling without naming directly. The series got its name from a rupture — the way the AI argument has opened up new kinds of distance between artists and former friends, mentors and protégés, peers who used to agree on what was happening and now do not. That rupture was the first essay&#8217;s subject. The second essay took the argument itself head on: the artist coalition calling for an end to scraping, the ethical companies proposing alternatives, the precedents from earlier technological waves about what survives such moments and what does not. I argued there that the coalition is right about the harm and possibly wrong about the answer.</p><p>The first essay asked who was in the room. The second asked what we were doing inside our own room. This one asks who our room includes — and, therefore, who our room is deciding for.</p><p>Both essays were inside-the-room essays. They were written from within the US animation conversation, by someone inside it, addressed mostly to others inside it. This one is not. This one starts with Ernest&#8217;s trip to Seoul and Kim&#8217;s trip to India, with the shape of how we talked about Saerom and the Indian studios when our colleagues were not on a trip there, with the lanyards and the boxes and the things in the closet. It works outward from there because I have come to think the conversation inside the room has been missing most of what is happening outside it.</p><p>The workforce doing the work the AI conversation is about is mostly outside that room. The credit blocks knew it. The last sixty years of American animation knew it. The numbers the inside-the-room conversation measures with do not — and the numbers being kept by the workers themselves, in their own trade press, in their own language, are telling a story the inside-the-room conversation has not heard.</p><p>Before any of that, here is the question I want to offer.</p><p>When we say <em>the workforce,</em> who do we mean? When we say <em>us</em> in this conversation, who is in the room? When we say the AI conversation is <em>about us,</em> whose buildings are deciding?</p><p>The lanyard is in the box. The hat is in the box. The question this essay is for sits between them.</p><h2 id="the-credits" class="atx">The credits</h2><p>Start with the credit block at the end of each show. <em>Sae Rom Productions Co., Ltd.</em> appeared in white text on black, late in the scroll. The Indian studios appeared in the same place, lower. The Vancouver studios came in later in the history of the credit block. The block scrolled past in the few seconds it takes to scroll a block of credits.</p>								</div>
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									<p>The kind of person who reads credit blocks is, usually, an animator. The names at the top of the card — under <em>created by</em> and <em>executive producer</em> — were people the audience might know, who could turn up on a panel. The names in the overseas-services block were names. They were known to one another in the buildings where they worked. To most of the audience, and to most people inside our part of the studio, they were below the line.</p><p>They were on the credit block. They were not on the lanyards. They were not in the meetings.</p><p>I want to be careful here. The credit block was not malicious. The block was the standard mechanism by which a US production identified its overseas service providers. The structure of it was inherited, not designed, and it was the shape the industry had been using since people in Los Angeles started sending boards to Tokyo in the 1960s.</p><p>But the inheritance is not innocent for being old.</p><h2 id="sixty-years" class="atx">Sixty years</h2><p>Tom Sito, the animator and labor historian who was president of the Animation Guild for fifteen years, has written the only book I know of that traces this history end to end. <em>Drawing the Line</em>, from 2006, is the chronicle of how American animation studios have, since the late 1950s, sent work overseas to bring costs down. [1] Rankin/Bass started outsourcing to Japan in the 1960s. Hanna-Barbera followed in the 1970s — first to Australia, then to South Korea. The Korean industry consolidated around television-animation subcontracting through the 1980s and 1990s; <em>Animation World Magazine</em> called it <em>the Korean animation explosion</em> in 1997, in a piece that read at the time like a celebration and reads now like a description of a system. [<a href="https://www.awn.com/mag/issue2.6/2.6pages/2.6vallaskorea.html" target="_blank" rel="noopener">2</a>] India&#8217;s animation and VFX sector came in next — first as roto, paint, and matchmove work in the 1990s, then as full CG pipeline work in the 2000s. [<a href="https://magazine.substance3d.com/today-all-roads-lead-to-india-the-rise-of-vfx-and-animation-in-india/" target="_blank" rel="noopener">3</a>] Vancouver came after that.</p><p>None of this happened by accident. Each step was a decision made by US studios about where the work would cost less. The decisions all came from one side of the relationship. Each step was met on the receiving end with real growth — buildings, careers, training programs, schools, a generation of artists who built lives in animation. Saerom in 1987. Bardel the same year, in Vancouver. Titmouse in 2000 in Los Angeles, opening a Vancouver branch that, in October 2020, became the first animation studio in Canada to unionize — ninety-eight percent in favor, joining IATSE Local 938. [<a href="https://iatse.net/animation-workers-at-titmouse-vancouver-vote-to-join-iatse-historic-moment-for-animators-in-canada/" target="_blank" rel="noopener">4</a>]</p><p>The system is not new. The workforce is not small. The Indian AVGC sector — animation, visual effects, gaming, and comics — employs more than three hundred thousand professionals. South Korea has over five hundred animation studios. The Philippines has tens of thousands of animation-services workers. The global animation industry employs over a million people.</p><p>The credit block was, all that time, what most American viewers knew about any of this. When the next wave hits, whose names will we know?</p><h2 id="the-number" class="atx">The number</h2><p>The CVL Economics report — <em>Future Unscripted</em>, commissioned by the Animation Guild and three other US arts organizations and released in early 2024 — is the number most people in the AI-and-animation conversation are working from. <em>Approximately 118,500 US film, television, and animation jobs are likely to be consolidated, replaced, or eliminated by generative AI by 2026.</em> Twenty-one percent of the sector. [<a href="https://animationguild.org/wp-content/uploads/2024/01/Future-Unscripted-The-Impact-of-Generative-Artificial-Intelligence-on-Entertainment-Industry-Jobs-pages.pdf" target="_blank" rel="noopener">5</a>] It comes from a survey of three hundred US-based studio executives and managers, asked directly what they expect of AI&#8217;s impact on the jobs they oversee.</p><p>It is a credible number. The methodology is, for what it is, sound. The <em>Harvard Business Review</em> noted in early 2026 that most of the AI-driven layoff wave so far has been speculative. Companies are acting on what they expect AI will do, not on what AI has done. [<a href="https://hbr.org/2026/01/companies-are-laying-off-workers-because-of-ais-potential-not-its-performance" target="_blank" rel="noopener">6</a>] The CVL number sits inside that frame. It is what US studio leaders believed in late 2023 would happen. It has largely been treated as forecast ever since.</p><p>What I notice about it now is what it does not measure. The survey is, by design, US.</p><h2 id="the-missing-number" class="atx">The missing number</h2><p>The animators at Saerom are not in the survey. The animators in India are not in the survey. The animators in the Philippines, in Vietnam, in Vancouver, are not in the survey. The methodology does not include them. The reporting does not include them. The trade-press headlines that quote the 118,500 figure do not include them.