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VFX ARTISTRY

Spencer Drate & Judith Salavetz

A VISUAL TOUR OF HOW THE STUDIOS CREATE THEIR MAGIC

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Drate, Spencer.
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Contents
Introduction ix

Foreword XXii

Artist Insight

DigitalKitchen xxiv

Thornberg & Forester xxvi

Studios

Chapter 1 Eyeball 1

Studio Philosophy 1

Target: “Art for All” 1

Bioshock: Beyond the Sea 3

Chapter 2 Intelligent Creatures 6

Studio Philosophy 6

Babel 6

Contents iii
The Fountain 9

The Number 23 11

Chapter 3 Marco Iozzi 13

Studio Philosophy 13

Darklands 13

Equilibrium 15

Infiniti 17

Neve 19

Fight for Life 20

Chapter 4 Jesse Jacobs 23

Studio Philosophy 23

Skittles: “Mindbender” 23

Chapter 5 Thornberg & Forester 27

Studio Philosophy 27

Target: “Fall for Less” 27

AICP 2008 Show Open 30

Chapter 6 Digitalkitchen 33

Studio Philosophy 33

MindQuest Video 33

True Blood Main Titles 36

The Company Main Titles 38

iv CONTENTS
Chapter 7 Royale 40

Studio Philosophy 40

The Daily Show 40

Flaunt Magazine and Diesel: 9th Anniversary 44

Jet Blue: “Happy Jetting” 47

McDonald’s Best Chance Monopoly 50

Chapter 8 Adolescent 53

Studio Philosophy 53

PEAK 53

That 70’s Show 56

Chapter 9 Freestyle Collective 59

Studio Philosophy 59

The Good Witch’s Garden 59

Kung Fu HD: Cat Fight 62

Criss Angel: Mindfreak 64

MTVK Network Launch: “Lokation” 66

Chapter 10 Troika Design Group, Inc. 68

Studio Philosophy 68

GOLIATH: SportsCenter Rebrand 68

ABC 72

Chapter 11 Trollbäck + Company 75

Studio Philosophy 75

ESPNews Steps to Creation 75

Contents v
Chapter 12 Nailgun* 79

Studio Philosophy 79

Universal Channel Redesign 79

Sundance Channel—“One Punk Under God” Promo Campaign 82

HGTV—Deserving Design with Vern Yip Show Open 84

Chapter 13 Velvet 86

Studio Philosophy 86

Gran Centenario: The Calling 86

Clorox: Mermaid 91

Mattoni: Star (Water Dress) 94

Mercedes Benz USA: Race 98

Chapter 14 Ntropic 101

Studio Philosophy 101

Chevrolet–General Motors: “Disappear” 101

Chapter 15 Blind 105

Studio Philosophy 105

Russell Athletics: “Fourth and Inches” 105

OppenheimerFunds: “Escalator” 108

Chapter 16 Rhino-Gravity Group 111

Studio Philosophy 111

Pelephone: “Cannons” 111

Verizon FiOS Campaign: “Rock Star” 115

vi CONTENTS
Chapter 17 Click 3X 118

Studio Philosophy 118

goArmy.com 118

Chapter 18 Imaginary Forces 122

Studio Philosophy 122

Mad Men Opening Title Sequence 122

Chapter 19 A52 124

Studio Philosophy 124

Acura: “Motion” 124

Lexus: “Pop-Up” 127

Chapter 20 Method 130

Studio Philosophy 130

Pepsi 130

Chapter 21 Panoptic 133

Studio Philosophy 133

Lincoln MKZ: “Touch” 133

Cole Haan 136

Dr Dog 139

Chapter 22 Prologue 141

Studio Philosophy 141

Across the Universe 141

Iron Man 146

Contents vii
Chapter 23 Pixeltrick 149

Studio Philosophy 149

Instinct 149

Chapter 24 Sea Level 151

Studio Philosophy 151

Toyota Prius: “Unlitter” 151

The Coca-Cola Company: “Heidi Klum Red Dress” 154

Chapter 25 Digital Domain 156

Studio Philosophy 156

Halo: “Starry Night” 156

Adidas: “Mechanical Legs” 159

Chapter 26 PMcD Design, Ltd. 162

Studio Philosophy 162

Starz Network: Crash Promo 162

viii CONTENTS
Introduction David Robbins

In a darkened room … there is only flickering The First Experimenters eye, movies were a jolt to the id. Motion pictures
imagery on the screen … and you, the viewer, in Nowadays the competition among special effects evolved during a time when the telegraph, motor-
rapt attention. artists has become steeper with the abundance cars, and airplanes served to speed up the world
If the director, actors, photographer, and editor and convenience of digital technology. There is from agrarian to industrial, and the pace of
have done their jobs, you have become one with hardly a movie put out there without some sort of culture began to exceed that of man’s ability to
the movie. Then something surreal may happen, visual digital effect. Anyone with a desktop com- grow into it.
something so fantastic or absurd by real-world puter and knowledge of Photoshop can accom- The first of these motion picture experiences
standards, that you have no doubt of its validity in plish wonders only dreamed of by early special happened in 1895, when Englishman Alfred
the seamless context of the movie, because it effects pioneers like Georges Méliès (A Trip to the Clarke released his film of the beheading of Mary,
could only happen there. Your inner psyche Moon, 1902), Fritz Lang and Eugen Schüfftan Queen of Scots. Using stop-action photography,
whispers something like: “AWEsome!” When this (Metropolis, 1927), along with Merian C. Cooper the actress on her way to the henchman was
happens, the visual effects people have done their and Willis O’Brien (King Kong, 1933), all of whom replaced with a dummy with a detachable head,
job. This book is about paying homage to them. relied on tactile physical or mechanical special history was recreated as it shocked the
Over the last hundred years and counting, effects, and a lot of costly trial and error in order audience.(2)
special effects has played a significant role in the to achieve their masterful results. However, it took an illusionist to perfect the
emotional way we view movies, and there is a Photo manipulation was nothing new even method of early special effects. French magician
reciprocal arrangement between the psychology before the invention of film. Photographers such Georges Méliès (1861–1938) had bought a theater
of the audience and the purpose of the movie. as Oscar Gustave Rejlander (1813–1875) and and needed to attract his audience. He chose the
Because visual effects are so woven into films to Henry Peach Robinson (1830–1901) used print new medium of motion pictures, and had a camera
the point that movies are in themselves special manipulation and some in-camera techniques to with special lenses made for him by British inven-
effects, it would be shortchanging the history of create their allegorical works.(1) Naturally, these tor/filmmaker R. W. Paul.(3) The camera’s opera-
the art of special effects by not regarding their effects could be achieved in paintings, but tion was erratic and frequently jammed while he
context in shaping the overall history and the photography was “authentic” and motion pictures was filming. During one of these malfunctions in
business of film. even more so. As photography was a feast for the 1896 he had an epiphany. While reviewing his

INTRODUCTION ix
footage of a street scene the camera jam was was Porter’s use of the traveling matte (a continu- their studios in Brooklyn, NY, they produced a
apparent, but when the camera started working ously wound loop of scenery), where he trapped number of commercial short films, along with the
again and the scene switched, people that were a scene of moving countryside within the open creation of some “news” shorts, such as The
once walking one way were now walking the doors of the train to achieve a sense of motion. Battle of Santiago Bay (1898), complete with
other, men had morphed into women, an omnibus The most famous scene in The Great Train painted backdrops and firecracker explosions
had morphed into a hearse. Méliès not only had Robbery occurred at its end, when one of the around cut-out ships pulled along by underwater
his magic act, he perfected the malfunction in robbers, shown in head and shoulders close-up strings. This way of reproducing news events
many different ways to become the father of in- on the screen, aimed his gun at the audience and through special effects set Vitgraph off as a pro-
camera trickery and special effects. He turned to fired it. This sent some viewers running for their paganda shop and led to it being respected as a
humor, and is most fondly remembered for Indian lives from the theater. This type of viewer reaction production studio. Biograph Studios, Vitagraph’s
Rubber Head and his film adaptation of Jules remains the bedrock of the achievement of special rival from the Bronx, used the same techniques in
Verne’s A Trip to the Moon (A Voyage dans la effects—hopefully without sending the audience their news films, such as when they recreated the
Lune), both released in 1902. scampering from the theater. San Francisco earthquake intermixed with actual
The outbreak of World War I bankrupted him footage in 1906.
and he had to close his theater. Also, his style of The Early Studios The traditional “one-reeler” was 12 minutes
filmmaking had by then become stale, and his In 1905–1910 there were a number of technical long, and producers and promoters were not con-
efforts could not compete with the epochs that and psychological forces at work that would subtly vinced that an audience’s attention could be held
were gracing the screens. He ended up in obscu- change the outlook of man toward the world and much longer than that. But during the early years
rity, amazing children by demonstrating toys from toward himself. The first of these innovations was of the new century, motion pictures were estab-
a kiosk in the park on the Gare Montparnasse. the X-ray, which, first invented in the 1870’s, was lishing their niche in the market as pointed, well-
Through his cinematic innovations, Méliès by this time period commonly used as a means to scripted 9–12 reelers exceeding two hours. By
inspired other filmmakers not only to develop new look inside a person’s body. Peripherally, this 1910, the average feature film was 90 minutes
special effects, but also to consciously think out introduced cubism as an art style to accomplish long.
of the box. Such technicians and filmmakers were the same sort of in-depth look abstractly on Something had to sew the events of these
Britishers Robert W. Paul (The Motorist, 1906), canvas. Sigmund Freud was also at work with his 90-minute attractions together, not the least of
G.A. Smith (The Corsican Brothers, 1909), and discoveries of the workings of the mind through which was a plot, but other factors were needed
Cecil Hepworth (The Explosion of a Motorcar, psychoanalysis. Finally, by 1910, Albert Einstein to weave the action together. Generally, a fixed
1900, and Alice in Wonderland, 1903). had published his Theory of Relativity, extolling an camera filmed the customary one-reeler as a
There are other techniques that have been infinite universe and its relation to the speed of stage production, constrained under the prosce-
attributed to Paul and Smith. Paul was the first to light and, by extension, its relation to the passage nium arch. Camera position, purposeful lighting,
use the dolly shot, whereby the camera was of time.(4) and editing delivered cinema from this restriction.
dragged along rails. Smith is attributed with per- These futuristic techniques and discoveries Porter, in his Life of an American Fireman (1903),
fecting a matting technique by filming a subject made the public more accepting to cinema’s began this transition with continuity editing: cutting
against a black background, then double- sleight of hand, playing an emotional role in between related events happening concurrently in
exposing another image in juxtaposition with the attracting more people to the movies, which nearby locations to heighten the suspense of the
first. He also attempted experiments with became a form of escape for the audience. This plot.(5) In The Great Train Robbery, he used paral-
depth-of-field cuts and extreme close-ups. Most getaway from the routine provided a rudimentary lel editing, where disparate events are happening
importantly, Smith was the first to use parallel definition for a business model. Growing numbers in different locations. Parallel editing serves the
editing, showing simultaneous events to enhance of people paying to see more movies turned movie visual flow, while the purpose of continuity editing
the rudimentary plots of his movies.(3) production into a competitive business. is to serve the plot, to give it emotional meaning.
In 1903, American filmmaker Edwin S. Porter In America, artists A. E. Smith and J. S. Biograph Studio’s D. W. Griffith mastered
produced The Great Train Robbery. Often over- Blackton formed the Vitagraph Company in 1898, the balance of parallel and continuity editing in
looked among the editorial innovations in the film which became the first major film company. From his three-hour-long spectacles Birth of a Nation

x INTRODUCTION
(1915) and Intolerance (1916). He introduced a this mental link would also generate the desire for The most deservedly well-known German
number of other editorial techniques, such as the thrills through the visual effect. director of science fiction films and special effects
iris-in, iris-out cuts and the fade, which he accom- As the American movie industry grew in was Fritz Lang, who also produced his master-
plished by chemically bleaching the film by Hollywood, which became its icon, so even more pieces from within UFA’s huge studios. Among
degrees. Griffith’s editing served as a bed for did the star system. Names of such movie idols his films was an ambitious two-parter of the
purposeful optical effects, which served the as Clara Bow, Douglas Fairbanks, Lon Chaney, massive Wagner production Die Nibelungen
film’s editorial tempo. He worked with legendary and Buster Keaton, among many others, became (1924), wherein he had a 60-foot mechanical
cameraman Billy Bitzer, and his films, though the draw. Filtering through the star system were flying dragon constructed. Here he also utilized
controversial, were also marked by a sense of also genres of the film. Charlie Chaplin, Buster the Shuftan process, which used mirrors to
sentimentality and humanity. President Woodrow Keaton, Harold Lloyd, and the Keystone Kops combine miniatures with full-sized sets.(9) This
Wilson stated of Birth of a Nation: “It’s like writing epitomized comedy, while Theda Bara, Clara process was used extensively in his true master-
history with lightning.”(6) Bow, and Rudolph Valentino claimed the sex piece, Metropolis (1926). Though originally criti-
New York, with its less than hospitable genre. Lon Chaney and Béla Lugosi were horror, cally dismissed, Metropolis has held up as a
weather, was not exactly the best venue for and it was in this genre, and that of science fiction, testament to the art of science fiction, German
making movies. Feature films such as Griffith’s where special effects found its true niche. Expressionism, and social metaphor. In a later
became the production standard and required a classic, M (1931), a controversial film in which a
more forgiving outdoor shooting environment. The German Connection child murderer (Peter Lorre) is brought to justice
There was time to consider this inconvenience, During the 1920s the German film industry devel- by an even more brutal Berlin underworld, he
however, for when World War I broke out, motion oped quickly into huge movie factories, such as would give definition to film noire, which he would
picture production waned. Berlin’s UFA, which employed the key film direc- later master in the American films he would direct
Once the war ended, the industry moved out to tors and actors. Some of the first German science in the late ’50s.(10)
Hollywood, California, where the weather was fiction efforts were directed by actor/director Paul The roots of Lang’s methods extended back to
temperate and the sun always seemed to shine, in Wegener, who prophesized that a “synthetic 1919, when he worked with Erich Pommer, the
spite of the Santa Ana winds and occasional earth- camera” would be developed and completely producer of The Cabinet of Dr. Caligari (1920), to
quakes. Mega studios, such as MGM, Paramount, “artificial scenes” would be created through its introduce expressionist sets in the movie to convey
Fox, Universal, and Warner Bros., were estab- abilities. Other directors such as F.W. Murneu, the mind of the tormented killer.(11) In spite of
lished as filmmaking became a bigger, more profit- Fritz Lang, and Eric Von Stroheim achieved much Lang’s unique suggestion, it is Pommer who is
motivated business. These studios were modeled fame through their movies at UFA. remembered as the “father of German Expression-
after those, such as UFA in Germany, where films Murnau directed a number of horror films, ism in film,” for The Cabinet of Dr. Caligari. Since
of real artistic substance were being produced by particularly his famous Nosferatu (1922),(7) an then, German expressionism has been effectively
the likes of F.W. Murneau and Fritz Lang. intensely evocative horror film. The makeup was used (and ineffectively overused) as a psychologi-
D. W. Griffith introduced more than editorial chilling, and his direction was more like choreog- cal tool in a few mainstream and genre films.
techniques to the industry. He also introduced raphy. Along with its expressionist sets, the real Along with their developing artistic merit, many
stars, Lillian Gish, Blanche Sweet, and Donald feature of Nosferatu, along with Murnau’s other German films conveyed a critical social message.
Crisp, to the already developing “star system” fea- equally famous conventional films, such as Even Nosferatu was no exception, with its veiled
turing standards such as Theda Bara, Charlie Sunrise (1927), was the interplay of light and message of the plight of the post-WWI demoral-
Chaplin, and Mary Pickford. The stars emerged shadows. Like an editing device in its own right, ization of the German people. Later, the emerging
through close-ups as another force to draw audi- light and subjective viewpoints filtering through his Nazi German nationalist political attitude, offended
ences into the theaters—the viewer could project films (such as The Last Laugh, 1925) provided the by the editorial license of such films, would drive
into a dream life through the screen stars to whom basis for cinéma vérité(8) and film noire. In Nos- Murnau and many great German directors and
he or she vicariously related. This marriage of feratu, the light and shadow build the tension as actors like Greta Garbo and Marlene Dietrich to
human instinct to what was on the screen gave an editing tool, further mastered by Orson Welles move to America. Germany’s loss would prove to
movies a crucial psychological focus. Over time and Alfred Hitchcock. be Hollywood’s gain.

INTRODUCTION xi
The ’20s: Animation and Hollywood horror icon with both the film and emerged. By the mid-’30s, the new star system
Development of American the actor. would be well on its way through the likes of Clark
Horror In several of his films he collaborated with Gable, Douglas Fairbanks (also a silent star),
In America, a growing number of production my grandfather, Clarence Aaron “Tod” Robbins, James Cagney, Jean Harlow, and Carole
studios were establishing special effects depart- who wrote The Unholy Three (1925) and Freaks Lombard, to name a mere few. Paradoxically,
ments as the technique developed into more of (1932). Because Freaks was so controversial and Charlie Chaplin wouldn’t speak on film until
an art … literally. Animation had been an American poorly reviewed even after edited, it was to be Tod The Great Dictator (1940).
cinema hallmark since before the 1920s with Browning’s undoing. Paradoxically, today Freaks,
Max and Dave Fleischer’s rotoscoping technique which is still considered notorious, has surfaced
featuring Koko the Clown in the “Out of the as a cult classic. The ’30s: A Higher Purpose for
Inkwell” series (1914). Rotoscoping was a means Special Effects
to facilitate the ponderous frame-by-frame free- A New Effects Star Is Born Because the devices used to record sound were
hand animation rendering process through tracing The most significant development in film history so overwhelmingly noisy, they needed to be
of cells from live film footage.(12) The digital started with a gamble from down-and-out Warner shielded from the voices of the actors. This
process of “tweening” has only recently replaced Brothers Studios in 1927. On the verge of bank- brought filming indoors, into the sound studio
rotoscoping. ruptcy, they produced a film, The Jazz Singer, where the producers and directors could better
Throughout the mid-twenties, the process of featuring a new technique that was still in research control the creative elements of the craft. Filming
combining live footage with animation was refined and development among its competitor studios: in the studio required more transparent realism in
through the serialized “Alice Comedies” (1923– the Vitaphone sound-on-disc method. The “talkies” traveling mattes and rear projection along with the
1926), produced by a young Hollywood new- were here. Fox Studios soon introduced the construction of sets and detailed miniatures. The
comer, Walt Disney. The process was to be Movietone sound on film technique, which would features presented new challenges and opportu-
revisited a number of times in the Disney films to become the standard. Despite its promise, many nities in the art of special effects. In the studio
follow, most notably 60 years later in The Adven- studios were slow to come around to integrated environment, studio moguls and some directors
tures of Roger Rabbit (1988). Roger Rabbit was sound right away, thinking it too much of a gamble found a means to cut production costs through
a direct descendant of the “Alice” shorts, in which for a passing whim. But by the mid-’30s, though, more creative effects. Many of these effects found
a live action character becomes involved with the most of the major studios produced sound films purchase in the lavish MGM Busby Berkley musi-
dangers of a cartoon world. The principle of live and they were, well … talkative. cals of the mid-’30s. The optical printer allowed
animation provided a recipe for future possibilities Once movies found a voice, there seemed to for otherwise impossible visuals and sophisticated
in special effects, becoming a basis for phenom- be a competition as to who could pour more words techniques by combining traveling mattes on film
enal cinematic results. into a minute of film. As if the technique were in the editing process, thus creating the “cast of
Horror films became a standout American ready to burst from bulging film cans, there were thousands” effect, along with innovative wipes,
genre, as represented by the works of former a slew of talkies from Fox and Warner Brothers. also overused in many of the musicals.
circus performer-turned-film-director Tod Brown- And they were vociferous beyond the pale. Within The same optical techniques used for Fox’s
ing (The Unknown, 1927, London After Midnight, a few years, “All Talking, All Singing!” became an Astaire/Rogers dance scenes to make them
1927, Dracula, 1931, and Freaks, 1932).(13) MGM and RKO tagline for seemingly hundreds of appear flawless were also applied to what is argu-
Perhaps due to Browning’s carnival roots, movie follies. ably the most poignantly masterful science fiction/
makeup was the special effect, along with the But sound came at a price. Its first casualty horror film to come out of the decade: Merian
featuring of deformed people, in many of his films. was the current star system. More than a few stars C. Cooper’s King Kong (1933). Using a range of
He also introduced Lon Chaney, Sr., one of the who might have been masters of the emotive face optical techniques, complicated miniatures, and
first real superstars of horror. Browning would in silent films had voices too weak or tinny for the stop action photography, the effects wove together
make about 10 films with Chaney before the rigorous demands of early sound recording. By a story of greed’s inhumanity toward the natural
star’s untimely death in 1930. In 1931, he cast recruiting from theater performers who could world and rendered a movie that raised the bar
Béla Lugosi as Dracula, and created another project their voices, a new sort of film actor for special effects.

xii INTRODUCTION
Director James Whale picked up Tod Brown- Tod Browning and James Whale horror pictures. ing, and it wasn’t until the end of the ’30s, with
ing’s gauntlet as master of the horror film with Of all the studios, Paramount and MGM produced high-budget MGM movies such as The Wizard of
Frankenstein (1931). With some of his succeeding the most extravagant movies. MGM was mainly Oz and Gone with the Wind, that it proved more
films, The Invisible Man (1933), The Bride of Fran- responsible for establishing the Hollywood legend practical with high-resolution/higher speed film
kenstein (1935), and The Man in the Iron Mask throughout the world with epics such as the Busby stock. However, color was still cumbersome for
(1939), he pushed the limit of technique by majes- Berkeley follies and huge productions such as the the special effects department, for instance, in the
tically electrifying Frankenstein’s monster, along legendary Gone with the Wind (1939) and The development of traveling mattes, where the three
with his wife, and by making the invisible man Wizard of Oz (1939). primary colors prepared for the film stock had to
appear (or disappear) invisible once the bandages Generally, the stars under contract with the sync exactly to the live action they supported.
were removed. The characters in the horror films studios established the themes of the movies. Both Oz and GWTW used traveling mattes nearly
of the ’30s also brought us the pathos of emo- Béla Lugosi and Boris Karloff, for instance, were flawlessly, but when it was done a little bit wrong,
tional threads, which characteristically weave under contract with Universal. Relatively lesser- the result was awful. By 1939, the audience had
together many successful dramas. One prime known actors such as James Cagney, Pat O’Brian, become as sophisticated as it was demanding,
example of this (along with King Kong) was Boris Humphrey Bogart, Veronica Lake, Bette Davis, and one out-of-sync color scene could destroy the
Karloff’s portrayal of Frankenstein’s monster. and Lauren Bacall were under contract with emotional power of the whole movie.
Karloff was to emerge as a horror superstar for Warner’s, while Astaire/Rogers worked for Fox.
decades to follow, not because he was a “scary The stars with the biggest draw, such as Greta Enter the Feds—And a New
monster” like Nosferatu or Dracula, but because Garbo, Clarke Gable, Gary Cooper, and up-and- Standard in Film Editing
his characters, like Frankenstein’s monster, were coming “kid” stars like Judy Garland and Mickey One might argue that some movies of the late
more human, with soul. It was this kind of charac- Rooney were with MGM. Star quality came at a ’20s and early ’30s were over the top in the license
ter quality, along with the special effects, that price to the stars. Generally, and especially with they took in the name of entertainment. In an
pulled the audience in and worked to make the MGM, the stars were under strict control of the attempt at federal control to match the national
supernatural seem real. studios, often to the detriment of their health and “success” of prohibition, the Hays Code was
emotional well-being. established in 1934(14) to oversee and purify the
The Growing Hollywood Films were also branded with their directors. content of the movies. The code was to be in
Mystique As James Whale was associated with the horror effect until the late ’60s, when it was replaced by
During the ’30s, the American movie business had genre, John Ford was known for his westerns, and the current ratings system, which liberated film
more than survived the ongoing economic depres- Alfred Hitchcock for his suspense films. Walt content. Through mandating the curtailing of sex
sion. “Hollywood” ceased to be merely a place on Disney, a 33-year-old perfectionist director/pro- in many mainstream films and violence in gang-
the map in southern California: it was a state of ducer, was the mainstay of animation. Disney ster films, the Hays Code had a seemingly limited
mind. Going to the movies had become necessary studios, established in the late thirties, broke the effect on the content of horror and suspense films,
therapy, and the more escapist the movie, the animation mold in 1937 with Snow White, which where the suggestion of violence became key to
better. Movies were a 10-cent escape from the was to win the Academy Award for that year. More building the suspense. Mainstream films followed
national woes of the global depression. The eco- of a work of art than the sketchy one-reeler anima- this idea through the use of natural devices such
nomic situation helped to establish Hollywood as tions shown before the feature that the public had as shadows and chiaroscuro to build plot tension
the cultural legend it has remained—and the gold come to expect, Snow White was the first feature- and waves crashing on the shore to suggest a
standard of global film production. length color animated film. The cell animation sexual encounter. The use of metaphor as an
The studios had their individual personalities: technique would elevate the art of visual effects editorial device became a foremost plot builder.
Warner Brothers was known for gangster and to a new level of precision.
noir movies, along with poignant women’s movies The 1930s began with sound and ended with The ’40s: Propaganda and
and Errol Flynn swashbucklers. RKO/Fox was Technicolor, which was actually developed in Film Nouveau
represented by the comparatively low-budget 1925—before sound became popular. It was a Many films of the ’40s were in increasingly refined
panache of dance movies. Universal produced the costly process that required three times the light- black and white. One of the finest examples of

