THE STROKES – THREAT OF JOY


Director: Warren Fu Production Company: Partizan Artist: The Strokes Label: Cult Records Director of Photography: Byron Werner Executive Producer: Haley Moffett Producers: Jona Ward & Peter Williams Production Designer: Maxwell Orgell Production Manager: Rachel Ottenstein Casting: Michelle Gabriel for Burbank Casting Editor: Warren Fu Sound Design & Scoring: Peter Lauridsen Styling: Marjan Malakpour and Marnika Weiss Choreographer: Achinta S. McDaniel Actors: Seychelle Gabriel and Isabelle Loeb Colorist: Warren Fu

TOXIC MEGA FADE – Random Acts


Directors – Andy Baker & Kyle Platts Illustrator – Kyle Platts Agency – It’s Nice That / Channel 4 Animators – Andy Baker Music – Suki Sou & Jordan Cunningham Sound – Andy Baker

No Country for Old Men – Storyboard to Film Comparison


An study of No Country for Old Men street shootout scene with storyboard and script. Film used: No Country For Old Men (2007) Director: Ethan & Joel Coen Storyboard Artist: J. Todd Anderson © Miramar FIlms | © Paramount Vantage Music: Titles Credits Composer: Carter Burwell Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for “fair use” for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.

Volker Engel on Independence Day: Resurgence

1.1 Queen ground interaction sim

A few days after delivering the final effects shots on Independence Day: Resurgence, visual effects supervisor Volker Engel spoke to vfxblog about the significant effort behind Roland Emmerich’s newest film. Around 1700 vfx shots are in Resurgence, many of them massive effects simulations depicting the impact of a new wave of alien invasion on Earth. In this frank conversation, Engel takes us through the early stages of planning, then production and then post-production on the film.

vfxblog: Thanks so much for talking with me, especially as you’ve probably just come off it, it must feel great.

Volker: Yes, the recuperating process combined with a slight post-traumatic stress disorder. You know, the digital effects kind.

vfxblog: Do you feel like that after every production? Is that in some ways quite normal?

Volker: There’s always a bit of it involved, because I mean there’s a reason why Roland’s movies look like Roland’s movies look like. And that is, I could easily just say like hey we did great visual effects, but you know, you do it in such close collaboration with the director who is, and I mean this in the positive way, very demanding and has his vision. And so to meet those standards is what specifically over the last several months when, you know, the movie obviously still is being shaped, is what it just requires an enormous amount of work, put it this way.

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vfxblog: Obviously you’re making a disaster film here but I always feel there’s much more going on than just over-the-top imagery in Roland’s films.

Volker: Yeah. And I think the big difference to, I don’t know, random other productions that might not be so successful in creating certain images is this close collaboration. So you know Roland is the opposite of a director who just phones it in. He is part of the process literally every single minute, and saying that of course I would love to get more time with him when he is in the editorial process.

But what we’re doing, and when I say we is meaning Uncharted Territory and I think you probably remember our slightly special setup that we have from other productions where we’re the hub for the visual effects, and that’s what we did again this time also. Marc Weigert came back in half way through production as the visual effects producer, too.

Also this time we did it in a way where editorial was as close to us as possible. That was literally down the hall. And so for you know finishing sessions with our vendors, and that in this case included Uncharted Territory who also did just shot-count wise the most, the biggest part of the movie, although not when it comes to overall complexity. We had a couple of vendors like Scanline and Weta Digital and MPC who also did you know tremendous work that was partially much more complicated.

But this was the key thing once again: keep everything close together, have the director very close and have him involved, and you know through the process of post-vis, which these days becomes so incredibly important for the editing process, that just made it possible so that he could actually realize his vision.

vfxblog: Before you ever get to any filming or that editorial process which is really important, tell me about the time that you do have to plan these massive shots and destruction and you know just the visual effects in a film like this?

Volker: There’s two things that come to mind immediately: one of course is the previs process, but the other one starts even earlier, and that was very interesting in this movie. Roland came to me and said Fox really wants to do this movie, but what they would like to have is a presentation where we show them key images, basically concept art of the movie. Basically Roland’s saying how I envision what these rather big shots of the movie will look like. Which of course the studio head can’t see when he just reads the screenplay.

And so that was our first challenge, and I’m calling this a challenge because there is no art department yet. This is before the movie gets greenlit. So I had this idea. I contacted the company Trixter, who also have an office in LA but mainly do a lot of their work out of Munich, Germany. So we worked with Trixter in October and November 2014 before the movie was greenlit and created together with them. And in the end it was fifteen key images we made. We also then later combined it with some artwork from The Aaron Sims Company who did the creature design for the movie, Aaron Sims’s company. With these other fifteen images we had, Fox really wanted to see were these gigantic scenarios. What is this gonna look like when the toe of the mothership comes down in on the coast of Texas, for instance.

