Godzilla, Making the Monster

Tue 27th May 2014, by Paul Hellard | Production

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Recreating Godzilla was an enormous opportunity for every artist who worked on the project, with most knowing  creature and story from comics, TV and cinema screenings they remembered fro their childhood. CGSociety spoke to Moving Picture company (MPC) in Vancouver and The Third Floor (TTF) in London about their part in the re-creation of the iconic story. Double Negative also worked on many sequences of the movie.

The overall VFX supervisor, Jim Rygiel worked with Director, Gareth Edwards before pre production on the design of the creaturea and previs. They also created the first, much talked about, San Diego Comic Con International trailer in 2012 where Godzilla is seen emerging from the dust and rubble. ‘He’ of course had to be an upright creature, honoring the original iconic Toho ‘man-in-a-suit’ version seen in the original 1954 Japanese production, while having a certain agility and animalistic motion.

 

Because Godzilla is not a talking or humanoid character, the team knew there would be very little tolerance from the viewers on how far you can push his facial expressions without looking like a cartoon. “It’s not just a giant lizard,” says MPC’s VFX Supervisor Guillaume Rocheron. “The audience had to believe that this creature could be engineered by nature. It had to look absolutely real but, also had to have some humanistic elements as well.” A mix of subtle facial expressions, combined with precise head angles and adjustments in light direction allowed the team to translate the various feelings and expressions of the creature without breaking believability.

 

The MPC animation team researched reference material of the movement of bears and reptiles for Godzilla. In the end, the movement of all three creatures in Godzilla are 100% keyframe-animated. No motion capture, no rotoscoping, no Andy Serkis. A tremendous amount of detail had to be simulated to convey the 350-foot height of Godzilla, involving some extremely high-resolution simulations of buildings collapsing.

Hatching

MPC began on constructing the story with Edwards and TTF pitch-viz. Before the script was even green-lit, Gareth flew to MPC in London and worked on a one-minute teaser that would give an idea of his vision for the movie. This would be just a taster of the tone and the mood of the story, and was not even intended tonecessarily show any visuals of the Godzilla monster. The teaser was enough to sway Legendary Pictures to give a go-ahead to the project, and bring the first hint of the project to a vast existing fan base at Comic-Con.

 

TTF worked for several weeks on previsualisation, helping to develop material for the final studio Pitchviz as well. “What we worked on was for the Hawaii scene, for which Gareth had some initial storyboards,” says Eric Carney, TTF’s Previsualisation Supervisor. “We did some additional boards then moved on the creative previs that was used as part of the presentation.”

Production began in Vancouver fairly soon after this, with creature concepts and location scouting. “All the principle cinematography was shot in British Columbia,” Rocheron explains. “There was also a lot of location referencing down in San Francisco to gather enough visual data to recreate the digital city. The production had a pretty short timeline, going from September 2013 to April 2014, though of course, there was a lot of preproduction required before this. Creature creation, developing all the technology required for CG water, the Golden Gate bridge, and rejigging Kali, (MPC’s destruction simulation tool) so we could destroy San Francisco.”

PreVis

TTF’s Previs tallied to about 40 minutes of material. Just over half was concentrated on the movie’s big final battle. “We fleshed out the rough ideas in the script to create detailed character and action blocking,” explains Carney. “As a starting point, we cut together a handful of storyboard frames together with title cards on black, with animal attack stock shots.” The different sections of the battle were built out from there. “We tried out a variety of ideas collaboratively as Gareth shaped the story structure for the finale.”

For other scenes, TTF previs was used to represent the look and action in the shot. “In particular, we spent a good bit of time on fight behaviors for both Godzilla and the Mutos. Gareth had a very specific idea that they should fight and behave like big animals and not like cartoon characters. We studied a lot of bear and other animal fight footage and worked with Gareth to find what he liked. We then used this fight footage to do some fight animation tests with the previs versions of the characters.”

