Priyanka Chopra Jonas and Parineeti Chopra to voice for ‘Frozen 2’

Bollywood divas and sisters, Priyanka Chopra Jonas and Parineeti Chopra have been roped in for the voice of Elsa and Anna in the Hindi version of Frozen 2.

The global star announced this news on social media. This is the first time that Chopra sisters will be sharing screen space for the first time as the voice cast of the animated blockbuster. Idina Menzel and Kristen Bell voice the roles of Elsa and Anna in the English-language version of the movie.

This is the second instance of Bollywood stars with a family connection voicing for Hindi versions of Disney blockbusters, the latest being Shah Rukh Khan and his son Aryan Khan lending voice for The Lion King as Mufasa and Simba respectively. 

Frozen 2 begins six years later of Frozen and finds Anna, Queen Elsa, Kristoff and Olaf embark on a mysterious journey to find the origin of Elsa’s powers, which will enable them to save their kingdom, from evil. The two sisters work together to save the proverbial day.

Frozen 2 casts its spell on 22 November. 

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Xiaomi pierces into gaming sector with the launch of two new gaming monitors

Xiaomi has officially pierced into the gaming sector with the launch of the gaming monitors in China. The Mi Surface Display 34-inch and Mi Display 23.8-inch monitors have a minimalist design with thin bezels and will go on sale starting from 21 October.

As the name indicates, the Mi Surface Display 34-inch comes with a massive 34-inch large curved screen having 21:9 aspect ratio, 3440 x 1440 pixels screen resolution, and 144Hz refresh rate, 1500R curvature.

It supports AMD FreeSync and in terms of picture quality, it has a 121 per cent sRGB colour gamut. The screen can be lifted and rotated around the stand that is magnetically mounted to the display.

Priced at approximately Rs 25,200, Xiaomi is offering a warranty of up to three years. There’s also a special offer of approximately at Rs 20,100 for buyers who pre-order the monitor.

According to a report by GizmoChina the company has said that the display and the bracket are magnetically snapped together and Xiaomi is also providing a three-year warranty for the same. While Xiaomi has not revealed this, reports indicate that the display is provided by Samsung.

China’s Xiaomi has already outgrown its image as a budget brand and is aiming to compete with its rival Samsung, Oppo, Vivo, OnePlus by widening its India product portfolio which includes pricier, high spec smartphones and smart TVs. Now with the launch of gaming monitor Xiaomi is aiming to explore gaming space, and as far as India’s gaming game is concerned it is scaling newer heights each day. Although Xiaomi has not revealed anything about the global or India launch of the product, if the China experiment with gaming monitors becomes successful then targeting the Indian gaming ecosystem with descent gaming monitors will be a wiser bet for Xiaomi.

 

 

 

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Sony Pictures releases trailer of ‘Peter Rabbit 2: The Runaway’

Sony Pictures made a sequel to last year’s hit family movie Peter Rabbit and has released a new trailer for the film, titled Peter Rabbit 2: The Runaway. A blend of live action and computer animation, Peter Rabbit is based on the stories written by Beatrix Potter, the character of Peter Rabbit first appeared in 1902.

The trailer opens with Thomas and Bea’s wedding ceremony, which includes Peter’s false daydream of learning that Thomas is his biological father. Following the nuptials, Peter and his owners return to their normal lives as Bea’s book about the rabbits takes off.

Directed by Will Gluck alongside Patrick Burleigh, the title character for the second installment is voiced by James Corden. Elizabeth Debicki and Margot Robbie return to voice their rabbit characters from the original film, while David Oyelowo joins the voice cast.

Produced by Sony Pictures, Peter Rabbit was a successful attempt at bringing the world that Potter created to the screen. Now, in the second outing with Peter Rabbit 2: The Runaway, that world seems to be expanding.

Peter Rabbit 2: The Runaway will be in theaters on 3 April 2020.

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Amazing personal apps that help you manage your finances

Records on paper used to be the most reliable and convenient. People used to rely on paper to put every expense and budget. The era of technology has brought in the best versions of financial apps that can do the dirty work for you. Just as much we wish for the smooth flow of your finances and record-keeping it’s not always an easy task.

Get hold of amazing mobile apps that can manage your money whilst you are busy making more. With these apps, you can track manage your online sportsbooks spending so that you don’t break your bankroll.