</p><p>I do not say this as a criticism of CVL. They were hired by US guilds to count US jobs. That is exactly what they did. I say it as a point about what becomes legible in the conversation and what does not. The 118,500 is what <em>Hollywood</em> is forecasting will be lost in <em>Hollywood</em>. The receiving end of sixty years of outsourcing is not in the frame.</p><p>If you want to read what the receiving end is documenting, you have to read the trade press there. The FICCI-EY 2025 report — the annual Indian media-and-entertainment industry survey produced by the Federation of Indian Chambers of Commerce and Ernst &amp; Young — found that the Indian animation and VFX segment had contracted by nine percent in 2024. The animation sector specifically saw a <em>nineteen percent decline</em>. Indian VFX revenue fell fourteen percent. The reasons given are familiar: the Hollywood writers&#8217; strike, US cost-cutting, the global commissioning slowdown for TV and streaming. But buried inside the same report is a sentence that, when I read it, made me sit up: <em>adoption of AI in areas such as cleaning, colouring, compositing, and other currently manual areas can have a significant impact on outsourcing to India, which could impact jobs.</em> [<a href="https://animationxpress.com/latest-news/ficci-ey-report-2025-indian-animation-sector-sees-19-per-cent-decline/" target="_blank" rel="noopener">7</a>]</p><p>That sentence is in their own report, in their own language, naming their own workers. It is not in the US discourse around AI in animation in any sustained way. It is in the discourse over there because over there, the wave is already at the building.</p><p>The AI conversation has been a US-versus-the-future conversation. The workforce that has done most of the world&#8217;s animation labor for thirty years has been treated as a piece of the past whose situation is not the subject. Whose situation has been the subject?</p><h2 id="whose-industry" class="atx">Whose industry</h2><p>Meanwhile, the next round is being announced. In March of this year, the company Bria — an AI image-and-video startup whose pitch is that its model is trained only on licensed material and that creators receive attribution and compensation for the use of their work — announced at the Hollywood Professional Association&#8217;s annual Tech Retreat that it was launching an initiative with major studios and entertainment industry bodies to build a jointly owned AI model. Hollywood would govern the asset. Bria would provide the technology and the attribution infrastructure. Participating studios and organizations would be announced <em>in the coming months.</em> [<a href="https://blog.bria.ai/bria-ai-receives-two-hpa-awards-recognizing-ethical-innovation-and-transformative-impact-on-the-entertainment-industry" target="_blank" rel="noopener">8</a>] That announcement happened in March. As of this writing, the participating studios and organizations have not been announced.</p><p>I want to be clear that the framing of this initiative is exactly what I would have asked for two years ago. <em>Jointly owned. Industry-governed. Licensed material only. Attribution and creator credit.</em> It is, as a frame, the opposite of every legitimate objection the Animation Guild has raised about how the big foundation models were trained. [<a href="https://animationguild.org/ai-and-animation/" target="_blank" rel="noopener">9</a>] If it works, and if it is genuinely industry-governed by anyone other than the same six US studios that decide everything else in Hollywood, it could be the first real proposal for an ethical generative model that is not just an unenforceable promise.</p><p>But.</p><p>When I read the Bria announcement and the trade press around it, the <em>industry</em> in question is, again, US. <em>Hollywood would govern the asset.</em> The word <em>Hollywood</em> is doing a great deal of work in that sentence. <em>Hollywood</em> here means roughly six studios — the same six that have made most of the decisions about American animation labor for the last sixty years. Saerom is not Hollywood. Bardel is not Hollywood, even though Vancouver is now where a meaningful share of Hollywood&#8217;s actual production happens. The Indian VFX houses that did the cleanup on a hundred US features are not Hollywood. They will not, on the current shape of the announcement, be among the studios governing the asset. They will not be in the room. They will be the workforce the room is deciding for.</p><p>A jointly owned AI model trained on Hollywood&#8217;s licensed content, governed by Hollywood, attributing Hollywood&#8217;s creators, paying Hollywood&#8217;s residuals, is a real and important step from the model we have. It is also the next round of the same dynamic, if you read it from the receiving end of the wave the last system put in motion.</p><p>Another model would put more people in the room. I do not know what that model looks like, and I do not think anyone yet does. What I know is that the question of whether six US studios get to decide what AI does in animation is a question we have not been asking out loud — and it is the question that will set the precedent for everything that comes after.</p><h2 id="main-crew" class="atx">Main crew</h2><p>We had a term at the studio. <em>Main crew.</em> It meant the people who worked at the studio. The full-time staff. The ones who got the lanyards, the holiday parties, the all-hands. There was a credit category for <em>main crew</em> on some of the shows. The main crew was small. The work was made by many more people than that.</p><p>I was main crew. Ernest was main crew. Kim was main crew. The animators at Saerom were not main crew. The animators in India were not main crew. The animators at Bardel, when they came in later, were not main crew. They were on the credit blocks. They were not on the lanyards.</p><p>What I want to say, and what this whole <em>Losing Each Other</em> series is trying to say, is that the language we use to organize the conversation about who is being hurt by AI is the language inherited from the system that made the show. <em>Main crew. Hollywood. Industry. The 118,500.</em> Each of those words has, built into it, an idea of who counts. Each of them has been, for a long time, accepted by the people inside the line and ignored by the people outside it, because the people outside it were not, in the normal course of things, in the room.</p><p>The argument I am making is not that we should expand <em>main crew</em> to include everyone. I do not know what it would mean for the Animation Guild, an American union, to organize Indian VFX workers. I do not think it would be honest to say that the answer is for US-based labor to <em>speak for</em> the offshore workforce.</p><p>To be clear, this is not a critique of the Animation Guild. The Guild does important work for the workers it represents, and it has been pushing back on AI for the workers in its bargaining unit longer than most US institutions have. I am not asking it to lead a conversation it was not built to lead. I am saying the conversation has to be larger than any single national union can hold. The Guild is part of it. <em>AnimationXpress</em> is part of it. The workers in every country where the work actually happens are part of it. Right now we are having a US conversation, loudly, while the rest of the conversation is happening elsewhere.</p><p>I think the answer is closer to this: when we talk about what AI is going to do to <em>us</em>, the <em>us</em> has to be the workforce that actually does the work. Not the workforce that fits inside the country the union is based in. Not the workforce that fits inside the credit-block hierarchy. The workforce. The full count.</p><p>Otherwise the next industry-owned AI model is owned by the same industry that owned the last one, and the next conversation about who has been replaced is the same conversation as the last one. We lose each other again, on an arc that is older and longer than the one we have been arguing about.</p>								</div>
