Archive for December, 2009
A Long Strange Trip: Jeff Suhy’s Journey from Artists & Repertoire to Twitter & Facebook – Part 2
Posted by Erik Even in I Design Your Eyes on December 31, 2009

In 2009 Jeff Suhy joined Zoic Studios, the visual effects house in Culver City, California. How the former A&R executive found himself working alongside the creators of spaceships for Battlestar Galactica and vicious monsters for Fringe is not only the story of one man’s career, but of the trajectory of the entire entertainment industry over the past three decades.
In the first part of this two part interview, Suhy described the path of his career and how he came to Zoic as Creative Director – Digital Strategy. Here he discusses the current state of the record industry, and what the catastrophic changes there portent for the entertainment industry as a whole.
The entertainment industry is going to be very different in five years, but there will still be an entertainment industry. Do you think you got out of the music industry just in time? It seems like in five years there won’t be anything even remotely resembling a music industry.
I’ve been thinking that for about ten years. Nevertheless, it still seems to exist. I have a lot of friends who are trying to help shape the future of that business, it’s certainly going to be different – the recording business, we’re talking about, it’s not the CD business anymore. It’s the recording artists, and distributing those artists, and subsidizing tour support to develop an artist. The quote-unquote “record companies” are going to do it, maybe agents.
Digital technology has certainly enabled a lot of bands to record and distribute themselves; some of the barriers to entry are gone, and it makes less of a case for the record business. They certainly can’t take 85% of the revenue from your sales anymore – but there’s not that much revenue [anyway]. Certainly the forces against them are strong, but there’s always going to be a need for artists to have help shaping and getting their message out there, and there’s gonna be someone to fill [that need].
The record industry can’t take 85% of the revenue from your sales anymore – but there’s not that much revenue anyway…
It won’t look like what it does probably now even, but there will always be a quote-unquote “record business,” just like there will always be a television business and there will always be a film business, even though those things are going to be changing pretty dramatically too.
And radio.
Mmm hm.
Didn’t a lot of what you were talking about with the corporatization of the music business have to do with radio – Clear Channel, Viacom?
Deregulation in the radio business allowed these companies to own tons of radio stations, and start to put on the pressure to homogenize music. If you’re a record company, and you want to get an artist out there, you have to work with Clear Channel if you’re going to have any success. You used to have to work with MTV. If you didn’t get a record on MTV back in the 80s and 90s, it was almost impossible to get a break and become huge. And now that stranglehold is those Clear Channels and those big companies that own the space.
They’re becoming less powerful. That’s the good news, because people are finding music in other ways. They’re finding it through Pandora and referral technologies, iTunes, all these different ways to discover music. It’s fascinating to watch. Luckily I’m not in the middle of it anymore. I can watch it from the outside, and root for the forces of creativity over the forces of corporatization.
So what’s coming in the next five years as far as digital technologies related to digital marketing and advertising?
I have Netflix on my PS3, and I’m watching Lost right now on my PlayStation 3, streaming in high definition, glitch free. This was the big problem on the Internet all the years I was doing streaming media — there was this buffering, and pixelization, and poor quality. And at the end of the day people were like, “yeah, well, I’m never going to want to watch TV over the Internet, because it’s a crappy little small-screen experience; and I want a big screen, and I want great quality.”
And now, not only is there parity, but there’s instantaneous delivery, as opposed to waiting and buying a DVD, or waiting for your TiVo to record your show. You have the ability now to just get it.
And not only that, but you can interact with it. And that’s the future. Media over IP, on the big screen, and being able to interact with it. It’s pretty simple. It usually is – people always over-complicate things, but that’s the future.
And the mobile device — being able to have the same thing on your mobile device that you have on your big screen, so when you’re traveling you can just reach in and grab whatever show you want to watch on your iPhone or whatever it is that you have. That’s where it’s at.
That model of subscribing to content and not actually taking physical ownership of it is becoming more and more acceptable…
But how are they going to make money?
Good question! Maybe I’m being optimistic, but I feel like there’s a cycle that we’re about to go back through. Back in the early days of television, these shows would have brand integration right in the shows, where you would have the host of the show literally walk off to a set on the side and say, “have you ever thought of using Clorox…”
Like the “Milk of Magnesia Hour,” or “Texaco Star Theater.”
Exactly! You had these brands integrated into television in the early days, before they started creating commercial spots. And that was what paid for television.