Get Wally mobile app and let it track all your expenses

One of the best apps you can get is Wally. Wally is most convenient when it comes to tracking your expenses. All you have to do is to keep your receipts after each purchase you make. Wally will make your life easier in the sense that it will it will record everything for you rather than you having to log all your expenses at the end of the month. 

The most fascinating part of this app is that all you have to do is to take pictures of your receipts and let Wally do the work for you. Another good thing is that Wally is a free app that anyone can use and it also fills in more information for you if your geolocation is on, on your phone. Get yourself this app and let it help you even with your top rated online casino bankroll.

Save some money using Acorn Mobile app

Has saving been your most troublesome issue? Worry not because Acorns app has got your back. Acorns is a brilliant app that allows you to save effortlessly even small amounts. Maybe you are asking how this app works, well basically each time you purchase using a credit card and Acorns will round the figure to the highest dollar and automatically invest the difference on your behalf. This app will exercise discipline when we fail to. Download these apps and experience a refreshing journey of money management.

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‘Maleficent: Mistress of Evil’ intentionally diverts from the fairy tale for the better

2014 saw screenwriter Linda Woolverton (Beauty and the Beast) lend a daring and smart feminist take on the tale of The Sleeping Beauty in Disney’s Maleficent, which changed the course and added weight to Disney’s live-action remakes. Cut to 2019, Maleficent is back, and that too with a bang in Maleficent: Mistress of Evil

Written by Woolverton, Micah Fitzerman-Blue, and Noah Harpster, Maleficent : Mistress of Evil adds more volume, original storyline, plot twists and fantastic cinematography. Angelina Jolie reprises her role as the behorned and tawny eyed powerful fey who is a temporary misanthrope forced by circumstances.

The film starts where its predecessor left, Aurora (Elle Fanning) becoming the Queen of the Moors, Maleficent having a change of heart, turning into a perfect mother figure for her, though she’s still considered the villain. Hell breaks loose when Prince Phillip (Harris Dickinson) proposes marriage to Aurora and she agrees with a hope to reunite Ulstead and the Moors. Maleficent reluctantly gives in to her daughter’s wishes but soon succumbs to the politics of Aurora’s would be mother-in-law, Queen Ingrith (Michelle Pfeiffer) who wishes to destroy the Moors and take full control.

Maleficent : Mistress of Evil brings in more characters, similar winged creatures and intentionally diverts from the Sleeping Beauty mythos for the better. The film has an independent storyline that was much needed in Disney’s slate of live-action remakes. Maleficent : Mistress of Evil looks like an epic fantasy film, preaching an anti-war parable with imagery that evokes that of Holocaust and features three contrasting archetypes of femininity. 

Directed by Joachim Rønning, Maleficent : Mistress of Evil has stunning visuals and brilliant camera work that perfectly blends with and aids the script. The VFX are made by – MPC (VFX Supervisors: Jessica Norman, Damien Stumpf, Brian Litson and Ferran Domenech), Mill Film (VFX Supervisor: Laurent Gillet),  helmed by overall VFX supervisor Gary Brozenich. Few places it does look unreal and made up, but the film does offer a lot of dazzle.

The notable cast apart from the protagonists, the likes of Chiwetel Ejiofor as Conall, Sam Riley as Diaval, Ed Skrein as Borra, Robert Lindsay as King John, and others have done justice to their respective roles. Ejiofor could have been given more screen presence and a stronger role. Pfeiffer is cold and shrewd, Fanning does her best as Aurora, but it’s Jolie who steals the show as the anti-heroine. She is strong yet vulnerable, detached yet entangled, her eyes express a lot of pain caused by deception to her.

Maleficent: Mistress of Evil also depicts the growing candid chemistry of on-screen duo Jolie and Fanning. It’s heartwarming to watch Maleficent’s dark, stormy ways in stark contrast with her Aurora’s sunny disposition. Though both of them don’t share screen space for most of the film, the moments when they do come together, makes up for the separation.

While Maleficent was a comment on the greed and violence of masculine aggression, Maleficent: Mistress of Evil uses Ingrith to explore subtler forms of manipulation to show that the face of villainy isn’t always an angry person or an outsider. Sometimes it’s a calm and shrewd mind hiding prejudices behind a garb of politeness, who gets her job done with planning, plotting and brainwashing.