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									<p>The lanyard is still in the box. It is creased where I used to fold it into my pocket. It says my name. It says <em>Nickelodeon.</em> It does not say <em>Saerom.</em> It does not say the names of the people in India. It does not say <em>Bardel.</em></p><p>That is the question this essay is about. Not whose name is on the lanyard. Whose name is in the room.</p>								</div>
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									<h3>Bibliography</h3><p><strong>[1]</strong> Sito, Tom. <em>Drawing the Line: The Untold Story of the Animation Unions from Bosko to Bart Simpson</em>. Lexington: University Press of Kentucky, 2006.</p><p><strong>[2]</strong> Vallas, Brian. &#8220;The Korean Animation Explosion.&#8221; <em>Animation World Magazine</em>, no. 2.6 (September 1997). <a href="https://www.awn.com/mag/issue2.6/2.6pages/2.6vallaskorea.html">https://www.awn.com/mag/issue2.6/2.6pages/2.6vallaskorea.html</a>.</p><p><strong>[3]</strong> &#8220;Today All Roads Lead to India: The Rise of VFX and Animation in India.&#8221; <em>Adobe Substance 3D Magazine</em>, 2023. <a href="https://magazine.substance3d.com/today-all-roads-lead-to-india-the-rise-of-vfx-and-animation-in-india/">https://magazine.substance3d.com/today-all-roads-lead-to-india-the-rise-of-vfx-and-animation-in-india/</a>.</p><p><strong>[4]</strong> International Alliance of Theatrical Stage Employees. &#8220;Animation Workers at Titmouse Vancouver Vote to Join IATSE! Historic Moment for Animators in Canada.&#8221; IATSE press release, October 8, 2020. <a href="https://iatse.net/animation-workers-at-titmouse-vancouver-vote-to-join-iatse-historic-moment-for-animators-in-canada/">https://iatse.net/animation-workers-at-titmouse-vancouver-vote-to-join-iatse-historic-moment-for-animators-in-canada/</a>.</p><p><strong>[5]</strong> CVL Economics. <em>Future Unscripted: The Impact of Generative Artificial Intelligence on Entertainment Industry Jobs</em>. Burbank, CA: CVL Economics, 2024. <a href="https://animationguild.org/wp-content/uploads/2024/01/Future-Unscripted-The-Impact-of-Generative-Artificial-Intelligence-on-Entertainment-Industry-Jobs-pages.pdf">https://animationguild.org/wp-content/uploads/2024/01/Future-Unscripted-The-Impact-of-Generative-Artificial-Intelligence-on-Entertainment-Industry-Jobs-pages.pdf</a>.</p><p><strong>[6]</strong> Hatzius, Jan, and Aatif Sumar. &#8220;Companies Are Laying Off Workers Because of AI&#8217;s Potential — Not Its Performance.&#8221; <em>Harvard Business Review</em>, January 2026. <a href="https://hbr.org/2026/01/companies-are-laying-off-workers-because-of-ais-potential-not-its-performance">https://hbr.org/2026/01/companies-are-laying-off-workers-because-of-ais-potential-not-its-performance</a>.</p><p><strong>[7]</strong> AnimationXpress Team. &#8220;FICCI EY Report 2025: Indian Animation Sector Sees 19 Per Cent Decline.&#8221; <em>AnimationXpress</em>, March 2025. <a href="https://animationxpress.com/latest-news/ficci-ey-report-2025-indian-animation-sector-sees-19-per-cent-decline/">https://animationxpress.com/latest-news/ficci-ey-report-2025-indian-animation-sector-sees-19-per-cent-decline/</a>.</p><p><strong>[8]</strong> Bria AI. &#8220;Bria AI Receives Two HPA Awards Recognizing Ethical Innovation and Transformative Impact on the Entertainment Industry.&#8221; Bria.ai blog, March 2026. <a href="https://blog.bria.ai/bria-ai-receives-two-hpa-awards-recognizing-ethical-innovation-and-transformative-impact-on-the-entertainment-industry">https://blog.bria.ai/bria-ai-receives-two-hpa-awards-recognizing-ethical-innovation-and-transformative-impact-on-the-entertainment-industry</a>.</p><p><strong>[9]</strong> The Animation Guild. &#8220;AI and Animation.&#8221; The Animation Guild, IATSE Local 839, 2025. <a href="https://animationguild.org/ai-and-animation/">https://animationguild.org/ai-and-animation/</a>.</p><h2 id="additional-sources" class="atx">Additional Sources</h2><p>Ferguson, Matt. &#8220;Once Upon a Time in Korea.&#8221; <em>Life in the Machine</em> (Substack), 2024. <a href="https://lifeinthemachine.substack.com/p/once-upon-a-time-in-korea">https://lifeinthemachine.substack.com/p/once-upon-a-time-in-korea</a>.</p><p>Hipes, Patrick. &#8220;Animators at Titmouse Vancouver Join IATSE to Become First Canadian Animation Studio to Unionize.&#8221; <em>Deadline</em>, October 8, 2020. <a href="https://deadline.com/2020/10/titmouse-vancouver-animation-studio-iatse-union-vote-first-canadian-studio-1234600790/">https://deadline.com/2020/10/titmouse-vancouver-animation-studio-iatse-union-vote-first-canadian-studio-1234600790/</a>.</p><p>AnimationXpress Team. &#8220;Animation Industry in Flux: How India&#8217;s Leading Studios Navigated a Tumultuous 2025 and Prepare for a Transformative 2026.&#8221; <em>AnimationXpress</em>, January 2026. <a href="https://www.animationxpress.com/latest-news/animation-industry-in-flux-how-indias-leading-studios-navigated-a-tumultuous-2025-and-prepare-for-a-transformative-2026/">https://www.animationxpress.com/latest-news/animation-industry-in-flux-how-indias-leading-studios-navigated-a-tumultuous-2025-and-prepare-for-a-transformative-2026/</a>.</p><p>AnimationXpress Team. &#8220;FICCI EY Report 2026: Indian VFX Segment Recalibrates to Reach Rs 48 Billion Revenue.&#8221; <em>AnimationXpress</em>, March 2026. <a href="https://www.animationxpress.com/latest-news/ficci-ey-report-2026-indian-vfx-segment-recalibrates-to-reach-rs-48-billion-revenue/">https://www.animationxpress.com/latest-news/ficci-ey-report-2026-indian-vfx-segment-recalibrates-to-reach-rs-48-billion-revenue/</a>.</p><p>Bardel Entertainment. &#8220;About.&#8221; Bardel Entertainment corporate website, 2025. <a href="https://bardel.ca/about/">https://bardel.ca/about/</a>.</p><p>Canadian Broadcasting Corporation. &#8220;Vancouver Animation Workers Unionize After Precedent-Setting Vote.&#8221; <em>CBC News</em>, October 8, 2020. <a href="https://www.cbc.ca/news/canada/british-columbia/vancouver-animation-workers-unionize-after-precedent-setting-vote-1.5772783">https://www.cbc.ca/news/canada/british-columbia/vancouver-animation-workers-unionize-after-precedent-setting-vote-1.5772783</a>.</p><p>McClintock, Pamela, et al. &#8220;Hollywood Animation, VFX Unions Fight AI Job Cut Threat.&#8221; <em>Context News</em> / Thomson Reuters Foundation, 2025. <a href="https://www.context.news/ai/hollywood-animation-vfx-unions-fight-ai-job-cut-threat">https://www.context.news/ai/hollywood-animation-vfx-unions-fight-ai-job-cut-threat</a>.</p><p>Tung, Sam, et al. <em>Artificial Intelligence and Animation: A Survey of the Animation Guild Membership</em>. Burbank: The Animation Guild, IATSE Local 839, 2025. <a href="https://animationguild.org/ai-and-animation/">https://animationguild.org/ai-and-animation/</a>.</p>								</div>
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		<p>The post <a href="https://jaredkuvent.com/2026/06/16/main-crew-an-animators-letter-on-who-counts-in-animation/">Main Crew: An Animator&#8217;s Letter on Who Counts in Animation</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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		<title>I Have Seen This Film: An Animator&#8217;s Letter on Platform AI</title>
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		<dc:creator><![CDATA[Jared Kuvent]]></dc:creator>
		<pubDate>Tue, 09 Jun 2026 21:34:10 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[AI in animation]]></category>
		<category><![CDATA[Animation Guild]]></category>
		<category><![CDATA[animator's letter]]></category>
		<category><![CDATA[Bill Kroyer]]></category>
		<category><![CDATA[Bria]]></category>
		<category><![CDATA[ethical AI]]></category>
		<category><![CDATA[generative AI]]></category>