I realized at the very start and at the very end of the movie how important this was because we hit all these marks that these images show you. Some of the designs obviously changed, but the idea of these images were a guideline throughout the making of this movie. And so that of course then leads to doing the previs, which we shared fifty-fifty between Uncharted Territory. The specific team we hired for that was supervised the same in-house supervisors that we continuously work with on our projects. And then fifty percent was done by a group from Method Studios.

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vfxblog: What do you end up doing in terms of making the concept art or previs communication documents for the studio and, ultimately, the visual effects crews?

Volker: There’s two things to this. One is: with everything that was created in previs, we kept the whole CG setup and the animation files and made those available to the vendors so that it was not just a visual reference that was sent over. So in the end it was up to the vendors themselves if, you know, what they choose to actually take this over, you know, use the file the Maya file for example as-is, or use it as a starting point. And that was definitely an important fact.

And the other one was, now I get very analog: when we started the shoot in Albuquerque we invited the supervisors from each company that we work with to come over, and I talked them through every single image and drawing that up to that point had been done by the art department but that included also the images that we had done with Trixter. And I had a folder with all these images and with really large, actually I’m talking about a physical folder in Cinemascope format. Pretty large prints. And we’d spend the whole afternoon going through these images, and I would explain the movie and specific sequences that at that point that particular vendor was bidding on. So they get an idea of what it actually encompasses, and you know obviously there was a visual effects supervisor and there was a visual effects producer from that company, and so they get a much better understanding of what they were dealing with.

 

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vfxblog: Miniatures had played such a large part in making the first film. Was there ever any talk about miniatures perhaps forming part of the shooting for Resurgence?

Volker: That’s an easy answer. It always comes up, and the answer is always no. And of course you’re talking with a huge proponent of miniature effects back from my days from the first Independence Day, and we even made some of them happen on the movie 2012, but that was also kind of when we realized that you can do it if you have a sequence and you have say fifteen shots with one miniature setup, that would make it all work. But frankly with everything we did on this movie there were so many one-offs, and in the end we came up with one miniature shot that I started contemplating together with MPC, because MPC did everything that takes place on the moon and has to do with the lunar base and all that, and we thought this is actually, there might be something very interesting here that we already did as a miniature in the first movie and would be a fantastic idea to do it the same way for this movie.

But I can make this really short and tell you that about three, four months later this shot was actually nixed. And so in hindsight I’m actually happy that I didn’t follow up with all of that. But the fact was also when we got the bid in doing it as miniature; because it was much more of a one-off it just didn’t financially make any sense.

 

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vfxblog: While we’re just talking about some of the vendors, could you quickly run through what the main vendors did for the film?

Volker: Let me start with Uncharted Territory. I’m going by shot count, and so the two big sequences that Uncharted did, one was in Area 51 there’s a gigantic hangar, and inside this hangar are literally thousands of jet fighters, these hybrid technology jet fighters that we’re using in the movie. And everything that takes place in this hangar with the background, from dialog to actually launching the first attack and a bunch of other things was done by Uncharted.

The other one was inside the mothership, which pays tribute to the first movie, only, as Jeff Goldblum already said it in the trailer; this is much bigger than the last one. It was a mothership that is three thousand miles in diameter. Uncharted did a whole sequence that takes place inside the mothership where our fleet goes in there and it’s being attacked.

MPC did everything that has to do with the moon, and there’s also the approach of the mothership to the moon, and some destruction that’s happening. And Scanline basically takes the baton over from MPC the moment that the mothership goes towards Earth and enters the atmosphere, and there’s a fairly large destruction sequence that is based on the fact that the mothership has its own gravity, and also of Singapore being lifted up and then later other parts of buildings, actually from Asia, raining down over London.

We have a creature in the movie that is the alien queen and that was Weta Digital, and from the get go it was decided that she’s gonna be very large. She’s about eighty meters high, so at that point it becomes kind of a monster movie.

Then we have Image Engine. And that was also a fairly easy decision because this time, in this movie you see the aliens much more. You never saw them in the first movie, and so that’s when I decided very early on that Image Engine would be a great candidate for that with their excellent creature work animation skills. And so they basically did everything regarding alien animation that does not have the queen in it.