INTRODUCTION xiii
artistic filmmaking was gifted to us in 1941 with films. Entire war scenes were recreated using into his movies. In Rebecca he used extensive
Orson Welles’s Citizen Kane, arguably one of the traveling mattes, rear projections, and whole fleets rear projection and miniatures to create the eerie
greatest films ever, in plot and technique. Special of miniatures. MGM erected a 300-square-foot atmosphere of Manderley, the English manor
effects using traveling mattes and rear projections water tank flanked with a rear projection screen. home featured in the film. In Lifeboat (1944), he
were used profusely throughout the film, yet with Despite the size of the tank, miniatures could not used rear projection to convey the breadth of
such transparency that the film was not even be that small because they had to show enough the ocean. Increasingly, he would rely on special
nominated in the special effects category—an detail to be convincing. A 50-foot-long miniature effects treatments in his films, but like the underly-
oblique testament to Welles’s mastery over visual aircraft carrier can take up a lot of space in such ing trademark of his gallows humor, the special
effects and film editing. It was nominated for best a tank of water, especially when surrounded by a effects would be subtle.
film in 1941, but was defeated by Fox’s box office task force of miniature Hellcats suspended from
comedy It Happened One Night. However, with wires taking off, landing, and occasionally crash-
Citizen Kane, Orson Welles set the intellectual ing into it. Also, as fans blew on the tank water to The ’50s: Suburbia and Monsters
and technical quality standards for future films, not make it look choppy, the waves had to appear in in Rubber Suits
only in his subtle use of special effects, but also proportion to the miniatures, or the effect was lost. The movie industry shifted gears at the end of the
in establishing a model for auteur and indepen- Also, explosions had to look convincing, and war and into the ’50s with a surge in the economy
dent films to follow. this gave rise to a new special effects person: the and the resulting consumerism. The nature of
Films and their special effects took on a new pyrotechnic artist. These guys may have come movies was also retooled for another reason: they
role with the outbreak of World War II. Though from the foxholes as explosive experts, but they were competing against the new force brought on
Hollywood produced 40 percent fewer films during had an eye for the physics that made a battlefield by television.
wartime, the home front attendance in theaters explosion look realistically different from an The movie industry took a number of hits
was high. This time people went to the movies not exploding gas tank or the barrage bombing of a during the ’50s. The effect of TV was as pressing
only to forget their woes, as was the case during city. So now not only did special effects have to to Hollywood business as its growth was
the depression, but also to remember the “boys”: make things look convincingly real, but the effect immediate with the growing suburban household
husbands and sons fighting for freedom overseas. had to be executed with moderation. This would consumer culture. The economics of advertising-
Horror and science fiction films, the vehicles of the be a daunting task for today’s effects directors, supported free viewership of television signifi-
most obvious special effects, were pretty much who are conditioned to make things look outra- cantly reduced turnout at the theaters to about
shelved in favor of what sold: patriotism. geously fantastic. half of what it had been. Adding to this was a 1948
Actor John Wayne was a prime catalyst for the Another genre finding its way into wartime ruling by the federal government that the Holly-
fighting spirit of the American soldier. Already cinema was the suspense film. Though the style wood/movie theater alliance was monopolistic,
having established himself as a film cowboy in had been popular in the past, it now achieved a and that the movie business had to relinquish its
John Ford’s westerns, he now donned the uniform new refinement through the achievements of control of the theaters and the distribution of films.
to do battle in the theater of Hollywood, and one director Alfred Hitchcock. Having garnered direc- As a result, the cinema houses became indepen-
could argue that he won the war in Peoria. “The torial success in his native England, he was hired dent and could choose what films to show.
Duke” starred in relatively few war films, but he in 1939 by David O. Selznick at MGM on a seven- All of this may have actually been a double-
emerged as the consummate American patriot, a year contract. Fresh from his Oscar-winning pro- edged sword for both the film and theater industry
box office draw and a propaganda success. The duction of Gone with the Wind, Selznick’s first in the sense that they could align their demo-
standard for the “fighting patriot” cast in celluloid collaboration with Hitchcock was Rebecca (1940), graphic to a growing number of kids and teen­
defined the moviegoer as much as it did the star, which won Best Picture and Best Director in 1940. agers: the baby boomers. Without the burden of
and would become a pervasive box office draw— From the beginning of their relationship, Selznick’s depression followed by war and more free time on
and a magnet for special effects—in the decades demand for artistic control may have crimped their hands in a growing economy, parents would
to follow. Hitchcock’s style, but not his genius. drop their kids off for an afternoon at the movies
Effective propaganda is spectacular, and here Like Orson Welles’s controlled use of special while they went to play golf. Also, teenagers would
is where the special effect found its way into war effects, Hitchcock also wove them transparently flock to the movies at night while their parents

xiv INTRODUCTION
stayed home to watch Uncle Miltie (Milton Berle) special effects that have by now become legend- Throughout the ’50s, though, there were a
and Sid Caesar, as television revived vaudeville. ary. From the raining down of toads to the parting small number of quality science fiction produc-
In a sense, the local theater became a of the Red Sea, special effects recreated acts of tions. Many of these came through the efforts of
babysitter. God in The Ten Commandments. From the rec- George Pal, who worked with the high-budget
The ’50s movies advanced a number of new reation of Roman war galley sea battles to chariot Paramount Studios. Starting with his animated
technologies to compete with the tiny television races in the Coliseum in Ben Hur, they recreated “Puppetoons” in the late ’40s, Pal went on to make
screen. The technique and resulting quality of a Hollywood version of history. Destination Moon (1950) and When Worlds
animation were improved, as evidenced in the The epic film drew in audiences of all ages, Collide (1951). Perhaps his best-remembered
Warner Brothers and Disney animations. The but the most consistent audience was that of teen- film was the CinemaScope epic War of the
methods of optical printing and traveling mattes agers. Most of the major studios saw little future Worlds (1953), which engaged a fleet of sleek,
were further refined. But the two most significant in catering to such a narrow market, but more insectine aliens and their craft, along with sophis-
’50s standouts were Technicolor and Cinema- independent studios sprung up with a slew of low- ticated blue-screening, optical effects, cells, and
Scope, two areas where television couldn’t budget horror films featuring actors in rubber mattes.
compete. monster suits, such as The Creature from the Ray Harryhausen, one of Pal’s assistants from
Color had been introduced in 1935 with RKO’s Black Lagoon (1954) and The Beast from 20,000 the “Puppetoons” days, soon after went on to
Becky Sharp, but the seeming lack of audience Fathoms (1953), and mutated, stop motioned, develop a name for himself with Mighty Joe Young
interest coupled with the cost of the process and mechanical ants, such as Them! (1954). Many of (1949), another popular overgrown simian, like
the war diminished its use during the ’40s. The these films centered around nuclear experiments Kong, but with a lot more heart and a sensitive
studios banked on its comeback in the ’50s, and and explosions gone bad, a comparatively light- ear for music. Harryhausen went on to make other
from early in the decade more and more films hearted account centering around the very real sci-fi films, such as It Came from Beneath the Sea
appeared in color. Oddly enough, audience fear of nuclear annihilation. The reality was a (1955) and Twenty Million Miles to Earth (1957).
numbers remained the same whether the movie bigger horror story than anything on celluloid, but But perhaps he is best remembered for the special
was in color or black and white, so color became as these horror stories tapped into the fear, they effects he created in his mythological films such
relegated to epic films and studios with bigger also served to reduce the dread, at least for as The Seventh Voyage of Sinbad (1959) and
budgets. 90 minutes. Jason and the Argonauts (1963), in which the
CinemaScope, under any other name, seemed The ’50s saw the resurgence of the science beleaguered Jason has a swordfight with a gaggle
to produce a bigger draw. More ambitious the- fiction genre, which had been subdued since the of skeletons.
aters enlarged their screens to accommodate the ’30s. Many of the sci-fi special effects for which Disney Studios solidified their place with kids
widescreen format, while standard-sized screens the ’50s are remembered are enduringly cheesy. during the ’50s with their television shows (The
projected a letterboxed version. Even on a stan- Most prominent among these was Godzilla (trans- Mickey Mouse Club and Walt Disney Presents)
dard screen, wide projections seemed to (at least lated “gorilla-whale”), the Japanese import created and live action films, where they forayed into
psychologically) show more. CinemaScope also by Tomoyuki Tamaka in 1954.(15) The kitschy, special effects. The most notable of these was
presented more challenges (thus opportunities) gigantic lizard who made his clumsy trek through 20,000 Leagues Under the Sea (1954), based on
for the development of matte and rear projection a model Tokyo was to make his appearance the Jules Verne novel. In the movie, the crew of
special effects, while providing the screen real through 12 iterations in nearly 30 films.(16) There the Nautilus submarine was tormented by a giant
estate for more and detailed models. were also the quirky, hastily produced movies squid, with whom Kirk Douglas did battle at the
Both CinemaScope and color served to revive from the studio basements of Roger Corman end. The mechanical flaws of the squid were con-
the epic story, and there was no shortage of them (Swamp Women, 1955; Attack of the Crab Mon- vincingly hidden by the turbid seawater it stirred
in the ’50s. From The Robe (1953) to The Ten sters, 1957) and of transvestite Ed Wood (Glen or up around it. The movie ushered in a discrete new
Commandments (1956) to Ben Hur (1959), there Glenda?, 1953; Plan 9 From Outer Space, niche for Disney, and the studio would eventually
were a slew of interpretations of biblical stories— 1959).(17) Wood’s legacy is marked by the 1980 break significant ground in the art and technique
in biblical proportions—all in widescreen color “Golden Turkey Award” for “The Worst Director of of special effects, providing examples for others
grandeur. These epics called upon a wealth of All Time.”(18) to follow.

INTRODUCTION xv
The ’60s: Counterculture, The failure of Cleopatra sent shock waves Trumbull was 2001: A Space Odyssey (1969,
The Lone Patriot, and a Space through the entire industry, placing future film pro- Stanley Kubrick). One could argue that the movie
Odyssey duction under the control of accountants and saved the film business in general, but it certainly
The 1960s began with John Wayne and ended lawyers. The first element to suffer was special set the draw of pure special effects as vital to a
with Jane Fonda—a journey from conformity to effects. Considered as unnecessary fluff, entire movie’s success. Based on the enigmatic sci-fi
counterculture. This could be applied to the cul- effects departments were dissolved, and the now- novel by Sir Arthur Clarke, with a plot that thor-
tural tempo of Hollywood as well. The attendance seasoned effects people either went into semi- oughly confounds the viewer even to this day, it
at theaters continued to drop, save for some of retirement or became freelancers. nevertheless remains an elegant effects master-
the costly epics, such as David Lean’s Lawrence Many of the features of the ’60s were British piece. The miniatures choreographed to Strauss,
of Arabia (1962) and Doctor Zhivago (1966), imports as, in light of the Beatles, everything with the blue screen techniques, and the introduction
Lewis Milsestone’s Mutiny on the Bounty (1963), a British accent was culturally golden and offered of the slit-screen “stargate” effect in the end set
John Sturges’s The Great Escape (1963), and a possibility for a profit. This was certainly true the caliber for the revolutionary science fiction
John Frankenheimers’s Grand Prix (1966). with British films marked as highbrow classics, movies to come in the seventies.
These signature epics were indeed impres­ such as Tom Jones (1963, Tony Richardson) and The ’60s also saw the establishment of the
sive showcases of widescreen cinematography. A Man for All Seasons (1966, Fred Zinnemann). movie code, which classified movies based on the
There was less reliance on traditional use of min- But one film import from the UK, introduced in nature of their content. This finally broke through
iatures and pyrotechnics, due to the directors 1962, was destined to be a cinema cult money- the pervasive shadow of the ubiquitous (though
wanting to keep things authentic. In the case of maker: Bond… James Bond. now all but forgotten) Hays Code of the ’30s and
Grand Prix, for instance, real cars were shot There were some landmark mechanical opened the possibility for studios to script more
from canons to capture the reality of car crashes. effects, such as the James Bond trademark bullet- natural, coarser dialog and to show more sex and
In The Great Escape, real airplanes were firing, oil-spitting Aston Martin DB5 sports car in violence. Generally, big-name studios who wanted
crashed during several takes. In the case of Goldfinger (1964). The perception of the James to keep larger audiences stuck to tamer, more
Doctor Zhivago, David Lean sprayed fake snow Bond film has remained legendary and fresh with family-oriented films, such as musicals like 20th
over great expanses of Spain to simulate the each new film. Conceptually, it gave rise to the Century Fox’s The Sound of Music (1965, Robert
Ukraine. serial cult hero—the lone patriot—to be reflected Wise). The ratings system gave rise to the
Only the largest studios could afford to produce in other movies and their sequels such as Rambo independent studio: film freelancers with enough
such films, which were directed and controlled by and Indiana Jones. One could argue that Sean production money to make their film the way
sometimes-desperate studio committees. As a Connery was the quintessential Bond, but James they wanted. These movies were more “realistic,”
result many of these films went over budget in an Bond is James Bond, a concept not tied to a par- and often called for subtle, yet convincing,
already-suffering industry economy. None went ticular actor. special effects. Many of these independent auteur
more over budget than Fox’s Cleopatra (1963). 20th Century Fox’s Planet of the Apes (1968, studios became associated with the larger
Relying on the star attractions of Elizabeth Taylor Franklin J. Schaffner) revived the use of visual (funding) studios, along the lines of Orson Welles’s
and Richard Burton and spectacular sets, one of effects. It starred former-Moses Charlton Heston, association with RKO in the making of Citizen
which floated a $250,000 barge on a 20-acre set, redefining the lone patriot role as he assimilated Kane.
which also housed a reconstructed full-scale into the ape culture. The makeup and effects were
Roman Coliseum that was larger than the an innovative, amazingly convincing version of the The ’70s: The Draw of Disaster
2000-year-old original, the film was produced at a rubber suit monster of the ’50s. In fact, the viewer in the Disco Age
cost of 44 million dollars. In today’s currency, that might be hard-pressed to not believe that the apes The success of 2001, though a tremendous boost
would amount to well over a quarter billion. Such populating the planet were really humans in to the art of the special effect, was something of
expenses would be impossible to recoup even disguise. an anomaly in the movie business. The television
under the best of attendance, but Fox’s gamble The one major success that single-handedly networks competed with theaters by bringing
didn’t nearly pay off, making Cleopatra a legend- revived and redefined visual effects as a feature more studio films to the home screen, causing the
ary and colossal flop. through the achievements of effects-man Douglas studios to continue to lose money. There had to

xvi INTRODUCTION
be some real “blockbusters” on the big screen to as a tribute to Spielberg’s lawyer) shown only in 20th Century Fox gave Lucas the go-ahead
draw the audience away from their homes. quick edits or murky underwater depths. The pro- for Star Wars in 1975 but then shut down their
Universal’s Airport (1970, George Seaton) genitor of the summer blockbuster, Jaws was special effects department. Rather than search for
centered around the problems of an all-star cast highly promoted, over budget, and difficult to another studio, Lucas established his own, Lucas-
running a Chicago airport and dealing with a 707 produce, as “Bruce” would not always cooper- film. The necessity for the studio to be based in
in flight with a bomb on it. The suspense-laden ate.(20) But Jaws’s real strength lay in the special effects called for a special team of people,
plot was a huge box office draw, and Airport Hitchcockian tradition of suspense, and it lived up generally under the age of 30. Lucas approached
spawned three sequels during the decade as to its hype. Douglas Trumbull of 2001 fame for the job, but he
“disaster films” became a formula for success, It was Lucas’s second major feature, Star turned it down and recommended computer pro-
and Hollywood wanted more of them. Wars (1977), and Spielberg’s next film, Close grammer/artist John Dykstra. Hiring a team of
Irwin Allen, the director of the hit TV series Encounters of the Third Kind (1977), that would recent film school graduates and animators, Lucas
Voyage to the Bottom of the Sea, Lost in Space, raise the bar for the special effect, elevating it to established a special effects studio, Industrial
and The Time Tunnel, was hired to apply his a true art form. Light and Magic (ILM), to develop the film. Though
magic to movies. After directing The Poseidon ILM closed its doors after Star Wars was released,
Adventure (1972), The Towering Inferno (1974), it was revived in 1980 to become the gold stan-
and The Swarm (1978), Allen was dubbed “The The Star Wars Phenomena dard of special effects big business.(21)
Master of Disaster.” Other films such as Earth- and the Three New Masters of Shortly after Star Wars made its theater run,
quake (1974, Mark Robson) and The Hindenburg the Universe Spielberg’s Close Encounters of the Third Kind
(1975, Robert Wise) also drew huge audiences. The art and technique of special effects had come was released. Bringing the fantastic closer to our
Disaster films required innovative uses of rich a long way since their 1930s adaptation in Buck own planet, Close Encounters of the Third Kind
audio techniques, mattes, miniatures, and pyro- Rogers movies and the spark-sputtering, string- injected believability into the subject of abduction
technics, putting special effects departments back drawn, bullet-shaped rocket ships with engines and aliens returning some of their abductees to
in business. that sounded like a swarm of bees accented by earth. Unlike the nasty aliens in War of the Worlds
The film Westworld (1973, Michael Crichton) broken fans. Drawing upon the visual elegance of 20 years before, Spielberg’s take was more
was centered around a place where rich vacation- 2001, the phenomenal Star Wars elevated the benign. Many viewers were captivated by the
ers in search of true adventure could match wits special effect to the truly visual effect that it is subject and came out of the theater believing that
with robots programmed to challenge them. The today. Along with the stunning miniatures and sets alien abduction (especially away from a depressed
movie is notable for its pioneering use of two- that made an alien world seem entirely in synch economy and disco) may not be such a bad thing
dimensional computer-generated imagery (CGI) with our own, the story line was drawn from events after all.
to illustrate the robot’s point of view.(19) It was a that happened “A long time ago in a galaxy far, On top of it all, the film was visually stunning.
painstaking process for a few minutes of footage far away …” This elevated the nature of the More than the traditional icing on the cake, the
but it paved the way for its sequel, the less criti- common science fiction story to high mythology special effects, sets, and the eerie beauty con-
cally acclaimed Futureworld (1976), which made with historical significance, based in its own reality. veyed by the dramatic interplay of light in Close
use of 3D CGI. Lucas drew from aesthetically simple sources Encounters of the Third Kind were its core recipe.
Perhaps the most significant and lasting Hol- for many of the special effects. The assortment This kind of quality became the lasting trademark
lywood phenomena of the ’70s were three young of aliens, particularly in the famous bar scene, of Spielberg’s films, through the broad range of
directors nearly fresh out of film school: Francis allegedly began as random cloud formations and his topics, from the kid’s adventure The Goonies
Ford Coppola, George Lucas, and Steven Spiel- shadows on the wall. The alien sound effects were (1987) to the austere gravity and importance of
berg. They went on to direct immediate classics also drawn from uniquely basic sources, recalling Schindler’s List (1994) and Saving Private Ryan
such as, respectively, The Godfather (1972), the innovative foundations of ’30s radio sound (1997).
American Graffiti (1973), and Jaws (1975). effects. Lucas’s concept was to serialize the story Francis Ford Coppola, the most seasoned of
Spielberg’s Jaws featured three sometimes- into nine parts, six of which have already been the filmmaker trinity, made his directorial mark
convincing mechanical sharks (all named “Bruce,” released to dedicated sellout crowds. early with The Godfather (1972), followed by The

INTRODUCTION xvii
Godfather II (1974). Both of these films had been with thrillers featuring beefed up heroes, were this time a detective/cop in a dreary, noir setting
critical and popular successes before Star Wars their vehicles. of the mid-21st century. The undercurrent of the
and Close Encounters of the Third Kind were No longer were sci-fi films about alien inva- film anticipates environmental degradation and
released. A sullen density, with characters who sions by clumsy, heartless creatures. Like the bit- overpopulation. Visual effects using mattes, blue
existed more in shadow than light, recalling the tersweet portrayal of Frankenstein’s monster by screens, and miniatures, along with soggy light-
German noir styles described earlier, pervaded Karloff in the ’30s, Spielberg’s ET (1982) showed ing, created a haunting and provocatively dreary
many of Coppola’s films. Apocalypse Now (1979) that aliens could also be believably sentient and feast for the eyes. This all served to accent the
was drawn from several novels, most notably even humorous beings. ET succeeded in touching growing realization that the movie, in itself, is
James Conrad’s Lord Jim and Heart of Darkness, the hearts of viewers of all ages, as the stunning purely the special and visual effect.
in the narrative style of Michael Herr’s Dis- effects were woven so efficiently into the film that
patches.(22) The Godfather not withstanding, there seemed nothing unnatural about them. The New Hollywood Economy
Apocalypse Now is arguably Coppola’s master- George Lucas turned away from science Unlike the disaster it had once been in the ’50s
piece, and was as long in its production as it was fiction in 1981, and reached into the vaults of the and ’60s, the sequel had now become a Holly-
reliant upon its special effects. In the case of 1930s to produce Indiana Jones and the Raiders wood preference. The front office realized that a
Apocalypse Now, Coppola’s use of effects seemed of the Lost Ark. Creating a quintessential privateer blockbuster film in later iterations would assure a
more restrained and woven into the plot than the hero swashbuckling amid a swarm of special cult-driven blockbuster audience. Now that more
sensational outlandishness required in the Spiel- effects, he also created a new look for a second- studios were regaining control of theaters and film
berg and Lucas films to date. Coppola’s controlled hand plot formula. Indiana Jones as portrayed by distribution, and that the Star Wars concept had
use of special and visual effects would find a way Harrison Ford was to launch three equally suc- bolstered the economy of the industry, Hollywood
into the more mature films of the other two. cessful movies in the series over the next 25 spent more production dollars on special effects.
Naturally, films other than those produced by years. The genre once again pitted the lone patriot Whereas to produce and promote a typical film
Spielberg, Lucas, and Coppola also rode into the against insurmountable odds, but we all knew he would cost around $2 million in the ’70s, by the
late seventies inspired by the effects—and money- would somehow survive all perils to live to fight early ’80s the cost would be up to $10 million, and
making—standards of Star Wars and Close again in the next sequel. by the end of the decade close to $25 million.
Encounters of the Third Kind. Superman (1978, Following these lines, a near future sci-fi Today, it’s around $50 million. Though still a far
Richard Donner), Star Trek: The Motion Picture thriller featured not a man as the protagonist, but cry from the (projected) $300 million 1962 catas-
(1979, Robert Wise) and Alien (1979, Ridley a questionably benevolent and impassive comput- trophe of Cleopatra, these costs, though substan-
Scott) were three such films typical of the new erized machine (okay … a robot). The Terminator tial, were in line with blockbuster production costs.
effects, and, like Star Wars and Jaws, they were (1984) featured a pumped-up Arnold Schwar- Hollywood would take such a gamble because
all destined for sequels. zenegger as the T-800 man/machine who would every once and a while, there might be a chance
appear in two more highly anticipated films in the to recoup $1 billion, as was the case with Titanic
series. It would also serve to establish Schwar- (1997, James Cameron).
The ’80s: The Movie as zenegger as a quintessential lone patriot, a beefy During the ’80s, the home video and cable
the Special Effect John Wayne, in roles where he was pitted against television industries may have caused the same
Coppola, Spielberg, and Lucas raised the stan- terrors of great proportions, where in the end he threat to the film industry as television did in the
dard for moviemaking to come, as film had become emerges as the slightly bloodied victor, in a world ’50s. But Hollywood, having learned from its mis-
something of a high culture. Audiences who had that is safe to carry on. The Terminator films were takes, was now savvy in finding ways to work in
had enough of disco and the generally ordinary a riot of astounding special effects and pyrotech- concert with home viewing through residuals. This
fare of network television shows demanded more nics to the percussion of Taiko drums, under the could reach a point where costs could be recouped
for the rising cost of going to the movies. Like the directorial supervision of James Cameron. though video and cable sales alone. As part of
orthodox established by Georges Méliès nearly In Ridley Scott’s 1982 Blade Runner, tradi- this financial formula, releasing a mediocre film to
100 years before, amazing effects drew patron- tional effects were applied as high art. Harrison video soon after its short run on the big screen
age into the theaters, and science fiction, along Ford was cast as another 1930s-style character: could work to turn a profit on it. Naturally, though,

xviii INTRODUCTION
studios still focused on saving production costs, Black Hole, and what they felt they got was chintzy the movie, the mercurial shape-shifting T-1000
sometimes so the money could be put toward Buck Rogers. The true value of Tron was in its robot, with the help of the geniuses at ILM, could
advancing the film. Case in point: Ridley Scott’s role as an antecedent for the most significant morph into any form and kept audiences capti-
1979 Alien cost $10 million to produce and $15 advance in the history of special effects. vated. Movies such as the Terminator series and
million to promote. In the case of Alien, this strat- Die Hard (1988, John McTiernan), with Bruce
egy paid off, with much of the profits coming from The ’90s: CGI—From Atoms to Bits Willis as the quintessential lone patriot, prolifer-
residuals from video distribution. It also introduced In his 1995 book, Being Digital, MIT computer ated. Large numbers of viewers abandoned their
the first major female lone patriot, Warrant Officer guru Nicholas Negroponte commented that ele- TVs to flock to the movies to watch slo-mo action
Ripley, played by Sigourney Weaver, who waged ments of our daily lives were undergoing a trans- choreographed against a backdrop of pyrotech-
a solo battle against the nasty aliens. formation from “atoms to bits.”(26) Even the less nics permeated with Dolby Digital surround sound.
The costs of model making and editing were skeptical among us could not foresee how that Many of these viewers would later rent the video
heightening with demand and sophistication. One could happen, as it was beyond our imaginations. or DVD to see what they might have missed the
studio that was becoming painfully aware of this Now, 15 years later, we are routinely accepting first time. This new classification of viewer was
was Disney. Having produced a good number of this fact without question. Part of the path that led becoming involved.
modest films that were predictably Disney, such us to this point had its genesis in special effects The most stunning development in the art of
as The Shaggy D.A. (1974), the studio made its in film, a transformation that had demonstrated to digital graphics and animation was through some-
first science fiction film, The Black Hole in 1979, us the possibilities of technology. thing incredible made to look quite credible. Spiel-
costing Disney the most it had spent on a film to Studios were turning to special effects houses, berg’s Jurassic Park (1993), based on Michael
date ($20 million to produce, plus $6 million to such as Lucas’s ILM and James Cameron’s newly Crichton’s 1990 novel, required the adaptation
promote).(23) The film was uncharacteristic for the formed Digital Domain, to efficiently create their of dinosaurs co-existing with humans. Meshing
studio in a number of ways. A Disney first, the film films. Lucas and Spielberg in particular had mas- digital imagery into live action, Spielberg commis-
contained light swearing, which earned it the stu- tered the art of working within budget and the sioned Stan Winston Studios and ILM to create
dio’s first PG rating.(24) Its relatively dense plot was tight, finished storyboard, which served to solidify an array of robotic animatronics dinosaurs and
religiously metaphoric and ended enigmatically, the shoot without a lot of trial-and-error takes. digital effects. The film’s budget was $95 million
along the lines of 2001. But The Black Hole’s most Also, the films they made were based on action, ($65 million of that was for marketing and distribu-
significant contribution was the most extensive rather than the temperament of actors: miniatures tion), and it grossed about 10 times that, making
use of CGI and digital audio to date. More impor- and static and animatronic models never com- it the 10th highest grossing film to current date.(27)
tantly, their use had shown that fantastic effects plain. Finally, art worked in collusion with busi- Also, the computer imagery in Jurassic Park set
could be generated in CGI, though a significant ness, as Lucas and Spielberg were prominent the ideal for what would follow in the new millen-
cost savings in their use was still 15 years away. creatives in their own right and knew the value of nium, notably Peter Jackson’s Lord of the
In 1982, Disney produced Tron, a story about a shoot. They were the “producers’ producers,” Rings trilogy (2001) and his version of King Kong
a programmer (played by Jeff Bridges) who and many mega studios (now themselves run by (2005).
becomes part of a computer game, within the even bigger conglomerates) longed to work with From Jurassic Park, Spielberg went on to
computer, in order to foil a greedy corporate them. Many of these special effects houses had direct the film he had intended to direct before it,
scheme.(25) The film was roundly panned, but its staffs and departments easily larger than the Schindler’s List. Sid Sheinberg, the president of
true significance as to special effects was that whole studio crew it would have taken to produce Universal Pictures’ parent company MCI, allowed
there were large numbers of scenes that were a 1950s feature film. Spielberg to go ahead on Schindler’s List on the
computer enhanced, along with others that were Blockbuster movies such as James Camer- condition that he shoot Jurassic Park first. This
purely CGI. Despite the kind of technical innova- on’s Terminator 2: Judgment Day (1991) drew an directive was as wise as it was emotional. Shein-
tions only a programmer could love, the effects even larger audience than the original and dem- berg knew that Jurassic Park would not have had
looked slapdash, even annoying at times, giving onstrated the types of wonders that could be the “heart” and would not have been the block-
the movie a low-budget appearance. Audiences accomplished through special effects with the buster it was if Spielberg had first experienced the
wanted Star Wars, Blade Runner, or even another innovation of computer-generated characters. In weight of Schindler’s List. Spielberg later rea-

INTRODUCTION xix
soned: “He knew that once I had directed Schindler from the 1870s photographer Eadweard Muy- tional, profitable, older generation of viewer. The
I wouldn’t be able to do Jurassic Park.”(28) bridge, a battery of still cameras was set up to making of today’s movies is faced with striking this
In 1995, Disney Studios broke the digital capture fluid movement.(34) The Matrix was also balance, which is continually changing, as each
effects mold again with the release of Toy Story, in significant in that it raised the bar higher still for generation of filmgoer is influenced by new techni-
partnership with Apple’s Pixar Animation Studios visual effects production, as it seemed to close cal advances.
for a three-film serial deal. Toy Story was the first out an era of optical, tactile effects to usher in yet One in particular is arguably the most signifi-
fully digital film ever produced. With a budget of a a new digital revolution in film. The sequels Matrix cant techno-cultural invention since the wheel—
mere $30 million, the film and peripherals pulled in Reloaded (May, 2003) and Matrix Revolutions the Internet. It is here where virtual, interactive,
nearly $370 million.(29) Inspired by the large profit (November, 2003) would use primarily digital real-time social environments are making new
that can be made with technology that was limited techniques. demands upon the role of special effects. In this
only by the creativity of the team, Disney/Pixar The astounding value of CGI did not progress sense, the user has become the media, as much
would produce seven more such high-grossing from the rudiments of Tron to the perfection of The as the media is the user. Marshall McLuhan’s
animations to date (2009), with five more to be Matrix through a vacuum of ideas. Around 1986, ubiquitous “Global Village”(36) has finally been
released before 2012.(30) Many of these films have five years after Tron was released, the home com- realized.
not been just cartoons for kids. Weaving 40-year- puter was a growing staple in many workplaces
old pop culture references into the plot, they also and households. Around the same time, computer
appealed strongly to large numbers of former gaming, which had been a growing phenomenon The New Millennium
Mousketeers: the baby boomer market. since the early ’70s, was making its move from From 2000 forward, visual and special effects has
Success such as this does not go unchal- the arcade to the personal computer. continued to be a work in progress, and these
lenged. In 1994, ousted Disney corporate head Computer games had vastly improved in their recent innovations are covered in the pages to
Jeffrey Katzenberg (producer of such successes quality and depth of interaction. By the mid-’90s, follow. I suggest that conceptual formats for very
as Who Framed Roger Rabbit? [1988] and The games had incorporated many special effects real possibilities were presented in two badly
Lion King [1994]) joined forces with Steven Spiel- devices in their production, such as character reviewed movies early in the decade. The first
berg and David Geffen to form DreamWorks motion capture.(35) Three-dimensional role-playing was Simone (2002, Andrew Niccol), wherein a
Studios.(31) In the the 10-year span from Antz games (RPGs) such as the first-person Doom clandestinely digitized avatar replaces a real
(1998) to Madagascar II (2008), DreamWorks pro- (1993) and Myst (1993) would soon lead to more actress who has walked off the set. Believing she
duced 11 digital animation films, each a succes- sophisticated third-person games, such as Lara is real, the media make her a sensation. Real-
sion in refinement of the art. The most anticipated Croft-Tomb Raider (1996) and Grand Theft Auto world applications of digitized actors are not that
of these has been Shrek, whose initial $60 million (1997). These employed user-controlled charac- far afield. Consider a real Brad Pitt playing a role
budget produced $485 million (Shrek 1, 2001).(32) ters within an interactive—and debatably violent— with a virtual Clark Gable. Concepts like this were
All of these immensely successful digital films are story. In interactive computer games, corporate hinted at long ago in films such as Woody Allen’s
totally dependent upon the kind of special effects Hollywood found a new extremely lucrative option Play It Again, Sam (1972), where a Humphrey
produced in computer graphics, and have created for extending the life of their blockbusters, assur- Bogart look-alike plays against Woody.(37)
a solid golden age for special effects opportuni- ing more sequels, such as The Matrix. Games However, digitally created actors can be made to
ties—and challenges. were also (relatively cheaply) developed for some look and act flawlessly real, and they make no
One key groundbreaking special effects movie, box office bombs in an attempt to recoup the lost demands and work (relatively) cheap.
The Matrix (1999, Andy and Larry Wachowski), costs. Another movie to consider is 2001’s Final
won the Visual Effects Academy Award for the The later ’90s ushered in more sophisticated Fantasy. Though also badly received, the film
year, beating out the much-anticipated Star Wars RPGs, but more importantly, gave definition to the cannot be slighted for its convincing animation.
1: The Phantom Menace.(33) The Matrix was sig- “user”—a separate generation of audience who The viewer is hard-pressed at times to not accept
nificant for its trademark visual effects using stop would command more action and more immersion the animated characters as real. Such real-world
action photography morphed together as a clip, into the film. This tactic has often sacrificed advances in digital animation make just about
called “bullet-time.” With a technique borrowed the depth of plot demanded by the more tradi- everything possible.