The film can also be interpreted as a battle between Nature or primordial forces versus humans or civilisation or intellect. Both of it coexists striking a harmonious balance. When any one disrupts or creates an imbalance, the other wreaks havoc that leads to mass destruction. The destruction of Moors can be easily interpreted as deforestation and the adverse consequence it brings with it.

Overall, Maleficent: Mistress of Evil  leaves a mark and though it has been established as a franchise about women and empowerment, it also resonates equality and celebrates allyship of the opposite sex through Riley’s shapeshifter Diaval who’s wonderful and a humble, goodnatured Prince Phillip. 

Hitting theaters today, 18 October, Maleficent: Mistress of Evil is a breath of fresh air in Disney’s slate of live-action remakes that does not lack of originality and emotion.

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Guest Column | IP creation: The great India opportunity 

Entertainment Intellectual Properties truly define the identity of the Nation and its cultural ethos

Ashish Kulkarni

While the formula of Indian animation IPs doing well for Indian kids has succeeded greatly, the next logical step for the original Indian animation IP creators is to get opportunities to create the global Indian animation character brands. 

One of the most important considerations while communicating with a large section of the nation’s population, especially kids, is to look within while looking forward. The communication patterns that are trusted upon at that tender age play a critical role in shaping their future. In this digital era kids are exposed to all sorts of information from across the globe. Thus, the responsibility of the creative content creators and programming directors is to ensure that a balanced content is fed particularly to this category of audiences. 

As efforts are made to develop the future generations into truly global citizens, the understanding of the regional heritage, culture, history and stories is also extremely important. 

Animation storytelling in India is skewed towards kids’ genre, hence we have a limitation in many ways. It all started through television as a medium in mid-nineties. Most of the content creators then understood live action creations. India as a dominant live-action country with over 100 years of cinema history took little time to understand the grammar of animation storytelling. However, animation storytelling being a long drawn creation process requires patience, which was hard to find back then as television medium was growing at a rapid speed after liberalisation process was rolled out in early 1990s. Therefore, the global content took a strong position in this segment and the kids in India were found growing up on all sorts of foreign kids’ animation content. 

This was followed by an era when foreign animation content was getting dubbed in local Indian languages, which was marked by a growth in viewership as kids gradually started understanding the stories with a little more clarity. 

It was almost after a decade that this era ended when few Indian animation creators took a plunge to create original Indian IPs, a step replete with risks. But when the television programming teams decided to air these shows, the viewership went through the roof. It provided the impetus for the kids’ category to grow multi-fold, and the percentage viewership of kids gained a bigger pie in the total viewership universe. 

Properties like Hanuman, Little Krishna, Chhota Bheem, Tenalirama, Panchatantra, Shaktimaan, Ghatotkach, and many others proved successful enough to compel the kids’ networks to invest more in original Indian animation shows.

However, at this stage the supporting ecosystem for character licensing, merchandising, brand associations, character events and school contact programs was absent in India. It was against this backdrop that the creators of Chhota Bheem took a bold step to self-distribute the content internationally; create own character licensing and merchandising; forge brand associations; organise character events; open Chhota Bheem stores at airports, events and malls. The creators went on to produce and successfully release a series of theatrical animated feature film in the last six years. Eventually, Chhota Bheem emerged as the biggest animated character brand out of India. 

While the original animation IP story was beginning to unfold in India, the co-production of animation IPs also existed in the business modules of several studios. That was another way of partially holding the rights of global original animation IPs. We have many shows produced under the co-productions, but the positioning of Indian studios was way lower in the value-chain as India was initially positioned as the animation production services destination. It sometimes became very difficult for the Indian original animation IP’s / ideas to move up and become the co-productions. It was always the ideas or IPs originating from other countries that were translated into the co- production shows. Nevertheless Indian animation studios did not give up. Some of the global IPs co- produced by the Indian studios include Jungle Book, Peter Pan, Davincibles, Casper, The Little Prince, Animated World Tales amongst many others. 

