UPS announced it has successfully tested a drone that launches from the top of a delivery truck. The test was conducted in collaboration with drone-maker Workhorse. Sending drones to make deliveries from package cars could bolster efficiency in our network by reducing miles driven.
Après avoir passé une semaine dans un ours, dans une bouteille ou en haut d’un mât, l’artiste Abraham Poincheval s’apprête à rester assis dans une pierre pendant une semaine. Objectif: interagir avec l’univers minéral.
Mon nom est Maximus Decimus Meridius. Commandant en chef des armées du nord, général des légions Felix, fidèle serviteur du vrai empereur Marc Aurèle. Père d’un fils assassiné, époux d’une femme assassinée et j’aurai ma vengeance dans cette vie ou dans l’autre.
Streetcap1: https://www.youtube.com/user/Streetcap1
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If you’ve never seen James Cameron’s Terminator 2: Judgment Day – either on the big or small screen – now’s the time to embrace this wonder of filmmaking and effects. The movie has been digitally re-mastered and received the ‘full liquid metal 3D’ stereo conversion treatment by Stereo D. The new release just premiered at the Berlin International Film Festival and will have public release dates around the world in August.
Twenty-six years ago, T2 helped usher in a new wave of digital visual effects artistry thanks to the pioneering computer graphics work by ILM, capitalising on their work for The Abyss, and then which the studio took even further on Jurassic Park.
It was the liquid metal T-1000 played by Robert Patrick that represented the majority of this CGI work in the film. Indeed, a hero reveal of the ‘cybernetic organism’ emerging from the flames of a burning truck wreckage became one of ILM’s signature shots for years to come.
Two of the principal artists behind that work were animation director Steve ‘Spaz’ Williams and associate visual effects supervisor Mark Dippé. In this special vfxblog interview conducted at SIGGRAPH Asia 2016 to celebrate the 25th anniversary of Terminator 2, Williams and Dippé recount their efforts to create that memorable shot, known as CC-1.
We’re gonna f#@king build it!
Steve Williams: We had five separate categories of shots for Terminator 2. Now, we had what was called the pseudopod team, so we could repurpose the data from The Abyss. But as opposed to refracting, the T-1000 was reflecting. Then we had the morph team, you know, which was the more two-dimensional transformations. Then we had the death team, that was the whole death sequence at the end. And then we had the human team, which I was part of in terms of animating. This hero shot – CC1 – fell into that group.
Mark Dippé: The pseudopod from The Abyss was an abstract alien creature that had no relationship to humanness or even livingness. But for the T-1000, the big question was, how can you make it move and behave as if it’s a human inside, whatever you wanna call it, even though Robert Patrick in this case is not a human, he’s a T-1000, he’s a machine, but that was the big concern.
Steve Williams: We said, fuck it, we’re gonna fuckin build it, you watch. That was the MO.
Mark Dippé: Yeah, we’re gonna match the real Robert Patrick, that was the whole principle.
Steve Williams: We were so cocky.
Mark Dippé: And then Cameron just goes, go for it man. You’re on it. Do it.
The shot, and the story
Steve Williams: In the script, the T-1000 is going to walk out of the fire and he’s going to, the term people used was ‘morph,’ but in fact it was model interpolation. He’s going to interpolate into the fully clothed version of Robert Patrick.
Mark Dippé: This was the first time you were gonna see the liquid metal man, so in the sort of rule of thumb of the visual effects world it had to knock your socks off. The first time you see your creature or your effect, people have to buy it a hundred percent or you’ve lost them.
Steve Williams: It was three hundred and seventy five frames and it took five months to do the animation.
Mark Dippé: So we worked our ass off on this sucker.
Steve Williams: This was our big chance, so we knew, I knew, Mark and I both knew that I had to build this guy in data. I had to build the whole creature in four sided b-spline patches.
Mark Dippé: What’s amazing about this shot too is, the first time you see it, it reveals what it is, but it sort of tells you the whole story. There’s this terrible crash, you think this creature in the future is dead, and out comes this liquid metal blob out of the fire that transforms into a fully formed realization of the character you’ve come to know, the T-1000 Robert Patrick. And you get it right there.
Where to start?
Steve Williams: So, we had what we called RP1 through to RP5. Robert Patrick – RP -that was the actual naming convention.