xx INTRODUCTION
These developing ideals have created a whole 6. Cousins, M. (2007). The story of film, a worldwide 21. Industrial Light & Magic. (n.d.) Retrieved from
new kind of audience. The viewer-turned-user history. New York: Thunder’s Mouth Press, an http://en.wikipedia.org/wiki/Industrial_Light_
eventually may wish to change the outcome of the Avalon Publishing Group, Inc. and_Magic
film to their liking. This could change the tradi- 7. Nosferatu. (n.d.) Retrieved from http://en.wikipedia 22. Apocalypse Now. (n.d.) Retrieved from http://
.org/wiki/Nosferatu en.wikipedia.org/wiki/Apocalypse_now
tional definition of “special effects.” Once creating
8. Murnau, F. W. (n.d.) Retrieved from http://en 23. The Black Hole. (n.d.) Retrieved from http://
a purely audio/visual shared experience, these
.wikipedia.org/wiki/F._W._Murnau en.wikipedia.org/wiki/The_Black_Hole; Cinefantas-
elements are now taken for granted. Special 9. Shüfftan process. (n.d.) Retrieved from http:// tique Magazine, “Black Hole Special Issue,” Spring
effects could now become much more about what en.wikipedia.org/wiki/Shuftan_process; Pinteau, P., 1980.
isn’t readily seen, but what is truly experienced & Hirsch, L. (Translators) (2005). Special effects: 24. The Black Hole. (n.d.) Retrieved from http://
through programming. The work is cut out for the an oral history—interviews with 37 masters span- en.wikipedia.org/wiki/The_Black_Hole
special effects artists, as we are now only begin- ning 100 years. Harry N. Abrams, Inc. 25. Tron. (n.d.) Retrieved from http://en.wikipedia.org/
ning to realize Georges Méliès’s illusion through 10. Fritz Lang. (n.d.) Retrieved from http://en.wikipedia wiki/Tron_(film)
the magician that is special effects. All in all, .org/wiki/Fritz_Lang 26. Negroponte, N. (1996). Being digital, Chapter 1.
though, the progress isn’t bad for a century’s 11. Cousins, M. (2007). The story of film, a worldwide Alfred A. Knopf, Inc.
worth of special effects. history. New York: Thunder’s Mouth Press, an 27. Jurassic Park. (n.d.) Retrieved from http://
Avalon Publishing Group, Inc. en.wikipedia.org/wiki/Jurassic_Park_(film)
12. Max Fleischer. (n.d.) Retrieved from http:// 28. Jurassic Park. (n.d.) Retrieved from http://en
References
en.wikipedia.org/wiki/Max_Fleischer; Fleischer, R. .wikipedia.org/wiki/Jurassic_Park_(film); McBride,
The Overall Resource for This Writing (2005). Out of the inkwell: Max Fleischer and the J. (1997). Steven Spielberg. Faber and Faber.
Rickitt, R. (2007). Special effects—The history and animation revolution. University Press of Kentucky. 29. www.the-numbers.com/movies/1995/0TYST.php
techniques. Billboard Books, an imprint of 13. Tod Browning. (n.d.) Retrieved from http://en 30. List of Disney feature films: upcoming releases.
Watson-Guptill. .wikipedia.org/wiki/Tod_Browning (n.d.) Retrieved from http://en.wikipedia.org/wiki/
14. Borden, D., Duijsens, F., Gilbert, T., & Smith, A. Disney_films#Upcoming_releases
Supplementary Resources (2008). Film: a world history. New York: Abrams. 31. Jeffrey Katzenberg. (n.d.) Retrieved from http://
1. Handy, E. (2004). “Robinson, Henry Peach (1830– 15. Godzilla. (n.d.) Retrieved from http://en.wikipedia en.wikipedia.org/wiki/Jeffrey_Katzenberg
1901),” Oxford Dictionary of National Biography, .org/wiki/Godzilla_(1954_film) 32. DreamWorks Animation. (n.d.) Retrieved from http://
Oxford University Press. 16. Godzilla. (n.d.) Retrieved from http://en.wikipedia en.wikipedia.org/wiki/DreamWorks_Animation
2. Special effect. (n.d.) Retrieved from http://en .org/wiki/Godzilla 33. The Matrix (series). (n.d.) Retrieved from http://
.wikipedia.org/wiki/Special_effects 17. Ed Wood. (n.d.) Retrieved from http://en.wikipedia en.wikipedia.org/wiki/The_Matrix_(film_series)
3. Cousins, M. (2007). The story of film, a worldwide .org/wiki/Ed_Wood 34. The Matrix. (n.d.) Retrieved from http://en.wikipedia
history. New York: Thunder’s Mouth Press, an 18. Medved, H., & Medved, M. (1980). The Golden .org/wiki/The_Matrix
Avalon Publishing Group, Inc. Turkey Awards. Putnam. 35. Motion capture. (n.d.) Retrieved from http://
4. Miller, A. I. (2001). Picasso, Einstein, Picasso: 19. Westworld. (n.d.) Retrieved from http://en.wikipedia en.wikipedia.org/wiki/Motion_capture
Space, time and the beauty that causes havoc. .org/wiki/Westworld_(film) 36. McLuhen, M. (1964). Understanding media.
Basic Books. 20. Jaws. (n.d.) Retrieved from http://en.wikipedia.org/ Cambridge, MA: MIT Press.
5. Cousins, M. (2007). The story of film, a worldwide wiki/Jaws_(film); Spotlight on Location: The Making 37. Play It Again, Sam (1972 film). (n.d.) Retrieved
history. New York: Thunder’s Mouth Press, an of Jaws. (2005). Jaws 30th Anniversary DVD from http://en.wikipedia.org/wiki/Play_It_Again,_
Avalon Publishing Group, Inc. documentary. Sam_(1972_film)

INTRODUCTION xxi
Foreword Jakob Trollbäck

In the beginning, there was imagination. When we about discharge of accumulated atmospheric life, a more interesting future. If you can’t imagine
first gained consciousness, there must have been electricity? where you’re going, why would you have an urge
precious little knowledge around. We were basi- But imagined realities can sometimes help to to go there at all? However unbelievable and
cally guided by instincts, but besides that, we anchor us. Like Einstein’s famous fudge factor, far-fetched the stories of Jules Verne were, they
must have been pretty perplexed. Our brains must the stories can be what make the equation work. surely inspired us to dream of an amazingly
have compensated for the lack of understandable From an existential point of view, it may be better different tomorrow. I’m sure that after reading his
facts by making up stories. Those early stories to live in a fantastic, slightly made up but some- stories, thousands of kids became explorers and
attempted to explain what reason couldn’t readily what understandable reality than one that is totally scientists. The true genius of a visionary mind is
grasp. Occurrences in the outside world as opaque. the ability to project and inspire.
well as our innermost, sometimes inexplicable, Besides the ability to fill in the blanks when Still, our creative mind is not limited to finding
thoughts and dreams were ascribed mystical, reason grinds to a halt, imagination is essential explanations for what we can’t comprehend and
imaginative meanings. The arch of those stories when we try to figure out how things work. It inspiring us to move on. Imagination—and its
became part of our reality. Archetypes made our allows us to experiment with different ideas and physical manifestation which we call magic—is
lives a little more understandable, and through get a better perspective on life. In the game of essential for our well-being. To have the ability to
mythology, we attempted to find a larger purpose imagination, it is much, much better to be original, stretch our thoughts and imagine a different life is
for our lives. weird, and passionate than to be right and true. a powerful antidote to hardship and suffering. We
As a kid in Sweden, I learned everything about The ability to inspire and project a different reality see it clearly in hard times, when we flock to the
the old Norse Gods. I was taught that in the past, is essential for human progress. Imagination, and theatre and to the movies. There, we have a
people believed that whenever they heard the nothing else, makes us ask “what if?” and “why chance to take flight and trade our worries for a
loud cracks of thunder, it was the mighty Thor not?” journey to magical places. Stories take us to other
riding the sky with his power girdle and iron gloves, People with open minds full of creativity are places where we can feel strong, righteous, and
throwing his mighty hammer to create striking vital if you want to initiate change. But before we happy.
bolts of lightning. I thought it was cool. Man, those go ahead and change things at random, it’s impor- It is no wonder that magic, in whatever form,
Vikings were really loopy. Hadn’t they ever heard tant to first be able to conjure images of a better has fascinated people for thousands of years. In

xxii FOREWORD
the past, magic was conjured through primitive, hard to find new ways to amaze us with their increased about 30 thousand times and we have
but cleverly hidden, effects that depended on dis- visions. The first goal has always been to make seen a hundred other futuristic visions, but the film
tractions to mask the fib that made the wonderful the effect look more real. Robotic monsters and still stands out as one of the most amazing trips
deception possible. Magicians were behind the matte paintings were largely retired when rapid into the future. The seamless integration of effects
first rudimentary special effects in the movies. developments in computer graphics made it and reality is incredibly powerful.
Looking at them today, they seem pretty transpar- possible to enhance and manipulate the visual But what makes the visual effects field so end-
ent and it’s hard to believe that anyone actually experience in new ways. Though those early com- lessly fascinating is that you can never stay still.
bought the deceit. But back then, we were still puter-generated visual effects may have my Renewal is a must because the ultimate achieve-
very much in awe of the large screen, and not 10-year-old son in stitches, back then it worked ment lies in making us believe in imagination,
much was needed to make us believe. If the wonders. something that can only happen if we see some-
monster was scary enough—and the musical All too soon, all that over-the-top CGI started thing that our minds haven’t already processed
score made that abundantly clear—few people to wear off. Here lies the true challenge in visual- and filed under Effects, comma, Visuals. Great
noticed, or cared, that it was clearly made out of izing fantastic images: as soon as you have seen storytellers and ingenious image-makers are well
papier-mâché and that a 2 × 4 was sticking out the effect on a screen, you know that it was all aware of this as they try to find new ways take us
the bottom. To eyes not yet used to visual tricks, made-up. It can still inspire our imagination the on fantastic expeditions. In the end, though, it’s
and minds that wanted to believe, that imaginary way a book does, but when the fantastic gets not about showing us things that we haven’t
beast was real. The wish to believe in wonder is juxtaposed with the known world, it tends to lose seen before. We are only truly moved when the
the best friend of all visual effects. Only cynics some of its imaginative power. Could it be that the images tell a story that we haven’t heard before.
deny themselves the joy of being carried away. more you try to visualize the fantastic, the more In the end, the most important thing is to never
Even the simplest of setups had the power to common it becomes? lose the ability to believe. If we do, we’ll quickly
capture our imagination. Remember the infamous To counter this dulling effect, today’s visual turn old and gray. Whenever you hear a child tell
first screening of the Lumiere brothers’ train film effects are carefully incorporating the physics of a story and sense the fantastic power of imagina-
where the audience stampeded out of the theatre real life, and the best effects are carefully inserted tion, pray that she will always keep that spark. If
in panic as the train seemed to overtake them? into the world we live in. An enhanced reality is she can hold onto that gift and stay afloat above
Amusingly, in that case the only effect was a clev- much more believable than one that is totally over the gravitational pull of life, her stories will be
erly positioned camera. But to the virgin eye still the top. The movie Blade Runner set the stage by beautiful and true, and thus in the end, we will all
not familiar to movement on a two-dimensional showing a future where levitating ships and video be well.
plane, it was all too real. As our eyes have become pay-phones were worn and riddled with graffiti.
more used to filmic tricks, visual artists are working Twenty-five years later, computing power has

Foreword xxiii
DigitalKitchen
Artist Insight: Just Because You Can Doesn’t Mean You Should:
Camping in the Uncanny Valley with Jar Jar Binks

Visual effects, circa 2008. Take a quick moment tally–intentionally discovered this subtle, powerful capture sets and actors crying to tennis ball track-
to stand up, stretch, and ask yourself, is it every- difference with Jaws. A mechanical shark was not ing markers leave little room for the serendipity,
thing it promised you it would be? fully functional when shooting began. Most of the failure, and flaw that filmmakers often cite as the
Like a shimmering black Hummer with mud film shoot transpired shark-free, but audience fear saving grace of the finished work.
flaps reading “Back Off,” the greater VFX industry is only magnified thanks to the glitch. Spielberg The idea that VFX as a craft can execute in a
still maneuvers astonishingly well, chasing down instead shot from the point of view of the shark. style that moves with and toward audiences with
and often catching (in fleeting two-hour spells) an This serendipitous difficulty created a film that accessible flaws is more the exception than the
insatiable audience appetite for a faster, louder, played not on our fear of sharks, but on our fear rule. As filmmakers, we would do well to let our
deeper, more visceral experience. But as the chal- of being helpless in the water. We as an audience audiences in on our joke occasionally. The do-it-
lenge of fooling the eye becomes ubiquitous and brought the most immensely powerful visual effect yourself VFX work of Michel Gondry connects to
expected, the overdue discourse between the with us: our own psyche. its audience by exposing and celebrating the hand
science of what can be done and the art of what It seems that some work, several decades old, of the filmmaker. Older, analog techniques, includ-
should be done will be forced to take place within holds such strong relevance, while other pieces, ing stop motion animation, continue their resur-
the industry. shortly after their completion, are relegated to an gence. Nonetheless, much of the contemporary
We only ask one thing of the realm of VFX: to uncanny valley floor of unwatchable, toy-like trivia. VFX industry seems content to expand the dis-
transport us. Truly moving visual effects find their This valley is littered with artwork that banked on tance between maker and viewer, establishing
power by honoring the existing, diverse psycholo- the effect as the story. VFX work that remains bragging rights via a “you could never do this”
gies of the viewer. Effects work that opts for emo- loyal, obedient, and conforming to the story main- philosophy.
tional connection and service to story retains tains a remarkable level of transportive power, Take, for instance, the notion of the “uncanny
significance well after the technique, science, and even if the execution itself runs past its expiration valley,” the idea that human characteristics are
execution grow repeated, dated, or even obso- date. perceived in forms that are very non-human,
lete. The distinction is as important as the differ- Today’s logistical, high-render workflows generating great empathy. Meanwhile, “almost
ence between a homemade dinner and a plastic make it all but impossible for filmmakers to create, human” forms stand out. Viewers’ negative reac-
facsimile in the microwave. Spielberg acciden- re-assess, and create again. Green motion- tions range from distanced to repulsed. Belea-

xxiv DIGITALKITCHEN
guered audience reactions to the Beowulf and participation. No longer could we absorb Jar Jar delude our emphasis on storytelling? The craft of
The Polar Express characters are cited as being with our own informed history, for he is so over- VFX has its best days ahead. There is a wealth
caused by the uncanny valley. Surely there are characterized that there is no room for interpreta- of untapped power waiting in the form of personal
countless other as-yet-undiscovered valleys in the tion. We were gifted with a coloring book that had memory, psychology, and tangible connection to
vast VFX mountain range. already been filled in. Take Chewbacca, on the the image on the screen, and the real magic lies
It sounds like Jungian gibberish, but consider other hand. Now there was a character. He was in our ability as viewers to bring our own experi-
audience psyche as part of the equation for suc- not only wildly accessible from a filmmaking per- ences into the story. Here’s to the expectation that
cess—or even most of the equation for success. spective (put an actor in a fur suit), but he set off we as audiences will begin to scrutinize and ques-
A truly “affective effect” does not assume that all tiny sparks of emotional access, like our first tion visual works that play stand-in for story and
viewers are transported to the same place in the family dog, our childhood teddy bear, and our experience. Our imaginations are not seeking a
same way. Working away from spoon-feeding FX instinctive desire to connect with something that surrogate. We’re still hungry, but not for more
imagery to audiences goes a long way in allowing cannot speak to us in words. That puppy-like rations of empty-calorie, over-rendered fare. We’ll
audience participation in the story (Alien, Clover- throttle-mourn that emanates when Chewy learns settle most days for the beautiful flaw of a Wookie
field, Jaws). The heart of the viewer, the history of his best friend’s demise? Wait, stop … apple in suit and a chipped platter of mom’s macaroni and
that viewers bring to the table, should take a the throat just thinking about it. cheese. It just tastes better.
higher priority in the art of visual storytelling. So, will audiences continue to regard execu-
The moment Jar Jar uttered his first line, so tion as the pre-eminent aspect of visual effects
began the desecration of audience psychological work? Does reliance on the power of VFX dull or

DigitalKitchen xxv
Thornberg & FORESTER
Artist Insight: Visual Effects 2.0:
Mastering the Impossible

Artists have been manipulating images since the four hooves of a galloping horse ever left the This concept of entertainment being a driving
birth of photography in the 1820s. From the begin- ground at the same time. Muybridge successfully force in the development of new technologies is
ning, mattes, superimposition, and dodging and photographed a horse in fast motion using a common. The need for better visual effects to
burning techniques were used to alter images with series of 12 cameras controlled by trip wires. Muy- entice audiences combined with the wish for
stunningly convincing results. Visual effects have bridge’s photos showed the horse with all four feet cheaper production costs (on both the studio and
continued to evolve over time and now utilize off the ground. This series, “The Horse in Motion” personal level) led to the move toward digital film
miniature sets, models, animatronics, CGI, motion (1878), helped push the boundaries of the processes. The digital production of films eventu-
matte paintings, global illumination, and ray tracing photographic process as well as break down the ally led to the digital projection of films. Digital
among other newer practices, in addition to the physiology of movement to smaller units than projection, in turn, led to the resurrection of the
original techniques that began these visual illu- were previously possible. We can see a similar, 3D movie and an overhaul of the 3D process,
sions so long ago. Those who produce this magic albeit more high tech, version of this process another evolutionary step in visual effects. On
with an ever-growing arsenal of smoke and mirrors being used today, 130 years later, in the special January 16, 2009, Lionsgate released My Bloody
strive to create the new illusion, one that has effects of The Curious Case of Benjamin Button Valentine 3D, the first horror film and the first
never been seen or achieved before. In a world (2008). The head of “old Benjamin” is entirely R-rated film to be projected in RealD 3D. The
where there is so much beyond our scope of view computer generated. It was created using a new RealD 3D system is based on the push-pull
and understanding, it is no surprise that we are camera system, Contour, which was developed electro-optical modulator called the ZScreen, con-
smitten with the magic of visual effects. This realm by former Apple Computer engineer Steve ceived by Lenny Lipton, an American inventor and
allows the human race to master forces that Perlman to capture facial deformation data. The film innovator. As an interesting side note, Lipton
otherwise remain beyond our comprehension use of this new camera system combined with the also wrote the lyrics to the song Puff the Magic
and control. skills of talented artists and engineers allowed Dragon as a 19-year-old at Cornell University and
Eadweard Muybridge is considered by many director David Fincher and the artists at Digital has been granted 25 patents in the area of ste-
to be the father of visual effects. This happened Domain to achieve, over the course of two reoscopic displays.
purely by chance. He was hired by railroad tycoon years, something that was previously deemed Unlike the 3D technology from the 1950s,
Leland Stanford to settle a bet over whether all impossible. RealD cinema does not require two projectors.

xxvi THORNBERG & FORESTER


Instead, a high-resolution digital projector using visual effects in almost every film produced today. shoot to the creation of extremely complicated
Texas Instruments’ DLP Cinema technology is This saturation of effects combined with the speed algorithms, all of which serve to create scenes
used. A RealD 3D movie can be projected with a at which they are improving have led many a that surprise and delight viewers. These pro-
single Christie, Barco, or NEC DLP cinema pro- production down the path of “more effects, less cesses, while new and highly technical, evoke
jector at 144 frames per second, six times as fast story.” It is tempting to use the shock and awe of the same reactions as Georges Méliès did with
as a normal movie. This single projector alter- visual effects to stand in for a good plot. Unfortu- his groundbreaking effects film Voyage to the
nately projects the right-eye frame and left-eye nately for those who succumb to this strategy, Moon in 1902. The rate of advancement in both
frame and circularly polarizes these frames, clock- these films usually underperform at the box office visual effects and other technologies over the
wise for the right eye and counterclockwise for the and are quickly forgotten. past century has been exponential. It is inspiring
left eye, using a liquid crystal screen placed in In some instances the visual effects are so to think about how the media landscape will look
front of the projector lens. The very high frame spectacular that they trump the story. This can be in another 100 years.
rate, 72 frames per second per eye, guarantees seen in Michael Bay’s Transformers (2007), Our imaginations are infinite. Humans love to
that the image looks continuous, and each frame based on Hasbro’s Transformers franchise. Bay’s fantasize, and visual effects provides a vehicle
is projected three times to reduce flicker. The dedication to a realistic portrayal of the robots with which to transcend time and space. The use
source video is typically only 24 frames per transforming into and out of vehicle form resulted of visual effects in film, commercials, and televi-
second. The result of this technology is a 3D in the creation of extremely intricate digital sion makes the ordinary extraordinary and
picture that seems to extend behind and in front models of each Autobot and Decepticon. Even enables society to connect on levels that are
of the screen itself without the imbalance of colors the simplest notion of turning a wrist needed 17 both primitive and futuristic. We share knowledge
that occurs with the old form of 3D, a new and visible parts. Each of the guns of the character and wisdom through storytelling. Our mechanisms
improved visual effect that has the potential to Ironhide is composed of 10,000 parts. The photo- of control and simulation within this tract of
revolutionize film viewing. realistic look of the Transformers was achieved shared stories is what sets the human experience
Much of the current innovation in the visual by utilizing the ray tracing technique, wherein an apart. Visual effects heighten the drama and
effects field is possible though proprietary meth- image is generated by tracing the path of light intrigue of such narratives by employing tech-
odologies, dynamic algorithms, and faster hard- through the pixels in an image plane. The audi- niques to make an otherwise simple narrative
ware. The effects in the later films of the Harry ence became enamored with the immensely more engaging on screen. Effects are much
Potter franchise look much more sophisticated complex, realistic-looking robots and as a result, more than entertainment; we stand at the edge of
and natural than those in the first film, Harry Potter that is what was remembered when they left the human potential at an intersection where art,
and the Sorcerer’s Stone (2001); this is mostly theater. The story of Transformers may not be science, and technology all converge and
due to the speed increase in computer proces- that memorable, but this film reminds us how continue to drive us toward radically new
sors. Visual effects in films have become so pro- visual effects have evolved to encompass a dra- innovations that never fail to surprise and delight
lific that we take for granted the fact that there are matic range of techniques, from a green screen viewers.

Thornberg & FORESTER xxvii


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1 Eyeball

Studio Philosophy Bringing together the ancient Japanese art of The whole thing came together with a beautiful
Eyeball is a multifarious design agency located origami and the movement of dance, “Art Expands” track from composer Michael Picton of Expansion
in Soho, New York City. For 16 years, the team (:30) creates a world of expanding, twisting, and Team, with a delicate, yet full of power and poise,
at Eyeball has designed and produced com­ unfolding beauty. Beginning with a single dancer, mood.
pelling strategic communications for corporations, the piece ventures into surreal landscapes and “Working with the dancers was a blast,” says
broadcast networks, and advertising agencies. bursts of unusual movements that feature a whole Jory Hull, director and creative lead on the project.
Our work ranges from commercial and film direc- troupe of amazing performers riffing on the expand- “Shooting physical performers at the peak of their
tion to branding, experiential, and interactive ing concept. abilities is always great fun. Being able to take all
projects. The first key to bringing the concept to life was the of these great MOMIX visuals and creating a
We take pride in keeping a fresh perspective selecting the renowned MOMIX dance company to new piece out of it was really rewarding.”
while taking responsibility to tell unique stories. star in the spot. MOMIX, and choreographer Moses
Our philosophy is to work simply to convey the Pendleton, were on both Eyeball’s and Catalyst’s
chosen message. We do this artfully, thoughtfully, wish lists, and are famous for their highly visual and Credits
emotively, and most importantly, without ego. Ulti- surrealistic approach to modern dance. Eyeball’s Director: Jory Hull
mately, we provide a creative solution to over- directors worked with Moses to select certain sig- DP: Joe Arcidiciaono
come a business challenge. nature moves from MOMIX’s many performances Producer: Jenn Pearlman
and cull them into a new sequence for this piece. Chief Creative: Limore Shur
Eyeball then explored the world of modular Creative Director: Jory Hull
Target: “Art for All” origami, constructing many elaborate “paper” Executive Producer: Mike Sullo
Creative and Production Process Design/pro- models in 3D that would bring dimension to the Producer: Allison Pickard
duction studio Eyeball has completed a stunning expanding and contracting concept. A minimal Editor: Tom Downs
new live-action spot “Art Expands,” the latest in elegant world was set up to surround the dancers CG Director: Carl Mok
the “Art for All” campaign from Target and agency with different types of origami that would enhance CG Modeling and Animation: Anthony Jones,
Catalyst Studios, Minneapolis, MN. and accentuate their movements. Jin Yu

Eyeball 1
Animation and Compositing: Neil Stuber,
Johan Wiberg, Mauricio Leon
2D Design: David Pocull
Rotoscoping: Ghazia Jalal

2 VFX ARTISTRY
Bioshock: Beyond the Sea takes the viewer on a cinematic romp through the “We pulled out every trick and technique for
Creative and Production Process BioShock mean streets of Rapture, the undersea city at this one,” said Eyeball CG Director Stuart Simms,
“looks so creepily fascinating” it may make the the core of BioShock’s plot. Creating suspense the spot’s Co-Director. “The characters had to
upcoming holiday season “an especially happy through erratic pacing and the power of sugges- hold up visually even in extreme close-ups so
one” for Microsoft, according to The New York tion, the Eyeball team took a nuanced approach displacement and normal maps were sculpted
Times. With its thought-provoking plot, “unprece- befitting a game inspired by the likes of George using Z-Brush and Mudbox. We had some very
dented” levels of interactivity, and mind-blowing Orwell and Ayn Rand. For example, in one of the talented artists creating the soup of VFX—gunfire,
graphics, this 360 exclusive is being called “one spot’s early action “snippets,” the viewer is pulled explosions, smoke, sparks, and water effects from
of the most gripping, creative visions brought forth face-to-face with a bubble-headed menace known foot splashes to ocean surfaces—we wanted to
in video games for a long, long time.” Considering as “Big Daddy.” Without a trace of gore or violent get it all in there to give the viewer a true sense
the level of insider hype and advance praise for spectacle, a well-timed fade to black communi- of the experience they would have playing
the game itself, the pre-launch commercial for the cates everything about what it’s like to tangle with the game.”
August 21 store release is expected to raise the one of these bio-mechanical monstrosities. Lead Animator Rick Vicens said, “This was all
buzz level even further. “This spot is more about surprise and about collaborative effort—with all the talent here,
Working in collaboration with ad agency RDA grappling with the unknown than it’s about shock everyone brought something to the table. We
International on behalf of their client 2k Games, value or any overt attempt to be creepy,” Shur really pushed the boundaries of CG on this one—
CG/design studio EyeballNYC has crafted a com- explained. “It’s really more dramatic when you I hope people will want to watch this spot again
pelling visual story to entice those anticipating the leave something to the imagination.” and again.”
game’s release. Challenged to distill BioShock’s Animated “from scratch,” the scenes in the
visual and graphic complexity into a 60-second spot were essentially built around Ken Levine’s Credits
spot, Eyeball set out to create a commercial that “wish list”—specific features he hoped would be Creative Director/Director: Limore Shur
would entertain general viewers, tantalize fans, highlighted in Eyeball’s 3D visual summary of Creative Manager: Hyejin Hwang
and do justice to the ground-breaking nature of the game. CG/Animation Director/Co-Director:
the game. Because Levine put so much effort into con- Stuart Simms
“This isn’t just a commercial—this is an inter- structing a gaming environment that would Art Director: Mauricio Leon
pretation, a foreshadowing of [game creator] Ken “behave” in a realistic manner, the BioShock com- Character TD: Joe Gunn
Levine’s epic story,” said Eyeball’s Creative Direc- mercial was expected to follow suit. Whether Lead Modeler: Caius Wong
tor and Founder Limore Shur, who co-directed the meticulously color scripting, fitting mannequins Modeler: Joon Lee, Dustin Hansen,
spot. “We wanted to thread together dramatic with clothing to accurately depict the movement Henry Minott, Johannes Kraemer
snippets that would give a real sense of what of a character’s garments, or tracing light rays, Lead Animator: Ricardo Vicens
players will actually encounter in the game.” Eyeball’s design team went to great lengths to FX TD: Allan Mckay
Forsaking the usual game trailer conven- achieve a level of realism seldom seen even in Lead FX Artist: Jacques Tege
tions—linear story arcs or all-out action—Eyeball gaming commercials. 3D FX Artist: Steve Green