These brands and products out there are always going to try to find a way to get exposure to their market. And when people are watching television over IP, if their demographic is all doing that, they have to find a way. Just like they are trying to find a way to get social media to work for them. It’s not an easy equation, but it’s being solved. Little by little things keep happening that get us closer to those advertising dollars and those brand dollars finding their way online. There are companies out there like Generate and other companies, that are working to create branded content that has a high level of quality.
I produced Bud TV for Anheuser-Busch, and that whole project was the first IP TV project where original content, which wasn’t an advertisement, was being developed for a brand. We created a whole bunch of shows. It was a great early experiment. It didn’t go so well, because of the age-verification, and the fact that with an adult beverage you had to be 21 and we had to use your driver’s license to verify you. Everyone was going to YouTube at that point. Traffic on the Internet is like water, it will flow around any kind of obstacle; and we put too big of an obstacle in front of it, so it never really took off. But it was the right idea, and that’s where it’s heading.
Brands are gonna associate themselves directly with TV shows, and production companies and development studios are going to be creating shows and getting ad dollar buy-ins in sponsorship form straight up front.
So that’s for television; and for movies, you’re going to have to pay for them, just like you do now. You just get them over the Internet. Like I’m doing with my Netflix subscription — I can watch shows on my PS3, but I’m paying a monthly subscription. TiVo, you have a subscription; Rhapsody, you have a subscription. That model of subscribing to content and not actually taking physical ownership of it is becoming more and more acceptable, whereas before that was really tough to swallow.
But it seems to me that all the differences between movies and television are based on how those media were originally delivered. Now that those delivery systems won’t exist, won’t the difference between TV and film cease to exist? Won’t you end up with a continuum of some things that are episodic, and some that aren’t, of different lengths?
I think the expectations and templates are breaking down. But people still want to have that Lost kind of episodic reality, or the Sopranos, where you’re following the story of these characters for years. The writers go away for several months and conjure the next season, and they come back with 20 more hours of this idea to share with their audience. That’s one methodology, and however that manifests itself, seven-minute episodes or hour episodes, that will be different content for different types of shows. Some will have multiple storylines happening concurrently, that you will be only able to experience online, where you’re able to click on characters or things within the show and get parallel storylines.
With film, it’s a different type of experience. It’s one complete story, that is digestible within an hour-and-a-half, two hours, and that’s just a different type of experience.
Will you ever go to a theater to see one, in five years, ten years?
I think you will probably with 3D, something like that. There will be different up-sells. Like there’s this new cinema in Pasadena in the newspaper today, which is $29 a ticket. You have this full lounge recliner and a blanket and a pillow, and there’s a little table between you and the person you’re with, and you ring the bell and they bring you martinis. It becomes more of a whole experience, going out. That to me sounds very compelling, and makes me want to go out to a movie. That’s something I want to try.
With Avatar, the 3D showings are sold out, with a higher ticket price that people are willing to pay for a better experience. Otherwise, you can just watch it on your plasma screen when it comes out on TV in a couple of months, pay-for-view, whatever. These release windows are all going to be changing, where you have the theatrical release; the international release; the DVD release; then pay-per-view, then HBO, and then eventually it goes to network. All that’s going to compress and change.
You get 24 hours to watch your show — it’s The Man putting his thumb down on me.
Both the music industry, and the entertainment industry in general, are having tremendous trouble adapting copyright to the new digital age.
With regards to the stakeholders in the traditional media business, people always say to me, why don’t they just do this or do that, set up their own distribution system. The problem is this — there are the publishers; there are the record companies; the artists; the artist management; people who have master licenses, different sorts of rights to the music, publishing rights and what-not; and they all have to agree on a new model. And everybody wants a bigger piece of the future, and to be less [expletive deleted] than they have been in the previous version.
And everyone that has a piece of that pie wants a bigger percentage, because the pie is getting smaller, and because they feel they’re not getting what they’re supposed to get out of the deal. Until they can all agree, that pie gets smaller and smaller and smaller, as everyone clings to the traditional physical product rights realities.
It almost takes, like the Roman Empire, a complete collapse for it to become something different. As long as those systems are in place that define what the record business is, it’s never going to substantively change.
I’ve talked to a lot of different brands who don’t want to even talk to the record companies. They don’t want to have anything to do with it, because it’s this labyrinth of rights and issues, and everybody wants a ton of money for every little thing. Or they want a bigger piece of this, or control over that, and it’s just a mess.