		<category><![CDATA[Losing Each Other]]></category>
		<category><![CDATA[Sam Tung]]></category>
		<category><![CDATA[Spotify]]></category>
		<category><![CDATA[Technological Threat]]></category>
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					<description><![CDATA[<p>The second letter in the 'Losing Each Other' series. An animator who curated thirty years of computer-graphics film for SIGGRAPH on the shape of the AI wave, the platform that is about to inherit it, and the fight the artist coalition is currently missing.</p>
<p>The post <a href="https://jaredkuvent.com/2026/06/09/i-have-seen-this-film-an-animators-letter-on-platform-ai/">I Have Seen This Film: An Animator&#8217;s Letter on Platform AI</a> appeared first on <a href="https://jaredkuvent.com">Jared Kuvent</a>.</p>
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					<h2 class="elementor-heading-title elementor-size-default">I Have Seen This Film: An Animator's Letter on Platform AI</h2>				</div>
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									<h3>The wolves</h3><p>The film opens on an art deco office, the kind of room you would find on a 1930s movie poster: desks in neat rows, clean, the whole interior rendered in simple line illustration like a draftsman&#8217;s sketch. Nine wolves sit at the drafting tables in vivid full color, hand-copying documents with pencils.</p><p>A door on the back wall opens. A bulldog walks in. He is the boss — same era of dress as the wolves, but he comes through a door they do not come through. On the wall next to him is a large red button.</p><p>The first wolf collapses from overwork at his desk. The bulldog pushes the button. A trapdoor opens beneath the wolf and he falls through it. A robot rolls into the room — three-dimensional, cel-shaded, work that still holds up against anything CG does today — slides into the wolf&#8217;s chair, and starts writing. Faster.</p><p>This is the first thirty seconds of a five-minute animated short from 1988 called <em>Technological Threat</em>, directed by Bill Kroyer and Brian Jennings.[<a href="https://en.wikipedia.org/wiki/Technological_Threat." target="_blank" rel="noopener">1</a>] The wolves are drawn by hand. The robots are computer-generated. Kroyer and Jennings described the film, on its release, as an experiment in whether traditional and computer animation could share a frame. They described it, in the same breath, as an allegory for whether the people inside those two techniques could share an industry. By its end, it is something stranger than either.</p><p>Over the next minute and a half, the other eight wolves are dispatched one at a time — each one for the crime of having a body. A yawn. A sip of water from a glass on the desk. A sneeze — and the sneezing wolf tries to suppress it by plugging his nose with two pencils, sneezes anyway, propels the pencils into a coworker&#8217;s forehead. They both fall through the floor. Each wolf, as he goes, is replaced by a robot that does the work faster and doesn&#8217;t sneeze.</p><p>Then the film cuts back to the bulldog. He is, suddenly, a robot. There was no trapdoor for the bulldog. There was no transition. There was no on-camera replacement. The boss-robot just is. He stands at the back of the room for a beat, then walks out through the boss&#8217;s door, the same way the bulldog always did.</p><p>The last surviving wolf is scribbling so frantically at his desk that smoke is rising from his paper. He does not notice. When the boss-robot finally walks out, the wolf raises his head. He stops scribbling. He reaches into a drawer and pulls out a stick of dynamite.</p><p>What follows is close to two more minutes of Chuck Jones–grade chaos. Anvils. Dynamite. One robot electrocuted into a pile of cinders. The lone wolf and the last surviving worker robot end up trading punches on the office floor. Mid-fight, they look up. The boss-robot has returned. He is reaching for the red button. The wolf and the worker robot look at each other, and in a moment of cooperation neither character has earned, they cartoonishly slide the trapdoor itself out from underneath their fight, scoot it across the floor, and let it settle under the boss-robot&#8217;s feet. The boss-robot, oblivious, pushes the red button. The trapdoor opens. He falls through it.</p><p>The wolf claps the worker robot on the back. Then he looks at the open trapdoor. Then back at the robot. Then back at the trapdoor. You can see him doing the math. Then he shoves the worker robot through too.</p><p>The film ends with the wolf alone in the office. He lights a cigar. He walks to the red button. He smiles at the camera and pushes the button at us.</p>								</div>
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									<p>Kroyer and Jennings made a more complicated short than its premise suggests. The technology, in their telling, isn&#8217;t the villain — the surviving worker robot ends up on the wolf&#8217;s side, at least long enough to take down the boss. The boss isn&#8217;t quite the villain either; the boss in the film is replaceable, and the wolf who survives ends with the boss&#8217;s cigar in his hand and his finger on the red button. What the film is actually arguing is harder than the discourse around this technology has lately been able to host: <em>surviving a wave is not the same thing as escaping the cycle.</em> The wolf who wins is the wolf who has learned to push the button himself.</p><p>The film was nominated for an Academy Award for Best Animated Short. It lost to Pixar&#8217;s <em>Tin Toy</em> — the first animated short ever made entirely by computer. Something that had never been done before.</p><p>I have been thinking about <em>Technological Threat</em> constantly the last few weeks, because I think the field I am writing into is about to make the trapdoor again.</p><h3 id="what-they-did" class="atx">What they did</h3><p>I wrote the first piece in this series, <em>Losing Each Other</em>, the week after Jorge Gutierrez withdrew from a project at Amazon. A friend mentioned to me recently, in passing, that I &#8220;seemed surprised by the reaction to Jorge&#8221; in that piece. I have been thinking about that comment, because some version of it is what I want to address here.</p><p>The argument of the first piece was not that Jorge was beyond critique. It was not that he should not have anticipated the backlash. It was a structural argument about a <em>tactic</em>. The tactic of pile-on hostility toward any maker who touches AI tools is not changing what the corporations build. It is only changing which makers are in the room when the corporations build it. That distinction is the spine of both essays in this series, and it is the distinction I most want to be clear about before going further.</p><p>This essay picks up that argument and asks what the corporations have been doing while we have been losing each other in public.</p><p>The short answer is that they have not been waiting.</p><p>The lawsuits stack deep enough that there is a tracker for them, which is the kind of detail that tells you how unusual the moment in the law is. <em>Bartz v. Anthropic</em> settled in November for a billion and a half dollars — the largest copyright settlement in U.S. history.[<a href="https://copyrightalliance.org/participating-bartz-v-anthropic-settlement/" target="_blank" rel="noopener">2</a>] Disney is suing Midjourney and MiniMax. UMG, Sony, and Warner settled with the AI music generators Suno and Udio. The New York Times is suing OpenAI. The legal layer is going to take years to sort itself out, and even after it is sorted, the architecture of the wave will already be in place.</p><p>While the lawsuits churn, the corporations have also been signing deals. In December, Disney announced a billion-dollar investment in OpenAI to integrate Disney characters into Sora.