Eyeball 3
4 VFX ARTISTRY
Eyeball 5
2 Intelligent Creatures

Studio Philosophy helicopter shot. Logistics weren’t working in favor spent some time shooting film footage of moving
Intelligent Creatures is an artist-driven visual for production, so VFX was called in to support elements such as cars, boats, and helicopters,
effects house dedicated to helping some of the Director’s vision. knowing they’d have to give this shot life once
cinema’s finest directors tell some of their most The concern for IC’s Visual Effects Supervisor ported over to the digital world. In addition, he
compelling stories, working on such films as Mr. Lon Molnar was that the plate was being shot at took high-resolution stills mapping a 360-degree
& Mrs. Smith, Stranger Than Fiction, Babel, Hair- 31 stories, minimizing his flexibility. Also at stake panorama from the roof to build a texture library
spray, and Watchmen. With a fully integrated 2D was a tight schedule so Babel could be delivered for recreating the cityscape back at their Toronto
compositing and 3D animation pipeline and a in time for Cannes. studio.
wealth of on-set experience, the company stands This shot was going to be the exclamation Back at the studio, the collective of skilled
among the industry’s most progressive VFX cre- point for the Director—it was placed as the last artists utilized tools mainly by Photoshop for matte
ators. We work closely with our clients to ensure shot leading to the credits, so the pressure was painting, Boujou to track the plate, Maya to model
that both creative and budgetary needs are met. on to keep the audience caught up in the emo- the city and to create the extended helicopter
Intelligent Creatures relentlessly pursues its tional moment and keep the shot completely camera move, and then Digital Fusion for final
mission to be the leading company in the world unnoticed as a visual effects shot. compositing. At IC’s studio, Associate Visual
providing visual effects that play a strong support- They had a crane mounted to a dolly track on Effects Supervisor Lev Kolobov devised a map
ing role in high-end, creatively driven feature films. the roof of the building, with a Libra head so we layout of the actual area, thanks to Google Earth,
could swing it over to the floor below. Says Molnar, to begin planning the construction of blocks and
“We pushed the dolly slowly out, extending 30 the completion of the camera move.
Babel feet, then locked the camera down, yet kept rolling A “post-vis” of the shot was constructed to
Creative and Production Process One of the so we can pick up the move in 3D.” help block in the move for editorial timing and
most challenging shots Intelligent Creatures Lon then scouted an “end” position within composition. During this time IC’s combined
tackled was the final scene in Alejandro Gonzalez another high-rise, and shot plates and high- braintrust realized the execution would be better
Inarritu’s Babel. Intelligent Creatures recreated resolution images from there so we could map the treated entirely in CG, meaning that the live action
the entire Tokyo skyline digitally to replicate a entire hero building and surrounding area. He also plate of the actors would have to be brought in to

6 VFX ARTISTRY
help transition the handoff of the live action camera
move to the digital camera move.
“The main challenge with the rig was timing.
How we were going to get the camera to slow to
a stop that could be easily transitioned to our CG
takeover; at the same time we had to capture the
performance of the actors that was preferred by
Alejandro,” VFX Supervisor Lon Molnar explains.
“The handoff needed to have a smooth transition.
We also needed the camera move to speed up
over time so we can pull out to a wide shot of
Tokyo within a certain time. We realized this ramp
was going to be impossible unless we brought the
entire shot into the digital world to give it more
flexibility in order to deliver the director’s vision.”
Our lead modeler had an architectural back-
ground and was put to the task of leading a team
to rebuild the city, taking into account composi-
tional changes. At this point, it still needed to feel
like Tokyo, yet we took some creative liberty to
improve the composition over the entire move.
The main building was important to nail perfectly,
as were some of the surrounding buildings, to
blend in with other shots in the film.
IC also had a team of excellent matte painters
to create textures for multiple projections. The
actors were roughly modeled to project back into
3D, and the main plate was required.
According to Molnar, “Most of my attention
was focused on level of realism. I spent a few
nights on the roof in Tokyo, just taking in the view,
studying the skyline for details. One thing that Lev Kolobov mainly focused on motion. He Credits
became very noticeable was the reflections and recreated moving lights, streetlights appearing Visual Effects Supervisor: Lou Molnar
the air traffic lights everywhere. The city was lit up and disappearing, street level traffic—“pin light Associate Visual Effects Supervisor:
like a Christmas tree.” Replicating that back at the passes” as he coins it, simulating a real moving Lev Kolobov
studio was a priority. These elements would assist camera.
IC with selling the shot to the audience. They also
supported the fact that location shooting needs to Tools Adobe Photoshop CS2, Eyeon Digital
exist in some capacity in order to absorb the loca- Fusion 4, Autodesk Maya 7, Re:Vision Twixtor
tion to help recreate the reality. and ReelSmart Motion Blur, Google Earth

Intelligent Creatures 7
8 VFX ARTISTRY
The Fountain
Creative and Production Process The idea
was that Darren Aronofsky wanted to create this
whole nebula with filmed elements, so that it
wouldn’t have a CG feel to it. Through the use of
macro photography, Peter Parks created a series
of elements for us, shooting high-speed macro
footage of chemical reactions, yeast, and various
other elements. Our artists then took these ele-
ments into Eyeon Digital Fusion 4 and manipu-
lated them through color correction, warping,
displacement, and repositioning to create back-
grounds that had the look, feel, and scope of a
vast nebula. Hubble telescope photography was
used as reference. Our artists often put several
dozen elements together to create huge moving
backgrounds that would have enough unique
detail that different pieces of the same plate could
be used for multiple shots. We created six unique
backgrounds for traveling through the bulk of the
nebula. These plates were then manipulated and
tweaked further to add more/different detail in
some shots. We also created elements for shots
where we would be traveling through the nebula,
almost from the perspective of the ship itself, so
that elements would need to be traveling toward
us, and we would need to create a sense of enor-
mous depth.
Another set of backgrounds was created for
breaking through the final area of the nebula and
into the core, where the dying star was located.
Again, macro photography elements were used to
create this interior “bowl” where the star was
located, as well as the star itself. This was almost
a pure compositing show for us, as the only 3D
that was used by us in the movie was for external
shots of the ship, where we needed to create
reflections and refraction through the bubble of
the ship.

Intelligent Creatures 9
Tools Adobe Photoshop CS2, Eyeon Digital Credits
Fusion 4, Autodesk Maya 7, Re:Vision Twixtor Visual Effects Supervisor: Lou Molnar
and ReelSmart Motion Blur Associate Visual Effects Supervisor:
Lev Kolobov

10 VFX ARTISTRY
The Number 23 parts of the sequence). Concept art was then be smooth and not jarring was especially tricky in
Creative and Production Process For this created by our matte painting department using the transition areas of the sequence, where we
shot, the idea was that as Jim Carrey’s character Photoshop to establish the feel of each location. would have to reconcile one tracked camera’s
begins to read the book, we would travel into the Once a look had been signed off on, we tracked motion with a fairly different move in another
world of the book. We would travel through the all of the live action cameras with PFTrack. We tracked camera.
various locations mentioned in the narration, tran- then imported these cameras into Autodesk Maya. Once the camera move was established and
sitioning seamlessly between one scene and the An overall layout for each section of the sequence approved, we set about creating the world and
next. To start with, the live action portions of the was modeled, and a camera move was created integrating the filmed elements. Matte paintings
sequence were filmed, mostly against green- that incorporated the tracked cameras and the were created in Photoshop from photographed
screen (with the exception of the first and last sections in between. Getting this camera move to elements, which were painted to have a stylized,

Intelligent Creatures 11
storybook feel, as well as elements the artists elements were also placed on cards to seat them case of the dog running through the backyard,
painted entirely from scratch. These were pro- into the 3D world we had created. The sequence several plates of the dog were combined to create
jected onto cards in Maya, and set up so that was composited entirely in Fusion 5. We did a a plate of the dog running long enough to cover
when we passed them, there would be both a great deal of color correcting and massaging to fit the entire distance of the yard.
feeling of reality and a feeling of being in a pop-up the live action elements into the stylized storybook
Tools Adobe Photoshop CS2, Autodesk Maya
book. Grass and plants were created with Maya world, and also to help ease the transitions from
7, Eyeon Fusion 5, The Pixel Farm PFTrack,
Paint Effects. In some areas, geometry was one section to another. In the schoolhouse, the
Re:Vision Twixtor and ReelSmart Motion Blur
created to match matte-painted elements in order students in the room needed to be have a sense
to pass god rays through them (e.g., trees). of hectic motion, yet remain perfectly still. To do Credits
The filmed elements were keyed using Pri- this, we took filmed footage of the children and Visual Effects Supervisor: Lou Molnar
matte in Eyeon Fusion 5. In some cases, these averaged the frames to create the look. In the Associate Visual Effects Supervisor: Lev Kolobov

12 VFX ARTISTRY
3 Marco Iozzi

Studio Philosophy Darklands exported the full mesh out of ZBrush, instead of
A freelance CG artist now working at Psyop/Mass Creative and Production Process This matte bump and displacement maps.
Market New York as a 3D Look Development painting is a part of a series I’m working on. Back to XSI, I kept on working on the layout
Artist/Lead Lighting, Marco Iozzi was born in Italy They’re paintings/concept artwork for a short film and combined different elements. After that I
in 1976. With a passion for cinema and video I’m developing. I consider them halfway in between started thinking about lighting with the mood in
games, he started studying CGI when he was 18. final matte paintings and mood boards, always mind, and parallel to that I went to Photoshop to
After three years of design at university, he looking for new interesting looks and environment. build basic textures for all the elements. I didn’t
attended a Softimage Animation course in Milan, I like to work on dark, almost stylized pieces of need to go so much into detail during this
and started working in 1998 in the advertisement work, where the immediate feeling is more impor- stage, cause I was going to add much afterward
industry in Italy. He soon developed a strong inter- tant than the technical side of it. in 2D.
est in photography and CG lighting. While working My first step was to create simple geometry In the meantime I was doing a research for
in Italy he kept on studying and improving his for the foreground in Softimage XSI, my general photographs and reference that could help me
portfolio and skills, and was soon offered a posi- tool of choice when I need to create 3D elements first better visualize the idea I had in mind, and
tion at The Mill London. That was the beginning for paintings. After a very rough sketch on paper second to be ingredients for the actual painting.
of a career that saw him collaborating with some or directly in Photoshop, mainly for composition I shot several stormy skies in Australia and
of the best studios in the world. Work with The and layout purposes, I modeled the ground and used lots of them for the background painting,
Moving Picture Company, Rising Sun Pictures, tombs with polygons, ready for proper sculpting in building the mountains and volcano from
Digital Kitchen, and Method Studios, among ZBrush. This was my next step, and thanks to this different sources found in libraries and over
others, led him to win important awards like the amazing piece of software I can just sculpt the the Net.
Gold Clio Award, BAFTA for TV Craft Achieve- models to get many more tiny and interesting A good amount of time was given to the final
ment in Visual Effects, and the VES Award for his details out of them, much more easily than in the color correction, to find that heavily contrasted
leading role in a famous BBC TV series. main 3D package. black-and-white feel it has.
I did not care too much about resolution and,
as this was meant to be a still frame, I directly Tools Softimage XSI, Zbrush, Photoshop

Marco Iozzi 13
14 VFX ARTISTRY
Equilibrium where I slightly changed the proportions. I did not While taking the picture with my camera, I put
Creative and Production Process The idea for want to leave her completely naked so I went to some lights on top of the set, because I wanted
this artwork came while shooting some macro 3D to create a simple cloth simulation. I modeled to sell the idea of this Godlike type of lighting. So,
photography. The environment for this comes some veils and created a dummy object for the both in 3D and 2D I had to recreate the same
from a photograph of a piece of wood with a character, so that I could run the cloth simulation lighting for all the elements, be they 3D or 2D, so
spiderweb in between. This very thin spiderweb of these veils floating, moved by winds. This is that everything matched. I also created 3D volume
made me think about life and the very fragile equi- actually a single frame from a small animation with light passes and combined them with footage par-
librium we live in so often. The piece itself is actu- a camera pullout from the scene. ticles and dust. Smoky 2D layers helped me touch
ally a general metaphor for life. I wanted to put I loved the idea of keeping the scene with a up the general mood of the final image.
this elegant beauty on this string and did some narrow depth of field, no matter if there’s a human
research to find the proper model/picture. I even- figure inside. I felt it was more interesting, style­ Tools Softimage XSI, Photoshop
tually found this beautiful statue in Berlin of a wise, and was helping the audience concentrate
naked female figure and I brought it to Photoshop more on the main focus of the shot.

Marco Iozzi 15
16 VFX ARTISTRY
Infiniti To match this, the artists needed to create proper For the 2008 new version of the commercial,
Creative and Production Process Infiniti was reflections and lighting so that the cars seemed Mass Market proposed the creation of full CG cars
one of the first commercials I worked on for Mass integrated into the digital environment, and this that would have allowed much better choreogra-
Market. The spot was a “re-style” of the one aired led to creation of CG cars for extra passes, like phy and flexibility in the workflow. To do that we
in 2007. At that time the car were shot on stage reflections, to be composited in Flame on the live had to create some styleframe to show the clients
and then composited into a full CG environment. action cars. we could actually build a photoreal CG car. As

Marco Iozzi 17
Look Development Artist for the company, my job underline the cars’ shapes and slick contours. The that I test shading and lighting on a “real” produc-
was to start creating these stills on a general, metal and the car paint in certain areas live off of tion scenario, on something that is closer to what
appealing set to test shading and lighting and the surrounding environment so I could not rely the team will face when shot production begins.
ultimately find the proper look. too much on texture painting and adding the dirt Although I dealt with some technical difficulties
As expected, the clients wanted their cars to and imperfections that always help the realism of and shot-specific special requirements, as in
be perfect, shiny, and beautiful, something in the everything CG created; this time I had to stay every production, I’m satisfied with the final look
subtle threshold between real and hyper-real. The “clean”! of this commercial, which introduces new Infiniti
main challenge for me was creating a convincing During my look development time, as a rule of cars in a stylized and appealing way.
reflection scenario full of sharp and more diffused thumb, I work on styleframes but I also try to
reflected objects that could better enhance and address a single sample shot from the script so Tools Softimage XSI, Photoshop, Shake

18 VFX ARTISTRY
Neve world where nature is still wild and respected, and have proper parallax. On the foreground I also
Creative and Production Process A close where a young poet can really find inspiration. created some grass moved by the wind.
friend of mine once gave me as a gift a small book At that time I was living and working in London The second matte follows the same rules, but
by a French writer, Maxence Fermine, called Neve and I asked a concept artist friend of mine, Antonio I personally went and shot high-res 35 mm digital
(Snow). This short novel is a beautiful, elegant, Mossucca, to come up with simple sketches for stills of some areas around the city I was born in,
and poetic story that I have always thought would the characters of the book. and then added 2D painted snow and a combina-
become an awesome short film. So I started think- I used his sketches and other reference to build tion of footage and 3D particle system for the
ing about it and putting some ideas on paper, and the model in 3D with some simple clothes on. The snowstorm.
as I’m used to doing in my everyday job, I tried to hairs are 2D. I designed a simple camera move- I always think that matte paintings don’t nec-
come up with some look/concepts for the environ- ment so that I could push the painting of different essarily need to be super detailed or technically
ments, which is the first thing I generally address. elements without running into perspective issues. difficult to express emotions and mood, and find
As usual, my initial step is deep research of While I had in mind a desaturated stylized look, I new visual styles, which is always the first goal for
appropriate visual material. I imagined these wanted to put in some camera motion, like in a me when I want to create these fantasy worlds.
beautiful eastern landscapes with large establish- proper establishing shot, so after the initial matte
ing shots and small, almost silhouetted characters painting I imported all the elements in the 3D Tools Softimage XSI, Photoshop
facing these huge untouched lands, suggesting a package and recreated the scene so that I could

Marco Iozzi 19
Fight for Life development of the show. I was aware we had to a general dark environment, we would have
Creative and Production Process I came on develop and produce more than 200 shots in 8 ruined everything if the babies were not rendered
board this project in pitch phase, rendering the months, time, and these requirements and time realistically. What you’re used to seeing nowa-
sample shot that eventually led Jellyfish to win the constraints had to become the base of all my days in CG babies is perfect translucent skin,
project. After this Philip Dobree asked me to lead work. probably to sell the idea of beauty and pureness,
the look development in preproduction and even- I needed to create a pipeline that could give but our babies were in danger, and as lighting
tually lead the shading and lighting for the organs realistic results and be flexible at the same time. had to express this, we had to do shading and of
and babies shots. The project was very demand- We knew we would face many changes and take course animation and shot staging. I went for a
ing in terms of CG content, because during the different roads during the production, and we more complex skin approach, trying to find the
episodes the directors wanted to cut the live action could not afford to have a perfect but extremely right balance between beauty and realism. I
footage with photorealistic CG to show what was fragile workflow. We needed to have a proven started with lots of high-res photos from babies
happening inside the body, at micro- and macro- production process that allowed last-minute and combined them in a giant Photoshop file
scopic levels, using a virtual small endoscopic changes with overnight turnarounds. This meant made of different layers, again to be able to
camera. Of course, we had to face different chal- tight integration between 3D and 2D. modify them as needed. This plus other textures
lenges from the start; we know and are used to The shading process went hand-in-hand with were piped into my XSI shader tree and then
seeing images of organs but we had to recreate lighting. I wanted to go for a dark, moody atmo- rendered in multiple passes to feed a Shake
lots of environments and situations that have never sphere. I took lots of reference for this, plus compositing script. It was a long journey with dif-
been shot, maintaining visual but also scientific added a little bit of artistic freedom to make things ficulties and satisfactions, but now that I can look
believability. So we started doing lots of research, look believable, but appealing. This is the final back and see all those months’ work and the final
and used that as the base for our digital content, purpose of CG when correctly used: to bring you result, I can’t but be proud.
having also artistic freedom in creating visual to worlds otherwise not possible while keeping Fight for Life won the best Visual FX category
solutions. One of the most important steps was the audience interested in the story, helping it, at the Royal Television Award, the Bafta Award,
the breakdown of the scripts and storyboards, serving it. Particular care was given to the shots and the VES Visual Effects Society Award in
trying to narrow down all the main visual FX involving babies. Human skin has always been a Hollywood.
shots. Based on this, I started working with Photo- difficult area to explore and render in CG, and
shop, Softimage XSI, and Shake on the look while cinematography was helping us by keeping Tools Softimage XSI, ZBrush, Shake, Photoshop

20 VFX ARTISTRY
Marco Iozzi 21
22 VFX ARTISTRY
4 Jesse Jacobs

Studio Philosophy and currently a Creative Director at Maddock was a third character in this spot—a bagful of CG-
Jesse Jacobs is a Director who combines live Douglas in Elmhurst, IL. animated Skittles—and it was important to plan the
action filmmaking, visual effects, animation, and “Mindbender” opens in a rundown Hollywood effects so they integrated well with the live action
design. He works in commercials, music videos, pool hall as a poker-faced pool player ends a performances. The goal was to give them some-
and broadcast design. With his background as a game of 8-ball by guiding the game ball into the thing to play off of to drive the comic timing.
trained performer at Second City, extensive corner pocket with a geometrically impossible I hired a musical improviser to create sound
hands-on postproduction experience, and skill shot. “Hey, you’re that telekinetic guy,” notes a effects live on set as shooting proceeded, as well
with comedic talent, his integrated approach to slightly irksome observer, clenching a pack of as a Hollywood model maker who rigged the
production, motion, and storytelling often explores Skittles. Without revealing his identity, “telekinetic Skittles bag with a small motor and used a remote
characters in absurd surreal situations. guy” distracts his slightly dense adversary’s atten- control to move the bag around, one of several
tion by moving cue sticks across the room behind in-camera practical effects in the spot. Nearly
Skittles: “Mindbender” him while he opens the package, guiding Skittles everything else—the Skittles, the cue sticks, and
Creative and Production Process Skittles into his mouth after some aerodynamic maneu- balls—was CG-animated and expertly compos-
“Mindbender” is an award-winning comedy and vering. Finally, the “mindbender” telekinetically ited as subtle photo-real effects by the Eden FX
effects spec commercial for the controversial removes his opponent’s hand to siphon off the last (www.edenfx.com) team of vfx supervisor Fred
Mars candy brand Skittles. It won a Silver at the of the Skittles. Despite losing his hand, the guy Pienkos and animators John Karner and Sean
international film festival Worldfest and has been triumphantly exclaims, “I knew it!” Scott.
featured in international blogs and online maga- In preproduction, I created a detailed animatic I’ve done a lot of effects work, but here my
zines. We brought a variety of industry talent to to serve as a rough draft of the final spot, as well goal was to create a simple concept where the
bear on this showcase spot, including leading as a comic book–styled multi-layered shooting humor comes from characters that are placed in
Hollywood visual effects company Eden FX; edito- board. The idea was to go into the shoot meticu- an absurd, bent reality. This is a concept that, for
rial house Edit 89 in New York; and to serve as lously prepared for an efficient production but to me, fits into that scheme because it balances the
co-creative director/co-copywriter, Brian Nash, leave room for improvisation and allow the actors real with the surreal using an offbeat sensibility in
former Creative Director at Draft FCB in Chicago to be in the moment as much as possible. There an entertaining fashion.

Jesse Jacobs 23
When people think of visual effects in movies A CG sleeve with armhole is modeled, tex- A CG sleeve is modeled, textured, and lit to
and even in commercials they often assume that tured, and lit to replicate the look and feel of the match the original fabric. The CG element is
everything was just created magically on the com- actor’s velour striped shirt. What makes this effect blended using a combination of the cleaned plate
puter. But a visual effects production requires a work is having the shirt react in a naturalistic way and the original back plate. Next, the front of the
lot of planning in advance so that the performance as the hand detaches. The CG element is then telepath’s hand is rotoscoped. CG Skittles are
integrates seamlessly with the animation. When composited and blended back into the original added into the scene, and the left hand is com-
you design a live action effect you first visualize sleeve using a combination of the original back- posited on top of the Skittles that fall into his hand.
how each layer will fit together in post. You deter- ground plate and the painted clean plate. The arm is fitted with a greenscreen sock and
mine what elements or layers you can capture We shot a close-up of the hand performance. filmed against a greenscreen background. The
photographically and which layers will be created The actor was instructed to imagine his hand was hand is keyed and isolated ready for compositing.
digitally using both compositing and CGI. floating up and pouring. This was filmed from a The final composite again mixes the background,
In the climax of the commercial the telekinetic locked position. Once composited the hand would the CG sleeve, the hand, and the pouring Skittles.
uses his mind to remove the man’s hand. The be animated to look as if it were actually floating. All the elements and techniques meld to create a
following section includes a description of two The hand was rotoscoped in post using a stan- surreal illusion to serve the comic premise.
main effects scenes that comprise most of the dard series of masking and bezier curve tools.
techniques used throughout the commercial. The final composite combines the background, Credits
We started with the in-camera performance, the CG sleeve, and the hand. The CG cloth reacts Director: Jesse Jacobs
which is often referred to as the back plate. The to the hand detaching. The hand is animated to Creative Directors: Jesse Jacobs, Brian Nash
observer watches his hand break off and float float off matching the actor’s sight line. The result Art Director: Jesse Jacobs
away, as the telepath cups his hands. We showed combines all these layers and elements for the Copywriters: Jesse Jacobs, Brian Nash (FCB)
the actors how the layered elements would fit final effect. Line Producers: Bruce Devan, Merilee Newman
together so they could visualize the performance For the second part, we started with the filmed DP: Brian O’Connell
and physically imprint the invisible effect into their back plate. The man’s hand floats over to the Editor: Bryant Wang
sense memory. Practically, we rigged the talent’s telepath and pours Skittles. As he does so, Visual Effects/Compositing: Eden FX
sleeve so that his hand was inside his shirt, which Skittles fly into the telepath’s mouth. We had Visual Effects Director: Fred Pienkos
was removed later. This gave the 3D artists refer- talent imagine the action so they could perform Principal Performers: Bill Chott, Josh Murphy
ence in texture and lighting to recreate the CGI the invisible. The actor’s arm was rigged again to
sleeve. conceal the hand.
In the next step the original arm is painted out. In post, the original arm is painted out and the
This allows us to remove his arm and hand and fabric from the belly is grafted on top. This is done
add a CG sleeve and composite a real practical using cloning and compositing techniques, which
hand later. This is achieved using cloning and allow us to remove his actual arm and replace it
compositing. with a CG sleeve later.

24 VFX ARTISTRY
Jesse Jacobs 25
26 VFX ARTISTRY
5 Thornberg & Forester

Studio Philosophy Target: “Fall for Less” footage that fit into the cubes without making the
Thornberg & Forester is a creative agency based Creative and Production Process We were scene feel overcomplicated was quite tough.
in New York City. T&F specializes in advertising, honored to take part in one of the most recogniz- There were also changes made to the edit as we
design, branding, interactive, animation, live able marketing campaigns of today—the Target were animating the cubes, which was challenging
action, and content. T&F’s core belief is that all commercial. This spot offers a fun and playful 3D because the length of each clip dictated the motion
projects must start with a powerful message and device for celebrating fall fashion Target style. of the cube.
be coupled with the right medium to communicate This project was a tough one for us, as we were One of the hardest things about this project
it. T&F prides itself on bringing together innovative up against a tight timeline and a tight budget. was that it required a lot of compositing, so once
people who deliver bold ideas by generating com- While the initial pitch was more 2D, it quickly the footage was locked there was a ramp-up time
pelling creative solutions with a strategic back- evolved into a much more elaborate plan. We to get the footage on the 3D cubes. It was a slow
bone. T&F’s roster of talent includes directors, made our initial style frames in Modo and Photo- process because putting the footage in Maya as
animators, 3D artists, digital programmers, mixed shop, and then took those boards to our 3D team a texture was the only realistic way to make this
media artists, illustrators, and photographers. to interpret the look into Maya. We came across look high-end. To beat the problem, we ended up
Consequently, T&F’s portfolio is quite diverse, a number of obstacles while working on this job, making over 150 Photoshop frames that looked
with an emphasis on distinctive ideas that achieve especially in working with the footage itself. close to the final 3D cubes to get a much more
our clients’ goals. Dealing with the motion of the cubes and picking accurate feel for the edit.