That’s how the entertainment business evolved over time, with these different people having different elements of control; and now they’re all being forced to simultaneously make massive decisions about how this is going to change. No one can agree, and they’re never going to like each other very much because they’ve always been in conflict with each other, competing. The record companies were always the 800-pound gorilla, and now they’re calling for help; and people say “gee, we’ve got the big bully on the block down a little bit,” and nobody really wants to help them.
You’ve got these big live promoters – that’s where the action is now, is on the live scene – they’re the new center of power, these Live Nations, these companies that are signing Madonnas and people like that. They put them on tour, they make the real money there, and the record becomes a loss leader to generate interest in the live performance. People will spend $45 for a t-shirt for Kings of Leon at their live event, but they won’t spend $5 for the album. They’ll go get it off a file-sharing service for free. But if they have a live disk from the show they were at, they’ll spend $45 for that.
People still want music, they still want content, they still want media. But the systems in place to support the production and distribution of those things are not flexible enough to accommodate what consumers want. Rights restrictions, DRM — people don’t want that. Eventually, that has to go away.
It will only go away when the whole thing blows up. I want an MP3 of my song in my car, on my iPhone. I want to have it on my computer. I want to listen to it wherever I am and not have to think about compatibility between devices. I want movies in an AVI file, so I can watch them on any device anywhere. I don’t want to have to deal with the rights and crap. Like on DirectTV you get 24 hours to watch your show if you order it On Demand – that’s never going to work. It’s The Man putting his thumb down on me.
A Long Strange Trip: Jeff Suhy’s Journey from Artists & Repertoire to Twitter & Facebook – Part 1
Posted by Erik Even in I Design Your Eyes on December 29, 2009

In 2009 Jeff Suhy joined Zoic Studios, the visual effects house in Culver City, California. How the former A&R executive found himself working alongside the creators of spaceships for Battlestar Galactica and vicious monsters for Fringe is not only the story of one man’s career, but of the trajectory of the entire entertainment industry over the past three decades.
In the first part of this two part interview, Suhy describes the path of his career and how he came to Zoic as Creative Director – Digital Strategy. In the second part, he discusses the current state of the record industry, and what the catastrophic changes there portent for the entertainment industry as a whole.
So, you started out at the 128th best university in the country [Louisiana State University and Agricultural and Mechanical College].
Is that what it is? [Peals of laughter.] That’s awesome! Out of how many, 150?
I was a track athlete in high school and I was recruited by a number of schools. My only real criterion was that I go to a warm place, and the warmest place that recruited me was LSU. So I went to LSU on a track scholarship.
Where did you grow up?
Chicago area, suburbs of Chicago.
So what was it like going to the South?
It was great. I was born in Tallahassee. So my family is from the South, and we somehow found ourselves in Chicago, because my Dad was transferred a lot via work. … My goal in life was to escape the Midwest; and I really wanted to come west, but I really didn’t have any reasonable scholarship offers out of the West. So I went south into the heart of the beast. And I stayed there for five years.
I ran the college radio station there – I was music director, I should say. I ran it from the industry perspective, as opposed to the actual operation of the station. And I worked at a record store. We bought a bunch of imports, and I started to learn about all these independent and import artists, and started programming that stuff on the radio. We started working with some of the labels to bring the bands through Baton Rouge.
I discovered you could have a record store radio station, and you could promote music and actually turn an artist that no one had ever heard of into something that people actually wanted to see. These bands would come touring through the US, and would have a date in Atlanta, then they’d go to New Orleans, then they’d go to Houston, and maybe they would have a stopover in Baton Rouge for the night. What they’d discover was that the shows in Baton Rouge were bigger than the shows in the major markets… because we were promoting the artists on campus. We ended up creating a successful scene there.
This was the mid-80s, right?
The mid-80s’ yeah – ‘84 to ‘88 would be the time frame. Then I started talking to SST Records, they wanted to bring me out to L.A. I’ll tell you the whole story, even though I know zero of this story should end up on [the blog post.]
So I moved out to L.A. thinking I was gonna work for SST Records, and when I got here they were bankrupt. I had nowhere to work and nowhere to live. I had a couple of hundred bucks in my pocket. And my Dad said “you’re an idiot.” My uncle gave me a place to stay on the floor of his apartment. I was resigned to survive L.A., even though I was having a really hard time.