And Digital Domain did the dogfight in the movie. It’s a larger segment that takes place on top and around part of the mothership, and of course it’s also a bit of a nod to the first movie when the humans attack and are themselves being attacked by these alien fighters.

Another big vendor was Cinesite, which did everything that was exterior to Area 51. There’s an attack of the queen’s ship happening, and this happens actually before the queen appears outside her ship.

We also had Trixter as an effects vendor besides doing this very early concept work. I’ll tell you a little secret. There’s a sequence that we went with for quite a while that will be later seen on the Blu-Ray but didn’t make it onto the movie. So it was never entirely finished, not one of these things where you say oh they did this ten minute sequence and then it was cut out of the movie. It was still while the movie was being shaped and edited and so on, and became in the end as so many things a victim of the length, the overall length of the movie.

But that was only one of the things they did. There is, and that’s sort of the big secret of the movie that we’re dealing with a third race which is being represented by an artificial intelligence. And everything that had to do with this artificial intelligence and holographic images that are being projected in Area 51 was done by Trixter. So just the fact that it’s 122 shots tells you that was actually quite a big chapter in the movie also.

We also worked again with a company called Luxx in Germany. They did the opening sequence of White House Down for us where we’re flying over Washington DC in the morning. And guess what, we actually have a substantial amount of Washington DC, futuristic Washington DC shots in the movie, and that was handled by Luxx.

Then Buf in Paris actually did one shot – it’s a one minute opening shot of flying through the galaxies and establishing the mothership. There were several other companies working on the movie too but those were the main shots.

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vfxblog: I don’t want you to think I’m being provocative or controversial, but one thing that’s happened in the last couple of years is destruction on film occasionally gets a bad rap. People don’t want to see a building fall down and all these people die. But I’ve sort of felt Roland’s films and your visual effects work the destruction’s always, it’s sort of central to the film depending on what film we’re talking about, or it’s done in a different sort of way. Did you have conversations about that feeling about destruction, and was there a particular approach?

Volker: There is, I mean the way the destruction is being shown, and of course you can start a whole debate about that, of how much do you want to show that people die, or how much do you want to avoid showing that people are dying? But this is a pure decision made by the director, who doesn’t want to relish in the fact that you know people are being sucked up into the sky and then fall down.

At the same time you have to show the destruction as this massive event that tells you they’re not kidding around. This is a serious event that could mean the end of mankind. And that is a Roland decision of how to direct this, and so very early on, also on this movie we made the decision to not show the deaths of single people. I think that’s the best description that you can have. You have, you know, you have some people running on the street and are being lifted up in the foreground, which we did with some wirework and so on. But it’s never about relishing in the fact that those people are, what’s happening with, those people. You know what’s happening and as we know from a long time ago what sometimes happens in your own imagination can or could be more gruesome than anything we should or want to show.

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vfxblog: Tell me about some of the challenges of shooting this film, you know just in terms of location shoots or on-set, especially where there are so many visual effects. Tell me about that sort of in comparison to the last film or other films you’ve done as well,

Volker: Yeah, very different. I mean specifically to the first one which was twenty years ago now. But where you have in the first one a total separation between the live action shoot and the visual effects (I mean we had maybe two or three bluescreen days where we did something with the actors, and everything else was you show miniatures or you show the actors in a real location). It’s interesting when you re-watch the first movie how much that was actually separated, or you had people looking up and seeing ships over the city, but you actually don’t have people. And you have these traditional Roland shots where you show people watching something, and then you show the reverse angle of what you’re actually seeing, which then in the first movie was done via miniature, sometimes in combination with a live-action plate that was actually shot by Roland during live action shoot.

But over the years that changed of course, and it was very, very different in this movie where it was a constant combination this time of studio partial set combined with computer generated background or computer generated aliens or anything else that you see in the movie. And the big deal was to have the means of having Roland already direct the visual effects on set, and we might have talked about it in, about this on one of the previous movies where actually we only really worked with the technology on White House Down. And that was the n-cam technology, which basically gives Roland the freedom to have, he has a monitor in his video village that shows the n-cam image, or we can switch it to the n-cam image whenever we want to, which shows him already the background. And not only this, now we’re going a couple of steps further.

It was my digital effects supervisor, Marion Spates, who was responsible on-set for this whole n-cam setup, and we had two n-cam technicians there with us all the time. So let’s say we are in Area 51 inside this hangar, and you have some of our lead actors that had just said goodbye to their friends or loved ones. And then in the background you see this squadron of fighters taking off. And so it was not just them for Roland imitating, that they actually, that the eye line goes somewhere. We actually animated the planes lifting off and implement that into n-cam, and Roland could see that and direct the camera, direct the actors, and that’s just one of hundreds of examples where we took this technology and pushed the limits.

vfxblog: So was that a live composite of previs footage or other footage or both?