 

Gareth Edwards was very hands-on with the previs process and he constantly interacted with the TTF team. He really wanted to get things right in the previs because he knew that the rest of the production would reference it. He would sit with the TTF previs editor and review the footage and make specific notes on shots and animation and music and sound FX. He would occasionally act out what he wanted the creatures to do as we animated them in previs,” adds Carney.

“We worked with Jim Rygiel on a lot of the movement of Godzilla and the Mutos.  One important thing was getting the correct scale and speed of these creatures.  We also worked with Jim to figure out the green screen requirements for filming the Golden Gate Bridge sequence.  We worked out they could put green screen on only half of the set and flip it to be used for the other side.”

Mutos

The Mutos are two massive creatures with almost an insect-like build. They both feed voraciously on anything emitting radiation, hence the connection to the nuclear story. One of them is a male, with four legs and wings. The female has six legs, and carries a cargo that I will not describe here as it is pretty volatile spoiler dirt. These two creatures are the antagonists of the story, much more than Godzilla. In fact, as the original story goes, it is man’s misunderstanding of the power of the monster (nuclear power). Most of the work done by MPC, creating the assets for Godzilla, is focused on the third act of the movie. This included the San Francisco fight scenes. They handed the creation of the Muto creatures to Double Negative. The first Muto appears in the underground bunker encased in a cocoon near the nuclear power station in Japan.

Halo Jump

Jumping into the darkness always has its risks. Ask any paratrooper about the feeling of dropping out of the back of a C-130 Hercules, either into enemy territory or even on a training run over rough country. The Halo jump scene in Godzilla follows a troupe of special-forces soldiers out the back ramp of a military plane with a sunrise firing back into the camera. This is all practical until the camera pitches to look down past them. They continue down into the fall, with red smoke flares attached to their feet. Fiery scenes of carnage are spread out below. This scene is accompanied by the ‘Requiem for Soprano’ score lifted from the scene in Kubruik’s 2001: A Space Odyssey, where the scientist astronauts are walking into the ditch to record the discovery of the obelisk, half buried in the lunar soil.  Like the soldiers jumping out of the plane, they are confronting an unknown entity, and the connection was exceptional.

“Gareth is a very strong visual story-teller,” says Guillaume Rocheron. “The multiple reasons we decided to go with a CG San Francisco was not just to destroy the city, but it gave him the opportunity to fully art-direct the cinematography, but at the scale of an entire city.” In many of the set pieces on the film, Edwards plays a lot with the compositions.  “There are always a lot of strong silhouettes, and this is something very strong in his visual style” he says

Godzilla staged an immense battle with the insect-like Mutos, and as Rocheron suggested, this is a very expandable universe. “The way Gareth directed the look of the movie, the production worked well,” he says. “Although it is very self-contained, the story has always had room for expansion. He has created the basis of a greatly modernised Godzilla and it was basically a lot of fun to bring the big guy to the screen.”

Virtual Cinematography

There is no sense building something like this without having complete control of the stage you perform on. The MPC artists and designers turned this job into a journey entirely under their control. While the location of the buildings had to be correct, the trick was to devise the stage itself. They also needed to be in control of the camera, lenses, lights. Then it is decided where, how and when each asset collapses. The action was choreographed and played out. Starting with an empty plate, you build a background of the city and retro-fit a lot of the buildings only after the action has been placed.

“It was very important to design the shots specifically for what you are filming, in this case giant creatures fighting each other,” says Rocheron. “But black creatures, backlit at night time aren’t the best subject to wrap a dramatic story around. We still had to make sure the frames were reading very clearly. Gareth has a certain way of building scenes that provide a certain clarity.” Rocheron’s job was to convey to the crew the direction of Edwards. This was to depict pretty much half an hour of fighting and destruction, with creatures and fires all among the streets of destruction. “There was always the risk of allowing the scene to lapse into a digital look,” he adds.“

Boom

Sound plays a big part in the Godzilla movie, moreover the level of sound than the distance of sound. There are several instances where spherical wall of pressure waves from the explosive Godzilla and Mutos expand, knocking out power and light. One particular shot makes use of that powerful sound/shock wave, as the recreation of the nuclear blast set off in the lagoon on Muraroa Atoll in Tahiti. Godzilla’s roar is a sensation that kicks out of the screen, reverberating and demanding attention. “It always come down to what will give a unique experience to the audience,” explains Rocheron. “It’s not always about getting more action and explosions onto the screen. It’s about taking the audience away from their comfort zone and giving them a surprise.”