Mark Dippé: RP1 is the blob, an amorphous blob. RP2 is a humanoid smooth shape kinda like Silver Surfer. RP3 is a soft, sandblasted guy in a police uniform made out of metal, and RP4 is the sharp detail of the metallic liquid metal police guy, and then RP5 is live action.
Steve Williams: So this shot here was CC1 where he migrates from RP2, which is what we call the ‘Oscar’ version, a smoothed-down T-1000, but he shares the exact same dataset or control vertices as RP4. And RP4, again, is the fully clothed version with the wrinkles and buttons. What I did is I hid all the buttons and the badge and the gun, I hid it inside his body cavity, and grew it out in time. The press called it morph. In fact, it was called model interpolation.
Steve Williams: Now, to get to all those RP versions, we had to break it all down. In the script it said he migrates from the blob version into a fully clothed version. That’s Cameron’s idea – so we had to translate that. So we thought, okay, we’ll break it into four stages. Let’s just do that in data, but the control vertices have to actually share the exact same properties. But they migrate in time. That’s essentially what the MO was at that point.
Mark Dippé: We chose those ones because we felt, first of all it was hard to do any of this, but we felt those five stages were sufficient enough for us to achieve all the story ideas that were required. You know, he’s a formless blob, oh, he’s kind of a soft humanoid form. Oh, he looks kinda like a policeman. He is the policeman, to Robert Patrick.
Steve Williams: If you look at Robert Patrick and what we call the RP4, which is just before it becomes the real guy, all that data of his head we collected using a cyber scanner. Then what we had to do is write an equation to actually smooth it all down and make it stupid, make it essentially like ice cream for RP2. So the data all had to be the same. You were not changing the amount of control vertices in the actual data. You had to run a smoothing algorithm over it.
Mark Dippé: We also had little chrome maquettes that were made for each of the stages. The ILM Model Shop made them and they were used as concept pieces.
Steve Williams: This was all done in a forward kinematic system called Alias, version 2.4.1. So I had to counter-animate it to make sure the feet didn’t go through the ground. Obviously with an inverse kinematic system we handle it differently where you’re taking one effector and modifying it, as opposed to: rotate, rotate, rotate, set three channels of animation. And this is all built in b-spline patches which are, and the rule with a b-spline patch is four sides; you have to have four sides. Now, of course, it’s sub-div.
Mark Dippé: I mean, we had so many technical difficulties that have just been solved for today. Like we had to build these separate pieces that then had to be blended together with an external piece of software that was written by this consultant named Angus Poon who Spaz knew.
Steve Williams: Yeah, a buddy of mine from Alias.
Mark Dippé: The fundamental thing to realize is the modelers, the animators, everybody had to be aware of these technical constraints, and no one could screw up or it just all fell apart.
Robert Patrick reference
Steve Williams: We had Robert Patrick come up to ILM and we painted a grid on him, a four inch by four inch grid all over his body, and he was like in a crucifix pose.
Mark Dippé: And then Robert volunteered to be there in his little Speedo underwear.
Steve Williams: He knew he was a part of something big. It was new.
Mark Dippé: Yeah, Robert was fantastic. He was totally game. He stood there in the, he was cold and standing there half-naked in front of all these people you know having him walk a certain way.
Steve Williams: We had him run, and he ended up running so much on a rubber mat that we had that he ended up blistering his feet, to the point where we had to cover his feet up.
So, there was no real motion capture at that time, at all, so we shot him with two VistaVision cameras exposing simultaneously. One from the front on an 85mm lens, and one from the side on a 50mm lens, and they’re firing simultaneously. So I can look at frame one from the front, and that would match frame one from the side. From there I basically rotoscoped Robert’s walk.
Mark Dippé: It was really through hand digitization not only of his body data but of his movement data that we created a database with a virtual character. It was all hand-built.
Steve Williams: We even originally included a limp Robert had from a football injury. I noticed it in the initial test that we shot with him. So I had to try and correct that in the bone walk. So when I went and I reanimated CC1 for real when we got the plate photography I made a lot of corrections to that, because he was supposed to walk like a machine.
Mark Dippé: It is one of those things where it’s a little subtle, but you can see it, and it just came out of the rotoscoping.
