Blackmagic Design's VFX and motion graphics software

Mon 10th Nov 2014 | News

Blackmagic Design today announced that Fusion 7, the world’s most advanced visual effects and motion graphics software, is now available completely free of charge.

Fusion 7 for Windows can be downloaded from the Blackmagic Design website now.

Previously getting access to high end visual effects tools such as Fusion cost thousands of dollars, so it was more restricted to elite Hollywood visual effects artists. Now with Fusion 7 being available free of charge there is no limit to block anyone from creating world leading visual effects. Blackmagic Design believes this will revolutionize the industry and consumers will be able to watch dramatically better feature films and television shows in the future.

Also announced was Fusion 7 Studio, a complete bundle of VFX and motion graphics solutions with collaborative tools and unlimited network rendering for creative teams and larger facilities. Fusion 7 Studio drastically reduces the cost of setting up multi user studios. Fusion 7 Studio will be available for $995 from Blackmagic Design resellers worldwide.

Fusion has been one of Hollywood’s leading visual effects and motion graphic tools for over 25 years and has been used on thousands of feature film and television projects, including blockbusters like Maleficent, Edge of Tomorrow, Sin City: A Dame to Kill For, The Amazing Spider-man 2 and The Hunger Games, as well as hit television shows like Battlestar Galactica, Orphan Black and many more.

The free of charge Fusion 7 is a fully featured solution and is not limited in it’s features. It has a massive visual effects and motion graphics toolset that can be used for both personal and commercial work. Fusion 7 features an infinite 3D workspace and an easy to use node based workflow for quickly building unlimited effects. Customers get advanced 3D compositing, paint, rotoscope, retiming, stabilization, titling, an amazing 3D particle generator and multiple keyers, including Primatte. Fusion 7 also lets customers import and render 3D geometry and scenes from other applications as well as create their own elements from scratch.

The $995 Fusion 7 Studio includes everything found in the free Fusion 7 software, plus adds extra high end features such as optical flow tools for advanced retiming, stabilization and stereoscopic 3D production, support for third party OpenFX plug ins, and distributed network rendering so customers can render jobs on an unlimited number of computers at no additional cost! Fusion 7 Studio also includes Generation, a studio wide multi user workflow and collaboration tool that helps creative teams manage, track and review versions of every shot in a production. Customers can also move projects from the free Fusion 7 software to a workstation running Fusion 7 Studio and take advantage of workflow collaboration and unlimited distributed network rendering.

Unlike other software, Fusion 7 Studio doesn’t require annual maintenance fees, subscriptions, a connection to the cloud, or per node render license costs. That means customers don’t get tricked into hidden or on going costly payments for software they’ve already purchased.

“Visual effects software has been expensive for way too long and it’s time that this changed. Consumers are screaming for more exciting movies and television programs and so we need to do everything we can to help our customers create stunning visual effects,” said Grant Petty, Blackmagic Design CEO. “Now, with the free version of Fusion, everyone from individual artists to the biggest studios can create Hollywood caliber visual effects and motion graphics! When combined with DaVinci Resolve Lite, customers can get the world’s most advanced tools for editing, grading, 3D compositing, visual effects and motion graphics, all absolutely free!”

Related links

www.blackmagicdesign.com

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Under the Gunn

Mon 10th Nov 2014, by Trevor Hogg | Peoplestudios

All images © Copyright Marvel Studios

“I was given a tremendous amount of freedom and encouraged throughout the whole process,” states Charles Wood who was the responsible for the production design featured in Guardians of the Galaxy (2014).  “Marvel and James Gunn [Slither] wanted to do something bold, new and adventurous.  When we started the process quite some time ago we produced a large amount of artwork to try to establish the look.   Everyone would say, ‘Push it.  Keep going.  Let’s see what’s around the corner.’  We were given a plenty of free reign.”  Bright colours appear throughout the space opera which was helmed and co-written by Gunn.  “I’ve rarely worked on a film where a director had such a clear vision of what he wanted the look of the film to be. From day one James wanted to explore the use of colour.   We spoke about it a lot, particular colours and colour combinations.  There would be one particular colour combination for one particular world or environment.  Quill’s [Chris Pratt] ship itself had a particular colour arrangement of turquoises, blues and oranges.  The prison systems were much more yellow, Ronan was in a much darker, greasier pallet and the Nova Corp was another colour system also.”