I took a job at Larry Flynt Publications, as marketing coordinator, because I found it in the newspaper the day I got here and realized I didn’t have a job. [Suhy describes his job censoring pornographic material for ads, with NSFW details.] That was the most glamorous part of that job.
My feeling was, where is the creativity going? I wanted to follow the creativity.
As you might imagine, I was pretty diligent while taking the money from that job — I think $18,500 a year was my salary — taking that money and surviving until I could get myself into the music business, which is why I came out here.
The heavens opened, and I ascended to A&M Records in a miraculous scenario that changed my life. I stayed there ten years, and became vice president of A&R there, during that 10 year period.
And then A&M was acquired by Universal, and they fired everybody including me, even though I was so great. I had about a year-and-a-half on my contract to figure out what I wanted to do with my life, which was fortuitous, because I didn’t have to work. So I spent a lot of time on the Internet. I was really into technology and computers; I had an Apple II Plus when I was in high school in ‘82-‘83. So I was always trying to figure out technology, write programs, and hack things.
Then Napster came along when I was on my hiatus, and I went a week without sleep; I was obsessed. And at the end of that week I realized … I was going in to music & technology.
So I found a couple of guys…, and collectively we started a company that was ultimately called Nine Systems. … We worked with all the entertainment companies, and we built a software platform over a period of seven or eight years; and that was ultimately acquired by Akamai… which is a pretty major tech company, in December 2006. I stayed there for two years, and then escaped the MIT-PhD-math world and came back into the entertainment business, which is where I am now at Zoic. To combine my vast production and content experience with my now vast technology experience, and find ways to help media companies solve the riddle of the digital media era.
Can you talk about what you’re doing right now?
Right now we’re working with ad agencies on everything from banner ads, to other basic web implementations for brands. We’re working with some online brands in the redesign of their web sites and rebranding efforts. We are working with game companies to develop new ways to market their video games to consumers. It’s all little pieces of a big puzzle.
We’re developing original IP right now, which is a product called Media OS. We’re very optimistic that’s something a lot of our clients are going to find very useful to manage and build online media experiences.
But why Zoic?
Good question. As I was thinking about what I wanted to do next, I met [Zoic Studios founders] Loni [Peristere and] Chris [Jones] and [CFO] Tim [McBride], and realized there is a kindred spirit here. There is a support structure here to have that entrepreneurial, “invent-something-new” environment, combined with a stable, thriving creative organization that is very client-focused and very flexible. It isn’t all rigid and CFO-driven — it’s very creative-driven. It has … a start-up kind of vibe, but it’s well-established. Zoic is trying to leverage “visual evolution” into the new age of digital media, and I saw that was a great fit for me, I could help that happen.
Nobody wanted to hear anything about technology; hopefully if you just close your eyes and litigate against it, it will go away, you know?
I spent many years of my life at A&M being very artist- and very creative-driven; creating media, understanding pop culture, and understanding how people respond to media, how to market media; everything that was very media-oriented and entertainment-oriented. And I love that environment, everything being driven from a creative perspective. And I saw it dying in the late 90s, as corporate methodology was coming into a business that was once very naïve and gut-instinct-oriented. If you didn’t have a hit with an artist, it was an artist-development environment, where if everyone in the company believed in the artist, you would keep trying to foster their success, even though they wouldn’t have necessarily have any immediate returns on their first record. I just love that environment.
The record business became sort of a “home-run-or-forget-it,” a hit business. And the economics changed; the value of the art changed; it became much more of a commodity, much more commercialized. It became much less appealing. My feeling was, where is the creativity going? I wanted to follow the creativity. I wanted to use my experience in developing artists…
I had a certain skill set, but I had never had a chance, because of the myopic nature of the record business, to be able to use my technology background and interest in technology, because [the industry] was very phobic. Nobody wanted to hear anything about it; hopefully if you just close your eyes and litigate against it, it will go away, you know? I was doing all kinds of interesting stuff in technology, and it was not a receptive environment to that type of thing.
I also got tired of going to clubs, and I got more interested in sitting in front of my computer. I knew there had to be a future with music online and content online, and I wanted to have a deeper understanding of that, to the root. So I dove from production A&R into software, and let my geek side come out. That was very rewarding, and I enjoy that business and enjoy software and Internet content and digital media, all that stuff. I love what’s happening right now, it’s a very exciting and dynamic time.