Thornberg & Forester 27


Another very important factor was that we had from Maya and began to composite them in After filter that could achieve this look we needed. We
to do quite a bit of compositing of the actual shot Effects. It was a series of rendered passes that ended up going with what we ended up calling a
footage. We mixed shots together and created were all put together to give a final look. Once “hyper real stop motion look.” It was complicated
interesting compositions to give it a much more we had the composite finished, we rendered and time consuming, but turned out great in
graphic feel. We ended up making our own system the movie. the end.
of timecode to place the footage inside these However, we were not done. We then took the
cubes. final composite and added a stop motion effect to Tools Modo, Maya, Photoshop, After Effects
Once we had a good grasp of the edit to put the final render. We did this manually with hold
inside Maya, we took all of the passes rendered key frames in After Effects because there was no

28 VFX ARTISTRY
Thornberg & Forester 29
AICP 2008 Show Open made Photoshop frames to get the green light to the velocity and speed of the letters animating.
T&F was honored to design the opening titles, move ahead with this idea from AICP. We took We wanted them to feel very heavy and powerful.
interstitials, and end credits for the Association of the Photoshop frames and sketches and made a It took four artists three and a half weeks to map
Independent Commercial Producers 2008 awards boardamatic with an editor, which helped us to out all of the animation. We then really focused
show. There was quite a bit of pressure to make determine the scene amount and priority of work. on perfecting the lighting and texturing of each
this look amazing and timeless, as it was show- Once we got a grasp of what needed to be done, shot, and passed the playblast edit back to the
cased at awards ceremonies across the country we started the task of building all of the pieces to editor for final tweaks. Finally, we began the task
and is now preserved in the permanent archives make this a reality. of rendering out each scene. We composited
of the Museum of Modern Art’s Department of Something we were very proud of in working these in After Effects, using Frischluft, Composite
Film and Media. The piece was first showcased on this project was remaking the Helvetica type- Suite, Trapcode, and some other little tricks. We
at the New York ceremony, which was held at the face in 3D. This was important to get a beautiful also used Qube for our renderfarm software on
MoMA. We started out with a two-week-long extrusion of the type and not have weird artifacts eight core Mac Pros, which saved us a lot of time.
concept phase. After visiting the MoMA and taking and tessellation occur. Once we had the typeface We thoroughly enjoyed working on this and are
pictures of the space, we decided it would be recreated, we built the rooms in 3D and passed extremely pleased with the final product.
really cool to do something with the typography of these elements off to the animators who started
museum installations. We sketched a lot, and animating the letters. We paid a lot of attention to Tools Photoshop, After Effects, Qube

30 VFX ARTISTRY
Thornberg & Forester 31
32 VFX ARTISTRY
6 DIGITALKITCHEN

Studio Philosophy MindQuest Video ize, dancing dissolve, etc. A nod was given to the
DK is a full-service production design firm. DK Creative and Production Process MindQuest early days of 3D raytracing with the ubiquitous
fuses live-action, visual effects, graphics, and is a space-cult–inspired recruiting video complete checkerboard floor and reflective primitives. For
editing to tell brand stories in groundbreaking with horrible compositing and bad 3D. Its function the finishing touch we dumped the video to VHS
formats. Major brands, TV networks, and advertis- is to lead potential employees to Microsoft’s (multiple times) on a $5 VCR from Value Village.
ing agencies call upon DK director/designers to recruiting site, hey-genius.com.
navigate the confluence of branding and The agency, Wexley School For Girls, inter- Tools Adobe Premiere Pro CS3, Softimage XSI
entertainment. faced directly with Microsoft’s HR department, 6.5, Adobe After Effects CS3
The company’s slate of award-winning pro­j­ which meant we were able to bypass the usual
ects encompasses the emerging arenas of rich chain of command. We seized this opportunity Credits
video and nontraditional advertising as well as to represent Microsoft with light-hearted self- Executive Producer: Mark Bashore
motion graphics, design, filmmaking, commer- deprecation, something we felt the target audi- Creative Lead/Director: Brad Abrahams
cials, and network branding. An indispensable ence of hard-core coders would appreciate. We Talent: Arnold Kay
creative resource for major ad agencies on did some healthy self-referencing of our own, Lead Designer/Animator: Cody Cobb
campaigns for Budweiser, Target, and Coke and turning away from the photo-real, ultra-finessed Original Concept and Design: Ben Grube
for clients including Nike, HBO, Showtime, status quo of the VFX industry. Animator: Jayne Vidheecharoen
Sundance, AT&T, Microsoft, and Screenvision, To recreate the cutting-edge video production Modeler: John Foreman
DIGITALKITCHEN is a vital force in the world values from the late ’80s, we used all the effects VHS Machine Operator: Dave Molloy
of advertiser-driven production. that are usually forbidden fruit: find edges, poster- Producer: Carrine Fisher
Original Score: Danny Wolfers

DIGITALKITCHEN 33
34 VFX ARTISTRY
DIGITALKITCHEN 35
True Blood Main Titles Instead of the typical tightly storyboarded our moments in-camera. However, we did create
Creative and Production Process True Blood approach, we developed a visual shot list that effects based on analog techniques, including the
is a series for HBO about vampires set in contem- represented the general metaphors and tone we multi-step process of reshooting images with
porary small-town Louisiana. We created a title were aiming to create. Armed with these, a small Polaroid film and transferring the emulsion to
sequence that puts the audience through a crash team traveled to Louisiana and Chicago in addi- Plexiglas so that we could use canned air to
course on sex, violence, religiosity, and the super- tion to shooting around the Seattle area. The create the “sloughing skin” look. Among the in-
natural they are about to dive into. The project footage was purposely shot with a mixed bag of camera effects seen in the title was the streaked
used a mixture of in-camera effects, practical cameras including Super 8, 16 mm Bolex, 35 mm footage that we captured using a shutterless
effects, and postmanipulation combined with a Arriflex, and Pro-sumer HD cameras. 16 mm Bolex. The footage of the Pentecostal
variety of film and video formats to create an emo- We purposely steered away from any high- worshipers was shot using HD for convenience.
tional journey. end VFX treatments, relying instead on capturing However, we wanted it to feel archival as if

36 VFX ARTISTRY
shot with an ’80s consumer video camera and Credits Live Action Direction: Rama Allen,
degraded the footage in After Effects to achieve Concept: Rama Allen, Shawn Fedorchuck Morgan Henry, Matthew Mulder, Matt Clark,
this. Creative Director: Matthew Mulder Trevor Fife
Ultimately, we wanted the raw, visceral, unvar- Designers: Rama Allen, Ryan Gagnier, Producers: Morgan Henry, Kipp Christiansen,
nished subject matter to bubble up rather than be Matthew Mulder, Camm Rowland, Keir Moreano
overly processed from camera to screen. Ryan Rothermel Executive Producer: Mark Bashore
Editor: Shawn Fedorchuck Executive Creative Director: Paul Matthaeus
Tools Adobe Photoshop CS3, Adobe Illustrator Compositors: Ryan Gagnier
CS3, Adobe After Effects CS3, Avid

DIGITALKITCHEN 37
The Company Main Titles Our intent was to create a symbolic micro- approach ensured that we would create a story
Creative and Production Process We were cosm of a secret underworld that represented the arc for our hares as they run from the initial rocket
asked to create a 30-second main title that meta- dynamics in this epic story. Instead of just moving blast to disappearing down the rabbit hole, which
phorically conveyed the dark world from post-war a camera across illustrations, we developed a in turn sets us up for the climax of the atomic
espionage to the fall of Communism. Based on nervous cross-hatching animation style to create explosion that becomes the Mad Hatter’s toad-
the novel by the same name by Robert Littell, The a creepy storybook tone that added an uncomfort- stool at the very end.
Company is laced with references to Alice in able psychology that fit with the whole spy story. The biggest challenge was how to develop a
Wonderland. Our intent was to include some of Before moving a pixel, we invested a great deal production technique that simulated a cell anima-
this aspect in the titles without directly filling it with of time in getting the illustration style just right as tion look without actually doing the work via tradi-
characters from Wonderland. Ridley Scott was well as working closely with Ridley Scott to firm tional cell animation techniques. We didn’t have
enamored with a certain cross-hatched style of up the main title screenplay using traditional hand- the time, manpower, or expertise for that. Our
illustration that we adopted as we brainstormed drawn storyboards and rough cuts made directly solution was to create this world in 3D using XSI.
concepts. from the storyboard frames. This “cinematic” Parallel to this effort, a separate 3D team modeled,

38 VFX ARTISTRY
rigged, and created run cycles for the two hares highlights throughout. In the final shot the show Credits
featured throughout the sequence. Once the creators wanted to seamlessly transition to the Executive Producer: Mark Bashore
scenes and characters were merged, we ren- shadowy figure walking down the street. So we Creative Director: Matt Mulder
dered several passes of the entire sequences. recreated the bookstore pullout in 3D from the Designers: Cody Cobb, Noah Conopask,
These renders were split into the various shots to original live action element so that we could Ryan Gagnier, Matt Mulder
then be taken through series of custom procedur- essentially dissolve into the walking action at the Animation: Cody Cobb, Ryan Gagnier,
als in After Effects, which gave the basic cross- end of the title sequence. David Holmes, Pete Kallstrom, Matt LaVoy,
hatched look. To achieve the final look, we then Davyd Chan
literally drew on top of the frames to create a Tools Adobe Photoshop CS3, Adobe After 3D: Cody Cobb, Igor Choromanski,
better sense of the randomness of the cross-hatch Effects CS3, Softimage XSI 6.5, Autodesk Maya, Gordana Fersini, Thiago Costa
stroke and to emphasize more shadow and Avid Editor: Dave Molloy
Producers: Colin Davis, Jill Johns

DIGITALKITCHEN 39
7 Royale

Studio Philosophy that would support the specific show promo. aerial shots (which were then composited in a
Royale was born out of the idea that creativity Comedy Central’s in-house team works in Cinema similar way in After Effects).
comes in unexpected ways, a process of explora- 4D; however, most of the 3D elements we built The “News Scrapper” was a different story. It
tion and discovery inspired by the real-world were in 3D Studio Max. There was quite a bit of was a much more complex animation, in that we
people, experiences, and things around you—or back and forth using the .fbx format to get every- had numerous 3D elements extruding out to
conjured from the most fantastical corners of the thing looking identical in Cinema 4D. Some of the create the superstructure, and then a different set
imagination. The three partners bring a combined textures were rebuilt, some of the geometry was of objects creating the shell of the building. For
20+ years of diverse knowledge and hands-on cleaned up—but all in all we supplied them with a this sequence we started with an animatic, a wire-
involvement in the advertising industry, which carbon copy of Max files in Cinema. frame preview that gave us a good sense of
means that no client walks away without the We certainly had more control over the one-off timing. After that was agreed on we moved into
Royale treatment: innovative and expectation- animations. For these, we were asked to build a more detail-oriented 3D work, the neon was
topping creativity from a multi-dimensional team “News Scrapper” that constructed itself onscreen, added, as were the billboards, and the news
of talent. This is all supplied within a comfortable, similar to time-lapse footage, and a “Daily Show” tickers. All of this was then composited with a
relaxed environment with a generous supply rocket that sat on the launchpad and flew through similar background plate used in the rocket com-
of fun. the air. For the rocket, we ended up modifying a posite. Most of the building remained backlit so
model of a Saturn V, and used it as a base for a we could add a few more details in After Effects,
digital matte painting in Photoshop. In Photoshop and the final render used a slew of subtle color
The Daily Show we built the launchpad as well as surrounding corrections to punch the displays out from the
Creative and Production Process Comedy environments. That was then composited in After building.
Central approached us to create a toolkit of ele- Effects as a 2D layer. Because the rocket was so
ments that could easily be used by their in-house far away from the talent, there was little need to Tools 3D Studio Max, Cinema 4D, After Effects
department. On top of these elements, we were build a true fully 3D rocket for this shot; however, 7.0, Adobe CS 2
tasked with building custom one-off animations we did render out a full pass of the rocket for the

40 VFX ARTISTRY
Royale 41
42 VFX ARTISTRY
Royale 43
Flaunt Magazine and Diesel: magazine for color and texture, and use Diesel them to bend and still hold their position. These
9th Anniversary models as subject matter. So if we needed the became the basis for the stop motion tears. We
Creative and Production Process Flaunt was color blue for gasoline, we’d scour through Flaunt, had a light one-day shoot to get all the model
a pet project of ours. We had a tight schedule— tear out a blue page, scan it, and use the resulting photography in there—we opted for a more step
but creatively it was up to us to define for our- texture for the gasoline. frame animation for the talent, figuring that it
selves. We knew we wanted to mix mediums, We attacked the animation from a couple of would meld much more nicely with the largely stop
from stop motion, cell, to fully realized 3D environ- different fronts. We made some keyframes that motion environments. While all this was going on,
ments. We also knew that, because of the nature helped guide a team of cell animators working on we were blocking out timings and overall scenes
of the project, we were going to have many artists the flame elements and the beginning/ending ani- in 3D and After Effects. At the very end we began
working on little pieces of the animation, which we mations. While this was going on, we had 3D to composite all of these elements together,
would then need to assemble into a full piece. This artists building models of stylized cars, complete sewing a complete piece from many little pieces
way of working applied to the design as well; with torn textures, gasoline pumps, buildings, and of animation.
many different designers designed different 3D pages of a 3D Flaunt magazine. These were
vignettes that were all used in the final piece. In all built in both 3D Studio Max and Cinema 4D, Tools 3D Studio Max, Cinema 4D, After Effects
order to create a unifying look, we came up with using .fbx as our medium between the two pro- 7.0, Adobe CS 2
a simple design restriction that helped us pull grams. We also had an artist photographing torn
everything together: use torn pages from a Flaunt Flaunt pages that were taped with wire to allow

44 VFX ARTISTRY
Royale 45
46 VFX ARTISTRY
Jet Blue: “Happy Jetting” in the project. We were approached with print print design as a jumping off point, and elaborated
Creative and Production Process JWT NYC design and web mockups—but nothing was on it for the broadcast spot. After the initial design
had been building a design language for Jet Blue’s clearly set in broadcast, and that’s where our phase we began to track basic 3D text and ribbon
“Happy Jetting” campaign before our involvement assistance was in order. We used the existing animations to each shot, playing off of the motion

Royale 47
inherent in the movement of the shot. Most of the
animation took place in Cinema 4D, with basic
tracking of shots being done by hand with place-
holder geometry. Take the initial cake shot, for
example. We built a 3D cake (a series of cylin-
ders, really) and tracked the motion of the cake
and camera in 3D space. Once we had that
roughed out we placed in the 3D animated text
and ribbons and used the rough cake geometry
as a matte object to make the ribbon feel like it
was wrapping around the cake in the shot. This
was done for just about every shot, some more
complicated than others.
Apart from the 3D elements there were plenty
of 2D elements built in After Effects. Background
textures, stereo equalizers, hand-drawn elements,
clouds—even the birds were all created as After
Effects elements. We built a toolkit for ourselves
of large pre-rendered elements that we could pull
from to composite each scene. Final compositions
were rendered from After Effects and implemented
into the edit for final delivery.

Tools 3D Studio Max, Cinema 4D, After Effects


7.0, Adobe CS 2

48 VFX ARTISTRY
Royale 49
McDonald’s Best Chance logo as big as humanly possible without crossing in the perspective of the particular shot. These
Monopoly title safe on all four sides). elements were brought back into the After Effects
Creative and Production Process McDonald’s Sponsor logos aside, the overall aesthetic of composition and were layered with 3D elements
Best Chance Monopoly was a unique project in the spot was arrived at through some back and and other 2D After Effects elements to create the
that it had to encompass many things. On the one forth with the amazingly talented people at Leo final piece. The last and final touch was to add
hand you have McDonald’s branding, golden Burnett UK. We all wanted something that felt custom shadows to each scene. These were
arches with established red and yellow colors. tactile, felt real, and was a mixture of mediums— created in Photoshop as gradient layers and were
And on the other, you have Monopoly, whose from cell, to stop motion, to full CG. To get the brought into 3D space in After Effects and tracked
brand encompasses many strongly branded ele- feel that we wanted, we opted to not build EVERY- to the motion of the hand-animated elements.
ments, and many individual colors as well. Not THING in 3D, and instead we tapped into the These shadows are what grounds the animation,
only did we need to merge these two brands talents of a model maker to build us miniature and are the most important part of making every-
together, but we needed to have the flexibility to buildings, restaurants, and typography—all of thing feel like it shares the same space.
include the branding of all the sponsors. The chal- which we photographed in sequence. These stop
lenge was to maintain a clean sense of design motion sequences became the backbones of our Tools 3D Studio Max, Cinema 4D, After Effects
and animation on one level, while showcasing animations. From there we shot additional ele- 7.0, Adobe CS 2
each brand (which usually means making each ments, from Monopoly pieces to cotton ball clouds,

50 VFX ARTISTRY
Royale 51
52 VFX ARTISTRY
8 adolescent

Studio Philosophy while creating a signature piece to show the We shot the set with a digital SLR still camera
adolescent are Man-Wai Cheung and Mina Muto. obstacles that we go through on the way to the in high-res and then storyboarded it out in Adobe
This New York-based image and animation col- top of the heap. Photoshop, integrating the characters and obsta-
lective is all about exploring new and exciting We simply wanted to visualize this, and the cles together. This was then brought into Adobe
ideas; neither trends nor borders dictate their best way was to create a story of someone trying After Effects to create the basic animatics to get
work. They have a very genuine approach in their to make it to the PEAK, going through crazy the timing and pacing for the animation. Further
work ethic; they are fascinated and stimulated by obstacles while getting there. We decided to shots and storyboard frames were created to help
the world around them. adolescent is a multi- create a fun mixed media animation with 3D/2D with the flow of the narrative. We continued devel-
disciplinary design studio based in New York City, graphics and photographic elements. We first oping the animatic until the edit was firmed and
with an international presence. They design and thought of making a character, focusing for a few completed with final design. We composited in
direct for motion, print, and brand content for days on sketching and designing it. Style frames Adobe After Effects.
broadcast, entertainment, and music organiza- and loose narrative were created. Once we locked down basic animation, we
tions. They pride themselves on their unique, We picked the best one out of almost 20 ideas, started working on 3D character animation in
thought-provoking ideas and are all about explor- and started to build a set in our studio. Building Maya. Tracking and rotoscoping the environment
ing new and dynamic concepts. Some of the set took us about two days. We started by were done in Adobe After Effects. As we started
their recent works include New York Times, W creating an obstacle course out of random objects animating, we were also adding more interesting
Magazine, Kids’ Choice Awards, MTV Movie found around the studio such as books, paper, “obstacle” ideas such as other enemies, so the
Awards, PUMA, Cartoon Network, Sci-Fi/Virgin, rubber gloves, and fruits. Step by step, we shot piece was also evolving. Once we got closer to
and HBO. stop-motion photography of our character’s the end, we started working on audio. Since we
journey. We followed the character over treacher- had to find time to work on it on and off, the whole
PEAK ous mountains, through crocodile-infested water, process spanned almost four months, but we are
Creative and Production Process In our and over a waterfall to near death, eventually very happy with the results and hope people can
everyday working life, we have frustrations about climbing to the top of a sugar cube mountain and get inspired and relate to it!
being creative. adolescent wanted to tell a story meeting like-minded friends and enemies.

adolescent 53
Tools Illustrator, Photoshop, After Effects, Maya

Credits
Creative Director/Director: Man-Wai Cheung,
Mina Muto
Design/Animation: Simon Benjamin,
Shu-Han Yang, Kenny Yee, Radhames Mora
Executive Producer: Monique Robertson
Audio: Cypheraudio

54 VFX ARTISTRY
adolescent 55
That 70’s Show the colorful etch-a-sketchy graphics that connect Tools Illustrator, Photoshop, After Effects, Maya
Creative and Production Process adolescent them. Viewers’ attention moves effortlessly from
designed, co-directed, and produced these live the real-time young people to the characters Credits
action spots, shot at Silver Cup Studio in New depicted on their t-shirts. The flow of action from Creative Director/Director: Man-Wai Cheung,
York. Through a series of traveling mattes, ado- the contemporary teens to the characters reflects Mina Muto
lescent integrated the talents’ actions with graph- the relaxed, lazy-dazey, and funny feel of the Design/Animation: Sam Feske, Simon Benjamin,
ics and clips from the show. We transition from show as well as a stylish appreciation for witty Kenny Yee, Shu-Han Yang, Radhames Mora
“real” scenes to “t-shirt” scenes: teens are hanging vintage t-shirts. Executive Producer: Monique Robertson
out together, doing what they do, while clips from The t-shirts and the environments were
the show play on their t-shirts. The smooth inte- designed in Adobe Illustrator and Photoshop and
gration of the graphics gives a smart nod to ’70s then composited in Adobe After Effects with the
glittery, iron-on t-shirt designs. The setting is mini- live action.
malist and clean, foregrounding the people and

56 VFX ARTISTRY
adolescent 57
58 VFX ARTISTRY
9 Freestyle Collective

Studio Philosophy Witch’s Garden, the sequel to the popular original characters, the whole team read the script for
Freestyle Collective is a collaborative design and production The Good Witch. The result was a the new movie, still in production, and began
production studio recognized for its distinctive 30-second spot that combined 3D animation and brainstorming.
artistic sensibility. Specializing in exploratory and a live shoot of the movie’s star, Catherine Bell. From our brainstorming sessions we went into
innovative design, Freestyle Collective delivers The movie is built around Cassie (Bell), who designing detailed storyboards. Our design incor-
creative advertising and branding solutions to a may or may not be a witch. Either way, she casts porated a live action shoot, so we needed to have
broad range of commercial, broadcast, and cor- a charming spell over the people in the small town the talent’s movements mapped out. Every detail
porate clients. At Freestyle Collective, we believe where she lives, and affects the lives of everyone of Catherine’s movements and lighting needed
that great design is born from observation. To that she touches. The themes of home, magic, and to be relayed to the client and the Director of
end, we’re more than designers. We’re illustra- change are what the spot captures, while com- Photography. No detail could be left to chance.
tors, photographers, painters, filmmakers, collec- municating the basic story of the movie, based on We directed a greenscreen shoot in LA with
tors, curators, and storytellers who want to tell a script provided by the client. Catherine Bell, and composited the footage into a
your story. Ultimately, the Freestyle Collective In the spot, Cassie is at the center of a series 3D world generated by Freestyle Collective artists.
experience is defined by the collaborative process of highly stylized graphic vignettes that suggest Our 3D team played a huge part in making this
we share with our partners, and by our dedication settings from the movie. The scenes change project a success. They did a pre-vis and built
to maintaining an environment where inspired around her, as if on a turntable, and she interacts the different environments for the spot. This aided
ideas manifest themselves through broadcast, with graphic elements as they move. The colors in the detailed boards and with the shoot
print, web, and product design. are rich and the look is fluid, feminine, and subtly preparation.
magic, like the movie itself. The endpage transi- After the shoot, the footage went back to New
The Good Witch’s Garden tions on over a bed of evening stars that suggest York and into Flame for matte cutting. Editing was
Creative and Production Process Freestyle the tranquility of her small-town life. done at low resolution in Final Cut Pro. The edited
Collective pitched Hallmark Channel and won the Creating that sense of calm and magic took a footage went into After Effects, where an artist
chance to do a promo for the premiere of their tightly organized battle plan. After watching the composited it with the environments generated by
Hallmark Channel original production The Good first movie to get the backstory and a sense of the the 3D animation team. Our client was kept in the

Freestyle Collective 59
loop at every stage with style frames and motion Creative Director: Victor Newman
tests—we believe it is very important that your Director of Photography: Andrew Turman
client is your creative partner. Editor: Greg Slagle
The finished composite was imported into Lead Designer: Arisu Kashimagi
Flame for final color correction. Subtle visual Compositor: Gary Tam
effects were added at this stage as well. 3D Artists: Entae Kim, Christina Sodoti,
Yong Ho Cho, Zsolt Derka, Victor Robeiri,
Tools Photoshop, After Effects, Maya Ekene Nwokeke
Flame: Aron Baxter
Credits Producer: Tricia Chatterton
Producer/Writer: Chris Gattanella Executive Producer: Linda Powledge

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Kung Fu HD: Cat Fight shot certain fight scenes at high speed to achieve Credits
Creative and Production Process When the desired slow-motion effect. Creative Director: Jason Bylan
VOOM approached us to collaborate on the We chose the Panasonic VariCam. Footage Producer: Jana Morales
launch of Kung Fu HD Network, our principal goal was edited and mattes were cut from the select Creative Director: Victor Newman
was to capture the excitement, drama, and energy greenscreen footage to be used as silhouettes in Director of Photography: Andrew Turman
of Asian action cinema. We decided to incorporate the final composites. We used After Effects and Designers: Gerald Soto, Ders Hallgren
live action scenes with 2D and 3D HD animation. Flame for the final compositing. Compositors: Gerald Soto, Ders Hallgren,
For the network ID sequences, we hired, choreo- Cassidy Gearhart, Paul Villacis
graphed, and filmed martial artists to capture their Tools Photoshop, After Effects, Maya, Flame, 3D Artist: Entae Kim
challenging acrobatics in HD. To bring a genuine Final Cut Pro Flame: Alex Catchpoole
martial arts action movie feel to the project, we Producer: Melissa August
Executive Producer: Suzanne Potashnick

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Freestyle Collective 63
Criss Angel: Mindfreak dictable energy and keep the viewer engaged and animations were designed in Photoshop and ani-
Creative and Production Process For the off balance. mated in After Effects. The 3D scene, practical
second season of the highly successful A&E As Angel finishes his illusion, the camera does elements, color-corrected footage of Angel, and
series Criss Angel, Mindfreak, Freestyle Collec- several 360-degree turns around him, the alley graphic animations were composited in Flame.
tive worked with the Glen Schubert Company to spinning by in the background. Translucent The final touches, including the burst of fire and
concept and execute the promotional campaign. graphic layers add depth and complexity to the lens flare, were also added in Flame.
In addition to running on air, these spots were also move. A quick cut to extreme close-ups of Angel’s We had a blast on set with Mr. Mind Control
run in movie theaters as trailers. eye metaphorically places him inside the viewer’s himself. And yes, we did pick the right card.
Every part of the spot—the visual design, mind. Then the camera does a split-second pan
effects, set, editing, wardrobe, and makeup—was up the buildings for a frenetic transition to the Tools Photoshop, After Effects, Maya, Flame,
designed to achieve two goals: connect with endpage. Final Cut Pro
Angel’s younger audience and be true to Angel’s The endpage combines time-lapse footage
lightning-quick, urban style of magic. The spot and 3D graphics. It flickers and stutters in the Credits
starts with a bang (literally an explosion that high- gate, giving it a nervous energy. The Mindfreak Director: Glen Schubert
lights the A&E logo) and then transitions to a dark, logo flies out to reveal the A&E logo and then Creative Director: Hoon Chong
vaguely dangerous urban environment. Angel ends with a flash of cards and the URL. All the Editor: Greg Slagle
walks out of the fire, into the frame, and performs font is constantly in motion, adding to the dynamic Lead Designer/Compositor: Hoon Chong
one of his famous card tricks to camera, asking feel of the spot. 3D Artists: Entae Kim, Christina Sodoti,
the viewer to pick a card. He pops out the queen We supervised the spot on a greenscreen Cedrick Gousse
of hearts, holds it up to camera, and asks, “Is that stage and composited the footage into the dark Flame: Aron Baxter
your card?” In spite of the gritty set, the lighting alleyway setting. The 3D artists built the CG stage Producer: Javier Gonzalez, Katie Boote
on Angel is luminous, keeping all the visual focus from scratch. Practical smoke elements heighten Executive Producer: Elizabeth Kiehner
on him as he does the trick. Flash frames and the surreal quality, pushing back the set and
subtle, layered graphics give the spot an unpre- adding focus to the card trick. The endpage title

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Freestyle Collective 65
MTVK Network Launch: night out in the city. Specifically, we created an compositing phase. After a lot of karaoke and
“Lokation” abstraction of Korea Town in New York City. To japchae we completed a great network launch.
Creative and Production Process Freestyle present an authentic look and feel for lighting and
Collective collaborated with MTV Network to neon signs, we explored K-Town at night. We Tools Photoshop, Illustrator, After Effects, Final
launch MTVK, the first premium channel under the visited many restaurants, karaoke bars, and clubs, Cut Pro
MTV World banner geared specifically toward for research, of course. During our exploration, we
young Korean-Americans. Like its intended audi- shot several hi-res photos of practical elements Credits
ence, the MTVK network package is an eclectic to be used as background environments in our Producer: Lem Lopez
one. animation. The next phase of our production was Director: Hoon Chong
The provocative combinations of live action a greenscreen shoot. Using a viper HD camera, Director of Photography: Joe Botazzi
video, still photos, and vibrant animations evoke we shot young Korean hipsters to populate the Creative Director: Hoon Chong
the young, cool lifestyle that has become synony- “Lokation” world. To complete the project, all the Lead Designer/Compositor: Hoon Chong
mous with MTV culture. “Lokation,” the featured elements were composited using After Effects. Producer: Beth Vogt
spot, is a show open that speaks to the idea of a Shooting in HD gave us a lot of flexibility in the Executive Producer: Suzanne Potashnick

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10 Troika Design Group, Inc.