James Gunn

“When James and I first met at his house in Los Angeles, he gave me a rough outline of what the film was visually,” states Charles Wood.  “James wanted us to build sets that were realistic enough so when you stood in or worked within them they were plausible.”  Previs had a critical role in the design process.  “We’d come up with a basic concept of the set to see if James was happy with it and if he was then we’d put that concept into a model.  The team would takeover our 3D model sketches and put them into their previs models.  The film was carefully planned to establish what needed to be physically built and what would be extended and changed using Visual Effects.”  Rocket and Groot had to be accounted for when constructing sets.  “The only way to do that is through previs because they would put the characters into your environments.  Using the prison as an example, that was built as a complete 3D model and as it was developed we were constantly reminded of where Rocket and Groot needed to be.  Critical things like step heights needed to be considered. But we also had to be careful not to design it too conveniently as that would lead to an unnatural performance by the character.”

“Xandar needed to be completely different from the world of Morag in the opening scene,” explains Charles Wood.  “We decided early on to do something watery.  We designed the large island in the shape of the Nova Corp symbol.  We looked at the Great Barrier Reef.  From there, we tried to come up with a variety of different building shapes and spaces and started development.  It was something that needed to serve well for the big action sequence in the third act with the Dark Aster crashing into the city.”

The original concept for Morag was that it was a drained ocean.  “The idea being that the Orb had been in this temple under the water for hundreds if not thousands of years,” explains Wood.  “We ended up looking at a lot of geology and desert landscapes. We wanted something white and bone-dry.  We ended up taking a lot of our reference from the White Desert in Egypt.  We looked all over the world and took hints from everywhere. James wanted to create this crazy architecture through strange geological formations.  The sky was also important.  We had a lot of concept artists come up with these beautiful purple and off-white pallets for that particular world.  We built quite a lot of that in the UK on a back lot which was surrounded with green screen and we configured it for other parts of that sequence as well.”

A 360 degree set known as the Kyln was built consisting of three levels, tons of steel, and a system of corridors connected to a main area.  “It was a prison in space,” notes Charles Wood of the largest environment physically constructed for the production which was supposed to be massive, hot and full of outlaws.  “We built up to about 36 feet of it and then the VFX team continued the set extension [another 200 feet].  All of the corridors that led into the main space were modular so we could rearrange them into other corridors systems.”

On the outer fringes of the universe is a port of call and observatory for intergalactic travellers.  “Knowhere was heavily influenced by the comics,” remarks Wood.  “It had to be completely bonkers.  The idea is that the city you see is within the inner cranium of a [decapitated] Celestial.  It’s a tiered city.  We looked at lots of oil rigs and places like Rio where you get a high density of population.  We tried to bring a lot of life, colour, interest and fun into it.

“For many of the environments in the film, James always wanted to try to evoke a sense of history.” remarks Charles Wood.  “The Boot of Jemiah was an old bar that had been around for hundreds of years.  It was a bit Moorish in its concept, had a lot of tile in it, it was supposed to be a dangerous place.”  Located in Knowhere close to the Boot of Jemiah was The Collector’s Lab.  “It was one of our smaller set pieces; we put a lot of set extensions into that.  The Collector’s Lab had to work alongside Benicio Del Toro’s [The Usual Suspects] character, who was one of the craziest in the film; he was brilliant in the movie.  It is a spacious environment which evokes this enormous never ending collection of pieces and artefacts that he had collected from the Universe.”  The much sought after MacGuffin of the story almost became a part of the expanding collection.  “The Orb went through many different concept stages.  That was something which from the get-go had to look intrinsically valuable and mystical to an extreme.  It’s probably the size of a large grapefruit; that was something which needed to be layered when you looked into it, like a beautiful piece of jewellery.”

With any adventure tale that unfolds out in the universe, spaceships are needed to be able to get around from one planet to another.  “The Milano was something I enjoyed more than any of them,” reveals Charles Wood when discussing the craft piloted by the protagonist Peter Quill.  “It was the first thing that James spoke to me about which was where he wanted the cockpit to be and the basic layout of the ship.  We talked a lot about the early space race missions.  Things like the world of Chuck Yeager, and the NASA missions.  The idea with that ship was that it needed to be every boy’s dream.  The Milano was a proper rocket ship which had parts from the past.  It had big engines.  The Milano was showy and retro, full of leather, chrome and cushions.”