 

Kali

MPC technical artists devised Kali originally for Zack Snyder’s Sucker Punch. This application was named after the Hindu god of destruction. “The idea behind Kali’s creation,” says Rocheron, “was to allow more realistic destruction along predetermined lines on the assets.” There was a lot of modification for better tetmesh creation and post-processing.  Also, major performance improvements were performed to allow faster simulation and rendering. Its application began to assist the visual cues of different CG forms as they are crushed. “If you want to show the destruction of a building or boat for instance,” says Giullaume, “you can program for material properties, like for example, wood; it will bend and shatter and crack before breaking. If it is steel, then it will bend and hold the distorted shape, and if it is concrete, it explodes into dust and crumbles more realistically.”

As the scenes being generated for Godzilla are at such a huge scale, each of the footprints of the monster would trample entire city blocks. The scaling reared immense rendering challenges because a multi-storey mass of masonry falling, must include a lot more detail than say, a one-storey building tipping over. “It’s just an enormous amount of data to simulate,” says Rocheron, “the speed of something falling in the air depends on the constant laws of gravity too. If it is shown to be moving very slowly, the back-of-brain reaction is to believe it is a massive scale.”

Character

There was a fine line being walked by Gareth Edwards, bringing in emotions from within the Godzilla monster. “For this,” Rocheron explains, “we had to take some license to not make him 100 per cent animal, and also not cross that line of him being a fantasy creature.  We used a lot of his body language to give him attitude. We played a lot of growls, cheek puffs and subtle facial details so when you watch him, there was a creature that had some deep understanding of what was happening.”  Bringing personality to the Godzilla story went in other ways as well. With two against one in this case, the brain-storming went from cage-fighting, to bear-fighting, to World Championship Wrestling. There were 400 artists, spread across the globe in Vancouver, India, Singapore, London and Los Angeles, working to make this a spectacle worthy of the original as well as entertaining, conveying the classic story to a new audience.

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Photos courtesy of Warner Bros. Pictures. © 2013 Legendary Pictures Productions LLC & Warner Bros Entertainment Inc. Godzilla TM & © Toho Co., Ltd.

Traveling Lights


To be honest – the idea for »Traveling Lights« came to us by accident. We were fooling around with geometric objects while developing a logo design. We liked the idea of combining simple shapes and then creating a completely new context, only by excluding intersecting shape areas. In our case – a circle and a triangle became the snowy top of a mountain in front of the sun. With this picture in mind we started developing a minimalistic world, brought to life by the use of ambient noise and a haunting minimalistic score. Take a moment and lose yourself in the abstract realism of this world. — http://wethinkthings.com http://www.ulrichtroyer.com http://www.4bitstudio.com Production Company: We Think Things Directors: We Think Things Concept / Design / Animation: Felix Meyer, Pascal Monaco Music & Sounddesign: Ulrich Troyer

Disney India announces key appointments in studios

Disney India recently announced some key appointments in its Studios business. The studio has an eclectic line-up coming up with a mix of Hindi, Hollywood and South films which includes Heropanti, Filmistaan, Pizza, Raja Natwarlal, Khubsoorat, Haider, P.K., Jagga Jasoos and Fitoor in Hindi, Maleficent, Guardians of the Galaxy in English, Sigaram Thodu, Anjaan, Purambokku, Yatchan in Tamil and many more.

Prakhar Joshi comes in as director and will head the India theatrical distribution for the studio. A veteran in the business with nearly 17 years of experience at PVR Cinemas most recently as head of programming, Joshi has diverse experience across verticals like film programming, movie distribution and cinema operations. He has been involved with the multiplex business in India since its inception and brings with him an in-depth understanding of the distribution and exhibition sector.

