Top executives from major visual effects and animation studios gathered at the View Conference in Turin, Italy, to address the evolving realities of creative leadership and workplace dynamics. Appearing on the panel titled "Leadership & Mentoring: Training the Next Generation of Leaders," industry veterans discussed how traditional studio management is shifting away from strict hierarchy toward participatory leadership, while also confronting the lingering influence of poor management practices.

Moving Past Top-Down Management and Anti-Mentors
The discussion centered heavily on what defines a sustainable studio environment. Sony Pictures Imageworks president Michelle Grady highlighted a guiding principle she frequently relies upon, stating that "culture is what you tolerate." Grady noted that building a healthy workplace requires consistent effort, clear examples, and making tough decisions when standards are breached.
When asked about dealing with "anti-mentors," Grady acknowledged that encountering difficult managers early in a career can still provide instructive value by teaching people what qualities to avoid. Janet Lewin, senior vice president, general manager, and head of Industrial Light & Magic (ILM), emphasized that leadership accountability is essential. Lewin pointed out that company heads must set clear values and directly intervene through coaching and guidance when managers struggle, rather than ignoring administrative problems.
Both leaders highlighted that the traditional top-down dynamic no longer meets the needs of today's workforce. Grady observed that younger professionals expect a voice, advocating for a more democratic and participatory model. To facilitate this exchange, Lewin described ILM's adoption of open-door policies, employee forums, and town halls, while reiterating veteran John Knoll's sentiment that good ideas can emerge from anywhere. However, Lewin stressed that gathering widespread feedback must still be balanced with decisive executive action.
Rethinking Career Development and Tough Decisions
The panel also tackled past shortcomings in how creative studios groomed leaders. Grady pointed out that studios historically elevated top-tier artists directly into managerial roles without formal preparation, leaving them to navigate management on their own. To counter this, both ILM and Imageworks have established structured mentorship initiatives. Lewin described ILM's six-month program that pairs rising staff with senior leaders, noting that the dialogue offers reciprocal value by introducing executive leadership to fresh viewpoints.
Other panelists echoed the necessity of formal pathways. Skydance Animation president Holly Edwards recalled learning how to navigate leadership by shadowing a producer during her early days as a production assistant. Dylan Sisson, Pixar's head of RenderMan creative engagement, shared that his generation had to figure things out without formal frameworks, which motivated Pixar to incorporate mentorship into its RenderMan Challenge. Eloi Champagne of the National Film Board of Canada recalled writing a direct manifesto about workplace issues to his manager, an act of protest that ultimately resulted in him being invited into the decision-making process.
Leadership also requires navigating painful business realities. Discussing the hardest decision of her tenure, Lewin reflected on the August 2023 closure of ILM's Singapore facility, an operation that employed over 300 individuals. Lewin noted the move was driven strictly by cost-competitiveness rather than talent shortcomings, recounting that she traveled in person to speak with the staff and that roughly 60% of the team was retained through relocations across other company offices.
Addressing the Industry Pipeline and Opportunities for New Talent
While studios work to refine internal structures, external pressures are complicating career entry points. Jan-Bart van Beek, studio director at Guerrilla Games, noted that extended development cycles in video games—often lasting six to eight years—make it risky for studios to gamble on unproven talent. Van Beek referenced Pixar's short films as an effective framework that provides emerging directors with lower-risk platforms to gain essential experience.
Younger creatives on the panel urged companies to open leadership pipelines much faster, particularly for underrepresented demographics. Concept artists Emily Bland and Isobel Hine discussed founding independent initiatives to bridge the gap: Bland created Women in Concept Art to mentor junior artists, while Hine established the Women's Concept Art Association, running its Studio Jam program. Hine observed that women frequently step away from advancement opportunities if they do not meet every single qualification, urging established executives to lower the barrier and guide junior artists into leadership roles earlier.
As major creative studios continue to balance long production cycles, cost pressures, and evolving workforce standards, leadership approaches across VFX and animation will increasingly depend on structured mentoring and transparent internal cultures.
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Source: Variety
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