[<a href="https://www.cnbc.com/2025/12/11/disney-openai-sora-characters-video.html" target="_blank" rel="noopener">3</a>] The deal collapsed in March, but only because Sora was failing in the market. Not because Disney decided AI was unethical.</p><p>Read the lawsuits and the deals together and the studios&#8217; position comes into focus. The studios will sue an AI company when their <em>character</em> IP is at risk. They will negotiate with an AI company when it benefits them. They will not sue when their <em>workers&#8217; art</em> is in the training data, because that is not their fight. There are two fights here, and they are not the same one. The studios&#8217; character-IP fight is in the news every week. The workers&#8217; art-in-training-data fight is not in the news, because the studios are not fighting it for them. The artist coalition is mostly fighting it alone.</p><p>That is the situation as I read it. It is also where the longer answer to the question I asked at the top of this section begins.</p><h3 id="the-spotify-confession" class="atx">The Spotify confession</h3><p>There is a company called Bria. Most of the people I have spoken to who think there is an &#8220;ethical AI&#8221; path forward have said the name. Bria is, on the dimensions Bria claims, the best of the companies trying to build something other than the scraped-from-the-internet model. Their AI is trained exclusively on licensed data from more than thirty content partners — Getty Images, Alamy, Envato, Depositphotos, and others.[<a href="https://techcrunch.com/2025/03/13/bria-lands-new-funding-for-ai-models-trained-on-licensed-data/" target="_blank" rel="noopener">4</a>] Bria was among the first companies to receive Fairly Trained certification when that program launched in 2024. They won the top two awards at this year&#8217;s Hollywood Professional Association Tech Retreat. They have announced an initiative with major Hollywood studios to build a jointly-owned AI model trained on participating studios&#8217; libraries. Their customer list includes Microsoft, WPP, Publicis Groupe, Epic Games, WildBrain, and Toon Boom. None of this is theater. The company has done real work.</p>								</div>
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									<p>I signed up to Bria a few days ago because I wanted to see for myself. Before I tell you what I think is wrong, I want to tell you what is right. The platform is built for people who actually do the job. The artist controls are the heaviest I have seen in anything outside a traditional creative pipeline — you dial in lighting, camera, composition, character posture, the explicit visual parameters that any creative program lets you adjust. The work is iterative. You could spend an evening on a single image and feel like it was an evening well spent. Whatever I am about to say about the company, I want to be clear that what they have built is not Sora. It is not Midjourney. It is a tool you could craft with.</p><p>I want all of that on the page before I get to the disagreement. The disagreement is not about the quality of the tool. It is about the architecture under it.</p><p>On Bria&#8217;s own licensed-training-catalog page, in the section that explains how the compensation system works, this paragraph appears:</p><blockquote><p><strong>Piracy nearly broke the music industry. Spotify did not win by ethics alone. It won by building a better product through a sustainable model. Artists earn from real usage. Users get unlimited access. The product improves continuously. Bria applies the same model to generative AI.</strong>[<a href="https://bria.ai/licensed-training-catalog" target="_blank" rel="noopener">5</a>]</p></blockquote><p>That is Bria&#8217;s own description of the model they are proud of.</p><p>The Spotify analogy is not flattering.</p><p>Spotify pays artists between three and five tenths of a penny per stream. When TechCrunch asked the Union of Musicians and Allied Workers what Spotify pays the working artist directly, the spokesperson replied:</p><blockquote><p><strong>It&#8217;s easy to calculate what Spotify pays directly to recording artists: zero dollars.</strong>[<a href="https://techcrunch.com/2025/03/11/spotify-says-its-payouts-are-getting-better-but-artists-still-disagree/" target="_blank" rel="noopener">6</a>]</p></blockquote><p>The Spotify system pools revenue across the whole platform and pays out pro-rata, which means smaller artists with loyal listeners get crushed in the pool. Working musicians have been organizing against this model for a decade. Their field does not remember it fondly.</p><p>This is the model Bria says it is applying to generative AI.</p><p>The architecture follows. Bria licenses the training data from the agencies — Getty, Alamy, Envato — not from the artists whose work fills the agencies&#8217; catalogs. The agencies in turn pay their contributors a small share of whatever they get. Getty Images compensates its contributors when their work is used in AI training, but the share is small enough that when Adobe ran a similar setup at Firefly, one Adobe Stock contributor took it to arbitration and lost.[<a href="https://petapixel.com/2026/03/11/he-tried-to-stop-adobe-from-training-its-ai-on-his-photo-library-he-lost/" target="_blank" rel="noopener">7</a>] Bria&#8217;s revenue split between the platform and the creator is not published anywhere I can find. The attribution engine — the technology the whole &#8220;ethical&#8221; claim rests on — is described on the company&#8217;s own page as patented and as creating an irreversible vector that cannot be reversed to reconstruct source images.[<a href="https://bria.ai/attribution-technology" target="_blank" rel="noopener">8</a>] Outside researchers cannot audit the math. We have to take Bria&#8217;s word that the attribution correctly weighs which training images influenced which output.</p><p>The Hollywood studios initiative is where the issue gets cleanest. The studios contribute their content libraries to the jointly-owned model. Read the wording carefully: the &#8220;creators contributing&#8221; are the studios that own the IP — not the storyboard artists, not the illustrators, not the animators whose pencils moved on those frames, working as employees or under work-for-hire decades ago. The studios hold the rights. The compensation flows up to the studios. It does not flow down to the makers.</p><p>This is what my friend Sam Tung, who is Co-Chair of the Animation Guild&#8217;s AI Task Force, has been naming in print. Here is the line of his I cannot find an argument against:</p><blockquote><p><strong>None of the people who put their years of work and skill that&#8217;s in the dataset are going to be compensated. Their work would literally be used to train a system that replaces them, even if it&#8217;s considered to be ethical.</strong>[9]</p></blockquote><p><em>Even if it is considered to be ethical.</em></p><p>This is where I have to say what this letter is for. The artist coalition I support — the OSTP letter signatories, the <em>Stealing Isn&#8217;t Innovation</em> campaign, the <em>Make It Fair</em> campaign — is right about the harm. The work was taken. The people who made it are not being paid. The damage to the field is real. But the <em>answer</em> the coalition has currently coalesced around is wrong. The platform-aggregator companies the coalition is pointing to as the path forward are doing what Spotify did. The architecture of the previous wave is about to be repeated with a coat of consent painted on it. The corporations are going to walk away with a moral premium they did not pay for. And most of the wolves are going to go through the trapdoor.</p><p>The wolves in 1988 understood the difference between the boss and the technology. The discourse in 2026 is asking us to forget it.</p><p>I have seen this film.</p><h3 id="the-archive" class="atx">The archive</h3><p>I want to step back from Bria and tell you why I am sure about this read. I have not pulled it from theory. I watched the previous wave on video tape, one short film at a time, in 2008. The way I did this is the strangest job I have ever had.