Studio Philosophy Los Angeles. This was a unique opportunity to to meet the ongoing needs and the extreme pro-
Troika Design Group is an award-winning design take an existing design to new heights that couldn’t duction demands of a daily nine-hour block of
agency based in Hollywood, CA. Catering to have been imagined earlier. high-profile, live television programming.
clients in media and entertainment since 2001, Evolving from our original “Revolution” 3D Thus, our true innovation was building the
Troika engineers large-scale brand campaigns sports turbine concept, we introduced GOLIATH, expansive, multi-dimensional world of GOLIATH
notable for their innovative design, writing, and a hi-tech, futuristic sports-machine world with to perform as a 3D virtual set, allowing the ESPN
high-end production values. A team of more than beyond-imagination-scale and deeply detailed team to use the model as delivered with all light-
25 designers, producers, 3D and 2D animators, turbine elements. Our concept was a prequel to ing, textures, and materials in place, or simply
and effects artists, editors, and conceptual “Revolution,” taking viewers on a warp-speed rearrange, scale, or combine any elements to
thinkers work from Troika’s state-of-the-art studios journey from the birth of the fiery, liquid-hot, red create new staging areas with unlimited possibili-
for clients including ABC, ESPN, TNT, Starz, “sports sphere” that lives at the heart of the ties. It became a living toolkit and creative philoso-
FOX, the CW, NBC Sports, Oxygen, truTV, Animal SportsCenter logo to the moment of impact at the phy: composed of design and animation elements,
Planet, HGTV, and the Golf Channel. Capabilities logo’s resolve. This immersive journey catapults delivered as project files, and built with the
include end-to-end live action and digital pro­ sports fans from the massive download center ultimate level of artistic flexibility and production
duction, from conceptualization through to final “Base Camp” through a three-tiered world of acti- efficiency.
delivery. vating turbine rings and video screens showcas- GOLIATH wasn’t “built in a day”; in fact, it took
ing clips, straight into the set with an intense multiple sketch 2D and 3D teams months to
GOLIATH: SportsCenter Rebrand energy that is uniquely SportsCenter. realize its massive, overscaled world. Concept
Creative and Production Process In 2004 While our goal was to bring colossal scale to artists created initial development boards and ren-
Troika created an identity package for ESPN’s the SportsCenter identity, GOLIATH also had to dered pencil-sketched frames to inspire 2D vector
flagship SportsCenter show as it went into high be user-friendly. In addition to creating many final line work for the toolkit of turbine rings, logo ele-
definition. Four years later we were asked to animations for ESPN, we also needed to provide ments, and environment components.
refresh the package concurrent with the launch of them with working elements, which we call a Our creative teams designed and modeled
a West Coast SportsCenter studio and show in toolkit, that will be utilized by their internal team hundreds of individual components, each engi-

68 VFX ARTISTRY
neered with unique functions and performance. And because we were using multiple 3D plat- Credits
Every element had to be independently success- forms with Maya as the primary, we had to create Executive Creative Director/Partner:
ful while also able to combine or lock together, like a workflow that would maintain continuity among Dan Pappalardo
puzzle pieces, to create the full GOLIATH environ- software. Models were exchanged by exporting President/Partner: Chuck Carey
ment. Several artists worked across dual Maya FBX formats, and lighting, rigs, materials, and Creative Director: Gilbert Haslam
and C4D platforms during this phase, which was texture maps were reapplied and tweaked to Executive Producer: Kristen Olsen
technically challenging but had successful results. achieve an eye match for most of the dual setups. Producer: Claudina Mercado
Mood boards and style frames were then With creative and production teams totaling 20 Animators: Cory Strassburger,
created in Photoshop along with motion develop- people, we had 12 weeks from approved design Mark McConnell, Jim McDaniels,
ment in Maya and C4D to model elements for to delivery, which included all final 3D project files Marco Bacich
pre-visualizations. Rough Maya and/or C4D ani- prepared for seamless handoff to ESPN on all Designer/Animators: Craig Stouffer,
matics established motion blocking for storyline requested platforms: Autodesk Maya, Maxon C4D, Ming Hsiung, Maziar Majd, Everett Campbell,
development or elements, while Final Cut Pro VIZRT, and the standard Adobe Suite of After Nick DiNapoli
handled editing. Once animatics were approved, Effects, Photoshop, and Illustrator software. Producer: Beth Elder
we refined the environment architecture, textur- Design Assistant: Mindy Park
ing, and initial lighting pass. Each element went Tools Maya 2008 Unlimited Service Pack 1
into final lighting passes out of 3D and into After (64-bit version for Windows XP rendering), Cinema
Effects for compositing and finishing. 4D version 10.5, After Effects CS3 version 8.0.2.27

Troika Design Group, Inc. 69


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ABC often filmed at different times, requiring additional shooting, using a combination of existing footage
Creative and Production Process To promote compositing in postproduction to make it appear and pencil drawings. The composite scenes were
the fall launch of ABC’s 2008/09 season, we as if the entire cast were together. updated with actual footage as it became avail-
created a series of 30- and 60-second spots in a We shot 35 mm film on greenscreen over the able, which provided us with the most accurate
brand campaign that features the network’s many course of six weeks on stages in Los Angeles reference for shooting any remaining talent.
memorable stars and personalities and repre- and New York. The seamless camera move The main scene compositing was achieved in
sents a contemporary version of the big, feel- was created using a 50-foot Technocrane, which Autodesk Flame over a nine-week, 24/7 schedule.
good, celebratory TV network promotions of a enabled us to travel the camera very quickly and All editorial and final compositing was done in
generation ago. The campaign brought together accurately over a significant distance. It was nec- Apple Final Cut Pro and Adobe After Effects. The
over 80 of ABC’s top talent using a combination essary to capture each scene in a brief two- to entire process from conception to completion
of live action, CG environments, and digital four-second shot with the camera operator and spanned seven months and involved a design and
compositing. the talent hitting their marks at the exact right production team of over 50 people.
The spots create a seamless visual journey moment. This was tricky, and we were working
through the many stories, characters, and person- within a limited block of time with each of the stars. Tools Maya 2008, After Effects CS3 version
alities on ABC. A consistent camera move was Motion control was an option, but the pace of 8.0.2.27, Final Cut Pro version 6 [w/Twixtor],
used throughout every scene as a unifying device. the shoot, with a schedule of up to six show casts Autodesk – Flame [with Sapphire plug-ins], PF
The camera pulls back in space to reveal one in a day, made the extended setup time impracti- Tracker, Adobe PhotoShop CS3
iconic show environment after another while intro- cal. Instead, we opted for speed on set, in which
ducing an endless stream of ABC stars. time with the stars is precious. This left us with a Credits
The notable lineup of stars included Donald considerable task in postproduction, as practically Executive Creative Director: Dan Pappalardo
Sutherland, William Shatner, James Spader, Eva every star had to be tracked and animated by Executive Producer: Kristen Olsen
Longoria-Parker, Felicity Huffman, Marcia Cross, hand to construct the scenes. Producers: Chris Gernon, Kelley McDermott,
Matthew Fox, Kate Walsh, Sally Field, Jimmy To further complicate things, the spots could Jess Ferguson
Kimmel, Patrick Dempsey, Sandra Oh, and not be built as complete linear pieces. Editorial Designer/Art Director: Earl Jenshus
Christina Applegate. We created nine spots in all, flexibility was critical, so each ABC show had to Coordinator: Christopher Belanger
each featuring a different group of shows. For be built as an individual modular scene. Camera Editor: Chris Gernon
example, one spot focuses on primetime hits movement, action within the scene, and second- Flame/Compositors: Jeff Heusser, Maribeth
while another combined the full scope of program- ary CG elements were all used to create invisible Emigh, Andy Edwards, Matt Trivan
ming on ABC, including primetime, daytime, late transitions that allowed the shows to be arranged 3D Animators/CG Artists: Jason Mortimer,
night, and ABC News. in any order while still flowing seamlessly from Cory Strassburger, Candida Nunez,
The sheer number of talent was daunting. The one to the next. Adrian Dimond, Jeff Sargeant
project required eight days of shooting to accom- Pre-pro was essential to the process. We Animators: Jun Kim, Jim McDaniels
modate the primary cast members from all of began with hand-drawn animatics and 3D motion Tracker: Michael Moorehouse
ABC’s top shows, each of whom was on a differ- tests to work out the structure of the spots, includ- Assistant Editor: Marisol Mcllvain
ent production schedule and filming in a variety of ing the camera move linking all the modular 2nd Assistant Editor: Jeff Hayford
locations around the country. To accommodate scenes together. We then composited rough ver- Storyboard Artists: Chad Glass, Kaz Mayeda,
their schedules, ensemble cast members were sions of each scene for blocking purposes prior to Elizabeth Colomba

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11 Trollbäck + Company

Studio Philosophy Conceptually, we focused on the most basic that we would have to rotoscope the footage and
Trollbäck + Company, a New York—based cre- aspects of sports: speed, movement, and emotion. figure out a way to stylize it. We would prepare
ative studio, weaves compelling narratives using In sports, every movement generates new data montages of our selects in Final Cut Pro and send
motion graphics and live action to create innova- and new statistics. This information changes con- it to ESPN for approval on a daily basis. Once we
tive campaigns for the advertising, broadcast, and stantly, and always remains in a state of flux. had approval for the shots, we would start with
entertainment industries. Visually, we utilized the notion of light trails to rotoscoping the athletes in After Effects. If it was
Led by Creative Directors Jakob Trollbäck and convey the speed and movement of both the a prop-based sport such as football or baseball,
Joe Wright, Trollbäck + Company has produced action and the data it generates. Each motion we always isolated the prop separately, as it
content across the broadcast, print, and inter­ leaves a trail that looks like light waves from a would either be replaced by a CG ball or was used
active mediums. Whether rebranding a TV distance. As we get closer, we realize that rather by itself as a source of the light trails. Since the
network or designing the title sequence for a than photons, the waves are composed of bits of main aspect of the package is light trails, the envi-
film, what remains constant is the belief in data. To show the emotional aspects of these ronment and the athletes had to be dark to provide
immersive storytelling—the idea that a focused, sporting instances, we decided to juxtapose these contrast for the lights. Once the footage was roto-
compelling message is essential for successful energetic bursts of light with still moments, namely, scoped, we had a lot of flexibility in that regard.
communication. what the athlete thinks just before a play happens. By playing with levels, overlays of color, and
From a technical point of view, we can break desaturation we could get an approximation of the
ESPNews Steps to Creation down the project into three parts. look. At the final compositing stage, when we
Creative and Production Process When The first part is footage. Since all data is gen- combined the footage with the light elements and
ESPN approached our studio, the network had erated by motion, we knew that this was going to background, we did another pass of overall color
already developed the message for its on-air be a footage-heavy package. ESPN supplied us correction and lighting. One good trick we discov-
brand: ESPNews is the center for a vast amount hours of sports footage for our disposal. The use ered in our research and development phase was
of sports data, coverage, and information that is of genuine sports footage had its pros and cons. in faking a backlit look. By blurring the alpha
updated continuously and available at all While it gave us real action that could not be channel of the footage and using it as a luma
times. faked, say, in a greenscreen shoot, it also meant matte for itself we realized we could achieve such

Trollbäck + Company 75
a look. We masked different parts to have control lights among the seams of the ball. Once this was we would use these particles with higher velocity
of the amount of light that was reaching the edge animated along the path of, for instance, a curve- emitters with various qualities, such as emitters
and the interior parts of the shot. ball, we could then export this project and all the that generated particles in a disc form, in multiple
The second part was representing the thoughts 3D data into After Effects and get the 3D posi- directions, or spherical shapes to add volume.
of the athletes. Play diagrams, sports terminology, tional data of these lights. Applied to the emitters We did our final compositing in After Effects
arrows, paths of possible plays, and various in Particular, the results from this information were as well. All of these elements were brought
abbreviations represented the mental preparation simply beautiful: spiral-shaped intricate trails that together in a 32-bit composition and we added
of the athlete before the action. These were communicated the complexity and elegance of the several effects such as glow, depth of field, and
perfect for setting the mood and creating anticipa- motion of a baseball pitched in a certain way. color correction to give the final touches. The
tion for the scenes that we utilized in the promos. We had two main particle systems: one for the package was rendered in 1080 HD at 59.94 fps
We designed these 2D visuals in Illustrator as light trails and one for the bits of data. The light and SD in 29.97 for two different broadcast specs.
separate layers and brought them into After trails were created by using a custom particle that Of course, like all network redesigns, we created
Effects to convert these layers into 3D layers. This slowly evolved its amorphous shape in time. The hundreds of smaller elements, such as transitions,
gave us the ability to play with depth of field to emitter would emit these particles with zero veloc- bumpers, and lower thirds with fill and matte
convey a sense of order for these thoughts. These ity, thus marking its place in space and time. passes. Especially since these elements were
visuals were then tracked to the athlete using the For various effects, we used turbulence and then overlaid on sports footage by ESPN on air,
After Effects tracker. other physics simulations that are available with we cannot stress enough the importance of
The third part was the particles that form the Particular. working in 32-bit and its wider range of provided
light trails and the data. As our particle generator, The bits of data had two uses in the package. color information, especially in the full glory of HD
we used Trapcode Particular for its flexibility of First, as the light trails were fading out in time, broadcast.
controls, its ability to integrate into After Effects’ they would turn in to streams of data. Second, any
3D engine, and its 32-bit rendering capabilities. time an impact happened, the result would be an Tools Adobe After Effects, Adobe Illustrator,
Since the package had a contrast of light and dark energetic burst of this data. Again, we created Final Cut Pro, Cinema 4D, Particular, Maya,
and these lights overlapped to create even brighter our custom particles for this purpose. In a small Photoshop
areas on the screen, our After Effects projects composition of roughly 300–400 frames, we had
were set to 32-bit to have as much overhead numbers, stats, abbreviations, etc. In this compo- Credits
space in the brights and to avoid banding prob- sition, on each frame only one bit of information VP Creative Services: Rick Paiva
lems that are very common in 8-bit contrasting was visible, hence creating an instance of a par- Creative Director: David Saphirstein
material. We used After Effects 3D lights as par- ticle in each frame. In Particular, we used this Senior Art Director: Wayne Elliott
ticle emitters. These lights were turned off and comp as our custom particle source from which Creative Directors: Jakob Trollbäck, Joe Wright
acted merely as Nulls that were animated in 3D we pulled a random frame for each particle. Assistant Creative Director: Matthew Tragesser
space, providing position information for Particu- Therefore, we had hundreds of different data Designers: Tetsuro Mise, Tolga Yildiz,
lar. One advantage of using lights was that we emitted any time this particle system was used. Paul Schlacter, Lloyd Alvarez, Dan Degloria
could push the limits of where this positional infor- This system was applied to different physical situ- Animators: Lloyd Alvarez, Dan Degloria, Lu Liu,
mation came from. For example, for a baseball ations. For the inside of light trails, they’d be Fu-Chun Chu, Peter Alfano
generating these particles through its motion, we emitted using the same source, but would emerge Producer: Danielle Amaral
modeled the ball in Cinema 4D and placed the slowly later in the lifetime of the trail. For impact, Executive Producer: Marisa Fiechter

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12 nailgun*

Studio Philosophy throughout Latin America. The redesign included became ‘Universal belongs to the city and the city
With a strong belief that great art derives from network IDs, bumpers, menus, promo templates, belongs to Universal.’ In terms of characters, the
making bold creative choices and sticking to them, specialized movie animation opens/interstitials, ‘running man’ is a great image because you don’t
Creative Director Michael Waldron and Director of and more, all produced in HD, and focused on the know if he is chasing someone or being chased,
Animation + Editorial Erik van der Wilden launched network’s character-driven programming. whether he’s a guilty man or one wrongly accused.
creative design/production studio nailgun* (www “Universal is an iconic brand that has been It provides a lot of dramatic possibilities.”
.nailgun.tv) in 2003. Since then the multiple BDA around for a long time, and Universal Channel is In the main IDs, short, suspenseful vignettes
Gold-winning creative shop has been pushing one of the top networks in Latin America, so unfold amidst the new Universal cityscape. In one,
boundaries and exceeding client goals with they’ve obviously been doing some things well in a man emerges from a building carrying a briefcase
standout work for top advertising agencies and terms of their branding,” says Michael Waldron, only to be confronted by two police cruisers.
broadcast networks. Recent clients include such nailgun*’s Creative Director. “While we wanted to Another depicts a man and woman in a passionate
companies as NBC/Universal, FOX, HGTV, revitalize the network’s look and feel, we didn’t embrace, not suspecting they are being watched
ESPN, National Geographic, TV Land Crispin, want to mess with what was working.” by a stranger through binoculars. Another shows
Porter + Bogusky, Publicis, McCann-Erickson, The Universal Channel’s current branding fea- a woman sharpening a knife while standing
and Ogilvy & Mather. tured two iconic elements that had worked well for behind a man seated on a couch blithely reading
them: a silhouette image of a man running and an a newspaper. The IDs end with the POV turning
Universal Channel Redesign urban landscape. and pulling back to reveal a reflective glass
Creative and Production Process With a “They had some equity built up in those icons cityscape bathed in a warm red light, and the famil-
strong live action narrative that abstractly recalls so we decided early on rather than reinvent the iar, yet completely modernized, Universal “globe”
such classic films as Rear Window and The Con- brand we would significantly refresh those icons logo.
versation, nailgun* created the comprehensive to make them more modern and interesting,”
HD redesign of Universal Channel, the NBC Waldron said. “We delved further into Universal’s Tools Autodesk Maya, Adobe After Effects,
Universal–owned network seen by millions relationship with the cityscape and the mantra Apple Shake

nailgun* 79
80 VFX ARTISTRY
Credits
Creative Director + Live Action Director:
Michael Waldron
Director of Animation + Editorial:
Erik van der Wilden
Managing Director: Elena Olivares
Creative Director: Alex Moulton
Executive Producer: April Jaffe

nailgun* 81
Sundance Channel—“One Punk called in to create the show’s hip, provocative The nailgun* campaign cleverly sums up
Under God” Promo Campaign promo campaign. Bakker’s turbulent life by asking, “If these were
Creative and Production Process If you were “We basically did everything for the on-air pro- your parents, what would you do?” accompanied
around in the 1980s, then chances are you motion of the entire show,” says Michael Waldron, by a picture of the seemingly perfect family on an
remember Jim and Tammy Faye Bakker. What nailgun* Creative Director. “We created the ’80s era television set. From there, a picture of a
you might not know is the former leaders of PTL concept, wrote the scripts, directed the live action, young Jim and Tammy Faye becomes the center-
Ministries had a son before prison and divorce and developed the overall look of a campaign that piece of a digitally animated stained glass window
parted them. Jay Bakker is now a minister in his includes one main spot and several variations that featuring one possible answer: “Love and stand by
own right with his very own church, known as the will air after the show premieres. Sundance them.” A second window reveals Jay as a boy and
Revolution Church. He’s also the subject of One showed a lot of faith by giving us almost complete suggests he might “Follow in their footsteps.” The
Punk, Under God: The Prodigal Son of Jim & control to come up with ideas and follow them camera dramatically zooms in before offering a
Tammy Faye, a six-part observational documen- through. It was an amazing creative experience third possibility: “Question all you’ve been taught,
tary on the Sundance Channel. nailgun* was for everyone.” briefly self-destruct and turn religion on its head.”

82 VFX ARTISTRY
Suddenly the photo of Jay explodes, and the compelling portrait of Jay Bakker’s past and where
camera seemingly freefalls through animated he is today.
clouds and a detailed array of religious imagery
based on his own plentiful tattoos. The spot ends Tools Autodesk Maya, Adobe After Effects,
with Bakker crossing his arms defiantly before Apple Shake
providing the correct answer: “All of the above.”
The last image we see is a shot of Jay against a Credits
warmly lit stained glass window with clouds and Creative Director + Live Action Director:
tattoo illustrations swirling around him. Michael Waldron
Shot entirely in HD, the spot is visually striking Director of Animation + Editorial:
—a dynamic collage of still photography, illustra- Erik van der Wilden
tion, and digital animation that effectively paints a Managing Director: Elena Olivares

nailgun* 83
HGTV—Deserving Design with ticular style of his own, and his unique ability to “We wanted to show his personality and wanted
Vern Yip Show Open create something out of nothing,” Michael Waldron, the look of the open to reflect his overall philoso-
Creative and Production Process HGTV’s Creative Director at nailgun*, says. phy about design, which is very organic.”
Deserving Design, hosted by designer Vern Yip, The open begins with a live action shot of Yip
is a design show unlike any other. Each week Yip holding out his hand, which holds a glowing orb Tools Autodesk Maya, Adobe After Effects,
brings his talent and warm sense of humor to of 3D animated yellow light. From that light springs Apple Shake
families in need and attempts to help them by a small animated goldfish and a gold-colored vine
improving their homes with his unique style. For that quickly grows upward. More live footage of Credits
nailgun*, the challenge was to create a show Yip is intercut with the animated vine growing and Creative Director + Live Action Director:
open/package that conveyed Yip’s style and per- sprouting an array of interior design elements Michael Waldron
sonality, and the overall tone of the show, in just such as decorative lamps, throw pillows, and Director of Animation + Editorial:
10 seconds. chairs. At the top of the vine, more warm yellow- Erik van der Wilden
“The idea with Vern is that he creates in a very colored flecks of light form the title of the show. Managing Director: Elena Olivares
natural way that is based on what the families “We liked the idea of him putting his hand out
featured on the show need, rather than any par- and all of this life springing from it,” Waldron adds.

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nailgun* 85
13 Velvet

Studio Philosophy fledged design. Each project changes the team tequila producer, named his specially produced
Velvet is a design, studio, and film production constellation, redefining the use of designers, tequila Gran Centenario to mark the beginning of
company. Flexibility is essential to our philosophy concept makers, creative directors, animators, the new century and also the beginning of tequila
in order to adapt to the specific needs, require- 3D specialists, operators, directors, producers, sales at his tavern. Inspired by French art deco,
ments, target audiences, and strategic objectives editors, copywriters, musicians, and software the exquisite bottle deserved a new campaign to
of each client. We create tailor-made designs developers. show the outstanding quality and the grand heri-
and produce challenging commercials/movies by This teamwork allows us to keep tight control tage of the product.
means of production, usability, and costs. during the creative process in all its phases and In the commercial, the Centenario angel
Matthias Zentner, Designer/Director, and guarantees the quality of the design we strive for. summons an outstanding angel party with its
Andrea Bednarz, Creative Director, founded Our goal is to find all-encompassing design solu- powerful trumpet. A diner in the evening is the
Velvet in 1995 in Munich/Germany. They estab- tions in order to implement the client’s vision. target of its call.
lished Velvet in order to be able to further their We coordinate concepts and storyboard From a calm, normal evening atmosphere,
complementary experience, shared passion for layout, direction and production, editing and post. with the sound of the trumpet comes a big blast,
design and quality, and constant search for varied Our in-house technical equipment allows for a causing complete destruction of the diner. The
creative stimulus. controlled, top-quality workflow from conception to pressure of the powerful sound causes tables,
Rather than a company face and name, we completion. Along with direct personal contact lamps, chairs, objects, and people to start to
see ourselves as a group of individuals each con- with the client/agency, we also work actively tremble and shake and, finally, fly through the air,
tributing his or her know-how and experience, through the Internet and our own ftp server to drawn outside against all laws of gravity.
interacting and united under a clear company overcome the time differences and distances that Only two characters, a man and a woman,
mission: obsession, passion, a sense of humor, sometimes exist. stay calm and resist the power. They seem to
aesthetic values, and technology research. recognize each other as different beings. Now
In terms of methodology, we work within Gran Centenario: The Calling alone, they move closer, transforming into dark
adaptable and highly skilled creative teams that Creative and Production Process In the late angels with huge wings, flying off to their meeting
cover all the stages from conception to fully 1800s, Lazaro Gallardo, a tavern owner and point, still following the conspirative music.

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It is the Centenario angel statue, calling all order to get the spatial tracking from their bodies. ence’s minds. ”Made differently” is the claim of
angels with her horn to a secret meeting, a won- Feathers were individually photographed to get Gran Centenario, and this is exactly what the sur-
derful, gentle angel made out of stone, coming to the same texture as the actual model. prising plot of the commercial reveals: one glass
life and transforming into the angel on the label. The destruction scene was challenging due to of this tequila can evoke an impressive impact,
After weeks of precise planning, the shooting the mix of real sfx and vfx. The more we could not only on the liver.
of the destructive diner scene took place in a huge obtain on camera, the more credible the 3D effects
film studio in Prague, leaving a taste of caducity were. All of the flying rigs (three in line) were Tools Shake, Flame
behind. The mansion in the final scene was found built on set to make the lighting more credible,
on the outskirts of the city. The actual angel wings and a large number of explosions, rigging, lighting Credits
were built just for the main actors in Italy with a strikes, and dust fans were practically integrated Director: Matthias Zentner
costume designer and sfx house. The Centenario into the real set, like a choreography of destruc- DOP: Torsten Lippstock
angel was built out of leather, and in order to age tion. Many rigs were retouched on Shake later. Editor: Jochen Kraus
the angel, body painting was used. To keep the The CGI artists had the challenge of working with VFX Supervisor: Abdelkareem Abonamus
leather in pleats, silicon was used to reinforce the the fast flickering light and the color changes. Technical Directors: Daniel Stern, Tobias Ott
stiffness, while still allowing her to move. The two The compositing used a combination of Shake Artists: Yuta Shimitzu, Bastian Traunfellner,
main actors were wearing immovable rigged and Flame. On Shake, a lot of retouching, masking, Adam Wesierski
wings, which were attached to the costumes. All and rotoscoping was done, while on Flame, all the Shake: Manu Voss, Christian Stanzel,
other angel wings were done in CGI. During the layers of plate shooting, CGI objects, and particle Martin Tallosy, Christian Deister,
lengthy postproduction period, the integrity of the dynamics had to be brought together. My task was Dagmar Ammon
effects was naturally implemented. The actors to give the whole commercial a magical look; like Flame: Sylvie Roessler
had tracking sticks coming out of their backs in classic paintings, it should stay firmly in the audi-

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Clorox: Mermaid After spending two days underwater myself for the water. The additional bubble layer, shot as extra
Creative and Production Process In this com- casting, I found courageous, adventurous girls plates in front of black, added a touch of credibility
mercial, you are invited to dive into your bathtub who were thrilled to dress like mermaids. We used in the underwater shots.
and daydream underwater with a mermaid and green leggings with tracking marks for the later When the rebel mermaid girl comes up in the
her mermaid friends. You accompany the mermaid replacement of the legs. bathtub, she needed to control her feet, as we had
to her mermaid school: a place of happiness, a The 3D relied on real fish texture and shad- to enhance the tail coming out of the soapy water.
playground for other mermaids. ings; the challenge was to adapt the waist move- The lighting of the tail with the shimmer of water
The shooting took place in Bucharest in an ment to the tail movement. We needed to retouch was the next challenge. By studying a fish texture
inside pool in a studio. The challenge was to con- all the girls’ legs, which were larger than the even- over the water, we decided to show the iridescent
struct the mermaid school and then to flood it. tual mermaid tails. reflection and wet surface.
Everything needed to be done on camera, and The caustics and the behavior of the refraction
CGI was needed to replace the girls’ legs with CGI were difficult to adapt to CGI in real surroundings. Tools Flame
mermaid tails. The set was built underwater and The ink effects were done on set; the bottles were
the visibility needed to simulate deep water with moved with wires, which needed to be retouched Credits
particles and atmosphericals. I used a special later. The sponge fishes were inspired by the Director: Matthias Zentner
underwater DOP, experienced with lighting under- world above the water in the bathroom. I wanted DP: Stefan Von Borbeléy
water as if it were a normal stage. The next big to give hints of the real world behind the fantasy Producer: Andras Rothenaicher
task was to find girls the age of the young mer- starting from the beginning of the story. The 3D: Blackmountain, Stuttgart
maids who were brave enough to dive under­ shaving brush worked as a jellyfish in the under- Compositing and Flame: Sylvie Roessler,
water, keeping their eyes open, and without a water world and found its place next to the basin Lene Hoenigschmid
scuba set, with safety divers nearby with air tanks. in the real world. I shot both on wires, but under- Rotoscope: Manuel Voss

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Mattoni: Star (Water Dress) She bravely wore almost nothing on the set, into liquid surfaces in Houdini and rendered in
Creative and Production Process For the new with a water dress added later in the 3D process Houdini’s mantra renderer, using the physically
mineral water campaign for Mattoni, which is the by the great team of Blackmountain and based mode. Additional splashes were done in
largest producer of mineral spring water in Velvet. The main challenge was finding a concept real-flow. In order to get such a perfect adaptation
the Czech Republic, the goal was to awaken the for the dress that gave it both a style and volatile, to the model, we relied on a 3D body scan. In the
visual heritage of the 1930s into our modern age liquid properties. The research and development compositing, real water layers were combined
and film the whole commercial in a dandified department experimented a lot until we had a with the artistic 3D water in order to get additional
Carlsbad of the Czech Republic. behavior that was both naturally fluid and stylized realism in the behavior of the water.
“He wants some water!” whispers a waitress enough to be recognized as a dress worthy of a
Tools Maya, Houdini
to a colleague, leaving him behind with an aston- top model.
ished face. This begins conspiratorial event of For the creative process the designers wrote Credits
serving Mattoni water. Soon we watch the Czech their own fluid simulation force in Maya, and by Director: Matthias Zentner
supermodel Hana Soukupova arriving at the his- carefully using particle forces they were able to DP: Torsten Lippstock
torical location. give them the shape of the dress. The designers Editor: Jochen Kraus
Hana, originally born in Carlsbad, plays the then combined several passes of particles in Vfx Supervisor: Andreas Illenseer
personalized Mattoni water, serving “herself” to Houdini, created a water surface, and rendered it TDs: Daniel Stern, Abdelkareem Abonamus
the thirsty and surprised customer. Her line “Would out using an animated version of Hana as a Artists: Enrico Seiler, Stephan Habel,
that be with bubbles or without?” brings humor holdout for reflections and refractions. The result- Christian Mumba, Tobias Ott,
into the enchanting visual world. ing particles were then deformed and transformed Adam Wasierski, Nico Conte

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Mercedes Benz USA: Race generation. Vintage cars were found in Germany driver went any faster, then he would go over the
Creative and Production Process I directed in good shape. More complicated was the direc- lip. If he went slower, he would automatically fall
this commercial as a “branding” commercial for tive to implement the “silver arrow” of Mercedes, down the curve. The maneuver of overtaking in
the USA market for Mercedes Benz USA. Visually because the only one we had access to came the curve was done by a specially trained driver
it takes us back to late 1894 (the first known race from a museum and had no motor. We needed to with a racing background.
in the history) and makes its way to the present. use a tracking car for this portion. The classic 300 Everything was shot in real time on camera.
It reminds us that this race was won by Mercedes- SL was found in Spain. The modern cars came For the old cars we shot partly undercranked, like
Benz, but it also wants to tell us that the race from the United States, including the new SLK. in old times, with 18 fps. It is an adult fairytale,
against oneself is never over, not for Mercedes. Then the choreography of the cars overtaking dipped in the full moon scenery, mysterious with
So the simple plot idea was that one generation the curve had to be planned carefully. The only a magical background. I decided to shoot this like
overtakes the previous generation. banking curve in condition enough to be restored day for night, as I wanted to achieve a good light
The first challenge was to organize the vintage was located in Northern Spain. The speed for the on the car coming from the daylight. Then the sun
cars, which needed to be representative of each perfect curve needed to be 80 km/hour. If the had to be replaced by the full moon and reflection

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from the sun on the air needed to be retouched. The three locations for the period race tracks Producers: Gary Grossman, Chris Ott
The exposing was done like low key light photog- were found in Spain. The three-day shoot included THE RACE:
raphy, to give more light on the object and put the 11 cars altogether, starting with real vintage beau- ART DIRECTOR: Kirk Mosel
exposure on the objects, thus making the back- ties like a 1907 60HP, a 1937 silver arrow, a 1955 PRODUCER: Chris Ott
ground darker. In Telecine we did two passes, one Gullwing, then a modern McLaren, all in order to DP: Stefan von Borbeléy
for the car and one for the background. We had communicate Mercedes’ love for competition, the Producer: Andreas Rothenaicher
to rotoscope the cars and give them a glowing race, adrenalin, passion, and energy. Edit: Jochen Kraus
effect for the magic world in the moonlight. The 3D: Blackmountain
moon sky was done by a very high-res digital Credits EFX/Online: Alex Lemke, Lene Hönigscmid,
matte painting. In the compositing we added some Director: Matthias Zentner Sylvia Roessler
moving cloud layers. Art Directors: Andy Hirsch, Kirk Mosel