An imposing vehicle was the one commanded by the nefarious Ronan (Lee Pace).  “The Dark Aster was a challenge because it had to be a different thing from the Milano,” states Wood.  “It was a complete 180 degrees from that.  The Dark Aster was the one which we scratched our heads on for quite a while; that was based on a bull’s horn in its original idea.  We kept doing many versions of it but we liked its severity and scale.  We tried hard to do shapes that hadn’t been seen in other films.”  The spacecraft took inspiration from Brutalistic architecture. “There was a particular concrete structure that exists somewhere in the Soviet Union, it may even be part of a war memorial.  James looked at it and straightaway loved its weight and how solemn the massive piece of concrete felt.  The ship developed from that.”

The Necrocraft came from looking at the Dark Aster as a starting point,” states Charles Wood.  “We tried to figure out what the building material would have been.  We looked at a lot of broken stone finishing, carbon, and coal.  The outline of the Necrocraft came from a particular drawing that we did right at the beginning of the show.  James and the studio liked its shape and silhouette.  It was something you could play against the more manufactured vehicles like the pods or Milano.  When you saw the aerial battles in the film you could easily understand what you’re looking at and who the good and bad guys are.”

Several artists worked on the Eclector.  “That was supposed to be more like a junkyard type ship.  It’s an inside out ship, mainly a flying combustion engine.  The Eclector needed to look crazy.  It needed to capture the strange character of Yondu [Michael Rooker] and his henchmen.  It’s allied in our story to the Milano, meaning that Quill and the Ravagers are from one cultural background.  It was the greasy and stripped down version of what the Milano would have been.”

“We had a great graphics team on the film from early in pre-production and it was something that informed many things in the film,” states Charles Wood.  “Often in these types of films it’s all green screen and then laden in post, but we did a lot of the graphics in-camera.  There’s benefit for that with lighting and the actors themselves.  The graphics built for the character of Peter Quill and the Milano had a particular look and colour system.  The graphics for the Ravagers’ ships were a version of that but contained a lot more static and were broken down.  The graphics for the Dark Aster were opposite from that.  As much as the ships had a concept and a visual language to them, the graphics did too.”

Weapons had to be designed for a CG character and the live-action actors.  “We worked for a long time on Quill’s and Rocket’s guns because we knew that they would be featured heavily,” notes Wood.  “We tried to come up with silhouettes that hadn’t been used before but also served the purpose of the story.  Quill’s character was much more from the Serge Leone world of the Old West with his Colt .45 [at least was our version of it].  Rocket had a fantastic weapon which was far bigger than he was and that was part of the comedy that he could go to an even greater gun.” 

“All of our props were built by our fantastic model shop at Shepherd Studios,” remarks Charles Wood.  Some of the props were highly detailed and through 3D printing you can obtain a level of accuracy that was rather fantastic.  It was something we started to use on the film.”  The collaboration between the Visual Effects and Art Department was a successful one.   “I thought the outer limits of Knowhere with Gamora dying in space and Rocket and Quill going to her, the nebulas created by the visual effects department were done in an extremely beautiful way.  I was constantly surprised watching the film that they did take our concept art where it worked, were faithful to it and made it look better than what we passed over to them.”  Humour was also a big part Guardians of the Galaxy.  “It was trying to find that right tone where you needed all of the humour but not push it too far.  We wanted to make it our own film that’s what Marvel wanted us to do. There is interplay with other Marvel movies but Marvel was cognitive of trying to do something new and fresh; they were brilliant that way.”

 


 

Constructive Concepts: A conversation with production designer Charles Wood

“I started my career in restoration and conservation of fine arts,” recalls Charles Wood who is responsible for the production design for Avengers: Age of Ultron (2015) and Dr. Strange (2016).   A lucky break led the native of England to make the transition into the world of cinema.  “A friend of mine was working on a film in Los Angeles back in 1991 called Army of Darkness.  I went to help out in the Art Department.  My background in restoration and conservation helped me to segue into the film business.”  Army of Darkness was a great experience.  “Sam Raimi [A Simple Plan] was a brilliant Director to work with; he was everything you expected to be and more.  Looking back on it I think to many Army of Darkness became a bit of a classic.”

Fearless (1993) afforded Charles Wood the opportunity to collaborate with Australian filmmaker Peter Weir (The Truman Show).  “Fearless was a totally different proposition.  I worked with a visual effects company at that time called Introvision.  It was a tremendous experience working with somebody of the level of Peter Weir.”