</p><p>That summer I was twenty-two and living in my first terrible apartment in North Hollywood. The carpet was worn. The blinds hung crooked. The couch was old but comfortable and smelled the way old couches smell. One afternoon a police raid happened across the street and the armed suspect ended up on the sidewalk in front of my bedroom window. The visuals of SIGGRAPH were much more interesting than my apartment.</p><p>The reason SIGGRAPH was on the floor of my apartment was that the conference — the place the computer-graphics field has been chronicling itself since 1974 — had handed me the job of curating thirty years of its film catalog for its 35th anniversary retrospective.[<a href="https://history.siggraph.org/" target="_blank" rel="noopener">10</a>] The archive lived on one hundred and fifty-eight tapes, <em>SIGGRAPH Video Reviews</em>, the institution&#8217;s own running record. The earliest of them went back to 1979. The format was already obsolete by 2008. I had to go out and buy a VCR.</p><p>The job ran most of a year, alongside my days at Nick Digital — the small effects-and-pipeline department in the former gift shop of Nickelodeon Animation Studio, where I had just started. The room had no windows. The ceiling fixtures above our desks were enormous cartoon-face cutouts hanging from wires, with lightbulbs where the eyes should be. One of the things I did at Nickelodeon was hire interns. It was 2011 and I was hiring for my department. I found the perfect candidate. His name was Sam Tung — the same Sam I quoted two sections ago. I had a feeling, the day he turned up for the interview that summer, that he was going to do well in the field. I did not have the imagination, that summer, to picture this essay.</p><p>What I saw working through the archive over those months was the entire shape of how a medium gets born and how the people who build it get sorted. The first wave of computer graphics arrived in the late seventies and through the eighties through dozens of small studios. Cranston/Csuri Productions. Pacific Data Images. MAGI Synthavision. Sogitec. Omnibus Computer Graphics. Digital Effects. Digital Productions. Japan Computer Graphics Lab. Robert Abel and Associates. Symbolics Graphics. Bo Gehring. Whitney/Demos Productions. Toyo Links. There were many more. Most of them were gone by the mid-nineties. A few — Pixar foremost — survived, and they became the names the field is known by today.</p><p>The work the others made survived too, partially, on those tapes. The ones that survived, that is. When I got the working inventory of the SIGGRAPH Video Review collection, twenty-five of the tapes were marked, in plain capital letters, <em>MISSING</em>.[11] Whole stretches of the late eighties and early nineties were gone — from the conference&#8217;s own catalog, twenty years after the work had been shown. About a sixth of the institution&#8217;s own record could not be located by the institution. The studios that had made the work were also gone. There was nobody left to call.</p><p>The platforms are not archivists. That is the sentence I came out of those months with, and I have been waiting eighteen years for someone to tell me it doesn&#8217;t apply this time.</p><p><em>Technological Threat</em> was on one of those tapes — SVR038, from 1988. I watched it on a Sunday in May, on the floor of the apartment, after a day at the studio. <em>Very applicable to today&#8217;s animation….Nick Digital?</em> That was the note I scribbled afterward. I was watching a thirty-year-old film about workers being replaced by robots, having just spent the day at the small studio where, in a way I had not yet found language for, that same conversation was happening around me. The film had already done what I am trying to do now. The eighteen years between then and now have not changed the conversation. They have only made it faster.</p><h3 id="sam" class="atx">Sam</h3><p>About Sam.</p><p>I introduced him a couple of sections ago — the friend I hired into Nick Digital in 2011. In the years between then and now, Sam moved up. He became a storyboard artist. He worked on shows. He sat on the Animation Guild&#8217;s 2024 contract negotiations committee. He is now Co-Chair of the Guild&#8217;s AI Task Force, which I learned almost by accident in the last few weeks.[<a href="https://keyframemagazine.org/2025/03/26/volunteer-spotlight-sam-tung/" target="_blank" rel="noopener">12</a>] I will be honest about how the realization has felt: a little bit like the field had been rearranging itself around me without telling me. The colleague I once brought into the studio is now sitting in the room where the field&#8217;s actual positions on AI are being negotiated. I am writing letters from outside that room. The field has a sense of humor about how it puts people in the places they end up.</p><p>Sam and I agree on most of what I have written above. He has been on the public record in ways I deeply respect. The line of his I quoted in the Bria section — <em>even if it&#8217;s considered to be ethical</em> — is the one I have not been able to find an argument against. The harm is real. The artist coalition is right about the harm.</p><p>Where Sam and I disagree is on the Animation Guild&#8217;s official position on AI itself. The Guild&#8217;s website states:</p><blockquote><p><strong>GenAI will never be able to do what we do, and by organizing, we can ensure a future where our art, stories, and work remain beautiful, meaningful, and human.</strong>[<a href="https://animationguild.org/ai-and-animation/" target="_blank" rel="noopener">13</a>]</p></blockquote><p>I think <em>never</em> is the wrong frame, and rejecting a Guild position is not something I want to do casually, so I want to be clear about why.</p><p>The statement is that GenAI will never be able to do what we do. The premise underneath that line, once you sit with it, is that AI output will always lack human artistry. That premise is already false. There are animators today working with AI as part of their craft — bringing intent, taste, framing decisions, refusals to the work the way animators have always brought them to the work. What comes out of that practice has artistry in it because there is an artist behind it. We cannot create without a maker. As more animators come up using AI tools alongside the traditional ones, the category of &#8220;AI work&#8221; will increasingly contain real animation made by real animators. The capability gap is also closing on the other side — not all the way (the tools alone cannot do what an animator does), but every year a little more. A &#8220;never&#8221; claim built on capability has been losing ground for a decade and will keep losing it.</p><p>The stronger position, I think, is to refuse the capability frame entirely. <em>What we do</em> is not the artifact. The artifact can come from anywhere. <em>What we do</em> is artistry — the care that decided which mark to make, the intent that shaped the framing, the taste that chose the cut, the refusal that decided what would not be in the frame. Artistry is a property of the human at the tool. The tool alone cannot perform it; an animator with the tool can.</p><p>To hold the &#8220;never&#8221; position is, in effect, to define an animator who works with AI as not an animator. And that definition serves the AI companies more than it serves the field. It lets the corporations call AI output something other than &#8220;real&#8221; animation, separated from the prestige of the artists whose work was in the training data, without ever having to defend the separation. The Guild&#8217;s line, however well intended, hands the corporations the frame they need.</p><p>The harder position — and the right one, I think — is that artistry is what defines the work, and that artistry can travel through any tool, including this one. The fight is not over whether AI will do what we do. The fight is over who counts as the artist when AI tools are part of the work.