Volker: Yeah, no it’s exactly that. So what we did for previs was used as an asset, so let’s take the inside of the hangar, and believe me it was a challenge because a lot of times this was still being designed while we were building it. And so we always had to implement the latest design and upgrade it, and you know sometimes that was, ‘Okay guys you have forty eight hours before we shoot this scene while the art department is actually still designing this vehicle or this set.’

So that was quite a challenge, but that’s what in the end gives Roland the freedom to not just rely on a lot of guess work but actually really directing these you know gigantic setups in the way they should be directed as if they would be really there.

1.3 Final

vfxblog: It’s interesting hearing you talk about it because I’ve covered a lot of live comp or simulcam work or shots done with n-cam or bespoke systems as well, and there’s a real mix among filmmakers about how much they use it during the shoot, whether they follow it slavishly or use it just as a guide.

Volker: See that’s the great thing when you have a director who knows the limits or limitations of a technology, and Roland is always the first to admit that he’s not a very technical person. But he has a full understanding of what this tool encompasses, what he can do with it and where its limits are. And the interesting thing is we also had, and this was in talking to actually the people from n-cam where they were sharing their experiences with us also from other sets and telling us listen, this is what it’s really good for and this is what you should not use it for.

And when, I mean to make a long story short, whenever it gets into you know kind of minute details of I don’t know, let’s say you have a docking manoeuvre and partially is set and partially is CG or something like that, you wouldn’t want to use n-cam to do something like, ‘Okay, it has to fit through this half of an inch over there to actually really have the CG piece with the live action piece and so on. We would never do that.

vfxblog: I’m curious hearing you talk about how you wanted to be close to editorial for this film, and clearly you must have been involved very closely all the time with editorial in different ways. But tell me about how that process worked and how much you contribute with post-vis and working out shots that still need to be designed.

Volker: I’ll tell you this in kind of an anecdotal way. Everybody was so used to us cranking out post-vis in a very, with a very quick turnaround, that at some point we had to make sure that one of our main editors was not starting to talk to the artists directly and say, ‘Hey can you give me just like, you know, when the jet comes around and I just need it a little bit more, you know, in the left curve, I think it would be much better if it just does this little left-curve’.

So it kind of became this supermarket scenario of, I have a little bit of this, and I have a little bit of that, and everybody got so used to now having so much post-vis, but you know it’s resources, it’s artists, and it costs money, and it still has to be planned. And so Uncharted had their team of in house artists, so we actually had sort of a floating process where we kept some of our pre-vis artists on for longer to do post-vis, and then we had already hired the shop artists that would do the actual shop animation and take the CG parts of the animation to the finish line. And so it was this mixture of artists that we had to crank out post-vis.

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But it was especially Marc in his role as visual effects producer who also sometimes had to put his foot down and say like whoa whoa whoa, okay, we have to stop this at some point. Because what I’m talking about is when things change five times, and it’s like oh yeah but editorial just did another change. So that is where you have to be really careful, and mainly it’s telling the story, to see it in a positive way that we actually created so much post-vis that everybody got so used to it that you know you snap your finger and you have another version of a shot.

But we had to be really careful, especially with Uncharted Territory. We said like wait a minute, those three guys that are working on post-vis were actually supposed to work on shots at the moment. And so yes, the answer is yes, it was a very, editorial had quite some flexibility and I’m pretty sure when you talk to them they’re gonna tell you like we would have needed way more post-vis on this movie.

And, but another really nice thing is our, we worked with two visual effects editors that were our go-to guys, and the main visual effects editor Mitch Glazier was our visual effects editor on White House Down, so we were already best buddies with him. And there was a really good communication between him, and we had for the first time, I would call it a liaison even from our visual effects department, which as I said was just down the hallway, who was permanently stationed with Mitch in visual effects editorial. And he was basically the one who was, who had Shotgun, I always have to say our version of Shotgun, you know to organize all the shots and make sure everything’s updated for the vendors and so on. So we always had one person sitting in editorial making sure everything’s always updated to the frame.

vfxblog: I’m curious too: you’ve worked on so many of these big productions with huge visual effects shots. I was wondering if Resurgence is one of those films where almost all the vendors would have been using some sort of physically-based rendering tool, and whether you noticed in particular that that really made a jump up in the quality?