“His shirt was smoking”
Steve Williams: The shot was filmed on October 30th or 31st, 1990. It was Halloween day that we were literally on that set. So we were shooting with an A and a B camera we had a B camera, and that B camera we had to paint out later because it was there capturing all Robert’s motion. It was so we could study his motion from the right side as well, because we had to literally try to replicate his walk.
Mark Dippé: What we were using was a motion control head so we could do multiple takes, and we had these markers used for tracking the camera. Everything we did seems so trivial today in some sense, but back then everything was kinda risky and we’d never really done it.
Steve Williams: Now, in The Abyss, for the most part the cameras were locked. But here the camera was moving. This is really the first shot that was ever done where there was a moving plate where you had to have exact motion in the computer that mimicked the exact motion in reality. This was a Tondreau camera, and the Tondreau camera was a PC-based system, and we took the actual curve of the motion of the camera and plugged it into Alias version 2.4.1, and it was kind of accurate.
Mark Dippé: Being the hero shot, the most important shot in the movie in many ways, it had all the difficulties you can imagine. Multiple elements we had to now shift in the plate with the flames to the live action Robert Patrick. We had to have our guy, his feet had to stick to the ground, he had to have reflections in the plate, we had to have the flames that were there…
Steve Williams: Well, the reflections actually are Robert Patrick duplicated and flipped upside down.
Mark Dippé: But we had to match him into this, and it had, basically everything was in this shot.
Steve Williams: And we really got such great real flames – they were crazy hot. It was so hot after twenty takes, remember that, his shirt was smoking.
Mark Dippé: This also reflects Cameron’s aesthetic. ‘I want some flames,’ he’d say. And so the effects guys kept putting in more rubber cement, turning up the flame bars, and basically in the last take, I think it’s on the hero take, it’s like it was getting so hot they put that flame blanket for one more take and it literally, there’s smoke coming off Robert.
Steve Williams: And that kind of background – moving flames – was pretty challenging. There’s actually a cross dissolve of two elements going on here. Element one is Robert Patrick: the camera’s moving, Robert Patrick runs in half way and he metronomically tries to match. That’s element one. Element two, a clean pass of the entire plate. Then we cross dissolve over thirty flames because the flames were different and you just don’t notice it, but the camera remembers the move.
Mark Dippé: And then we would have all the reflections in there.
Steve Williams: As a matter of fact, with our chrome reflection we actually, because it’s a six-sided cubic reflection map, on occasion we would reflect things that only we know are in there.
Mark Dippé: The bottom line, though, is that the environment maps are not in sync with the actual photography, so they’re always, but just the character, your eye is very forgiving, your mind puts it all together.
Animating a liquid metal man
Steve Williams: The actual data that’s in the T-1000 was exactly what I was looking at. It was wireframe, but it was the actual real data. In the case of Jurassic Park later on it was substitutional data that we subbed in high res later on. So the actual configuration hierarchy of the way that I built the T-1000 dealt with the pivot points of the knees and the hips and stuff like that, so the actual physical data was the chain itself. Unlike Softimage where you pre-built a chain and hang data off it heirarchally.
So this was a very primitive system. It was a pivot point here, a pivot point there, and a pivot point at the hip, so when I animated it I’d had three separate channels just for the leg, so when he took a step, you have to counter-animate the data on the foot as he’s moving through because essentially he’d go right through the floor the whole time.
Mark Dippé: Basically when he animated the hip he had to go and reanimate all of the other elements.
Steve Williams: You had to animate everything all the way up. And so when IK came along you had one channel of animation and an effector that would modify it in real-world space.
Mark Dippé: Then for the morph into the real Robert Patrick, the morph is developed on a 3D body, and you can look at it front-on and wait until it looks good and then it gets put into 3D space onto him. And of course it never lines up a hundred percent so it has to be cleaned up by hand to really line up.
Steve Williams: Stefan Fangmeier ended up rendering this shot, he ended up being the head TD on this, and when he showed up we were having real problems with the chrome shader. And when Fangmeier showed up everything was perfect.
Mark Dippé: And remember, all the match moving was done by hand. There were no automatic match moving tools in those days. And we did compositing with a script based approach. It was based on the early days of the Pixar code – it was all script-based and it was very tedious. For example, in The Abyss, when it was even more primitive, everything was rendered in layers because rendering took so long you did not want to take the chance of having your highlights baked in at too high a level, so every layer was rendered separately and then they were all composited together. We had similar control here but it was definitely much, much more sophisticated.