I see a lot of companies and people struggling with how to make sense of it, and companies trying to market their artists, or market their media, their brand –I know where these people come from because I was there. It’s tough to wrap your head around these new models. I enjoy combing the new sensibility and contemporary thinking in digital media with an analog state of mind, which used to be and still is in some degree the prevalent way of thinking in the media business.
The best way to do that was to start a company, and develop this software that nobody had and which became really valuable, and was purchased for $160 million by Akamai. I did time at Akamai, which was fascinating, because then I got really deep into the technology. But I also discovered I don’t really want to go there, that’s not really where it’s interesting for me, it’s too much; and I needed to find a place that had an understanding of both [creativity and technology], and that’s why I’m at Zoic. It’s a company that embraces technology but has a traditional understanding of and adoration of creativity. Understanding those things is the future, and I’m in the future now, that’s why I’m here.
Where’s your flying car?
It’s outside. (Laughs.)
Zoic Studios Wishes You a Happy Holiday Season!
Posted by Erik Even in I Design Your Eyes on December 24, 2009

The employees, freelancers and families of Zoic Studios wish you and your family the happiest of holiday seasons!
Zoic Presents: The Creatures of ‘Fringe’ – Part 2
Posted by Erik Even in I Design Your Eyes on December 24, 2009

This is second part of a two-part interview with Zoic Studios senior compositor Johnathan R. Banta, about creatures designed for the Fox sci-fi drama Fringe. Be sure to read part one.
The Lionzard (from episode 1:16, “Unleashed”)
In this first-season episode, anarchists opposed to animal testing ransack a research laboratory, but get more than they bargain for when they unleash a ferocious transgenic creature. Later, Walter faces off against the creature in the sewers.
Banta says, “It was a lion-lizard combination, a chimera of a bunch of different creatures created in a lab. This also went through the ZBrush pipeline. There were no maquettes done for this particular one.
“This was a full-digital creature; luckily it did not interact too tightly with any of the actors. It was rigged up and had a muscle system that allowed for secondary dynamics. The textures and displacement maps were painted locally. There was some post lighting to add extra slime, with everything done inside the composite.
“It was actually very straightforward in its approach. The challenge of course was getting it to be lit properly and integrated in the shot. Compositing was a heavy challenge, as there was lot of haze on the set, a lot of lens flares – not direct flares, but gradients from different lights and so forth. We did our best to match the color space of the original photography. I think it was very effective.
“Another challenge was the bits of slime; it had to have slobber coming off of it. So we actually shot some practical elements; we did some digital cloth elements, a combination of things.”

The Hand (from episode 1:12, “The No-Brainer”)
A seventeen-year-old is working at his computer and chatting on the phone, when a mysterious computer program executes. Strange images flash before his eyes, and the teen is drawn in, mesmerized. Something protrudes from the middle of the screen and impossibly takes the form of a hand. The unearthly appendage reaches forward without warning and grasps his face.
Banta explains: “This boy spends a little too much time on the computer, and a hand reaches out of the computer, grabs his face, and begins to jostle him around and melt his brain. Which is not unlike my experience as a youth.
“We made a series of maquettes and we photographed them, just different positions of the hand coming out; and we composited them into a couple of shots. At the same time the animation was being worked on in CG, so we could start previsualizing it and then composite it.
“A cloth simulation was used for the screen. The hand was coming out, and we would create several different morph targets based on that cloth simulation. There was a bone rig in there, so we could animate it grabbing the kid’s head. That’s some very effective work, especially when projecting the textures on. The side view of the hand coming out of the monitor is one of my favorite shots.
“What they had on set was a monitor made of plastic, and a greenscreen fabric with a slot in it [where the screen would be] – and they had some poor guy in a greenscreen suit shove his hand through and grab the kid on the head, and the kid wiggled around.
“So we had to paint back and remove the actor, whenever he was touching the kid; otherwise we would use a clean plate. But whenever he was touching the young actor, we would remove that hand and replace it.
“They were also flashing an interactive light on the young actor that was not accurate to what we were rendering. When the hand got close it would actually light up his face, because the hand was illuminated with television images. So we came up with a way of match-moving his animation, and using that to relight his performance. We had to match his animation for the hand to interact with him, but we also used that match move to relight his performance.“

The Tentacle Parasite (from episode 2:09, “Snakehead”)
A wet, shivering man frantically combs the streets of Boston’s Chinatown. Gaining refuge, he suffers incredible stomach pains. His rescuer puts on heavy gloves and uses shears to cut his shirt away. The man’s abdomen is distended and wriggling as something crawls around inside him. A squid-like parasite crawls out of the man’s mouth, and rescuer retrieves it.