Sandeep Kumar Das joins the dynamic and experienced marketing team at the studio, as associate director – marketing from Viacom18 Motion Pictures, where he has handled the campaigns of films like Kahaani, Chashme Baddoor and Queen amongst others. Prior to his stint at Viacom 18, Das was part of the marketing team at UTV and was associated with the highly successful campaigns of films like Dev D, A Wednesday, Aamir and No One Killed Jessica.

Lada Guruden Singh will head public relations. Singh was earlier in charge of public relations and corporate communications at Fox Star Studios, India. A published author, Singh has been an entertainment anchor and journalist with the TV Today Network in Delhi and Mumbai.

The new appointees will report to Amrita Pandey, VP and head of marketing and distribution, studios.

Middle-earth: Shadow of Mordor unveils new trailer

Warner Bros. Interactive Entertainment (WBIE) and Monolith Productions recently released a new trailer, Middle-earth: Shadow of Mordor Story. Also, WBIE also announced the acclaimed game talent and musical composer behind Middle-earth: Shadow of Mordor.

Bringing to life an original story written by Christian Cantamessa (Red Dead Redemption) in the expansive Middle-earth universe set between the events of The Hobbit and The Lord of the Rings are many of gaming’s best actors, led by Troy Baker and Nolan North.

Joining the stellar cast is acclaimed videogame musical composer Garry Schyman with an original score that sets the tone for this next saga in Mordor. Lending his talent to some of the most celebrated musical compositions in gaming, Schyman is responsible for the soundtrack behind BioShock Infinite, earning him the 2014 British Academy of Film and Television award for Best Original Music as well as the D.I.C.E. award for “Outstanding Achievement in Original Music Composition” from the Academy of Interactive Arts and Sciences.

The game talent cast in Middle-earth: Shadow of Mordor includes:

Troy Baker – Talion (The Last of Us, Batman: Arkham Origins, BioShock Infinite, Batman: Arkham City)
Nolan North – Black Hand (Uncharted series, Batman: Arkham Origins)
Alastair Duncan – Wraith (Mass Effect series, Uncharted 3: Drake’s Deception)
Laura Bailey – Ioreth (Halo 4, Batman: Arkham Origins, The Last of Us)
Liam O’Brien – Gollum (Infamous: Second Son, Grand Theft Auto V, The Last of Us)

Middle-earth: Shadow of Mordor promises to deliver a dynamic game environment where the player orchestrates their personal plan of vengeance as they bend Mordor to their will. The game begins on the night of Sauron’s return to Mordor, as his Black Captains brutally execute the Rangers of the Black Gate. Players become Talion, a ranger who loses his family and everything he holds dear, only to be returned from death by a mysterious Spirit of vengeance. As Talion’s personal vendetta unfolds, players uncover the mystery of the Spirit that compels him, discover the origin of the Rings of Power and confront the ultimate nemesis.

9 Story Entertainment bags international sales for evergreen series ‘Arthur’

The Toronto based studio – 9 Story Entertainment – continues to strengthen its content portfolio. It now owns the international selling rights for the award-winning children’s animated series Arthur. Longstanding broadcast partners for the series, CBBC (UK), ABC TV (Australia) and Noga (Israel), have each signed on for new seasons 18 and 19.

9 Story became producer and distributor of the popular series in a co-venture with WGBH Boston and PBS commencing with season 16. The series is now in HD and has been digitally refreshed. Arthur is the one of the longest-running TV shows on PBS Kids (US), and has also been licensed to CBC (Canada), Minika (Turkey), Minimax (Eastern Europe), True Visions (Thailand) and EBS (Korea).

Based on the best-selling books by Marc Brown, Arthur revolves around the adventures of an eight-year-old aardvark and his family and friends.  The series has aired in 83 countries and is considered a phenomenon holding the title for one of the longest-running children’s animated series in the US.

It also boasts of being a winner of four Emmy awards for outstanding Children’s Animation Program, a BAFTA award, as well as a Peabody Award.