Steve Williams: This is the first example, in Terminator, where the compositing was all digital compositing. The Abyss was optical compositing.
Mark Dippé: In terms of the element, into the live action, yeah.
Steve Williams: We actually literally scanned out the computer generated elements for The Abyss, and that was optically composited for eighteen shots. This is the first example in T2 where all the compositing was done digitally.
A five month odyssey
Steve Williams: I lived with this for so long. Sometimes I would go into our C Theater and just look at it projected. We’d scan out the film, then look on a big huge screen in the theater because: this is the shot that’s gonna be in the movie. And I just remember just sitting there for what seemed like hours at the time just watching it, and then going to the back of the theater and watching it, going to the side of the theater and watching it and thinking, fuck it’s still not right man, it’s still not right.
Mark Dippé: Yeah we’d do stuff like flop it and watch him going left to right.
Steve Williams: We’d even literally put a mirror up to the screen and watch it in reverse that way.
Mark Dippé: It’s funny, because now we kind of love and accept it, but back then – you’ve seen it so much, you’re just thinking about what you think is not right. And the truth is, you’re making it all up. You’ve never seen it before, so this whole thing is in your mind anyway. It’s your imagination it’s right or wrong.
Steve Williams: And it’s one of the problems with the animation process. When you’re living with a shot for so long you don’t know if it’s good anymore.
Judgment day
Steve Williams: People flipped out when they saw the shot.
Mark Dippé: It was huge. T2 caused a huge explosion. The fan audience is a little bit of a specialized one but it was all over the world, because I went to some festivals and you’d see like the T2 skeleton there, it was a massive thing.
Steve Williams: We went to SIGGRAPH that year for T2 and we were swamped.
Mark Dippé: It was massive.
Steve Williams: And I always appreciated that Cameron would be saying in interviews, ‘It was Dippé and Spaz that figured that out.’ He was very, very open about that.
Mark Dippé: Yeah he’s a very generous dude. I mean, on set he can be a handful, you know, he has a reputation, but I would say once he respects what you do he’s a very generous dude. It was really great working with him.
Terminator 2, which was also notable for its wide use of practical, miniature and make-up effects, would go on to win the Best Visual Effects at the 64th Academy Awards. The recipients were Dennis Muren, Stan Winston, Gene Warren Jr. and Robert Skotak.
Thanks to the team behind SIGGRAPH Asia 2016 for making this interview possible. You can find out what’s happening for SIGGRAPH Asia 2017 in Bangkok here.
The newest issue of 3D Artist mag features Animal Logic’s work for The LEGO Batman Movie on the cover. I had the pleasure of writing a feature on the work by the studio.
Director Ben Hibon’s works are pieces of animation that tend to stick in your mind for months or years. From his breakthrough short Codehunters to the masterful Harry Potter ‘Tale of Three Brothers’ sequence, Hibon has brought a definitive style to the animation he’s directed.
Now he has joined Luma Pictures as their head creative director, at a time when the studio that most people know as a visual effects shop is also branching out into animation, its own features and other content.
I recently got the chance to sit down with Hibon to discuss his journey in animated content, and about the plan at Luma.
vfxblog: Can you talk about how you got into directing animation?
Ben Hibon: I grew up in Switzerland and I was always, always, always drawing. Drawing has always been the base of everything I’ve been doing for the last 35. I did some animation when I was a teenager on my Amiga, and so there was always a desire to draw worlds, and then at some point a desire to animate them or to put them into motion. Still, I never pursued film or animation as an education. But very early on I went into fine art.
Now, fine art is such a frivolous and such a hard industry. It’s like fashion. You really have to find a voice – you can say the same for films, there’s only a few people who get to make films. The big thing when I was starting was graphic design. That was like the cool, upcoming thing that was just sprouting up everywhere in Europe. And the Mecca for that was London, so in 1996 I went to the Central St-Martins School of Art and studied there.
What was really great about doing graphic design was that it was a little bit of illustration, a little bit typography, a little bit of photography, a little bit of layout. When I graduated it was still the early days of the internet, and the big thing to do animation with was Flash. And so I started playing with these tools and falling back into my old ways of animating and using the program to make little animations. It turned out that Flash was a great way to do animation and be able to send it around because file sizes then still had to be really small.