“Recently we just did yet another thing coming out of a poor guy’s mouth,” Banta says. “This time it wasn’t just nice little potato-shaped slug — it was long and tentacled, had sharp bits and just looked pretty nasty to have shoved down your throat.”
But there was an additional challenge on this effect. “You were seeing the creature moving underneath the actor’s skin; the actor’s shirt was off, and he was wiggling around on the ground as he probably would if this were happening, like a dead fish. He was shifting all over the place, his skin was moving all over the place, and we had to actually take full control of that.
“So we did match move. We went to our performance transfer system, which essentially takes tracking information from the original plate and assigns is to the match move. There are no specific camera set-ups; it’s just whatever they give us, and we grab every bit of information from the plate that we can, and use that to modify the 3D performances. These were then projected onto animation that we used to distend the belly and so forth, and up into the throat.
“The creature had 18 tentacles. Ray Harryhausen, when he did an octopus, decided to take two of the tentacles off, because he wouldn’t have to animate those, it would take less time. We didn’t have that luxury. There was no way to procedurally animate these things, and it had to interact with the guy’s face. So we had the exact same challenge we had with the slug coming out of the mouth, that we had to take this actor and pull his face apart as well, and make his lips go wider. But this actor was moving a lot more, so the performance transfer and animation tracking was more challenging.
But I’m very pleased with the results. We used fabric simulations for the different bits of slime again.

Razor Butterflies (from episode 1:09, “The Dreamscape”)
A young executive arrives late to give a presentation. After he has finished and the boardroom empties, he collects his things, and spots a butterfly. It alights on his finger — and unexpectedly cuts him. The insect flutters by his neck — and cuts him again. After attacking a few more times, the creature disappears into an AC vent. The man peers into the vent just as a swarm of butterflies pours out. They surround him, cutting him all over his body — he runs in a mad panic, crashing through a plate glass window and falling to his death.
Banta says, “We tracked every camera in the scene and laid it out into one common environment, so we could reuse any lighting in any point in the scene. That gave us the ability to put the flock of razor-winged butterflies into the appropriate spot.
“A big challenge on its own was volume — controlling and dictating the flocking behavior, so the swarm would follow the actor, intersect with him in the appropriate parts and not intersect in others, and eventually chase him through the window where the would fall to his horrible demise.
“There was one close-up of a butterfly resting on his finger — it flew into frame and landed, it was brilliant – that was pretty straightforward in its execution. More often than not the hard part was controlling the sheer number of flocking butterflies, especially given our standard turnaround time.”
Banta is thrilled to be creating otherworldly monsters for JJ Abrams’ Fringe. “I like doing these creatures; I hope we get to do more!”
Show & Tell: Leslie Ekker’s Drum Circle
Posted by Erik Even in I Design Your Eyes on December 23, 2009

“Show & Tell” is a series presenting the personal art, crafts, projects and creative endeavors of people in the Zoic Studios community. If you’re a Zoic artist, freelancer or staffer, and want to share your creativity with the IDYE community, let me know!
On the last Saturday of each month, Zoic Studios’ commercial creative director Leslie Ekker organizes the Culver City Drum Circle at Media Park in Culver City.
Ekker explains how he came to create the event:
“I really enjoy hand drumming, and I only normally get to do it when we visit our friends up in Santa Barbara. And so one day I said ‘@#%& it, I’m starting my own drum circle, here in LA,’ in Culver City in fact.
“So I did a quick search online and found there weren’t any [drum circles locally]. There’s the Venice drum circle, and there’s one in Pasadena, maybe one in Long Beach occasionally. They’re either too far, or too weird – the Venice drum circle can get really crazy, and it’s not liked by a lot of drummers, I’m finding out now.
“I found a web site called meetup.com, and I started the drum circle [in May 2008]. The first month I had three people, which is barely enough, and it was freezing cold. The next month I had 10 people, and the next month I had 15, and it’s now averaging about 20 to 25 people. It’s great because I have well over a hundred members and lots of active, regular attendees.
“The location I found for it is really ideal. It’s a park in Culver City that’s one of our oldest parks, with beautiful old trees.” Media Park is located at The Ivy Substation, a 99-seat theatre facility located in the heart of Culver City’s historic downtown. Tim Robbins’ The Actors’ Gang is the resident company. The Ivy Substation was built in 1907 by the Los Angeles Pacific Railway Company, which operated the city’s famous Red Cars. The Ivy was part of the electrical generation and distribution system for the Red Cars.