9 Story Entertainment is one of the industry’s leading creators, producers and distributors of award-winning animated and live-action content for young audiences around the world.  With one of North America’s largest animation studios based in Toronto, 9 Story has over 200 creative and production staff, and has produced over 900 half hours of quality children’s and family programming, seen on some of the most respected children’s channels around the world across multiple platforms.

The company’s distribution arm 9 Story Enterprises represents a growing catalogue which includes several beloved brands such as Arthur, Wibbly Pig, Harriet the Spy: Blog Wars, Wild Kratts and Almost Naked Animals in addition to exciting new series such as Numb Chucks, Camp Lakebottom, Cache Craze, Daniel Tiger’s Neighbourhood and Nerds and Monsters. The company recently acquired CCI Kids, the family content division of CCI Entertainment, increasing 9 Story’s portfolio to over 1600 half hours of content with popular shows such as Guess How Much I Love You, Joe & Jack, Artzooka! and Extreme Babysitting.

Anibrain School of Media Design sees the light of day

The Oxford of the East has for years been a hub for young minds to travel the length and breadth of the subcontinent to learn and expand their pool of knowledge.

The city of Pune has long awaited a platform which offers an all encompassing set of courses in the world of digital design, and Anibrain School of Media Design, a premier institute from the house of Anibrain Digital Studio promises to fill that void. The school was conceived as an effort to match the growing demand from the industry, for youngsters who are very keen in learning and participating in the digital revolution.

Digital media and technology have already permeated every aspect of our lives.  Anibrain believes to be at the forefront of digital education, transforming lives and enabling digital enthusiasts with the tools to master the digital world.

The School of Media Design was fittingly launched by Richard Graham – VFX Producer, popular for his contribution to digital masterpieces like Gravity and Iron Man 3, along with Jesh Krishna Murthy – Founder & CEO of Anibrain Digital Technologies and Anibrain School of Media Design.

The Digital Revolt refers to the development of technology from analogue electronic and mechanical devices to the every digital technology available today. Speaking on the launch, Jesh said: “Today, everyone has a need to create media of some sort to tell stories – be it a business presentation or a film, or high end animation VFX or gaming. We want to create a work force capable of churning out world class digital content and this is just the beginning. With an unparalleled array of courses spanning all aspects of digital media and technology, we want to equip every student, professional and hobbyist to take advantage of a flat world to create countless entrepreneurs, workers, technicians, employees and employers.”

With the ongoing thrust in the digital technology sector, it is important for the youth to understand its exponential growth. The school promises to provide a rigorous but rewarding training course for today’s youth to seek their inner creativity. Beginning July 2014, Anibrain Media Design School will be offering numerous long term and short terms courses to suit the varying needs of potential students. These include a Bachelors Degree in VFX and Animation, Online & Digital Marketing, 3D, VFX, and Digital Painting, Mobile App Development and Gaming.

“The aim to create a fresh breed of new media professionals who can compete at a global level in new media fields like VFX, Animation, Gaming, Mobile Apps, Digital Pixel Manipulation, Web 2.0, App Development, Interactivity, Visual Pixel Design etc,” adds Jesh. “I want kids to dream big and people like Richard coming over to the school will only help ignite that dream in their young hearts to aspire to achieve greatness in whatever they set out to do.”

Second Chance Freedom Calendar for Ex Convicts

AfroReggae, an NGO in Brazil focused on social capital and art, has launched Segundo Chance (Second Chance), an employment agency staffed by ex-convicts. Even after doing their time, ex-convicts are still being seen with prejudice by employers and society. With doors to the labor market always closed, many of them end up going back to crime, whose doors are always open. Segunda Chance was created as the only employment agency in the world made by ex-convicts for ex-convicts, providing guidance and getting people to the labor market. The operation is led by ex-drug trafficking leaders that serve as an example, receiving each applicant in person and getting in touch with HR directors and entrepreneurs to start partnerships which result in job vacancies.

Segunda Chance Board

Segunda Chance has been set up as a serious institution, complete with branded office supplies, tags, an impressive front desk, and an integrated promotion campaign complete with commercials, classified ads and direct marketing. In one year, Segunda Chance had 3099 applicants registered and vacancies for 15% of them in 50 partner companies, such as Burger King, Brasil Kirin and AmBev.