I made a short film in 2001 that was kind of very dynamic and had a lot of camera movement, and that just went crazy on the Internet.
vfxblog: Was that Full Moon Safari?
Ben Hibon: Yeah, Full Moon Safari, that was my breakthrough thing. Agencies saw it in Japan, and I started working in Japan like crazy. And suddenly I also started working in animation whereas before I was a graphic designer designing websites and things like that. So all that allowed me to make more and more things – animation, music videos.
vfxblog: You had success with Codehunters in 2006, too. What did that lead into?
Ben Hibon: I made the short film for MTV Asia, and it went around a lot of festivals and was pretty active and very visible on the internet. One day I got a call from a producer, from a Hollywood producer, and he called me and said, ‘Hey, I’ve seen your short film, really great stuff, would you want to make movies? If so I’m talking about you to agents and managers, you’re gonna get phone calls.’ And I had all these guys who literally called me the next day and said, ‘Hey, you want to sign that thing you have online?’
So I suddenly had agents and managers. But it was a very slow process and I’m living back in London, and my agent from WME called me and says, ‘Hey I’ve got a producer from Harry Potter and I’ve just given him your reel. Is that okay if he gives you a call?’ I was like, ‘Yeah, great.’ I mean, this was completely out of the blue. Then half an hour later I get a call from David Heyman, the producer of the Harry Potter series, and he says, ‘Hey, we love your work, we’d love to meet you in London. The director, David Yates, would love to talk to you about a sequence if you’re interested in directing something for Harry Potter.’
So I sat down with David Yates and we had an hour meeting with Stuart Craig, the production designer as well. They had very, very few references. They had like a couple of things that they liked, including the Austrian animator Lotte Reiniger who had done a lot of that shadow puppetry with paper cut-outs.
vfxblog: Obviously that Harry Potter project is The Tale of the Three Brothers. How did you then conceive what this all should look like?
Ben Hibon: Well, I went off and storyboarded it based on the few pages they gave me from the book, and that was it. There was no pitch, there was no competition. They really wanted to find someone to take it off their hands with the right sensibility and make something heartfelt, with a lot of texture – something that was warm and truthful to the world of Harry Potter.
One thing I wanted to do with it was make sure the audience would be very much a spectator. So we had these seamless transitions that would surprise you but not in an abrupt or an upsetting way. The narration was already very well-paced and extremely rhythmic so it was very important to not disrupt that with cutting. I thought the cameras should be floating, and the transitions should be very, very smooth and very soft. The idea was that you would be surprised all the way through and then you would just discover things within other things like a wondrous little journey where you’re just sitting back and just watching.
vfxblog: The sequence was almost immediately lauded for having a very hand-made feel, which it certainly did, but of course it was made in cg by Framestore.
Ben Hibon: Yes, I’d done a lot of cg work but I’ve always tried to retain some artistry, some texture, some feeling of imperfection in the work I do. I love cg, I love 2D, but I also love the powerful design element of animation – the fact that you can animate so many styles. And that’s how the shadow play idea came into it. I was looking at Thai and Asian shadow play animation which was beautiful and mesmerizing stuff. Which meant we could have silhouettes and also have projected shadows on the canvas. And then we could play with a candle-lit quality to the lighting, almost a flickering kind of lighting that gives a beautiful vignette to everything.
vfxblog: Why did you decide to join Luma?
Ben Hibon: Well, I think of all the different companies in this industry working in animation, vfx, and commercials, they really seem to be the one studio that is super forward-thinking. They are trying to really understand where this is all going, how the industry might change, and what is going to be their place in this new space.
They’re putting their incredible tech and artistry and knowledge of technology to really trying to figure out what’s the coolest, most creative thing we can do with the great tools that we have as opposed to just repeat and redo what they do so well. And that’s very liberating for not just for me but also for the people already working here.
vfxblog: Can you outline what your role at Luma as head creative director involves?
Ben Hibon: I don’t know if there’s a good description. Being head creative director overall is about making sure the company has a very current visual quality. And making sure that the standards of work that is put out is of a certain quality, which they already obviously do. But, as they want to expand, and as they want to venture into directing and producing their own material, and as they want to engage with storytelling, then there’s an ideology that you start to put forward.
When you’re only a service company, you’re at the service of other creative entities, and then you respond to briefs, and you iterate. But if they’re going to be putting out their own ideas and their own IPs, then they need to have some sort of strong vision. And of course I’ve been involved with directing animation for 15 years, so I think that I’ll be wanting to carry on that in whatever format that ends up being.