“The Italian Job [2003] was one of my first proper design jobs,” remarks Charles Wood.   “It was interesting to me because it was a reboot of an English classic and I thought I was going to get murdered over in London if we did a bad job but it was a well-made film.  Working with that highly talented group of actors and Paramount Studios for the first time was wonderful.  That was a big movie for me with a lot of challenges.”

“Thor: The Dark World [2013] was my first film working with Marvel,” states Wood.  “Working with a studio like Marvel when you first walk through the front door is scary but they were great.  They invited me in and helped me feel comfortable quickly; they are very good like that.   Thor: The Dark World is a world of gods, demigods and fantastical landscapes and that’s where one can spread your wings and see what you’re made of.  I loved making that film.”

As for what is essential to be a successful production designer, Charles Wood remarks, “You have to be completely immersed in it all the time because if you’re not you’ll suffer and so will the film.  If you’re willing to give a 1000 per cent all the time then one will get on well within it.”  Wood contemplates, “How would I define great production design?  When you look at something which you feel has really been able to capture the moment.  If the environment surrounding the actors relates to them and the world they’re in then you can relate to them as an audience.  A lot of the challenge for production design is trying to make it believable and tangible.   Even if it’s unreal to produce something that as an audience you can look at and really believe that it exists.  If you can pull that off that’s the best you can do.  I love the old classics, particularly Sergio Leone films Once Upon a Time in the West [1968] and Milos Forman films [One Flew Over the Cuckoo’s Nest].  The Coen Brothers [Fargo] are brilliant filmmakers and their approach to the look of their films is always something I’ve greatly admired.”

Starting off as a Visual Effects Art Director assisted Charles Wood in creating the production design for Guardians of the Galaxy (2014) and Thor: The Dark World.  “Its been a helpful background because when you start the design of these types of films you need to have an inherent knowledge of visual effects because the worlds of production design and visual effects have a symbiotic relationship, one feeds off the other.  I was talking to someone the other day and we were wondering when the time would come where movies didn’t need sets any more.  It’s probably a long way off because you’ll always need environments for actors and directors to work within.  But I do think that the world of Art Direction and Visual Effects are becoming more allied.  I know it’s true because our offices are located closer to each other.”

Related links

Charles Wood’s Site

James Gunn IMDb

Charles Wood IMDb

Guardians of the Galaxy

Avengers: Age of Ultron

Dr Strange

Thor: The Dark World

Evil Dead: Army of Darkness

The Italian Job

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Registration for the NVIDIA GPU Technology Conference is now open. Plus, get 20% off.

Tue 11th Nov 2014 | News

NVIDIA’s GPU Technology Conference (GTC) is scheduled for March 17-20, 2015 at the San Jose Convention Center in Silicon Valley, and you’re invited.

As you may know, GTC is the world’s largest and most important developer conference focused on visual computing.  For 2015, we’re excited to feature an expanded automotive content track. This is designed for automakers, suppliers, researchers, and ecosystem partners leveraging visual computing–from styling and design, to engineering and simulation, to latest computing innovation inside the car.

Register before January 20 to take advantage of the early bird pricing and use my personal code PROMO20AUTO to get another 20% off the published price.

Register here https://registration.gputechconf.com/.

Download the Creativity Handbook for 3D Pros

Thu 13th Nov 2014 | News

Our friends at 3dconnexion have created a free e-book called “The Creativity Handbook for 3D Professionals”. It has 27 pages packed with “habits, tools and hacks backed by science to boost your design creativity.” It’s definitely worth a look! http://info.3dconnexion.com/creativity-ebook

The Foundry Expands Market Footprint with Acquisition of Made With Mischief

Sun 16th Nov 2014 | News

The Foundry, provider of award-winning creative software used globally by leading artists and designers, expanded its market reach while simultaneously bolstering the strength of its technology by acquiring Made With Mischief. Its flagship product, Mischief, a pen-based sketching application for Mac and Windows, blends sophisticated underlying technology with an elegant, clean interface.

This makes it easy for creative people to explore, create and share art in a digital format on a truly infinite canvas while preserving the emotional experience of the physical. Under the terms of the private deal, Made With Mischief, founded by Sarah Frisken, will become a wholly owned subsidiary of The Foundry. The company will be headquartered in Boston, with team members located in Boston, London and Shanghai.