Since 2011-2012, few Indian animation studios focused on co-productions of international animated feature films. However, they have succeeded in setting up world-class 3D character animation pipelines and are delivering international features through co-productions continuously. Some of these theatrical features and DVD shows include Iron Man, Norm Of the North series, The Swan Princes Series, Alpha and Omega, Arctic Dogs, Blinky Bill, Little Nick, Robin Hood, and others. 

Post 2014, the India animation entered a new evolution phase as now the networks wanted to move over 60 per cent original Indian animation content to even a new kids’ network. 

By now original Indian animation had grown to over 100 animation character brands. While some of these character brands were produced in several seasons, some of them made a great start. IPs like Motu Patlu, Shiva, Little Singham, Krishna, Aryan, Dabang Girls, Krish Trish and Batliboy, Golmaal Jr., My Bhoot Friends, KickO & Super Speedo, Sab Jholmaal Hai, Honey Bunny, Pakdam Pakdai, Rudra, Keymon Ache, Roll No. 21, Super Bheem, Andy Pirki, Oye Golu, Gattu Battu, Mighty Raju, Kalari Kids, Kumbhakaran, Chhoti Anandi, rose as the original Indian animation brands to reckon with. 

While all the stakeholders recognise that creating the original Indian animation IPs is the way to go forward, the sole dependency on the television network is making it difficult for a self-sustaining business module to run as the cost of production made available is very low. Although the percentage of kids’ universe is very large in terms of total viewership base, there is a mismatch in terms of advertising revenues. Hence the pressure on production costs doesn’t allow the creators to enhance the quality of the shows. The frustration of the creators can be gauged by the fact that they are delivering higher quality production values in the outsourcing animation services projects while unable to do it for Indian projects though the talent pool remains the same for both. 

While the formula of Indian animation IPs doing well for Indian kids has succeeded greatly, the next logical step for the original Indian animation IP creators is to get opportunities to create the global Indian animation character brands. Secondly, the independent animation studios creating original Indian animation must get a chance to retain the IP of the characters and shows, as in the present format they lose all the rights in the first green lighting stage itself. 

The new avenues of creation and monetisation of original Indian animation IPs show a lot of promise in the unexplored areas of pre-school animation content and digital platforms for original animation creations. While BARC has included the kids’ content from two years to 14 years now, the advertising and network marketing teams will require a viewership data break up for two to five years, six to 10 years, and 11 to 14 years separately, as the content subject interests are fast changing in kids as they are growing up this age profiles. 

Presently, the pre-school category has substantial viewership base but no advertising revenues. Hence, we do not get shows greenlit in pre-school animation. This is a very high potential content creation growth area for the near future. 

Secondly, so far we have seen only one big success for an Indian original animation (Might Little Bheem) created for a well known digital platform. The second example of success of the re-run of the original Indian animation content for television, but now placed on a famous international digital content platform dubbed into several languages doing well is Krish, Trish and Baltiboy

Few steps that will further consolidate promising growth of the original animation IP’s will be as follows: 

  • Expand the genre from only kids to family entertainment 
  • Create local co-production and original IP funding mechanism. 
  • Create and establish a free to air kids public broadcasting networks with focused funding for creation original Indian animation content. 
  • Establish a co-production and finished content market in India and get buyers for the animation content from all over the world. 
  • Funding for promotion of Indian original animation content globally through several content markets.
  • Create a special animated kids feature film distribution mechanism. 
  • Pre-school viewership data to be measured and made available to the advertising and kids network, in order to ensure infusion of production funds for pre-school animation programming. 

The original Indian animation characters are in a nascent stage and require a right attention as 27 per cent population of India is between 0 to 14 years of age. The highest loyalty for the television network or an animation character brand is displayed by this age profile. More over the kids who were born in India in 90’s and 2000, who grew up watching animation content, will soon become parents. That gives a great opportunity to Indian original animation content creators to widen the animation viewers’ genre from kids to family in next five to 10 years. Hence, the potential to take the original Indian animation creation to the global heights is certain, but needs the right policy intervention and attention right now. 

(This article has been contributed by Punnaryug Artvision founder and Screenyug Creations chief mentor Ashish Kulkarni, and AnimationXpress.com doesn’t necessarily subscribe to these views)

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Green Gold Animation partners with Japan’s ADK Emotions for 3D animated series, ‘Nebula and the Big Blue Couch’

Green Gold Animation and ADK Emotions of Japan has announced the formalisation of a partnership to co-produce and distribute a new 3D animated title, Nebula and the Big Blue Couch on 18 October. 