Volker: I’m probably not giving you the answer you want to hear. I have the feeling that with talking to, however you want to count it if you had five or seven main vendors, there was so many tools in play that you ask yourself, I mean I’m giving all these different softwares that are being used a general high note. And at the same time the supervisors with such a great eye to create these images for us that of course I have the fear in the beginning: is it all gonna fit together? And we have shots where you know you cross-cut between shots from Image Engine to Uncharted Territory and back to Image Engine, and that actually exists. And we try to not do it whenever we can, but it was just fantastic how all of this merged together. And not to toot my own horn but of course that’s part of my responsibility to make sure that it does match also.

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And by the way there was also someone we had who was one of those unsung heroes of post production. We throughout post production hired a gentleman called Michael Maher, and he basically in post production became our visual effects art director with everything thrown at him. That was either, like I was just describing a certain shot that existed already in a certain quality or sometimes only in pre-vis, and we wanted to make sure that a particular vendor understands where we wanted to go with this. So Michael had this whole toolset of sometimes doing something on a single frame conceptually and making it look really photo-real. It could be something like, what does the fusion drive of the moon tug look like? Or once the shield effect happens on the mothership and you get really close, and you go wait a minute we’ve never shown it in close-up, not in that close-up, you know we take, we take our inspiration from the first movie.

But there were all these things, and I think I spent thirty percent of my time in post-production with some kind of organizing art direction. And I’m sure you know what I’m talking about just based on the fact that also you know that after the shoot the art department doesn’t exist anymore. So basically visual effects are being left to their own devices, and I’m sure every production handles it differently, but there was absolutely nobody there anymore. And Michael was for us this go-to guy, I would just pitch something and you feel like he’s your one-man graphic designer slash art department who would come up with just some fantastic ideas.

And as you know things change in the post-production process. Something that was nicely designed by the art department in the pre-production phase that all of a sudden because of changes that have been done to the movie, doesn’t work anymore or have to be redesigned. That’s the stuff that he did.

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vfxblog: I love hearing that a role like that that exists, because it’s great to hear you’re able to wrangle things and make it more consistent. Because as you say there’s so many vendors. I almost feel like you’ve got a bit of a no-fear approach to having so many vendors, which is hard to keep consistent. How did you communicate with them all during post?

Volker: Well there’s two answers to this one. First of all it was important that we had, for their main sequences, I made sure that the vendors had their supervisors on set. And so you know one example, Image Engine not only had their visual effects supervisor but also their CG supervisor on set for all the key shooting days of the creature setups. Every company has their own way of working, and sometimes they say, ‘Okay we love how you work with the tracking marks, but we would love to have something in addition to that,’ for example.

And then the second answer is a very simple one, and that is CineSync. And I spend usually half of my day during post in our conference room with a large screen high definition television, and seeing the guys on another monitor. Also we figured out a schedule where we would talk to every vendor twice a week, and that became one of the key things. Later, actually it got more like sometimes talking three times a week.

And in some very particlular shots, Roland would actually get involved. So say for the Alien Queen, I had him, not in every but in a lot of the Weta sessions, for example, just as a director, you know, still having to direct these shots even though we had pre-vis done. And once we started seeing a first version that it was always great for him to talk to Matt Aitken, the Weta supervisor directly. You know, I’m sitting in the same room as Roland and I just shut up and let Roland do his directing.

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vfxblog: It’s so funny Volker because I was talking to someone you used to work with on Godzilla, and how you used to have to drive around LA and Santa Monica and Culver City until 2am, 3am looking at dailies. It’s changed so much, hasn’t it?

Volker: Yeah, absolutely. That’s why we’re talking about the hub and that’s exactly what it is. You know, early in the process, sometimes you can think about, wait a minute so who can we work with who’s still in LA and I can actually, you know, go by the place and talk to the guys? And we even did that on, I remember on 2012 where we also worked intensely with Scanline, and they were set up in LA. But all of this has changed, and so now it’s you know Scanline Vancouver, and that’s just a fact. But it worked very well, I mean I think everybody is now very used to that kind of system, and I was actually happy that I also got used to this kind of, or I should say to work this intense with this technology. This was the first time we did it just relying on CineSync so much, and you know doing the usual, you know, drawing on the images and coming to an understanding and making sure you know everybody was like okay did you save that drawing so you can get back to it later and all of that.

And even for Roland at the same time just to have this way of communicating, because obviously Roland would not be the one who would drive around to the companies during post. But so for him it’s great to just sit there with a tablet and start drawing on the images and give his notes.

vfxblog: Well that’s so great to hear. Volker, thank you so much.

Volker: Yeah, absolutely, no problem.