“Made With Mischief brings both immediate and long-term value to The Foundry,” said Bill Collis, chief executive officer of The Foundry. “First, this allows us to enter a new market, with an offering that’s both powerful and simple to use, ideal for professionals and creative hobbyists alike. Second, Mischief uses a powerful new technology that has massive potential to impact future creative solutions.  As we work with Sarah and her team to enhance the current Mischief platform, we’ll identify applications for our design, visual effects and gaming customers as well.”

Mischief is powered by a revolutionary patented shape representation, known as Adaptively Sampled Distance Fields (ADFs), co-invented by Frisken. ADFs have several advantages for creative applications: they provide high-quality stroke rendering; they are amenable to hardware-based rendering so drawing is extremely responsive; they are very compact, resulting in small file sizes; they can be scaled without introducing pixelation artifacts; and they can accurately represent much richer and more complex shapes than traditional vector-based stroke representations. For Frisken, the acquisition of Made With Mischief by The Foundry enables her to retain her core vision of providing high-quality software tools for wide range of artists and to preserve its accessible price point, while bringing future versions of the platform to an even broader audience.

“The Foundry has a proven record of taking exciting, innovative concepts and commercializing them for a broader market,” said Sarah Frisken. “By becoming a part of The Foundry, we now have the ability to grow our team, to be more responsive to our users, and to further our vision. I’m also very excited about the addition to the team of Chris Cheung, who will head our product agenda. Chris has invaluable experience in building a large and loyal following in the artistic and design communities so we’re very happy to have him on board. With our talent and technology, we will create new and exciting products that in turn create new possibilities and experiences for our customers.”   

In the new organization, Frisken will become chief scientist, allowing her to explore the convergence of technology and art in future innovations. She will work closely with Cheung to drive the conceptualization, development and commercialization of digital artistic solutions.  Christopher Kenessey, chief sales and marketing officer for The Foundry, will assume the position of president of Made With Mischief. In his new dual role, Kenessey’s executive leadership will drive adoption of Mischief among a broader market while also identifying development opportunities through technology crossover. 

Users can purchase the full version of Mischief on the Mac App Store & the Mischief online store for $25.00 USD. The full version of Mischief includes a full color panel with customizable color swatches, customizable brushes and Hotkeys, and a selection of background papers and colors, all on Mischief’s infinite canvas.

To encourage new users to play with Mischief, the company will offer Mischief-Free, a new limited-feature edition that is completely free of charge. Mischief-Free includes basic brushes, colors and a full infinite canvas experience. It is ideal for young artists, enthusiasts and anyone with a graphics tablet.

Related links

The Foundry

Made with Mischief

Sainsbury’s Christmas is for Sharing in 1914

Sainsbury’s, the UK retail chain, has worked with the Royal British Legion to run “Christmas is for Sharing”, an advertising campaign centred on the 1914 First World War Christmas truce. A 3 minute 20 seconds television commercial is a creative recreation of the events of Christmas Day 1914 when British and German soldiers laid down their arms and came together on neutral territory to share greetings, treats, mementoes and even a game of football. The story is told from the perspective of a young British soldier who dares to venture from his trench onto No Man’s Land to greet his rivals and come together in a football game. He shares a moment of connection and friendship with a young German soldier and, as the truce ends and they return to their trenches, the German soldier is moved to discover that his British friend has hidden the gift of a chocolate bar in his pocket.

Sainsbury's Christmas is for sharing

Sainsbury’s and The Royal British Legion sought to make the portrayal of the truce as accurate as possible, basing it on original reports and letters, as well as working with historians throughout the development and production process.

The campaign is the latest expression of Sainsbury’s 20 year relationship with The Royal British Legion. The chocolate bar featured within the advert will be available for Sainsbury’s customers to buy for £1 in the run up to Christmas, with all profits donated to The Royal British Legion. The limited edition 100g Taste the Difference Belgian Milk Chocolate bar is manufactured in Ypres, Belgium, and features the same period packaging seen in the ad.

Sainsbury's Christmas 1914

Sainsbury's Christmas 1914

Sainsbury’s is one of the biggest supporters of the Legion and waits until after Armistice Day to launch its annual Christmas campaign so that stores can remain focused on raising funds for the Poppy Appeal. In 2013 alone, Sainsbury’s raised around £4.5m for the charity through hosting Legion volunteers instore to offer poppies, as well as from the sales of an exclusive range of poppy products and colleague, supplier and customer fundraising.