HP today made the debut of its gaming portfolio in India – OMEN, featuring an array of products built for gamers combining its latest in PC innovation. The portfolio will be available starting 15 March, 2017 on their website, select HP World stores, leading ecommerce portals.
The Omen brand looks forward to unify HP’s gaming portfolio under one name.
Commenting on the launch HP India, MD, Rajiv Srivastava said “Gaming in India has seen rapid expansion and adoption in the recent times. The time was right for us to introduce our gaming portfolio to further our strategy to provide unparalleled consumer experience. ‘OMEN by HP’ is for gamers who need their PC to deliver a great experience while also allowing them the flexibility to choose the level of performance and design that fits their needs. We are excited to bring the OMEN portfolio to India.”
The new portfolio including five notebook models and one desktop model.
“We understand the needs of a gamer and the ‘OMEN by HP’ portfolio aims to address them at all levels. The new OMEN platform offers the features gamers rely on – power for battling on the go, graphics for smooth gameplay, great storage and advanced thermal cooling to tackle the latest games. The portfolio comes packed with high quality accessories in partnership with SteelSeries and are engineered to deliver aggressive performance,” said HP India, senior director, personal systems, Ketan Patel.
“The gaming market in India has certainly been growing at a fast pace. Not just serious gamers, but also a large and growing community of casual gaming enthusiasts has been driving the demand for gaming-specialized devices. Given HP’s leadership in the PC category in India and their record of bringing innovative products to the market, entry into the gaming segment seems to be the right step forward.” said IDC India, research director – India and South Asia, Swapnil Bhatnagar.
‘OMEN by HP’ India Portfolio will include:
OMEN (OMEN 17 and OMEN 15) Laptops would be available in two variants 17.3” and 15.6” screen sizes. The series also includes OMEN Keyboard, headset, mouse and mousepad, all in association with SteelSeries.
The third instalment to the popular Hellboy series starring Ron Perlman is scrapped, director Guillermo del Toro informed fans on Tuesday, 21 February, 2017 on Twitter.
Del Torro wrote in his tweet that he had spoken to all parties that were originally involved in the making of the third part and that there was no chance of the series continuing any further.
Hellboy 3 Sorry to report: Spoke w all parties. Must report that 100% the sequel will not happen. And that is to be the final thing about it
Del Torro had been very public several times last month that he was inclined on doing one more film in the superhero series. His tweets had sparked a lot of hopes in the fans who voted positively with full faith of seeing the next movie of the franchise.
The HELLBOY III is our chance to vote the right way in 2017! If 100k votes come in 24 hours I promise to have a sit down w Da Perl & Mignola
He had stated in his tweet that the making of the part three would depend on the fans’ voting. The polls had also crossed the 100,000 mark. However, there was no official announcement from the director or any confirmation on part three.
Informal poll (let’s see how many votes we get in 24 hours)
Hellboy III
A few minutes after del Torro’s latest tweet on the film being scrapped, Perlman tweeted, “Superhero seeks employment. Likes, pizza, cats, and the Marx bros.”
No specific reason for scrapping the movie was mentioned, though.
One of the most awaited animated series got released last year on Netflix which went on to win three Annie Awards this year. This series was being made by the man who is known for blending and creating magic on screen with his dark fantasy films. We are talking about Guillermo del Toro’s Trollhunters. The series is a DreamWorks Animation production which hit Netflix on 23 December, 2016 and recently Netflix renewed the series for a second season of thirteen episodes, which is set to be released later in 2017.
Milind Shinde
What’s so special about this project? It’s the fact that along with DreamWorks Animation, a recently opened Indian animation studio has also worked on it. Started out by Milind Shinde about six months back, the animation studio – 88 Pictures got the opportunity to work on this critically acclaimed series with Guillermo del Toro. The Mumbai based studio was created with the aspiration of becoming the content creator and executor in the animation space.
Before opening his own studio, the industry veteran, Milinde Shinde was earlier associated with Assemblage Entertainment, DreamWorks Animation’s India and Shanghai unit. Shinde has over 15 years of experience under his hood in the field of animation and is known for his skills in project management, operations and strategy planning, new studio set ups,business development, ROI accountability and operations.