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14 Ntropic

Studio Philosophy We worked very closely with the director in Maya Technically we had several major challenges
Ntropic is a boutique VFX company with offices in using 3D to determine the exact layout of each to overcome, mostly with the actual shooting of
San Francisco and Los Angeles. Since opening gas station prior to shooting. After exploring the elements. While we had our camera position
its doors in 1996, the studio has thrived on creat- several alternatives we specifically chose to create already determined from our 3D pre-visualization,
ing 2D and 3D visual effects for cinematic high- this piece through a single lock-off as if someone we still had to shoot a massive amount of ele-
concept work from feature films such as the truly planted a camera back in 1920. This created ments in multiple locations. Our background was
Underworld trilogy and The Matrix Revolutions some interesting challenges for design and layout shot in Wyoming over a 24-hour period with expo-
to commercials for Chevy, Coca-Cola, Nissan, on how to best showcase each gas station with sures taken roughly every 5 minutes, except at
Mercedes, SF Giants, and Kohl’s to music videos its ever-expanding size while still being able to sunrise and sunset where we exposed the film
for My Chemical Romance, Justin Timberlake, feature the Aveo, Tahoe, and Volt without ever every 30 seconds to capture more detail in the
and Green Day. A staunch believer in creative cutting or moving the camera. There was also the changing landscape over these specific periods.
collaboration and integrating all aspects into the continuing discussion of how much is too much. The foreground elements were shot at a parking
whole, Ntropic partners with filmmakers to envi- We wanted to balance the spot so the viewer felt lot in Los Angeles on three 40’ x 120’ exterior
sion and design shots, and incorporate music and a continuing progression of time with all of the greenscreens held up by seven cranes, and the
sound design. activity that would take place, but still be able to Volt had to be shot at Chevy’s facility in Detroit.
concentrate on our hero vignettes that truly Shooting the foreground elements posed a par-
Chevrolet–General Motors: iconize each time period. Also, there is the ticular challenge because the lighting conditions
“Disappear” varying concept of time throughout the different needed to match as time evolved for each element.
Creative and Production Process When we elements. The mountains in the background The director wanted to use real sunlight to illumi-
were first approached with the project, we were are moving at one rate, the gas stations are nate the foreground elements. To meet this chal-
asked to create a time-lapse view of a single gas at another, and the vignettes are at another. lenge, in our 3D pre-visualization we determined
station over the past 80–100 years. This quickly Each one is designed to tell the story of progress that we would have a sun cycle of roughly 2
evolved from not only being about the gas station while maintaining all the key moments in each days so each time period had to be shot linearly
but the life and times that existed in each period. section. in its appropriate section of time. In addition to

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lighting challenges, we shot elements at different These levels were then animated over a sequence Credits
frame rates. Some of the background elements of time as our lighting shifted to match the time- Creative Directors: Nathan Robinson,
were shot between 1.5 fps and 6 fps, while hero lapse sun. After all of the plates were shot, we Andrew Sinagra
foreground vignettes were shot at 24 fps, with the brought the elements into Flame, where each Lead Inferno Artist: Nathan Walker
knowledge that we would throw away a lot of piece of action was roto’d and composited together CG Supervisor: Peter Hamilton
frames. The reason for shooting 24 fps was that with the CG gas stations. As the final piece started Inferno Artists: Dominik Bauch,
we knew there would be only a few frames devoted to come together we added many small details Maya Korenwasser-Bello, Matt Tremaglio,
to each element, so we could pick and choose the through 2D and 3D to round out the visual com- Jesse Boots
exact moments in time that will tell the story. plexity of the spot. CG Artists: Deb Santosa, James McCarthy,
During the entire production a team of CG artists Dustin Zachary, Javier Bello, Thomas Briggs,
created each gas station from scratch in approxi- Tools Autodesk Maya, Shake, AfterFX, Flame, Robert Hubbard
mately five levels of construction and disarray. Inferno Compositors: Marie Denoga, Ed Anderson

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15 Blind

Studio Philosophy dramatic moments in football as a way of ing for the two-day shoot. Once we had an
Blind has been turning out award-winning design asking: if you could see and hear an athlete’s approved edit, we organized the shot assign-
since 1995, reinventing itself a few times along intensity, what would it look like? What would it ments with corresponding design treatments.
the way. What remains constant at this bicoastal sound like? In the final product, “Fourth and Inches” opens
design/production shop is an ability to engender Under the creative direction of Erik Buth, we with the sounds of football players preparing for a
surprise. brought this idea to life by creating animated red zone showdown with graphic sound waves
Leading brands such as McDonald’s, XBox, sound waves representing rapidly increasing vibrating in the void. Emotions manifest as syn-
and Scion, and recording artists including Gnarls heartbeats, heavy breathing, grunts, and other thesizer meters and ethereal graphics interlace
Barkley and Justin Timberlake, turn to Blind for abstract and dissonant gridiron sounds. the live action, illustrating the defense’s psychic
attention-grabbing design, motion graphics, ani- To start, Erik and our design team collabo- energy. On a darkened playing field, the opposing
mation, editorial, visual effects, and print and rated with creatives from the Richards Group, teams line up at the line of scrimmage and prepare
broadcast design. With live action capabilities, the Dallas, TX, to develop storyboards. We then built for attack. A massive linebacker encased in a
multi-faceted company can produce projects from the animations from the sound up: identifying key transparent bubble slips into position.
conception to completion. moments, anticipating the sound design, and On the frontline, radiant ribbons of energy flow
Blind pushes beyond the expected, offering finally determining what animations best fit each from a spring-loaded nose tackle. A brief calm
clients a new way to see. sound. VFX were integrated using, among other precedes the snap, which sends the opposing
tools, custom code that generated the tiny parti- energies together in a storm of metallic grinding
Russell Athletics: “Fourth cles released after collisions. and eye-popping light. The linebacker levels the
and Inches” For quality of image, efficiency, and integra- running back like a freight train and we transition
Creative and Production Process In the tion into our FX pipeline, our team utilized a to the tag, “Willpower has a lot to say on fourth
Russell Athletics 30-second spot “Fourth and Genesis camera system and shot at 50 fps. A and inches.” Cutting back, we see the linebacker
Inches,” part of a two-spot campaign, we deliv- Super Technocrane offered dramatic angles, rise from atop the felled running back and the
ered a stylized presentation of one of the most movement, as well as efficient camera reposition- Russell logo closes the spot.

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Tools Maya, Photoshop, After Effects (including
the plug-in Form by Trapcode), Avid, Flame, and
custom code written in C++

Credits
Creative Director/Director: Erik Buth
Designers: Shaun Collings, Lauren Indovina,
Christine Kim, Brian Gossett
3D/2D Animators: Jason Lowe, Patrick Scruggs
Jr., Jesse Franklin, Billy Maloney
Flame Artist: Alan Latteri
Developer/Design: Christian Cenizal
DP: Christopher Probst
Editor: Erik Buth
Assistant Editor: Lin Wilde

Blind 107
OppenheimerFunds: “Escalator” Erik continues, “From the live action talent, we Tools Maya, Photoshop, After Effects, Avid,
Creative and Production Process In winter of used 3D tracking and match moving as a basis Cinema 4D, and Flame
2009, we produced, designed, and edited a large- for applying the 2D treatment.” This campaign
scale integrated campaign out of Euro RSCG, was extremely labor intensive. After shooting the Credits
New York, for OppenheimerFunds that includes live action on a greenscreen set we constructed Director: Erik Buth
the 30-second spot “Escalator,” in addition to two of motor and pulley-animated escalators, bal- DP: Martin Sec
other spots and print and web design. The VFX- loons, and trains, we manipulated every solitary Editor: Carten Becker
heavy campaign features investors thoughtfully frame with VFX. This meant extensive rotoscop- Assistant Editor: Lin Wilde
navigating a world plucked right from the financial ing of all elements, especially the talent, to main- Color Correction/Flame: Alan Latteri
pages: stock ticker–covered trains, pie chart– tain a sense of depth and structure. Creative Directors: Erik Buth, Vanessa Marzaroli
shaped balloons, and jagged, graphical peaks, In the final version of “Escalator,” a woman FX Supervisor: Eric Alba
symbolically illustrating how OppenheimerFunds evolves from the text and data of a financial page Art Director/Lead Designer: Lauren Indovna
brings clarity to daunting financial landscapes. and then walks through charts and graphs project- Designers: Jason Tsai, Christine Kim,
Our goal was to show how financial data in the ing the ups and downs of the economy. She steps Kenny Kegley, Daniel Garcia, Andre Sayler,
hands of OppenheimerFunds isn’t simply a collec- on a bar graph that becomes an escalator, leading Jeff Baghai, Lawrence Wyatt, Rex Kim,
tion of nebulous numbers on a grid or pie chart, her on her financial journey. With a sweeping 3D Arisu Kashiwagi, Lisa Kwon, Shaun Collins,
but a concrete way to achieve your financial landscape revealed around her, and the escalator Wakoko Ichinoe, Brian Michael Gossett,
dreams. We were tasked to breathe life into these traveling the anticipated slopes, she remains Chris Sauders
numbers, and did so over a span of five months steadfast while the voiceover intones, “You’re in Animatics: Paul Kim
with our team of live action, animation, editorial, the market. But what do you want your numbers VFX Production: Nathan Love
and VFX experts led by Creative Director/Director to add up to? Maybe a time-tested way to help 3D Animation: Kevin Phelps, David Han
Erik Buth. reach your financial goals.” The escalator reaches 2D and Compositing: Chrissy Cheung,
Says Erik, “Maintaining a sense of dimension its summit at an idyllic vineyard and the text-based Kevin Courture, Jeff the Dragon
and space was our first obstacle. Another was world dissolves away, leaving the businesswoman Roto Artist: Will Frazier
applying a moving typographical treatment to free to reap the rewards of her smart financial Flame Artist: David Elkins
the talent so they could live and breathe in our decisions. The OppenheimerFunds logo and tag Animators: Jason Kim, Piel Phillips,
3D environment. While this sounds simple, the line, “OppenheimerFunds. The right way to invest,” Chris O’Neill, Paul Kim
task of maintaining a sense of personality and a close the spot.
fidelity in the actors’ performances was uniquely
challenging.”

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16 Rhino-Gravity Group

Studio Philosophy clear to everyone that the great risk of launching visual characterization. There were just two ele-
In today’s digital world, it takes more than just a new network must be complemented by a major ments that caught our attention: a bubble gum
great work to create lasting impressions. Award- marketing move of a similar scale, something that and a car with a flat tire that caused the whole car
winning Rhino-Gravity, an international group that would be as different, as imaginative, and as to collapse after being completely sucked out of
thrives on being creative, is home to a wide range grand as the technological change itself. air like an old inflatable beach mattress. We were
of talent who each add their unique style to creat- The advertising agency was asked to prepare suddenly reminded of a car we saw years ago
ing mesmerizing visuals. a campaign that would be appropriate for this called the Micro Car (also known as the Bubble
From brand building, concepting, design, and technological wind of change. The agency recog- Car) and then boom! All the pieces fell into that
all stages of production, Rhino-Gravity offers a nized the need for a campaign that would present 1940s era, an era that introduced these tiny ador-
worldwide presence in New York, Toronto, Tel the viewer with a world that is different, magical, able cars, encapsulating a charm that would be
Aviv, and Connecticut and is uniquely positioned a world we would all want to live in, a supportive the basis for our entire “Other World.”
to take on a variety of projects across multiple world that is free of evil and is full of love, a world Our world had to be a world of childhood: fresh
platforms including TV, film, web, and mobile. so real that it could almost exist. and innocent but not childish. The first thing we
At this point the agency turned to us with the did was to summon our entire art team, consisting
Pelephone: “Cannons” question of whether it was possible to create a of designers and matte painting artists, and
Creative and Production Process “Other world where special effects were present but not appoint each to be in charge of a different aspect
World” was the code name given to the launch of felt, and were believable enough to not look like of our world. What would the architecture look
the new image for Pelephone, an international magic tricks. This type of project for us, creative like? The sky? The trees? The clouds? The
cellular company. The company, which was tech- directors and supervisors, is the real drive behind designers “pounced” on their Photoshop stations
nologically inferior to its two strong competitors, our profession. The challenge was to create a until the entire bubble gum supply was gone from
felt that it needed to make a bold move in order world that does not exist. The question was where our studio.
to survive in a very competitive field. to begin. When the first sketches started coming out,
The company decided to make a technological We went directly to the script, which was we set out on our second “Other World” adven-
change and invest in a new infrastructure. It was abundantly loaded with ideas, but lacked any ture: the “Cannons” spot. In the “Other World”

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simulating how wool yarn behaves and moves
when it is in the air, how it hits the ground, and of
course how threads of wool would look stretching
out of a roll of yarn that has been catapulted over
the clouds and to the opposite continent.
The next phase was to take the 3D and art
materials that included a hyper-realistic rendering
of a sky with swirly clouds, snowy mountains, and
cliffs from Ireland and join them together using
Flame 2009 software. This was all for a final
picture that would look real on the one hand, and
extremely unrealistic on the other.
We managed to create the “Other World”: a
perfect Kodak moment that includes both a longing
for another world and a reality that doesn’t bite.

Tools Adobe Photoshop CS3, Adobe Illustrator


CS3, Flame 2009, After Effects Cs3, Maya 2008,
SP1, Mental Ray

Credits
Creative Director: Ilan Bouni
CG Supervisor: Yoav Savaryego
Producer: Mor Shahar
SFX Supervisor: Ronen Shaharabani
Head of the Art Department: Israel Breslav
Head of Productions: Shirly Gad
CEO/Executive Producer: Zviah Eldar
Production Company: Mulla Productions
there are no wars, and what looked like a battle ourselves and too confusing for the viewers. We
of wool yarn was ultimately a way of getting two therefore decided that catapults would be appro-
continents closer together, allowing old friends to priate weapons for a wool yarn battle, and here,
reunite. too, was a crossbreed between a car from the ’40s
The cannons started to look like a crossbreed and an ancient catapult.
between the bubble car and a cannon, but still The next phase was to take all our designs to
something was missing. We did not want to have the 3D department and have them build models
cannons on both sides and make it too boring for using Maya 2008 software. They would then start

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Verizon FiOS Campaign: We also employed FerReel’s BlastCode create the rock star’s hair and goatee. In addition,
“Rock Star” plug-in for Maya to generate procedural explo- we used traditional particle instancing to generate
Creative and Production Process The Verizon sions and breaking up of geometry. BlastCode trails of debris for the guitar and employed Maya’s
FiOS campaign was a series of wraparounds to requires NURBS surfaces as inputs, so we would rigid body dynamics on diced pieces to generate
feature the network’s variety of content. Each often create NURBS surfaces hidden under our more interaction with the breakups.
piece had to represent a different kind of program- polygon meshes. We would then attach our diced Rendering was done in several passes and
ming. We created total of nine spots (each con- polygon meshes to these NURBS surfaces to get rendered using Mental Ray for Maya. Each scene
sisting of two different segments) representing interesting breakups and explosions based on was made up of a minimum of 10 passes and as
sports, action movies, romance, wrestling, spe- BlastCode’s demolition abilities. many as 20 passes. We would render a beauty
cialty programs, etc. Each spot went through an Often the animations would need to be re­­ for the stage and rock star. For these renders we
intense conceptualization, storyboarding, design, versed for our simulations, which gave the appear- used traditional CG lighting techniques along with
and approval process before it went into anima- ance of hundreds of pieces coming together. In Final Gather and HDR images. In addition, RGB
tion/production. The client also wanted these seg- these scenarios we would reverse all the anima- matte passes for different elements in the scene
ments to be modular so they could be mixed and tions in the scene with an in-house tool, cache a were used for additional color correction. We also
matched when shown on network. simulation with the reversed animation, and finally rendered passes for fiber optic elements, dynam-
Verizon FiOS required a mix of Maya’s own bring the cached simulation into our original ani- ics elements and debris, motion vector passes for
dynamics tools, commercial plug-ins, and several mation scene employing a reverse time node 2D motion blur, and RGB volume light passes to
new tools we wrote in house to create the look of hooked up to the simulation caches. give the sense of rock concert lighting.
the various shots. Our particle-based tool would take the diced Within Digital Fusion, clips of dust and pyro-
Rhino wrote a set of tools to “dice” polygon pieces and control them with particles and fields. technics were used in several shots, again to add
geometry within Maya. The tools offered us differ- It is somewhat like Maya’s own particle instancer, more atmosphere and lighting effects.
ent rules and iteration cycles for dicing polygon except with much more control over the individual
meshes, which allowed us a great deal of varia- diced meshes and the types of natural motions Tools Maya, Rhino, Digital Fusion
tion. The meshes were also given dimensionality you could impart on them.
by the addition of extrusions and bevels once the We used Maya’s nCloth module to generate
meshes were diced. clothing simulations and Maya’s hair module to

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17 Click 3X

Studio Philosophy we could take the viewer on a dynamic journey everyday activities such as Jeeps driving around
New York–based Click 3X produces cutting-edge using a series of camera fly-through moves that and soldiers training. The idea here was that once
visual solutions for commercials, feature films, lead them to informational hot spots. the viewer goes to the goArmy.com website, there
television, music videos, and broadcast clients The first step in our process was to begin with would be an introduction animation taking us to
around the globe. In addition to Click 3X’s com- modeling. This included everything from all the the central hub position. It is there that the viewer
mercial and film expertise, their interactive design necessary buildings, entrance gates, and training would see all the activity on the base and then
studio, ClickFire Media, specializes in multi- facilities down to sidewalks and floodlights, all would be given a choice on which informational
platform, media-rich interactive campaigns. Haunt while keeping in mind that we would later go back hot spot they would like to explore. Once they click
is a division that specializes in cutting-edge motion and add refinements to these models mostly on it, we would seamlessly transition into one of
design for music videos, virals, and installations dependent on how close our cameras would come our camera fly-through moves taking them to that
and has worked with many of the industry’s top to them. spot. So it was essential that we matched all of
music talent and directors. Click 3X Entertainment We simultaneously began to develop our base the camera starting and ending positions. The
focuses on broadcast branding and design, round- layout from an aerial view that would later serve other consideration was that all the activity on
ing out the company’s expertise for every screen. as the viewer’s central hub position, bringing them the base needed to seamlessly transition from the
into any of the 11 informational hot spots. We introduction animation as well as be a loopable
goArmy.com wanted to be at an aesthetically pleasing distance element to allow for the viewers to stay on the
Creative and Production Process When pre- from the base so that the viewer could see and central hub position for as long as they chose.
sented with this exciting concept for goArmy.com, fully appreciate all the foreground details and Upon completion of the animation process,
we were eager to be part of this new interactive activities as well as keep the base expansive texturing, and UV mapping, the geometry was our
campaign. The project heavily touched upon enough to allow for the dynamic camera moves next integral step. Starting with various references
several aspects of CGI from modeling and anima- that we planned. of Army bases we were able to determine what
tion to photorealistic textures and lighting tech- After developing our layout, we proceeded on materials and textures the various parts of the
niques. Our objective was to create an expansive, to animation, which basically consisted of all the base should have. Some buildings would be made
high-tech, visually pleasing U.S. Army base where camera fly-through moves as well as all common out of concrete, some would have metal rooftops,

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the Jeeps and vehicles would all need to feel very At that point we were able to go in and further Tools Maya (3D package), Vue (environment
diverse, and the building interiors would all serve fill our environment with secondary elements and elements such as the trees), Flame (compositing)
their own purpose, down to the camouflage uni- details such as trees, shrubbery, and grass using
forms the soldiers were wearing. The topology of Vue software. This brings us to our final steps in Credits
the land including the ground and sidewalks was the process, lighting and rendering. Creative Director: Steve Tozzi
broken out into a series of quadrants with hi-res For most of the outdoor shots our main lighting Director of CG: Anthony Filipakis
textures stitched together, giving us necessary source was image base lighting where we primar- CG Artist—Animation/Rigging: Susan Taaffe
control to add greater resolution on the panels ily used 32-bit sky images as well as rendering CG Artists—Lighting/Texturing: Grace Hwang,
that the camera directly flew over. This allowed us out 32 bit images to allow for greater color correc- Sung Kim
to come as close as two or three feet off the tion control. CG Artists—Modeling/Animation: Jongmoon
ground at times. The same approach of having All of our renders were broken out into layers, Woo, Kristin Pedersen
the camera distance dictate texture resolution giving Flame full control over compositing and Flame Artist: John Budion
went into everything else on the base. color correction, the final phase of production.

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Click 3X 121
18 Imaginary Forces

Studio Philosophy TV series with today’s audience. We created an Tools Power PC G5 Mac OS 10.4 (Quad + Dual
Imaginary Forces (IF) is a design and production elegant and abstract cityscape of vintage ads from processors), Photoshop CS, Illustrator CS, After
company based in Hollywood and New York. the late 1950s/early 1960s. The juxtaposition of Effects 6.5 Professional, Xeon Intel Windows XP,
Their award-winning work spans the diverse vintage ads with contemporary design connects Softimage XSI 5, Final Cut Pro HD 5.04, DVD
industries of feature film production, entertain- the past with the present. We were inspired by Studio Pro 4, Quicktime Pro 7
ment marketing and promotion, corporate brand- advertisements from the time period and followed
ing, architecture, advertising, and experience a very specific brief by the series’ creator, Matthew Credits
design. Notable work includes the groundbreaking Weiner. Directors: Mark Gardner, Steve Fuller,
film title sequence for Se7en, the Emmy-winning We approached the Mad Men opening title Alan Taylor
title sequence to Mad Men, commercials for Pepsi, sequence like a live action film title instead of a Executive Producer: Maribeth Phillips
Microsoft, and Scion among others, multimedia purely animated piece. The disciplined use of Producer: Cara McKenney
entertainment experiences at the Wynn Resort in camera angles combined with sophisticated Coordinator: Michele Watkins
Las Vegas, and an installation for the Museum of graphics achieves an insight into the main char- Designers: Jeremy Cox, Fabian Tejada,
Modern Art in New York City dubbed “New City.” acter’s subconscious and the precarious duality of Joey Salim
his boys club career and perfect nuclear family. Animators: Fabian Tejada, Jason Goodman,
The action of falling past endless skyscraper walls Jeremy Cox, Jordan Sariego
Mad Men Opening Title Sequence creates a claustrophobia and helplessness that is Editor: Caleb Woods
Creative and Production Process Our cre- abruptly cut short by his composed reclining pose
ative challenge was to connect a 1960s period now synonymous with the show.

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Imaginary Forces 123
19 A52

Studio Philosophy Acura: “Motion” a vehicle during a collision. To capture live action
Established in 1997 as a home for the very latest Creative and Production Process For Acura footage of the actors (each of whom was a trained
high-end photo-real visual effects technologies “Motion,” a52’s effects team, under the guidance stunt performer) violently thrown into odd direc-
and the industry’s most innovative and talented of VFX supervisor and lead artist Patrick Murphy, tions, Acord and his colleagues from Park Pic-
graphic design artists, visual effects company a52 worked with the creatives from RPA and Director tures, along with Murphy and a52 producer Pete
creates award-winning imagery for the world’s Lance Acord to formulate a unique project work- King, captured high-speed footage of the actors
most visually ambitious commercial and television flow. Acord wanted to let the grace of motion of as they were pulled by wires up to 25 feet from
projects. Having relocated to Santa Monica in the human body draw the viewer in, with the con- where they began, over the time span of a second
2007, the company’s work has earned AICP Show trasting reality of a true impact—presented in the or two. With that footage slowed down to stretch
recognition for 11 consecutive years along with end copy—providing the drama to the spot, along the one-second scenes out to five seconds or
recent “Outstanding Commercial” Emmy, Andy, with the image of each person being “jerked out” more, editor Kirk Baxter of Rock Paper Scissors
BDA, Belding, Clio, British Design and Art Direc- of his or her daily routine. conformed a rough edit, and in the selected
tion, International Monitor, International Automo- The result is powerful scenes showing indi- footage, a52’s artists used Autodesk Inferno and
tive Advertising, London International Advertising, viduals in everyday situations suddenly experi- Flame to composite the performers into back-
One Show, and PROMAX awards. encing the type of violent inertia that occurs inside ground plates to make them appear at home, in

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A52 125
a park, awaiting an elevator in an office building,
etc. Effects artists also performed rig removal on
the wires and handled other effects, like clothing
repair and replacement, to finesse the seamless
finished look of the performers within their respec-
tive scenes. At the end of the spot, a52’s artists
created titles around the Acura MDX, and artfully
layered in a car forming around a family. Rock
Paper Scissors Lead Editor Angus Wall did a final
color correction in Apple Color.

Tools Autodesk Inferno, Flame, Apple Color

Credits
VFX Supervisor: Patrick Murphy
2D VFX Artists: Stephan Gaillot, Mike Bliss,
George Cuddy, Billy Higgins, Carlos Morales
VFX Executive Producer: Ron Cosentino
VFX Producer: Pete King

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Lexus: “Pop-Up” actors operating the 30-foot book frame on a the Lexus appears. Additional touches by a52’s
Creative and Production Process Like other greenscreen. Next, they shot each page of the artists include Maya-created tabs and wheels for
spots in ad agency Team One’s sensational miniature pop-up book opening and closing, as the book, the book’s shadow, the page edges and
Actively Safe campaign for the Lexus RX350, well as the animated movements within the pages. thickness, and the entire cover page and binding.
“Pop-Up” was conceived as a stylish, uniquely Using the movements of the actors for timing, Final Flame flourishes include reflecting the book
memorable approach to relating the vehicle’s a52’s Lead Flame Artist Raul Ortego re-timed the in the floor, as well as color grading and addition
many Actively Safe features. Through the course live action of each page to match each other’s of logo and titles. Smoke was used to assemble
of preproduction, it became clear to Director and the actors’ movements. Autodesk Flame and the final versions for lay-off.
Stylewar, the agency’s creative team, and a52’s Smoke were used to rotoscope out the different
lead team of VFX Supervisor Andy Hall and Pro- pop-up pieces, which were then composited Tools Autodesk Flame/Inferno, Maya, Smoke
ducer Sarah Haynes that building a 30-foot-tall together in Flame. For the city scene, a52’s CGI
pop-up book to accommodate a full-sized Lexus artists recreated every visual element in Maya— Credits
was not practical. As a workaround, production using high-resolution stills from the shoot as tex- VFX Supervisor: Andrew Hall
built a giant, full-sized book frame for greenscreen, tures—and tracked them to the live action for final 2D VFX Lead Artist: Raul Ortego
with tabs and wheels that could be manipulated compositing in Flame. For every action of the 2D VFX Artists: Mike Bliss, Tim Bird,
by actual stagehands, and the actual pop-up book book, a52’s artists either re-created or re-timed Kirk Balden, Brandon Jolley
with moving parts was a mere 6 feet high. To them to ensure a seamless feel to the storytelling. 3D Lead: Dan Gutierrez
capture their live action elements in anticipation Live action passes taken of the hero Lexus to 3D FX Artists: Chris Janney, Kirk Shintani,
of performing a great deal of artistic compositing capture reflections and shadows were also com- Kevin Clarke
on the part of a52’s team, Stylewar and Director bined in Flame, and virtual holes were created for VFX Executive Producer: Mark Tobin
of Photography Toby Irwin filmed the background the pop-up book’s pages—also in Maya—where VFX Producer: Sarah Haynes

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A52 129
20 Method

Studio Philosophy Pepsi V-Day in Times Square. Alluding to Alfred Eisen-


Method is an artist-driven visual effects company, Creative and Production Process The elec- stadt’s famous photo of a soldier kissing a nurse,
created 10 years ago by Co-Founder/Visual tion of President Obama was historical on two the artists produced full CG buildings from 1940s
Effects Supervisor Alex Frisch. Method provides fronts. Alongside the significant decision to elect Times Square with authentic advertisements from
artists and directors with the best creative environ- our first black president, we also saw the youth of that time. Crowds were shot in camera in five dif-
ment in order to create high-end visual effects. our nation mobilize and energize with a spirit ferent places and then rotoscoped together with
Over the past decade, Method has been consis- unmatched in previous campaigns. Pepsi com- supplementary crowd replication. Even the com-
tently at the top of its field, creating award-winning memorated this momentous inauguration with a puter-generated confetti was analyzed, with the
visual effects for commercials, music videos, and retrospective of defining moments in history to determination that it must appear to be long cuts
feature films. A talent-centered studio, Method is advocate change from the present generation. of typing paper thrown from the skyscrapers, as
organized around an exceptional team of artists, Director Dante Ariola and TBWA\Chiat\Day relied was done back then for New York parades.
who are in direct contact with clients: directors and on Method’s finishing team led by Compositors Further manipulations crafted to create a real-
ad agency creatives. Method’s unique approach Claus Hansen and Alex Frisch to create this istic picture included removing graffiti alongside
of combining traditional filmmaking techniques narrative. the Los Angeles River to bring back purity to the
with the most sophisticated digital solutions in 2D Believability was crucial to the success of this 1950s drag race and adding graffiti to the sur-
compositing and 3D animation has helped to build piece, so both Dante’s production designers and roundings of the 1980s breakdancers.
the company’s stellar reputation over the past 10 Method’s artists researched historical evidence to Another important aspect of this spot was the
years. Recent credits for Method include com- depict exact details of each time period. 3D Artist seamless transition from generation to genera-
mercial projects for Bridgestone, Miller Lite, Audi, Andy Boyd and Matte Painter Helen Maier brought tion. Integrating the hippie peace and love rally
Washington Mutual, and Gatorade. viewers back to World War II with a recreation of with the ’70s disco scene, Claus took thorough

130 VFX ARTISTRY


steps to add flare action and match greenscreen Pepsi has always been true to its current ad products to portray African Americans in a positive
shots of the siren in both scenes. Another organic branding of change since its inception in the light via an all-black ad team, Pepsi is once
flow massaged in Flame is the jump from a crum- 1890s by a pharmacist in North Carolina. From again defining itself as the beverage of our
bling Berlin Wall into a present-day live concert by recognizing the economic crisis in its pricing generation.
compositing in the view from each side of the hole. during the Depression to being one of the first

Method 131
Tools Flame
Credits
Director: Dante Ariola
Compositors: Claus Hansen, Alex Frisch
3D Artist: Andy Boyd
Matte Painter: Helen Maier

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21 Panoptic

Studio Philosophy Lincoln MKZ: “Touch” would have a feel for how it would look in its final
Panoptic is a director’s collaborative started in Creative and Production Process Joseph form. The animation was created in Lightwave
1997 by Gary Breslin. A pioneer in motion graph- Kosinski directed this campaign for Lincoln MKZ. and then composited in After Effects. Once this
ics, Panoptic’s early work centered around site- Originally Panoptic was hired to do the end tag was approved, we sent our files over to Digital
specific installations and information graphics. along with some graphic flourishes throughout the Domain, who had already been working on Joe’s
Over time this spread to music videos and TV pieces. As the process evolved in post with this other two spots. They took our camera moves,
commercials, in addition to the art and short films “Touch” spot, we had the opportunity to reconcep- replaced with their version of the car, and ren-
they created. During the process of integrating live tualize the piece with a series of impossible dered as photo real as possible. We then took the
action with design elements, narrative became a camera moves, pushing the boundaries of what elements to Absolute Post here in NYC to repro-
central focus. As each project now has its own had already been shot. Working primarily with a duce our composited look on the Flame.
distinct look and style, it is this narrative sensibility digitally generated car and environment, we
and personality behind the work that sets Panop- stitched together pieces of the footage with a Tools Lightwave, After Effects, Flame
tic apart. sense for the dynamic rhythm inspired by the track
used, “Technologic” by Daft Punk. Credits
The primary process was to pre-vis the CG Director: Joseph Kosinski
with as finished a look as possible so the clients

Panoptic 133
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Panoptic 135
Cole Haan and billboard versions as well. All Cole Haan We shot the shoes at super high speeds using
Creative and Production Process This project shoes have Nike Air pads inside them, so our brief the Phantom HD camera. For the women’s shoes,
took the form of two videos, one for women’s was to highlight that fact and the challenge was we simply tossed the shoes in the air in front of
shoes and one for the men’s. Originally conceived to show this hi-tech feature while at the same time the camera, 1 second of hang time equaling about
for in-store HD displays, it made its way to print keeping them fashion-y. 60 seconds of seemingly zero-gravity floating. We

136 VFX ARTISTRY


Panoptic 137
also modeled in CG each shoe’s interior and exte-
rior. In order to get the X-ray look we were going
for, we cut the real shoes in half to see all the guts
that would appear beneath the surface.