In this adventure-edutainment series for pre-school audiences, a group of adorable toddlers and their compulsively texting babysitter go on extraordinary adventures in science to discover the secrets of nature, space, history, the human body and much more. The two companies plan to bring the show bible and brand plan to market in 2020.

This announcement was made by Green Gold Animation founder and CEO Rajiv Chilaka along with ADK Emotions representative director Takahiro Noda.

Commenting on this partnership, Chilaka said, “We are so excited to introduce kids and their families to this show where the bond of friendship takes a curious group of youngsters on a journey to answer some of the most perplexing—and yet, everyday—questions about the world around them. And we couldn’t have a better partner than ADK Emotions – their innovative approach and deep understanding of children’s toys will help inspire kids across the globe to ask similar questions and fall in love with science as they search for answers.”

The collaboration is an exciting event for both companies, which are expanding their global presence. 

“We are so thrilled and delighted to start our partnership with Green Gold Animation, a wonderful studio committed to producing world-class animation with purpose and depth. With two decades of experience in the industry, we know that there is so much knowledge that they have to offer. This will be an incredibly fruitful endeavour for both parties and we cannot wait to see what the future holds,” added Noda.

Green Gold Animation, creators of the popular Netflix original pre-school series, Mighty Little Bheem, was established in 2005 and today is India’s largest animation studio. With over 1200 artists across its studio locations, Green Gold Animation also created the largest animated franchise in India, Chhota Bheem. A true transmedia enterprise, the group’s portfolio includes companies spanning across 2D and 3D studios, gaming, AR/VR, feature films, licensing and merchandising. Building on its growth, Green Gold has begun to expand its international presence in recent years.

Established in January 2019 as part of ADK Holdings’ vision to grow and expand its content business, ADK Emotions plays an independent and specialised role in original IP creation, overseas development, and new digital ventures. ADK Emotions has been involved in producing animation titles such as Doraemon and Yu-Gi-Oh! Duel Monsters, as well as providing its services to numerous animation titles such as the One Piece and Gundam series. With popular titles BEYBLADE and BDAMAN added to its roster via the acquisition of d-rights (est. 1988), ADK Emotions continues to stimulate the growth of the business by helping partners both navigate the complexities of the content industry and connect with viewers on an emotional level.

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Gaming and content, CHNO Media aims to fill the gaps!

Following the success of gaming and content around it in matured markets around the globe, India too is catching up. However still a niche, gaming is beginning to signs of emerging as a big sector in the country.

Tencent’s PUBG Mobile can be considered as one of the catalysts which infused quite the craze for multiplayer gaming in the country for the first time, albeit on mobile. However, as gaming becomes a much clearer idea for the masses, the scope for fresh gaming content is also presenting further opportunities.

CHNO Media is one of the companies attempting to fill in the gaps. It is a gaming content and talent start up which is working with streamers and gamers and bringing them under one umbrella.

CHNO Media Founder Anshu Patni Singhi

“The idea is very simple; we want the gaming content to be spread across the universe of your usual content creator and to be consumed and to be understood by a larger audience than what it is currently being used as.” Says CHNO Gaming founder Anshu Patni Singhi.

As per FICCI EY report, digital media in India grew by 42 per cent to reach Rs. 169 billion in 2018. Estimates are that, video consumption has been growing at 500 per cent per annum and most of it is coming from mobile handsets.

The report further states that smartphone users reached 340 million in the past year and is predicted to touch 925 million by 2023. The revised data plans have made people consume more video content. The digital subscriptions have also grown by 262 per cent to reach Rs. 14 billion in 2018 and are expected to hit Rs 20 billion by 2020. Over 500 million Indians are expected to have watched videos online by 2020.

CHNO has been actively collaborating with known gamers and streamers from the country with around 25 names to their kitty. According to the Singhi, the company is focusing more on the casual side of gaming, from the likes of Candy Crush to fantasy sports. Esports being one of the buzzwords, is not being left behind by the company either.