So what made Shinde start his own studio? “In my decade-long experience of working in the CGI space, I had a fantastic opportunity to work with one of the leading studios in the world, DreamWorks Animation. I was fortunate to work at India and Shanghai units of DreamWorks. During my stint at the Oriental DreamWorks, Shanghai, from an outsider perspective I got a good overview of the current CGI ecosystem in India. I sensed a gap in the market. While on one hand, there is this amazing talent pool with high caliber, on the other, there are not many high end ingenious CGI shows getting worked upon in India. I wanted to use my extensive experience to set up a state-of-the-art studio in India that can nurture good talent and produce outstanding shows. With this thought in mind, I worked on a business plan and was fortunate to be supported by a venture capital firm, who believed in this dream as well. And here we are with 88 Pictures!” reveals Shinde.
Shinde wishes that his studio should be known for their unwavering focus on creativity, cutting-edge technology and for their commitment towards innovation. “I sincerely feel that creativity and excellence in technologies can be pushed even on the work-for-hire shows and shouldn’t be limited to original IPs,” says Shinde when asked about the studio’s working model.
All it takes is the last 30 minutes to add that last 10 per cent on the frame, which makes anyone who looks at the frame say “wow”. That’s what Shinde wants from his artists – to ideate and develop on that last mile (that last 10 per cent) which adds unsurpassable value to the project and studio’s portfolio in the short and long run. ‘Creative Disruption’ was the concept he came across while reading Ronnie Screwvala’s autobiography which left a mark on his mind. That’s the space 88 Pictures wants to be in.
88 Picture’s first project was an animated TV series called “Trollhunters” which is inching towards becoming one of the most watched TV content on Netflix. Shinde adds, “As a matter of fact, we set up the company to do this show for DreamWorks. We are proud about the fact that we are the only active studio in this part of the world to collaborate with this show. We wanted to make sure our launch project reflects our philosophy and future plans. Trollhunters does exactly that!”
There are many animation studios in India. What sets 88 Pictures apart from the rest of the studios? “There are many successful studios in India and relatively ours is quite a new set-up. We wouldn’t want to look at scale or size as the differentiator. However, 88 Pictures brings in the difference through quality of execution, use of technology and by nurturing superior work culture. So, our endeavor is to stay relevant for the right reasons and in the process, become an internationally eminent animation studio,” states Shinde.
88 Pictures has been fortunate enough to find a venture capitalist firm who has shown faith in the team’s creative abilities and backed them with funding. Investors were convinced about the growth prospects of the animation industry and of their capabilities in taking it to the next level.
As for the business model, whether the studio will be more focused on outsourcing or IPs, Shinde says, “It will be a combination of both in the long run. Currently, we are building a good execution process employing the latest technology. Focus is on developing solid leadership and a healthy workplace that can handle high octane shows from Hollywood. Our next step will be to explore co-production opportunities. While our partners can bring the know-how of what goes into building the shows (from greenlighting to pre-production), 88 Pictures will handle the execution part.”
On the IP side, the goal is to partner and create IPs that have universal appeal. Right now, the studio is developing couple of interesting IPs in-house.
Along with Shinde, his wife, Siddhie is the co-founder and manages day-to-day operations of the studio. Owing to her creative background in acting, she brings in a lot of depth into the content creation space. In fact, she is actively engaged in developing a few exciting IPs for the studio.
“My entire creative and technical leadership team comes from having a feature film experience. Most of them are from the same Dreamworks Unit (India), where I come from. There are a few exciting names on board and a few slated to join our board in the near future. I guess I’ll leave that for next interview (laughs),” mentions Shinde.
The studio is staffed at a strength that is required for the current show on the floor and is looking forward to expansion in 2017. They plan to remain a moderate size studio and not go beyond a certain number.
Revealing his future plans for the studio, Shinde says, “Animation industry is undergoing a creative metamorphosis. It always has been in a very dynamic state. People are finding newer ways of making films. This is a very exciting time for us to be in this business. We will continue to adapt latest technologies, scale up our immensely talented staff, nurture the creative culture and sustain investors faith in us. It takes time to build a good sustaining entity in this space and we are making sure to walk before we can run. Industry will see 88 Pictures as a global player in the animation domain, having a diverse creative portfolio. We also seek to forge great international partnerships along the way.”
The studio is currently working on the second season of Trollhunters.
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