Turner and Yash Raj Films come together for their upcoming movie ‘Sultan’

Turner International has partnered with Yash Raj Films for their upcoming movie ‘Sultan’ in an attempt to bring the big screen magic on television. The association brings two new specials on POGO and Cartoon Network with Sultan’s sports-drama story to entertain the children.

Salman Khan in his ‘Sultan’ avatar will be seen giving life-saving tips and encouragement to face challenges in each phase of life in these new TV specials.

Cartoon Network will be airing a special “Dhobi Pachhaad with Sultan and Kris” on 2 July, 2016 at 11 am and POGO will be showcasing “Dholakpur Ka Sultan” which will be aired on 10 July, 2016 at 10:30 am.

Sultan - Turner (CB + Kris)

Wrestling is not a sport; it’s about fighting with the fears that lies within”. Bringing his thought to life, in this special Sultan and Kris will highlight their inner strength of bonding and accepting to change the world upside-down for the ones they care for.

In this special episode, the Haryana ki shaan, Haryaana ki jaan – Sultan Ali Khan will give Mathura ka Kris tips on wrestling the odds of life. He will teach Kris and the audience on how they can do ‘do do haath’ with the challenges that life throws at them. ‘No matter what, never give up’ will be the ‘daanv’ that Sultan will teach the kids while gearing them up for dhobi pachhaad, Haryaanvi ishtyle! Kyunki, Baby ko ye bhi pasand hai!

“Asli pehalwaan ki pehchaan akaahde mein nahin, jindagi mein hove hai, taaki jab jindagi tumhe patke to tum phir khade ho aur aisa daanv maaro ki jindagi chit ho jaaye” – True to this belief, Chhota Bheem and Sultan will teach children not to be disheartened by everyday obstacles but face them fearlessly.

The post Turner and Yash Raj Films come together for their upcoming movie ‘Sultan’ appeared first on AnimationXpress.

Game of Thrones “Battle of the Bastards” created by Deluxe’s VFX studio Iloura

The recentBattle of the Bastards’ episode of HBO’s Game of Thrones has created a galore of excitement and much of discussion. The dramatic tale has undoubtedly been a profound art due to both its storytelling and visual appeal. The huge fan following of the series is completely justified by the immense thought process and creative input that has been invested in its creation.

Deluxe announced that its Australian animation and visual effects studio Iloura delivered a significant suite of work for the recent “Battle of the Bastards” episode of HBO’s tentpole series Game of Thrones. Working on the epic battle sequence for the Season 6, Episode 9 crescendo, Iloura’s team of visual artists used a mix of VFX and hand-crafted animation techniques to realize the vision for the bloody showdown.

Iloura’s work was led by VFX supervisor Glenn Melenhorst on the pivotal sequences that bring to a head the heated feud that had been brewing between hero Jon Snow and his army of Wildlings, and the Boltons, led by Snow’s nemesis Ramsay Bolton.

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The battle required many photorealistic horse and rider collisions, 3,000-strong armies, a mix of close-ups featuring live-action and CG humans and animals and massive crowd simulations, as well as hundreds of assets – CG armoury, weapons, flags, saddlery, body parts, and environmental assets such as blood, mud, smoke, fire and mist. Various photoreal CG horses and riders colliding with other horses, rendered from various points of view were created initially. With Games of Thrones’ huge fan base, its exceptional production values and the scrutiny that is placed on the VFX across the series, it was essential for Iloura to prove its strength via its rigging and muscle pipeline and the robustness of its animation team.

“Battle of the Bastards is shocking in its audacity,” said HBO’s VFX producer for Game of Thrones Steve Kullback. “More shocking still that we pulled it off and so much credit for that goes to Iloura. We are up close and personal in this battle with CG horses and collisions right in front of the lens and we constantly needed to review Iloura’s shots side by side with the photography because it was hard to remember and even harder to see the difference between what was shot and what was added.”

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To meet the animation challenges, Iloura’s artists researched and reviewed video references of horse behaviour in scenarios such as steeple chases, jousting, racing and associated accidents to garner an accurate representation to achieve the shots. Witness cams of horses captured on set proved to be valuable resources for the animation team as they provided multiple angles of reference for the same actions. Further, Iloura tapped its large library of animated clips to quickly assemble a blocking pass for shots, which became the foundation for animation that ended up on screen. Overall, the animation work consisted of motion capture, rotomation and key frame for horses as well as soldiers, building into a library of custom interactions and motion behaviours that could be used for both close-up shots as well as crowd shots built in Massive.