Apart from the evident rise of OTTs, live streamed videos are making waves as more and more publishers lean into the genre. “I also truly believe that the entire cycle of content is now at a point wherein it is looking for new avenues so five years back how content ecosystem was kind of brought to light through the comedy creators. Now the next wave is going to come through live music, live streaming, short form content and more.”

Streaming games has been an integral part of the ecosystem since a long time now. With Twitch, YouTube and Facebook being preferred platforms, the streamers also work as influencers for specific gaming or related brands. The rise of international names like Tyler “Ninja” Blevins of Fortnite fame and world’s leading YouTube star Felix Arvid Ulf Kjellberg aka PewDiePie further strengthens the belief that there is a huge space for online gaming content.

Says Singhi, “So the idea was that through content you bring more opportunities to the talent, you create more interactions for the publishers, you take these gaming brands at different stratas and finally you create very objectified, very targeted content pieces for the target audiences that they are reaching out to.”

The company is largely divided into two blocks, one is talent management and the other is content creation. They represent the content creator Karan Talwar aka BollywoodGandu and also recently launched the country’s first podcast dedicated to gaming, featuring Kartkya Bhel who is the first ever FIFA player to win an international championship.


The narrative of the company’s content is rather casual, in tandem to its global counterparts. “It’s not a very strong hard core narrative. That’s just the position that we have chosen because we feel the larger audience needs to understand,” says the founder.

Singhi has been earlier associated with entertainment content ecosystem for the last 14 years and used to run the content business for a company called Kwan Entertainment which dealt in celebrity management. Furthermore, she has also worked with Reliance Broadcast as a brand head for IPs.

We have already established that India is a content hungry nation and with the boom of digital, it is seemingly reaching a phase where the supply is meeting the demand. CHNO’s path should lead to some very happening places given they fill the gaps in the gaming content ecosystem in the country.

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MPC explores the VFX depths of the unknown in ‘Ad Astra’

 Recently launched Ad Astra, a paranoid thriller in space that follows Roy McBride (Brad Pitt) on a mission across an unforgiving solar system to uncover the truth about his missing father and his doomed expedition that now, 30 years later, threatens the universe. In the vision of director James Gray, MPC’s VFX Supervisors Guillaume Rocheron, Chris Downs and Simon Jones created a visual style leaning towards realism over fantasy. MPC Film was the lead studio on Ad Astra, has delivered 198 shots with MPC Vancouver, London and Bangalore working on the project.

In conversation with Animationxpress MPC compositing supervisor Eric Andrusyszyn, shared that he was involved with the film roughly around a year and they have earlier worked with overall VFX supervisor Allen Maris. Initially when the team was told about the project the team has gone through a lot of research for creating the VFX work in the movie scientifically accurate. The brightness and exposure levels between stars and surrounding assets, the defining look of materials and even how the assets were built, were all considered when following Gray’s overall vision for the look and feel of the film. A lot of attention was put into the small details including light exposure, the exposure of the image depended on the distance from the Sun over the length of Roy’s journey throughout space. Here is the excerpt which will share deeper insights on the movie VFX:

How did you approach the work when you were first told about it?
A lot of research was involved. The CG departments looked into how metals corrode in space, re-entry methods, how atmospheric wear and tear affects ships on take-off and landing. It was an area that we didn’t have much knowledge — the more we knew, the more we could apply.

For compositing, I spent a lot of my initial hours studying a variety of space photography. NASA’s online image database was a huge resource for me personally. This especially included the various images of moonwalks where I spent time studying specular details and how light reacts to the lens of a camera in that type of environment.

Could you share a little about what the unique VFX techniques and were used on the work in the movie?
From a compositing standpoint, one unique aspect was that we found an online database of thirty to forty thousand of the closest stars to Earth and were able to use them in Nuke. This included being able to use a shot camera to accurately add drift to the starfield.

 Will you enlighten us about the creation of the space environment(s)?
We blocked things out initially, but the detail required eventually became very paint heavy. The environment artists did a great job of creating incredibly detailed matte paintings to add all the details the client was looking for.

What are the things that the studio kept in mind while finalising the VFX?
The specific style required James and Allen were very focused on a specific look. Extra care was taken on specular highlights in a lot of shots to achieve realism.