Segunda Chance Newspaper ad

Segunda Chance Branding

Segunda Chance Freedom Calendar

Even after doing time, former convicts are still seen with prejudice by the labor market. Each negative response that an ex-convict receives in a job interview makes him feel trapped to his past. There are so many and so frequent stories that it would be possible to fill in a calendar with all of them. That’s why Artplan and AfroReggae created “Freedom Calendar”: 12 ex-convicts, 365 handcrafted marks and testimonials with stories of each one of them that can be watched on the cell phone. 600 units were printed and sent to entrepreneurs, HR Directors and executive officers in general, in São Paulo and Rio de Janeiro. “Each day of prejudice is another day without freedom.”

Segunda Chance Freedom Calendar January

A special font, inspired by hand inscribed marks on jail walls, was designed for the calendar and associated communication.

Segunda Chance Jail Marks Font

Segunda Chance Freedom Calendar January

Segunda Chance Freedom Calendar January

Segunda Chance Freedom Calendar January

Segunda Chance Freedom Calendar January

Segunda Chance Freedom Calendar January

Segunda Chance Freedom Calendar January

Segunda Chance Freedom Calendar January

Segunda Chance Freedom Calendar January

Segunda Chance Freedom Calendar January

Segunda Chance Freedom Calendar January

Segunda Chance Freedom Calendar January

Credits

The Segunda Chance project was developed at Artplan Group by creative VP Roberto Vilhena, creative director/art director Rodrigo Moraes, copywriter Frederico Cruz, art buyers Vivian Tomaz and Felipe Cunha, producers Bruno Werner, Ronaldo Martins, Davi Vidal, Pierre Queiroz, account executive Ana Julia Damm, account director Flavia Bittencourt, and RTVC Ana Ourique.

Photography is by Aderi Costa, Studio Do Cais. Filming was shot by director Carla Nobre, Beltrano Digital, Fulano Filmes, and Alex Miranda, Trator Filmes. Post production was by Lightfarm, Brazil. Sound was designed by Lucas Duque, Sonido. Graphic designer was Lucas Rampazzo.

Mankind Violence is Violence

ManKind, a charity supporting male victims of domestic abuse in the UK, ran a fascinating experiment in London recently exploring public reactions to domestic violence in which the perpetrators are women. In response to the elevator brawl involving Solange Knowles and Jay-Z, Mankind got talking, not about #WhatJayZSaidToSolange, but about the domestic abuse, and about men and women. Would people interfere if they saw a man attacking a woman? Most likely. But would they intervene if they saw a woman attacking a man? The campaign is backed up with the hashtag #ViolenceIsViolence.

Mankind Violence is Violence

http://www.youtube.com/watch?v=u3PgH86OyEM

The ManKind Initiative, based in Taunton, Somerset, is a national charity which runs a help-line, information and referral service for male victims of domestic abuse and domestic violence.

Credits

The Violence is Violence campaign was developed at Dare, London, by chief creative officer Sean Thompson, creative strategist/creative Andrew Bevan, creatives Chloe Pope and Jessica Morris, head of design Kerry Roper and producer Karen Egan.

Filming was shot by director David Stoddart via Dark Energy Films with producer Matt Brown, director of photography Katie Swain, film crew Tom Ralph and Jack Abbot, and sound producer Steve Anderson.

Post production was done at Big Buoy by editor Sam Bould, second editor Shaun Gardiner, Flame operator Jack Stone and producer Katie Truelove. Grading was done at Smoke & Mirrors by colourist Dan Moran. Sound was designed at Wave Studios by Tony Rapaccioli.

KIDS REACT TO OLD COMPUTERS


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KIDS REACT #104 – Old Computers
Kids React To Old Computers

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MOUTHMAN


Please welcome MOUTHMAN the many-mouthed. Video: Antonin De Bemels Dance: Eric Grondin Music: Herrmutt Lobby eatconcrete.net/shop/releases/herrmutt-lobby-bassfudge-powerscones/