The initial brief was for the Wildling and Bolton armies to face off and then collide, but once production began, it became increasingly apparent that more complexity would be required. Each army comprised smaller factions with custom armour, weapons, flags, banners, saddles and bridles. Further, every asset needed a clean, pre-battle version as well as a muddy version, a bloodied version and a very-muddy-very-bloody variant.

To achieve the high-density shots and photoreal quality required, Iloura revamped its pipeline considerably and integrated systems. Its internal publishing tool ‘BOSS’ was improved to help with the number of assets, animation publishes and traffic going through the pipeline; Massive was integrated into the render and shading pipeline, and large sections were re-engineered to allow for more control and flexibility, with the pipeline moving completely to Alembic with rigging, animation and lighting achieved in Maya, FX in Houdini and compositing in Nuke using deep pixel compositing.

Game of Thrones “Battle of the Bastards” episode aired in the US on June 19 on HBO.

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Same story with a different style: The ‘Flinstones’ are making a comeback through comics

‘Flinstones’, the name itself brings back flashbacks and memories from the past. The show debuted on American television on 30 September, 1960 and ran successfully till 1 April, 1966. It was the first animated show which took a lucrative spot on American television’s prime time. Loved by millions even after four years of broadcast, the Hanna-Barbera show continued with reruns, several series and even live-action movies based on it. Now, the Flinstones will be back, but in a whole new look and feel.

Flinstones No1Firstly, the stone-age family will not be making a comeback as an animated show; rather it will be brought back to life through comics by DC as a part of their initiative to revamp some of the Hanna-Barbera properties.

The backdrop of the original story was set in the Stone Age, following the story of the protagonist Fred, his wife and his neighbour and his family; it was basically a story of their daily lives put in a humorous manner. Although the upcoming comics edition, which is slated for a July release this year would be set in the same milieu, writer Mark Russel, who is known for his work in ‘Prez’ has given the characters and stories a whole new mantle.

He has reportedly said that the stories and the humour have been improvised to make it feel more modern and reflecting on a lifestyle people can relate to, while embellishing it with some sort of social commentary.

Steve Pugh will be bringing the characters to life, graphically and by the look of the illustrations, yes the characters indeed have been created differently.

Let’s see how Fred and his gang from Bedrock do with its revamped debut.

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Lawsuit filed against DWA CEO Jeffrey Katzenberg for Comcast Merger ‘Side Deal’

A class-action lawsuit has been filed against DreamWorks Animation CEO Jeffrey Katzenberg, according to a report by the Los Angeles Business Journal. A DWA minority shareholder Ann Arbor City Employees Retirement Systems filed the lawsuit seeking a share of the profits from an alleged side deal that took place as part of the $3.8 billion merger deal back in April.

The merger deal took place in april earlier this year when Comcast Corporation acquired DreamWorks Animation for the above mentioned amount. In fact, NBCUniversal, a division of Comcast Corporation was the major player who announced the merger deal.

Jeffrey KatzenbergMinority DWA shareholder Ann Arbor City Employees Retirement Systems (AACERS) has claimed that Katzenberg’s profit-sharing and consulting arrangement is an “extraordinarily valuable side deal” that allowed Comcast to secure a $41 a share price to acquire DreamWorks Animation. The complaint stated that Comcast would otherwise have been required to increase the merger price.

A report in the New York Post mentioned that the profit sharing arrangement which provides Katzenberg the right to receive 7 per cent of the joint venture entities profits in perpetuity is so valuable that it cannot credibly be characterised as compensation for a two-year consulting contract.

DreamWorks’ AwesomenessTV is currently valued at $650 million, according to the complaint, and the agreement will see Katzenberg paid 7 percent of profits “in perpetuity,” in addition to $41/share for his stake in DWA.

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Daichi Studios: A young studio founded by an interesting duo in Netherlands

It’s said there’s no power in the world that can stop you from achieving your dreams. This turns out to be the case with the young Netherland based studio, Daichi Studios. Started recently in April by Daan Machielsen and Ricky Raaymakers, the studio creates concepts for entertainment products such as animated series, computer games, comics and other entertainment media.

At Content Tokyo 2016, AnimationXpress got the chance to meet Daichi Studios’ dynamic co-founder Daan Machielsen and marketing consultant Robert Bulters.

From left: Robert Butlers and Daan Machielsen

From left: Robert Butlers and Daan Machielsen

“The studio currently comprises of a team of 10 that includes three animators, two illustrators,a writer, creator of content and a marketing person. Being a fairly new company, Raaymakers and Machielsen are the only investors whereas I am working on volunteer basis,” adds Robert Bulters.