How did MPC create the launch base on Earth, the city on the Moon, Mars, the rings for Neptune and Cepheus for the movie?
The client had a specific style and design in mind that we worked diligently to maintain. The idea for all technology in the movie was to feel very tangible and connected, not only to real-life but to also have a connection to modern times. The idea was to make the viewer believe that what they were seeing could exist.

Could you share how you created the space station Roy for the movie?
We have on set pictures of Roy in the suit; we carefully modelled and textured everything to match to the smallest hairs, to make sure any digi-double takeovers would look as seamless as possible.

What was the biggest challenge in creating the sci-fi movie?
Possibly the biggest challenge that MPC faced was based around the Neptune sequence and the generation of its rings. The challenge of creating and keeping the details both in Neptune and its surrounding rings, to portraying the vastness and isolation of space was both difficult and fun.

How many blue screens and green screens are there in the movie?
Though a lot of shots we worked on includes shot plates, they did not involve blue or green screens in the traditional sense. In order to maintain accuracy, the client was diligent in shooting the plates designed for their specific lighting situations. For example, the plates of Roy (Brad Pitt) outside of the Lima station orbiting Neptune were shot against black, with a single light to simulate the light from the Sun. This allowed us to blend more seamlessly with the space-based environments. Roto was largely relied upon since chroma keying was not an option.

 Were there any practical effects used in the movie? Can you describe those shots?
Very few shots made use of digi-doubles, the majority of the film is Brad Pitt on wires, shot very successfully as well as using location-based plates to help blend with the various environments. On top of that, practically shot effects such as, but not limited to, blowing dust and fire were used to add a sense of realism where possible.

 What were the pressure points for the team when creating the movie?
The detail required the scale of all the environments were huge, and to pull off the huge scale usually requires the eye to see the tiniest details to be believable.

How many team members of your VFX studios were involved in the making of the movie?
The compositing team in Vancouver consisted of around 15-20 artists, but I am uncertain of the exact number of the total crew.

Would you like to share any special VFX heavy sequence from the movie with us?
Roy’s travel through the Neptune rings involved creating the vast rock field for thousands of kilometers. The scale of the rings being thousands of kilometres wide by somewhere around 100 meters tall consisted of thousands of particles made up of four various particle sizes with the largest being the size of a golf ball.

There is a huge array of sci-fi movies winning academy awards, how different is Ad Astra in terms of VFX?
Ad Astra strives to achieve a higher level of scientifically accurate VFX that look great on screen, and we’re pretty proud of the work we produced to hit this achievement.

Would you like to share any fond memories during the making of the movie?
For me, it’s always the people that help make the experience. The crew created some amazing imagery while being a sheer pleasure to work with. I thank them for all of their hard work and dedication.

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Review: ‘Zombieland:Double tap’ packs hilarity in the action-filled post-apocalyptic world

Zombieland: Double tap doesn’t operate on an assumption that viewers have watched the previous version as the sequel takes place a decade after the original. With clever use of text-on-screen, the movie establishes the characters as well as the types of Zombies in post-apocalyptic America right at the outset.

In the Zombie-ridden world, the team has taken refuge in the White House and laid down a host of rules that they must absolutely abide by in order to survive. Fans of Zombieland would be chuffed to welcome Tallahassee, Columbus, Wichita, and Little Rock reprising their roles in the sequel of the Cult Classic Zombie-killing flick.

Staying true to the horror-comedy genre, Zombieland is rife with countless pop-culture and historic references from the ’80s that span over an action-packed journey of the Zombie-slaying quartet.

Between tinkering with presidential momentos, gunning down zombies in the slickest ways, dealing with changing equations and Elvis Presley impersonations, Zombieland’s sequel intrigues albeit conjures up the same comedic scenarios that the original has previously treated us to

The movie VFX is done by Crafty Apes, FOLKS, Rodeo FX, Spin VFX. Packing  created environments from White House to Leaning Tower of Pisa, it carries one theme that every place is under zombie attack.



The movie fuses the horror of zombies with humour. The enchanting place Babylon which can be dubbed as the ultimate ‘safe-haven commune’ was created well with the mixture of popping colors and well-blended graphics.

The climax of the movie includes a lot of spellbinding CG fireworks and fire sequences. The inclusion of the monster truck with humongous CG tricks in the last scene is a gratifying action scene. Overall the movie is a decent watch.

Written by Parth Kaushik and Poonam Mondal

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