Sainsbury's Christmas 1914

Charles Byrne, Director of Fundraising for The Royal British Legion, commented: “We’re very proud of our 20 year partnership with Sainsbury’s and this campaign is particularly important. 100 years on from the 1914 Christmas truce, the campaign remembers the fallen, while helping to raise vital funds to support the future of living. Established after the First World War, The Royal British Legion continues its work to support members of the Armed Forces, ex-Service men and women and their families, now and for the rest of their lives.”

Sainsbury's Christmas 1914

Mark Given, Head of Brand Communications, Sainsbury’s, commented: “Christmas is a special time of year when people come together to share simple moments and kindnesses. This year, we wanted to reflect that theme of sharing in our Christmas campaign through the lens of one of the most extraordinary moments of sharing in modern history, when on Christmas Day 1914, British and German soldiers laid down their arms, and came together on neutral territory to share stories, mementoes and even a game of football.

“The Christmas truce is an emotive and cherished story in our history that is especially poignant in this First World War centenary year. That’s why we have worked together closely with the Legion to ensure we bring this moment to life with authenticity and respect.

“We know many of our customers feel as passionately about the incredible work of the Legion as we do. We hope our campaign will raise awareness and funds for the Legion and inspire our customers to share a memorable Christmas with family and friends.”

Sainsbury's Christmas 1914

Credits

The Sainsbury’s Christmas 2014 campaign was developed at AMV BBDO London by creative directors Alex Grieve, Adrian Rossi, Michael Durban, Tony Strong, copywriter/art director Tim Riley, producers Rebecca Scharf, Nikki Holbrow, Kate O’Mulloy, planners Cat Wiles, Craig Mawdsley, account team Gareth Collins, Gemma Findlay, Richard Moloney and Pippa Hardingham.

Media was handled at PHD by planners Anna Hancock, Charlotte Wells, Jackie Lyons, Chris Magniac.

Filming was shot by director Ringan Ledwidge via Rattling Stick with executive producer Sally Humphries, producer James Hatcher, director of photography Alwin Kuchler.

Editor was Rich Orrick at Work Post.

Post production was done at The Mill by shoot supervisor Hitesh Patel, executive producer Gemma Humphries, VFX supervisor Barnsley, assistant producer Clare Melia, 2D lead artist Barnsley, 2D artists Joseph Tang, Gary Driver and Dan Adams, 3D artist James Mullholland, matte painting team Aurelian Ronceray and German Casado, assistant producer Clare Melia, DCP Mick Vincent, colourists Aubrey Woodiwiss and Mick Vincent.

Sound was produced at Wave Studios by Aaron Reynolds. Original music and choir recordings were produced at Woodwork Music, with music licensed by Carter Burwell.

Music is “Stille Nacht”, written in 1818 by Austrian pastor Joseph Mohr (words) and Franz Gruber (music). Three of the original song’s six verses were translated into English by Episcopal priest John Freeman Young to become “Silent Night”.

Se Litt Tilbake // Growing Home (2013) Official Trailer


Teaser til dokumentaren “Se litt tilbake” om bonden Kurt og Hestmannøy. Regi av Trond Kvig Andreassen Foto av Audun Fjeldheim Produsert av Elisabeth Sørnes og Hallvard Berby for Høgskolen i Lillehammer Lyddesign av Christoffer Pedersen Musikk fra Therese Aunes “The Lonely Ocean Roar”

25/17 – "Зима-мама" | © 2014


Director / D.O.P. / Art director – Andrey Davidovsky Music video for russian band 25/17 | 2517.ru

BG-ETEM Party

Insidious Movie Trailer Official (HD)


http://Twitter.com/ClevverMovies – Follow Us!

Insidious hits theaters on April 1st, 2011.

Cast: Patrick Wilson, Rose Byrne, Barbara Hershey, Angus Sampson, Johnny Yong Bosch, Kimberly Ables Jindra, Ty Simpkins, Andrew Astor

“Insidious” is the terrifying story of a family who shortly after moving discover that dark spirits have possessed their home and that their son has inexplicably fallen into a coma. Trying to escape the haunting and save their son, they move again only to realize that it was not their house that was haunted.

Insidious trailer courtesy FilmDistrict.