Here comes the interesting part. None of the three core members are from this field! Machielsen who’s currently working at a gas station, has studied psychology and has worked in the health industry previously and that’s where his understanding of the human mind helps him churn out and give shape to a story. Whereas on the other hand Raaymakers is a police officer and head at his police division. He has been drawing since childhood and always wanted to do something in this field. Lastly, Bulters is a health and safety manager in a company that produces cardboard boxes.

The question arises how did these three collaborate and get to know each other? Raaymakers and Machielsen have known each other since childhood whereas Bulters knew Raaymakers and thus this trio came into formation.

“Since the past two years we were in talks of starting our own studio, however on 1 April Daichi Studios kicked off officially,” says Machielsen. “Currently we are focusing on creating our own IP content in the animation, gaming or comic space. So far we have three concrete story ideas for our studio for which we are looking for companies with whom we can collaborate with to give shape to our projects.”

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The Legend of AntarcticEarth, The Marbles and Space Vein are the three story titles that the studio is going to come out with. All three of them follow the same theme – good vs the evil – however, each has its unique storyline which can be churned out either as an animated series or comic books. Daichi Studios is in the process of acquiring licenses for these three storylines so that the studio can then move on to start producing them.

The Legend of AntarcticEarth follows the story of a boy and his dog who are up against the biggest threat the world has ever seen. There are five main characters and a dog who are regular people having the heroic traits in them who are bound to fight an enemy so powerful that he warped the very fabric of the world itself and created his own: AntarticEarth.

The fun part is the dog is named after Daichi Studios co-founder, Ricky Raaymakers’ dog himself and that’s how even the studio’s name fell into the picture. Daichi basically means Earth/intellect in Japanese.

The Marbles on the other hand follows the trail of an Utopian marbleised world thrown into the bowels of chaos and the world’s ancient protectors, The Marble Knights are revealed as a weak conceited group of warriors. Without the knights the world would fall until a group of four friends stumble upon the armament of the true Marble Knights and are now the only hope to save the world.

Space Vein follows more of a sci-fi narrative inspired by the hit Japanese mecha series ‘Gundam Wing’. The Earth is dying and finally after decades humanity colonises the stars and these colonies become the new life line. The largest political party in the galaxy declared war believing Earth had become a burden and Earth responds with their own project: Earth’s Hope that includes a small unit of Exobursts, giant robots who are piloted by Earth’s finest pilots and a talented mechanic. The plot basically tries to showcase how war affects people.

With these three powerful plotlines and strong determination to rise against the odds, Daichi Studios is on its expedition to collaborate with like minded, passionate personnels as they believe in ‘Visualising Dreams’.

We give our best wishes to Daichi Studios for their future endeavours.

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Fantoche International Animation Film Festival garners huge number of entries from across the globe

A total of 1,394 films, from 79 countries, 81 of which are from Switzerland were submitted for the Fantoche Festival programme, which caters to animated film-makers from around the world. As the current range of short films is becoming more and more popular among audiences at Fantoche, the festival organisation decided to compile an “Hors Concours” programme as well.

Launched 21 years ago in Baden, this year marks the 14th edition of the International Animation Film Festival. True to the spirit of the festival, Fantoche will hold its popular international, Swiss and children’s film competitions. Audiences will also be treated to four ‘Hors Concours’ programmes for the first time, one of which is specially curated for children. For this programme, the selection team singled out those efforts that tell an appealing story, dive into an exotic culture, make a political statement, weigh in with a technical innovation or skilfully reveal an unexpected punch line.

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Festival director, Annette Schindler asserted, “The world of animation is bursting with new ideas, and the number of submissions is increasing all the time. The selection for the competitions is becoming more difficult with each passing year. We are looking forward to showing an even broader array of current films this year, right here in Baden.”

Technical developments in the digital age mean that films from far-flung and less affluent countries can have their time in the spotlight too. This year, submissions reportedly have been received from countries such as Lebanon, Iran, Costa Rica, Ghana, Cuba, Madagascar, Mauritius and Burkina Faso. This goes to show that the art of animation is not restricted by national borders.

14 feature films will be screened (which will be premiers). Fantoche Industry Day will also be organised which brings together artistic and entrepreneurial creativity and serves as a national platform for current and future animated films in Switzerland.

Heroes of animated film – Georges Schwizgebel, Konstantin Bronzit, Simon Otto (Disney), Claude Barras and other prominent guests will all be in attendance at the festival.
The festival will also witness ‘Coming Soon’ presentations, which take a look at the creative processes behind the films of tomorrow, parties in Baden’s Royal auditorium, artist brunches, workshops and much more.

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