Tools Final Cut, 3D Studio Max, Maya, Light-


wave, After Effects

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Dr Dog like King Kong. Using projections of miniatures for shot all our footage on 16mm, with most of the
Creative and Production Process Panoptic sets, we set out to make something equally analog environmental effects practical. We transferred
teamed up with Adam Kurland to make this music and artificial-looking. Before shooting the band we the footage and had it projected behind the band
video for Philadelphia-based rock band Dr Dog, built a tabletop diorama for the forest scene, creat- as they performed. A lot of effort was put into set
inspired by the colorized versions of old movies ing a different version for each season. We then design to integrate the projection screen into

Panoptic 139
the larger environment. The headless shots we Tools Maya, After Effects
accomplished by having Tobey, the lead singer,
sitting on a skateboard with a greenscreen suit, Credits
while the old man walked on a treadmill. Director: Adam Kurland

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22 Prologue

Studio Philosophy Across the Universe sequence. Much of the filming of the song by
Prologue is a Venice-based design company spe- Creative and Production Process For this Eddie Izzard was improvised and spontaneous,
cializing in film and broadcast. Founded in 2003 project, Prologue Films designed and created and that same feeling was carried over into the
by Kyle Cooper, the company has grown to a main and end titles as well as six special effects design of the environment.
diverse team of 35 that includes designers, ani- sequences for Julie Taymor’s 2007 feature film, The I Want You sequence depicts the charac-
mators, editors, directors, and producers. With Across the Universe. The movie tells the story of ter of Max being processed through the military
this expanding group, Cooper continues to build a love affair between Jude, a British artist living induction center. The animation is designed to
on a body of work that includes over 150 film title illegally in New York, and Lucy, a girl from New reveal the dehumanizing nature of the experience
sequences, numerous advertising campaigns, Jersey. The turbulence of the 1960s provides the Max is being put through as he is prepped for
various projects in branding (broadcast, interac- backdrop, and 33 Beatles songs drive the narra- military service. Second unit photography of Max
tive, environmental), entertainment marketing, tive. The sequences designed by Prologue reflect being poked and prodded was shot against blue
and video game design. At Prologue, we listen to the turmoil of the setting and evoke the emotional screen by Julie Taymor and second unit director
and respect our clients, many of whom are film- upheaval experienced by the film’s characters, Kyle Cooper.
makers and artists themselves. We strive to fluctuating from the whimsical to the tragic. By placing Max in various boxes, which were
support them creatively and help them tell their In the Mr. Kite sequence, Eddie Izzard as well always referred to as the cornell boxes, by isolat-
stories. We are proud of our accomplishments but as a large group of dancers in costumes were shot ing body parts and bodily functions, by quantifying
not content. We are constantly sharpening each on film as live action elements and then inserted and measuring and cropping and cutting, a visual
other in the hope that we will create work that will into a 2D collaged environment. The aesthetic metaphor is created that allows us to experience
communicate and inspire. was designed in the spirit of 1960s experimenta- the feelings of the character as he is put through
Cooper, also the co-founder of Imaginary tion and creativity. It was intended to veer away a frightening rite of passage into the unknown. As
Forces, earned an M.F.A. in graphic design from from a highly refined, visual effects treatment and the sequence progresses, we see Max’s identity
the Yale University School of Art and holds the fall more to the childlike, simple, handmade, and being pulled away from him until at last he is pre-
honorary title of Royal Designer for Industry from playful. Each live action element was shot sepa- pared and finally spit out into this domineering
the Royal Society of Arts in London. rately then animated together to create the final martial machine.

Prologue 141
The movie as a whole is gritty, whimsical, images used are both stylized and surreal, giving Although the look of these effects retains a
and highly theatrical, so these are the qualities the music a fresh look, while simultaneously childlike quality, the design was anything but
reflected in the visual effects sequences. Photo- echoing back to the old animated classic The simple. In fact, the choreography in many of the
shop, Illustrator, Final Cut Pro, Shake, and Maya Yellow Submarine and to the history of stop effects is both unique and extremely complex. The
were all used to produce the final effects. The motion animation. VFX walk a fine line between reflecting the chaos

142 VFX ARTISTRY


and whimsy of the ’60s and reflecting the turmoil of riots, with soldiers in gas masks fighting the on the fields of Vietnam. Her brother is revealed
of the anti-war movement, incorporating a highly crowd and dragging people away. The white­ to her in flowing news footage of the war, and
refined sense of color, choreography, emotion, wash transforms into newspapers, and words Lucy is lost between her fear and her boyfriend,
and design. bleed through the water as the waves relentlessly whose art and whose purpose seem inconse-
The resulting images are filled with as many pound. quential in light of the danger that her brother
contradictions as the era they reflect. In addition, Strawberry Fields is another segment that faces. Lucy has already lost one boyfriend to the
the use of 2D collage in many of the sequences, dovetails into the film’s narrative, using 2D collage war, and she is frightened for her brother’s life.
including Strawberry Fields and Helter Skelter, and live action projections to create the scenes. Jude, on the other hand, is passionately creating
allows for a great deal of freedom and helps reflect Before any principal photography was shot, Julie his art, pinning up huge grids of strawberries
the diversity of the time. In the end, each sequence Taymor met with Kyle Cooper and asked him to to newspaper articles and canvas, dipping the
is at once simple and complex, chaotic and design the sequence. It begins with Jude, lost berries in paint and hurling them at the wall, then
refined, beautiful and distorted. In Helter Skelter, inside his paintings, melting into a psychedelic watching as the berries explode and paint drips
wave after wave comes crashing down on footage reverie while Lucy looks on, fearing for her brother down like blood. Strawberries melt, transforming

Prologue 143
144 VFX ARTISTRY
into bombs and bursting into flame. Newsreel
footage melts into art, and art melts into life as
Jude becomes lost in the violence of his work,
Lucy’s boyfriend becomes lost in the violence of
the war, and the strawberry fields finally become
the blood-soaked fields of Vietnam.

Tools Photoshop, Illustrator, Final Cut Pro,


Shake, Maya

Credits
Director: Julie Taymor
Second Unit Director: Kyle Cooper

Prologue 145
Iron Man and locator data, and all 3D components were One of the main challenges was matchmov-
Creative and Production Process Our task made using Autodesk Maya. Final composites ing. Boujou does a tremendous job, but there is
was to supplement the film with graphic interfaces and film output were completed in Apple’s always cleanup involved because there are so
driven by the in-home computer system of Tony Shake. many imperfections in film that confuse the soft-
Stark’s Malibu residence (Jarvis). Jarvis is the All scenes required very specific interfaces ware—objects that are out of focus and film grain
workhorse behind all research and development that assisted Tony Stark. They needed to respond are major problems for the software. There are
on a very personal level—the system functions on cue very quickly and intuitively and carry techniques that can make the analysis cleaner,
like a butler that is voice activated and is intelligent out each task with supercomputer speed and but nothing can compare to shooting everything
enough to speak back to and interact with Mr. efficiency. as crisply as possible. Also, with matchmoving
Stark. Jarvis is his home system as well, providing Using Illustrator and After Effects, we designed software you have to use create masking that will
all digital appliance and entertainment technology. and animated screen interfaces timed very pre- isolate the parts of the scene that are still. Any
The interfaces exist all over the house—in the cisely to each interaction. To do this, we placed moving elements will confuse what needs to be
workshop, living spaces, and bedroom. Our task the film edits in After Effects and imported Illustra- identified as a part of a static space for the com-
was to work with very specific moments of dia- tor files as layered comps. Using that import puter to recognize. The other side of matchmoving
logue between Tony Stark and this system. method, the files appear in the After Effects comp is 3D tracking, which is what was done on Tony
We were originally contracted to provide edito- as individual layers, ready to be animated. Most Stark’s arm when we simulated a prototype of the
rial and animation for main titles and a conference of the animation was done manually with key- mechanical arm he was building over his own. In
video shown in the Apogee Awards scene. When frames, but for certain elements like a sphere that that scene he calls the element up as a 3D holo-
the director saw what we were doing for the main analyzes voice waveforms we used the “audio gram and then inserts his arm into it. For the
titles, he decided to use the same visual language react” feature in the plug-in Form, made by interfaces in the monitors four-point corner-
of computer-driven vector wireframes for the inter- Trapcode. This gave us a nice 3D shape that pinning was used in Shake to composite the ani-
faces shown throughout the film. This gave us a animated well and gave the illusion of a particle mation plates into the bluescreen monitors. Once
tremendous opportunity to take what we have object. the composites were done we rendered every-
learned as a motion design shop and apply it to For 3D elements, like a wireframe satellite and thing from Shake as 2k .DPX sequences and sent
visual effects sequences for film. exploding 3D views of Iron Man’s suit, we used the film on hard drives for color correction in DI
Most of the animation and design was made Maya and rendered the geometry using Mental and final print of the film.
using Adobe’s Creative Suite software: Illustrator, Ray’s contour rendering features. All of these
Photoshop, and After Effects. 2d3d Boujou was were rendered as 24 fps 16-bit .SGI sequences Tools After Effects, Illustrator, Maya, Mental
used to matchmove scenes and create camera at 2k resolution. Ray, Photoshop, Shake, 2d3d Boujou

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Prologue 147
148 VFX ARTISTRY
23 Pixeltrick

Studio Philosophy rushing past in the foreground. It would have been shape tools that lets one blur the individual edges
Pixeltrick is a television motion-graphic design too expensive and time consuming to reshoot the of the mask independently. This is very handy
company based in Manchester, England, and has scene and therefore the objects had to be removed when a fast-moving object has motion blur.
been providing television production companies from the sequence frame by frame. The lamppost was a little more difficult due to
with GFX since 2004. The company specializes in To start the process I imported the film plate the moving sky behind it. I couldn’t rely on the
broadcast-standard CG animation, special effects, into Shake as a digitized tiff sequence, and before patch alone; otherwise, a particular part of the sky
and color correcting for video and film. I carried out any removal I steadied the shot using behind it would remain static and would easily be
Recent projects have included motion-graphic the stabilize motion node within the software. It detected as an irregularity by the eye. So in this
design on Peter Kay’s Britain’s Got the Pop Factor was actually a locked off shot; however, there case I had to use the clone brush tool to paint the
(Mcintyre/Lion Eyes), Raider of the Pop Charts were a few very small movements that can make sky back in frame by frame. Fortunately, Shake
(Mcintyre/Lion Eyes), and SFX compositing work further tracking or frame interpolated painting has the ability to interpolate painted frames over
on The Street (Jimmy McGovern/Granada Televi- trickier. Once the shot was stabilized, I exported the entire sequence, which allowed me to paint
sion), Instinct (Tightrope Entertainment), and one of the frames of the sequence into Adobe every tenth frame. Because we can pick out even
Coronation Street (Granada Television). Photoshop and painted out the signpost (circled the smallest of movements between frames, this
center of image) and lamppost (circled right) using interpolation avoids any undesirable bubbling or
Instinct the clone stamp tool. This file was then imported jerky effects.
Creative and Production Process I was con- back into Shake and used as a patch to place over Finally, to make the whole composition look
tacted by Granada Television to digitally remove the underlying existing layer using the “over” like it was filmed from the same camera, I added
some unwanted objects from a shot from a new node. In the case of the street sign, it was fairly specific film grain back to the patch layer to make
UK drama by director Terry McDonough called straightforward. I created a mask around the it blend back into the film layer beneath it.
Instinct (Tightrope Pictures, 2007). Terry wanted painted-out signpost patch so that when the car,
Tools Shake, Adobe Photoshop
to remove a lamppost and street sign from the situated on the below layer, passed in front of it,
scene so as not to detract from the grand indus- I could shape the mask around the car so as not Credits
trial mill in the background and the contrasting car to obscure it. Shake has a nice feature on its Executive Producer: Steve Clarkson

Pixeltrick 149
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24 Sea Level

Studio Philosophy Toyota Prius: “Unlitter” As color was to play such a large role in the
Founded in 1998 by Spot Welders, Sea Level VFX Creative and Production Process Unlike many production, the decision was made quite early on
is a boutique postproduction company providing shops, Sea Level’s approach to digital visual to grade all of the material in the Flame rather than
high-end finishing and effects for commercials, effects has been primarily a 2D or 2.5D solution performing a grade in a DaVinci or Pandora, espe-
music videos, and content for the web. In Novem- with 3D additions. While other shops would imme- cially given the complexity of the masking and roto
ber 1998, Jim Bohn and Ben Gibbs were brought diately reach for the 3D switch to flick, Sea Level’s that would be required. Also during preproduction,
on as minority partners in order to bring the quality visual effects supervisors have been renowned for it was decided that rather than using motion
of service and artist involvement that they had their ability to construct solutions to commonplace control, the camera would be a series of locked-off
always found lacking in the large facility environ- visual effects problems using in-camera tech- highly overcranked shots in order to further high-
ment. Its roster of CG supervisors, Flame and niques combined with compositing brute force and light the moment as it unfolded.
Inferno visual effects artists, motion graphics know-how. Much of the best visual effects work The postproduction process consisted of two
designers, and VFX producers has contributed to completed at Sea Level will be shots you were steps. First was compositing the forward-moving
award-winning national and international spots for never meant to notice. Prius over a plate of reversed motion using mainly
Adidas, Levi’s, Honda, Nike, Toyota, Miller Light, Toyota’s “Unlitter,” by contrast, wears its rotoscoping and keying techniques. Second, the
MGD, Ikea, Target, and Guitar Hero, among many effects “on its sleeve,” making extensive use of Prius was isolated completely from the back-
others. Sea Level VFX works with the industry’s grading and rotoscoping techniques. A saturated ground and graded such that it was saturated and
most groundbreaking directors, including Spike and vibrant Prius would drive through a dark, bright. The isolated background was in turn graded
Jonze, Mike Mills, Fredrik Bond, Patrick Daugh- drab world, undoing the damage being done to down, removing significant amounts of saturation
ters, Jonas Akerlund, Mark Romanek, Tarsem and the surroundings and highlighting the Prius’s and pushing the contrast into a faux bleach
many others. Gibbs and Bohn left the company in positive effect on the environment. Also by con- bypass. This two-pronged approach held for
2007. Currently Sea Level is headed up by Chris- trast to Diet Coke, the Toyota spot was shot almost the duration of the spot with a few small
topher Noellert, who joined the company from using digital acquisition on the Red one, making deviations, like adding more smoke here and
Stockholm Sweden as the new Lead VFX Supervi- it a completely digital production from start to there or simple sky replacements to enhance the
sor. The company is based in Venice, California. finish. overall feeling of doom and gloom.

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The ending shot required considerably more completely out of the question, so rather than poles in the master shot were cut down to make
attention. The idea was that at the end of the com- sacrifice the location, production shot a take of the room for more visible sky. As the whole shoot
mercial the skies would open up, the sun would main action on the car, and then just let the had taken place on an intentionally cloudy and
shine, and the world would be a better place— camera roll in order to have enough material to overcast day, a vibrant blue sky was rendered in
conceptually, a difficult message to convey visu- remove the other “unwanted” traffic and bystand- 3D and a series of feathered and animated
ally in under 4 seconds. On location, there were ers that were present in the master take. rotosplines, atmospherics, and flares were
issues as well. During the location scouting, the In post, the pieces of the extra material were created to reveal the beautiful sky under cloudy
production team found a fantastic overpass and composited over the master take, so that the sky. Lastly, animated shadows were created
down ramp with a scenic view of the city. Unfor- Prius essentially drives down an empty on-ramp to further enhance the feeling of the sun “turning
tunately, closing the overpass for the shoot was onto an empty highway. Skyscrapers and lamp on.”

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Tools Flame Credits
VFX Artist and Title Lead Flame: Chris Noellert

Sea Level 153


The Coca-Cola Company: changes exemplifying Heidi Klum’s frantic lifestyle single shot into three shorter shots in order to
“Heidi Klum Red Dress” pace. The spot was initially intended to be a single reduce the possibility of error. In order to facilitate
Creative and Production Process The Diet continuous take, shot in-camera; however, on set this new direction, as motion control was never in
Coke “Red Dress” campaign spot was never it became painfully obvious that this approach was the scope of the production, each of the three
intended to be a visual effects spot, and on the not going to work. The interconnected timing of so sections started and ended with an element that
surface it’s nothing more than a long master shot many events and talent made it too large of a could be used either to wipe away or reveal the
through a series of different set and wardrobe gamble, so the decision was made to break the previous or incoming element, respectively.

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camera tracked and stabilized in 3D, negating as
much of the perspective shift as possible from the
incoming and outgoing takes. Next, a new camera
move was created that blended the incoming shot
into the outgoing shot, essentially by dissolving
one camera data set into the other and then mas-
saging the result so that there were no occlusion
issues from objects not present in one take that
were missing from the other or improperly timed
(as talent rarely can perform the exact same
action more than once). The new camera move
was then applied to the outgoing and incoming 3D
stabilized sources, creating a single continuous
shot. Next, occluded and missing objects were
added back to the new continuous shot using the
camera tracking data and a good deal of roto-
scoping, resulting in a final master sequence.
The next issue was the timing of the action from
During editorial the challenge became twofold. the timing of certain key moments, like dwelling the various takes, now combined into the single
There were certain sections of the various takes longer on the moment when Heidi Klum reaches master shot. This proved easier than expected,
that the end client and the agency wanted to dwell out and takes the Diet Coke can. using a combination of rotoscoping, wipes, and
on for a beat or two longer than was shot. This The postproduction process was a two- motion-estimation-based time remapping.
basically meant that the images would all need to pronged approach as well. First, the various takes
be treated not only in spatial terms, to ensure that were lined up and blocked out spatially so that Credits
the different takes would move seamlessly in and there was some semblance of continuity. This was VFX Artist and Title Lead Flame: Chris Noellert
out of each another, but also temporally, adjusting easier said than done. Each of the takes was

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25 Digital Domain

Studio Philosophy watched 3.5 million times on YouTube by Septem- We created a new lighting pipeline, using
Digital Domain is an Academy Award-winning ber of the following year. radiosity renders through v-Ray. This approach
digital production studio focused on visual effects We worked with Director Joseph Kosinski to imbues CG lighting with a photo-real look by
for feature film and advertising production. The create an experience of the Halo universe that adding more bounce and surface attributions than
company has built a legacy of achievement, listing appealed to gamers and lay audiences alike by traditional three-point lighting setups provide.
Titanic, The Day After Tomorrow, and The Curious making it look and feel like a cinematic story rather The complex detonator and Buckminster
Case of Benjamin Button among its 75+ film than show actual game footage. Except for the Fuller-inspired dome shield we created for this
credits. A creative giant in advertising, Digital children who open the spot, everything else is a spot were used in the actual game. The goal was
Domain has created some of the world’s most photorealistic digital representation of the game’s to generate the shield in an interesting way and
memorable spots. The studio works with top direc- environments, weapons, and the main character: enable audiences to see the character inside. We
tors, including David Fincher, Michael Bay, and Master Chief. developed it entirely in Houdini, adding reflections
Clint Eastwood, and is recognized for its pioneer- Master Chief was a combination of motion and refractions.
ing work in photo-real digital humans and produc- capture and keyframe animation. His design was The sand bomb explosions were created using
tions that bring movies, games, advertising, and based on actual game elements provided by the a sophisticated 2 12 D setup that we had devel-
the web closer together. game developer, Bungie. We took these low- oped for the feature film Flags of Our Fathers. For
resolution character references along with the Halo we took the actual Houdini elements, brought
original character sketches to keep his look con- them in, and re-rendered them to the Halo camera
Halo: “Starry Night” sistent, then fleshed them out, adding the detail setup, amplifying them using 3dsMax. Missiles
Creative and Production Process This necessary to hold up in the spot’s close-up camera were also created in Houdini. Clouds were created
60-second television spot was part of Microsoft’s angles. Detailed texturing work including scratches, by animating matte paintings.
multi-pronged marketing campaign to promote the rust, dirt, and scars was done during the modeling The opening scene has live action children in
hugely popular Halo video game franchise. It pre- process. Actors were shot wearing motion capture a real set. We extended the grass using a Light-
miered during ESPN’s Monday Night Football on suits, and we used that motion as a base for anima- wave hair shader and created the mountains,
December 4, 2006, to 7.9 million viewers and was tion, which was created using Maya. craters, and sky digitally. The helmet lying in the

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Digital Domain 157
grass is a 2 12 D matte painting projected onto a Credits
card that was integrated into 3D grass. Executive Producer: Lisa Beroud
CG Supervisor: Vernon Wilbert
Tools Maya, v-Ray, Houdini, 3dsMax, Lightwave Visual Effects Producer: Michael Crapser
Visual Effects Coordinator: Chris House

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Adidas: “Mechanical Legs” One practical light box was made and we shot it for applied keyframe animation on top of that. We
Creative and Production Process Director reference and to create the HDRIs. Using the HDRI reverse-engineered the motion and negated it, so
David Fincher conceived this 60-second spot, data we gathered, a lighting rig was then devel- that the legs always stayed centered on the plat-
imagining a frenetic pair of mechanical legs clad oped to light all the hero foreground geometry. This form. We also designed, rigged, and animated the
in Adidas shoes testing the footwear by running, was a combination of traditional art-directed CG platform so that it could bank and pitch, and to
jumping, and spinning, and demonstrating their lighting utilizing some proprietary lighting tools we mathematically and automatically anticipate where
superiority over a shoeless pair of robot legs. The developed and global illumination. The result was the feet were coming from and going to. To create
action takes place on an omnidirectional, moving a highly photorealistic render. the CG shoes, we scanned an actual pair of
basketball-court-esque platform that appears to We developed a Maya-to-Lightwave pipeline shoes, pre-visualized them using Maya, and
try to outsmart the legs, which always stay one to maximize each package. All camera pre-visual- modeled them in Lightwave using high-resolution
step ahead. ization, texturing, lighting, and rendering was done geometry. Then we remodeled them at a lower,
The groundbreaking spot is 100% CG. in Lightwave, but character setup, animation, and sub-D resolution, textured them using Lightwave
Combining 3D modeling, animation, global illumi- motion capture management was done in Maya, and Photoshop, and rendered them with a Light-
nation, texturing, and compositing, it set new stan- to take advantage of our animation team’s talent. wave global illumination and CG hybrid solution.
dards of photo-realistic lighting and animation. Modeling was split between Lightwave and Maya.
“Mechanical Legs” received a number of industry All compositing was done in Nuke. Tools Maya, Lightwave, Nuke, Adobe Photoshop
honors, including a Gold Clio Award for Anima- The mechanical legs, shoes, and the platform,
tion, AICP Awards for Animation and Visual along with the other sets of robotic legs and wires, Credits
Effects, a London International Advertising Award were pre-visualized using Maya and modeled in Executive Producer: Gabby Gourrier
for Special Effects, and the award for Best Effects Lightwave. Visual Effects Supervisor: Eric Barba
Art Direction in a Commercial from the Visual We developed the look of the legs, then shot Visual Effects Producer: Baptiste Andrieux
Effects Society. athletes playing basketball in motion capture Conceptual Designer: Jeff Julian
The industrial environment was created using suits. After editing the motion capture sessions, Compositing Supervisor: Feli di Giorgio
photogrammetry. We conducted a two-day shoot we moved forward into full pre-visualization. David Compositor: Greg Teegarden
in a retired aerospace hangar, where we lit an Fincher blocked out the camera moves based on Animation Supervisor: Bernd Angerer
entire wall and photographed the room, taking high the locked animation that was being fed to him
dynamic range image (HDRI) spheres of lighting by the animation team. This also included the
and a set survey of actual geometry. We stitched animated table.
together those photos and color graded them We developed a rigging system using Maya
to re-project back onto the surveyed geometry. and applied the motion capture data to it, then

Digital Domain 159


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Digital Domain 161
26 PMcD Design, Ltd.

Studio Philosophy pages, long-form title sequence, and a compre- chosen to shoot all live action elements, with
PMcD Design is a New York–based, full-service hensive toolkit that their producers and editors speeds up to 1000 fps. These images included full
design company. PMcD specializes in all aspects could use to create tease, launch, and episodic glass plates breaking into shards, metal crumpling
of broadcast and print design as well as produc- campaigns for the life of the series. and twisting, water spraying and splashing through
tion for the entertainment industry. Clients include Our idea was to illustrate the uneasy and vola- space and on the metal surfaces, and typography
ABC, NBC, ESPN, NGC, Starz, Encore, PBS, tile quality of the relationships seen in the show. projected on these surfaces. Time-lapse footage
MSG, Disney, TLC, FRC, and WNET. For the We used high-speed photography of breaking of the Los Angeles skyline in two locations was
moving image, their specialties include 2D/3D glass and crushing metal to visually suggest the captured using a still camera. Prior to the actual
design, animation and composite, film and HD live random destruction of lives. We also wanted to shoot day, numerous tests were completed with
action, editorial, and digital output. For print, capture the character of Los Angeles and give it the Phantom to study various impacts on several
PMcD handles corporate image and identity, a sensual quality. For that we used time-lapse types of glass and metal sheets, as well as a
collateral, signage, press and sales materials, and photography to capture the feeling of chaos and myriad of camera angle explorations. These
outdoor and trade advertising. the energy of life in general. angles were crucial in capturing the essence of a
To begin the process, designer/director crash.
Starz Network: Crash Promo Suzanne Kiley created storyboards in Adobe From there we digitized the film footage,
Creative and Production Process In 2009 the Photoshop to offer a general look and feel. This paying close attention during the color-correct
Starz Network entered the original programming helped the PMcD team and Starz collaborate on process to give the footage some dynamic color
market with a series based on the Academy a style and set the overall creative direction for contrasts. We also incorporated the technique of
Award-winning film Crash. This was a huge the shoot. Once the look was finalized, the boards verispeeding, in which we can slow and speed up
endeavor for the network, and they knew that one became the blueprint for the director/DP to hone the film at certain times to create a sense of drama
of the keys to success for the show would be its in on setups and camera angles. and intensity.
branding and marketing to its audience. They Because the look required a camera with an Once all the footage was digitized we then
came to us to design and produce a comprehen- exceptionally high frame rate ability and enor- began the intricate job of compositing some 80
sive promotional package that included IDs, end mous detail, the Phantom digital camera was layers of elements, all of which was done primarily

162 VFX ARTISTRY


using Adobe After Effects. In any scene, it was Tools Adobe Photoshop, Adobe After Effects, Producer: Alison Cole
common to have scores of layers containing not Gen Arts Sapphire plug-ins for After Effects, Final Live Action Producer: Alessandra Pasquino
only live action super slow motion footage, but Cut Pro Director/DP: Andrew Turman
also matte sequences, light sources and effects, Lead Animator: Alex Gasowski
typography, time-lapse photography, and the Credits Animation/Editor: Genevieve Manion
Starz logo and various filters and mock camera Creative Director: Patrick McDonough Media Artist: Josh Lynne
lens effects—to enhance the camera’s angles— Executive Producer: Dana Bonomo
along with 2D and 3D animation. Designer: Suzanne Kiley

PMcD Design, Ltd. 163


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