</p><p>That disagreement is friendly. It is the kind of disagreement two people from the same field, who hold different positions on a hard question, ought to be able to have without it ending the friendship. The discourse around AI has somehow lost the ability to host this kind of disagreement. It has been treating any difference of opinion as betrayal. It is not. It is how a field is supposed to work. If we cannot do it, we will not be able to do any of the harder things waiting on the other side of it.</p><h3 id="after-this-wave" class="atx">After this wave</h3><p>What I want, after this wave is decided, is to keep being in a room with the people I disagree with. With the Sams. With the people who think Sam is too gentle. With the people who think I am too generous to the platforms. With the artists who want to fight against, and the artists who want to fight from inside. With the people building the platforms, and the people building the alternatives. I want a room large enough for the people still figuring out what they think — which is most of us, including me — and a room where you do not get driven out for being curious, or for refusing, or for using a tool and saying out loud that the tool has a problem.</p><p>There are alternatives, in shape, already. EleutherAI&#8217;s Common Pile, released last summer, is eight terabytes of public-domain training data, and the two models they trained on it perform competitively with Meta&#8217;s first Llama.[<a href="https://blog.eleuther.ai/common-pile/" target="_blank" rel="noopener">14</a>] Public-domain AI is not a fantasy at the seven-billion-parameter scale. Artist-built tooling exists, too — Nightshade and Glaze, Spawning&#8217;s <em>Have I Been Trained</em>, Fairly Trained&#8217;s certification.[<a href="https://nightshade.cs.uchicago.edu/whatis.html" target="_blank" rel="noopener">15</a>] None of these are consolation prizes. They are what gets built when the makers are at the table. The Animation Guild, with the labor infrastructure it already has, is the institution that could license its members&#8217; collective contribution to a training set on terms the Guild controls. That counterparty exists in shape. It does not yet exist in operation. This essay is, in part, an argument that it should.</p>								</div>
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									<p>Most of the wolves go home in 1988. One does not — but he doesn&#8217;t escape, either. He ends the film holding the boss&#8217;s cigar, finger on the boss&#8217;s red button. The film refuses to let him win cleanly. The question it leaves the viewer with is the question I think this letter has to leave its reader with: <em>what kind of survivor do we want to be?</em> The previous wave did not end with the wolf at the button. The studios that survived the CG transition still paid their workers; they ran on the studio model the medium had always run on. The wave being designed right now is being designed differently — around platform aggregators that pay agencies and corporate rights-holders instead of the workers themselves. There are trapdoors being installed. There are buttons being wired up. Cigars are being set out. Unless we put the kind of room together that decides to take the buttons away from the people about to push them — and unless the ones who survive can resist the temptation to pick the buttons up themselves — we will end up exactly where the film ends.</p><p>I am writing, in part, to ask whether we can do something other than that. I think we can. I think the friend I disagree with about some parts of AI is a small piece of the answer. There are a lot more pieces. I want to find the people who hold them.</p><hr /><h3> </h3><h3 id="bibliography" class="atx">Bibliography</h3><p><strong>[1]</strong> Wikipedia. &#8220;Technological Threat.&#8221; Accessed June 8, 2026. <a href="https://en.wikipedia.org/wiki/Technological_Threat">https://en.wikipedia.org/wiki/Technological_Threat</a>.</p><p><strong>[2]</strong> Copyright Alliance. &#8220;Participating in the <em>Bartz v. Anthropic</em> Settlement.&#8221; 2025. Accessed June 8, 2026. <a href="https://copyrightalliance.org/participating-bartz-v-anthropic-settlement/">https://copyrightalliance.org/participating-bartz-v-anthropic-settlement/</a>.</p><p><strong>[3]</strong> CNBC. &#8220;Disney Making $1 Billion Investment in OpenAI, Will Allow Characters on Sora AI Video Generator.&#8221; December 11, 2025. Accessed June 8, 2026. <a href="https://www.cnbc.com/2025/12/11/disney-openai-sora-characters-video.html">https://www.cnbc.com/2025/12/11/disney-openai-sora-characters-video.html</a>.</p><p><strong>[4]</strong> Wiggers, Kyle. &#8220;Bria Lands New Funding for AI Models Trained on Licensed Data.&#8221; <em>TechCrunch</em>, March 13, 2025. Accessed June 8, 2026. <a href="https://techcrunch.com/2025/03/13/bria-lands-new-funding-for-ai-models-trained-on-licensed-data/">https://techcrunch.com/2025/03/13/bria-lands-new-funding-for-ai-models-trained-on-licensed-data/</a>.</p><p><strong>[5]</strong> Bria. &#8220;Better Data. Better Models.&#8221; <em>Bria AI — Licensed Training Catalog</em>. Accessed June 8, 2026. <a href="https://bria.ai/licensed-training-catalog">https://bria.ai/licensed-training-catalog</a>.</p><p><strong>[6]</strong> Pierce, David. &#8220;Spotify Says Its Payouts Are Getting Better, but Artists Still Disagree.&#8221; <em>TechCrunch</em>, March 11, 2025. Accessed June 8, 2026. <a href="https://techcrunch.com/2025/03/11/spotify-says-its-payouts-are-getting-better-but-artists-still-disagree/">https://techcrunch.com/2025/03/11/spotify-says-its-payouts-are-getting-better-but-artists-still-disagree/</a>.</p><p><strong>[7]</strong> PetaPixel. &#8220;He Tried to Stop Adobe from Training Its AI on His Photo Library — He Lost.&#8221; March 11, 2026. Accessed June 8, 2026. <a href="https://petapixel.com/2026/03/11/he-tried-to-stop-adobe-from-training-its-ai-on-his-photo-library-he-lost/">https://petapixel.com/2026/03/11/he-tried-to-stop-adobe-from-training-its-ai-on-his-photo-library-he-lost/</a>.</p><p><strong>[8]</strong> Bria. &#8220;Attribution Technology.&#8221; 2026. Accessed June 8, 2026. <a href="https://bria.ai/attribution-technology">https://bria.ai/attribution-technology</a>.</p><p><strong>[9]</strong> Luminate Intelligence. <em>Animation: Boom, Bust, Change and Resilience</em>. September 2025. Subscription report.</p><p><strong>[10]</strong> ACM SIGGRAPH. <em>History Archives</em>. Accessed June 8, 2026. <a href="https://history.siggraph.org/">https://history.siggraph.org/</a>.</p><p><strong>[11]</strong> Kuvent, Jared. <em>SVR 35th Anniversary Tape Inventory and Screening Notes</em>. Unpublished working documents from the SIGGRAPH 35th Anniversary retrospective curation, April–May 2008. Author&#8217;s personal archive.</p><p><strong>[12]</strong> Keyframe Magazine. &#8220;Volunteer Spotlight: Sam Tung.&#8221; March 26, 2025. Accessed June 8, 2026. <a href="https://keyframemagazine.org/2025/03/26/volunteer-spotlight-sam-tung/">https://keyframemagazine.org/2025/03/26/volunteer-spotlight-sam-tung/</a>.</p><p><strong>[13]</strong> Animation Guild. &#8220;AI and Animation.&#8221; 2024. Accessed June 8, 2026. <a href="https://animationguild.org/ai-and-animation/">https://animationguild.org/ai-and-animation/</a>.</p><p><strong>[14]</strong> EleutherAI. &#8220;The Common Pile v0.1.&#8221; <em>EleutherAI Blog</em>, June 2025. Accessed June 8, 2026. <a href="https://blog.eleuther.ai/common-pile/">https://blog.eleuther.ai/common-pile/</a>.</p><p><strong>[15]</strong> University of Chicago. &#8220;Nightshade — What Is Nightshade?&#8221; <em>Nightshade Project, Department of Computer Science</em>. Accessed June 8, 2026. <a href="https://nightshade.cs.uchicago.edu/whatis.html">https://nightshade.cs.uchicago.edu/whatis.html</a>.</p><h3 id="additional-sources" class="atx">Additional sources</h3><p>Accelerate IP. &#8220;Hollywood vs. MiniMax: The AI Copyright Battle That Could Reshape an Industry.&#8221; 2025. Accessed June 8, 2026. <a href="https://accelerateip.com/hollywood-vs-minimaxthe-ai-copyright-battle-that-could-reshape-an-industry/">https://accelerateip.com/hollywood-vs-minimaxthe-ai-copyright-battle-that-could-reshape-an-industry/</a>.</p><p>ACM SIGGRAPH. &#8220;Compuphobia or Technological Threat by Kroyer.&#8221; <em>ACM SIGGRAPH History Archives</em>. Accessed June 8, 2026. <a href="https://history.siggraph.org/animation-video-pod/compuphobia-or-technological-threat-by-kroyer/">https://history.siggraph.org/animation-video-pod/compuphobia-or-technological-threat-by-kroyer/</a>.</p><p>ACM SIGGRAPH. &#8220;Publications: SIGGRAPH Video Reviews (SVRs).&#8221; <em>ACM SIGGRAPH History Archives</em>. Accessed June 8, 2026. <a href="https://history.siggraph.org/publications-siggraph-video-reviews-svrs/">https://history.siggraph.org/publications-siggraph-video-reviews-svrs/</a>.</p><p>Animation Guild. &#8220;AI Committee.&#8221; 2024. Accessed June 8, 2026. <a href="https://animationguild.org/helpie_faq/ai-committee/">https://animationguild.org/helpie_faq/ai-committee/</a>.</p><p>Authors Guild. &#8220;What Authors Need to Know About the Anthropic Settlement.&#8221; 2025. Accessed June 8, 2026. <a href="https://authorsguild.org/advocacy/artificial-intelligence/what-authors-need-to-know-about-the-anthropic-settlement/">https://authorsguild.org/advocacy/artificial-intelligence/what-authors-need-to-know-about-the-anthropic-settlement/</a>.</p><p>Billboard. &#8220;What the Suno and Udio Licensing Deals Mean.&#8221; 2025. Accessed June 8, 2026. <a href="https://www.billboard.com/pro/what-suno-udio-licensing-deals-mean-future-ai-music/">https://www.billboard.com/pro/what-suno-udio-licensing-deals-mean-future-ai-music/</a>.</p><p>Chartlex. &#8220;Music Industry AI Lawsuits Tracker 2026.&#8221; 2026. Accessed June 8, 2026. <a href="https://www.chartlex.com/blog/business/music-industry-ai-lawsuits-tracker-2026">https://www.chartlex.com/blog/business/music-industry-ai-lawsuits-tracker-2026</a>.</p><p>Deadline. &#8220;Artists Launch Stealing Isn&#8217;t Innovation Campaign to Protest Big Tech.&#8221; January 2026. Accessed June 8, 2026. <a href="https://deadline.com/2026/01/hollywood-ai-protest-campaign-1236692896/">https://deadline.com/2026/01/hollywood-ai-protest-campaign-1236692896/</a>.</p><p>Fairly Trained. <em>Fairly Trained — Certifying AI Companies for Fairer Training Data</em>. 2024. Accessed June 8, 2026. <a href="https://www.fairlytrained.org/">https://www.fairlytrained.org/</a>.</p><p>Georgetown Law Tech Institute. &#8220;Disney, NBC Universal and DreamWorks File Major IP Lawsuit Against AI Image Generator Midjourney.&#8221; 2025. Accessed June 8, 2026. <a href="https://www.law.georgetown.edu/tech-institute/research-insights/insights/disney-nbc-universal-and-dreamworks-file-major-ip-lawsuit-against-ai-image-generator-midjourney/">https://www.law.georgetown.edu/tech-institute/research-insights/insights/disney-nbc-universal-and-dreamworks-file-major-ip-lawsuit-against-ai-image-generator-midjourney/</a>.</p><p>Heikkilä, Melissa. &#8220;This New Data Poisoning Tool Lets Artists Fight Back Against Generative AI.&#8221; <em>MIT Technology Review</em>, October 23, 2023. Accessed June 8, 2026. <a href="https://www.technologyreview.com/2023/10/23/1082189/data-poisoning-artists-fight-generative-ai/">https://www.technologyreview.com/2023/10/23/1082189/data-poisoning-artists-fight-generative-ai/</a>.</p><p>Hollywood Reporter. &#8220;Celebrities Back Stealing Isn&#8217;t Innovation Campaign Against AI.&#8221; 2026. Accessed June 8, 2026. <a href="https://www.hollywoodreporter.com/business/business-news/celebrities-back-stealing-isnt-innovation-campaign-ai-1236479303/">https://www.hollywoodreporter.com/business/business-news/celebrities-back-stealing-isnt-innovation-campaign-ai-1236479303/</a>.</p><p>Kroyer, Bill and Brian Jennings, dirs. <em>Technological Threat</em>. Kroyer Films, 1988. Nominated for the Academy Award for Best Animated Short Film, 61st Academy Awards (1989).</p><p>Maddaus, Gene. &#8220;Why Spotify&#8217;s New Payment Model Falls Short for Emerging Artists: Guest Column.&#8221; <em>Variety</em>, 2023. Accessed June 8, 2026. <a href="https://variety.com/2023/music/opinion/spotify-new-payment-model-falls-short-emerging-artists-1235834319/">https://variety.com/2023/music/opinion/spotify-new-payment-model-falls-short-emerging-artists-1235834319/</a>.</p><p>Music Week. &#8220;Silent Album Protesting Proposed Copyright Changes Set for Vinyl Release with McCartney Bonus Track.&#8221; 2025. Accessed June 8, 2026. <a href="https://www.musicweek.com/talent/read/silent-album-protesting-proposed-copyright-changes-set-for-vinyl-release-with-mccartney-bonus-track/093047">https://www.musicweek.com/talent/read/silent-album-protesting-proposed-copyright-changes-set-for-vinyl-release-with-mccartney-bonus-track/093047</a>.</p><p>Newton-Rex, Ed. &#8220;Launching Fairly Trained.&#8221; 2024. Accessed June 8, 2026. <a href="https://ed.newtonrex.com/blog/launching-fairly-trained">https://ed.newtonrex.com/blog/launching-fairly-trained</a>.</p><p>Northeastern News. &#8220;Why Musicians Like Dua Lipa, Elton John and Paul McCartney Are Against the UK&#8217;s AI Copyright Proposal.&#8221; March 6, 2025. Accessed June 8, 2026. <a href="https://news.northeastern.edu/2025/03/06/uk-ai-copyright-proposal/">https://news.northeastern.edu/2025/03/06/uk-ai-copyright-proposal/</a>.</p><p>Sonnet, Samantha. &#8220;Bria.AI: The Fight for Fairness.&#8221; <em>Arts Management and Technology Lab, Carnegie Mellon University Heinz College</em>, May 26, 2025. Accessed June 8, 2026. <a href="https://amt-lab.org/reviews/2025/5/bria-ai-the-fight-for-fairness">https://amt-lab.org/reviews/2025/5/bria-ai-the-fight-for-fairness</a>.</p><p>Spawning. &#8220;Spawning Opts Out 78 Million Artworks from AI Training.&#8221; <em>Spawning Substack</em>, 2025. Accessed June 8, 2026. <a href="https://spawning.substack.com/p/spawning-opts-out-78-million-artworks">https://spawning.substack.com/p/spawning-opts-out-78-million-artworks</a>.</p><p>Variety. &#8220;Hollywood Urges Trump Not to Let AI Companies Exploit Copyrighted Works.&#8221; 2025. Accessed June 8, 2026. <a href="https://variety.com/2025/digital/news/hollywood-urges-trump-block-ai-exploit-copyrights-1236339750/">https://variety.com/2025/digital/news/hollywood-urges-trump-block-ai-exploit-copyrights-1236339750/</a>.</p><p>Variety. &#8220;OpenAI Will Shut Down Sora Video App; Disney Drops Plans for $1B Investment.&#8221; 2026. Accessed June 8, 2026. <a href="https://variety.com/2026/digital/news/openai-shutting-down-sora-video-disney-1236698277/">https://variety.com/2026/digital/news/openai-shutting-down-sora-video-disney-1236698277/</a>.</p><p>WebProNews. &#8220;Court Orders OpenAI to Release 20M ChatGPT Logs in NYT Copyright Suit.&#8221; 2025. Accessed June 8, 2026. <a href="https://www.webpronews.com/court-orders-openai-to-release-20m-chatgpt-logs-in-nyt-copyright-suit/">https://www.webpronews.com/court-orders-openai-to-release-20m-chatgpt-logs-in-nyt-copyright-suit/</a>.</p><p>Wiggers, Kyle. &#8220;EleutherAI Releases Massive AI Training Dataset of Licensed and Open Domain Text.&#8221; <em>TechCrunch</em>, June 6, 2025. Accessed June 8, 2026. <a href="https://techcrunch.com/2025/06/06/eleutherai-releases-massive-ai-training-dataset-of-licensed-and-open-domain-text/">https://techcrunch.com/2025/06/06/eleutherai-releases-massive-ai-training-dataset-of-licensed-and-open-domain-text/</a>.</p><p>YNet News. &#8220;Israeli Company Bria Wins Top Hollywood Tech Awards for Ethical Generative AI.&#8221; 2026. Accessed June 8, 2026. <a href="https://www.ynetnews.com/tech-and-digital/article/sjixuejt11x">https://www.ynetnews.com/tech-and-digital/article/sjixuejt11x</a>.</p>								</div>
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