Ekker collaborates with the businesses surrounding the park, and with the Culver City Redevelopment Agency that operates the park. “They are actually very excited about the event and they support it,” he says.
“Every time we play, someone will drive by on Venice or Culver and hear it, and pull over and walk towards the sound, and find us and sit down and start drumming and join the group. I’ve got several regulars who found us that way. Very interesting people, from every nationality, too – a lot of international people.
“Most of us play the djembe, which is the African hand drum. It’s the most popular hand drum in the world. I have five drums; three djembes, and a dumbek, and a drum that I made as a project. It’s a homemade drum made of cast-off materials — a piece of scrap PVC sewer pipe from my neighborhood, a metal hoop that I bent and welded, a piece of truck tarp for the drum head, and then just some parachute cord for tightening lines. I wanted to develop a drum that could be built by high school students, very cheaply or for free or with donated materials. I’d like to develop a program where high school kids build drums, and then come and join the drum circle with their own drums. There would be no real expenditure; and this gets kids into the community, and gets them to experience group music and some of the African culture that we talk about and practice.
“We also get people who show up to dance, and even sing. People have brought other instruments. It’s all been a wonderfully surprising and connecting community event. It’s becoming something that people actually look forward to. I’ve had people walk by and say ‘oh yeah we come every month.’ In the summertime you see families come and stay in the park and have a picnic with their kids, who will come over and ring bells and shake shakers and drum drums.
“It’s something that’s so rewarding, because people appreciate it so much. And they really want it –they need it in their lives. It’s a way of building community, something that we don’t have a lot of in LA.”
The next Culver City Drum Circle will take place this Saturday, December 26th, at noon, and will last for 3 or 4 hours. For more information about this and future meetings, visit meetup.com.
Zoic Presents: The Creatures of ‘Fringe’ – Part 1
Posted by Erik Even in I Design Your Eyes on December 22, 2009

Part 2 of this post is now available.
Now in its second season, the Fox Network’s science fiction drama Fringe tells the story of three paranormal investigators for the FBI’s “Fringe Division” in Boston. Created by veteran television producer and feature film director JJ Abrams (Felicity, Alias, Lost; Star Trek), the cult favorite features a variety of bizarre and otherworldly creatures, many created with the help of Zoic studios.
Zoic senior compositor Johnathan R. Banta sat down with IDYE to discuss the creation of some of these monsters. His previous credits include Quarantine, The X Files: I Want to Believe, John Adams and V.
The Heartbug (from episode 1:07, “In Which We Meet Mr. Jones”)
In this episode, a strange, other-worldly parasite mysteriously attaches itself to the internal organs of an FBI agent. The creature wraps itself around the man’s heart, and surgery must be performed to attempt to remove it.
Banta says, “We received artwork from production, done by a very good illustrator; and I set about making a maquette of the creature for two reasons. One, because it would help us understand what the form was — it was hard to figure it out from all the drawings, because in the multiple views we didn’t quite see how it meshed together at first. And secondly, it was fun. I just wanted to sculpt something and this seemed to be a prime opportunity for it.
“A couple of people did versions of it, one in [Luxology] modo, one in [Pixologic] ZBrush, just to kind of play around — they weren’t actually anything we used. The final model was made by [Zoic artist] Mike Kirylo.”
A great deal of work was done to allow the creature to move along with the beating heart. Scans of an actual beating human heart, provided by Zygote Media as a morph sequence, were used. “Mike had to figure out how to attach this creature to the heart,” Banta says, “and as it pulsated he would have a ‘softness’ in-between each of the hard shell [segments]. So there’s the hard carapace of the creature, and the soft squishy connective bits. Mike said he was able to find a way to make the bones between the different sections scale as the heart was beating. That way it stayed connected without being stretched.”
Everything we see inside the man’s chest is CG. “They had a prop on set that was over the top of an actor. Oddly enough, it was not in the place where the heart would actually be accessed. So for a wide shot we actually had to cut the actor down by a third of his original height, so that the hole would be in the appropriate spot to get to his heart. But for the close-ups it didn’t really matter. It was a piece of foam rubber with green paint inside of it, and we keyed that out and continued it into the cavity; and put in CG guts and an odd-shaped little bug.”

The Virus Slug (from episode 1:11, “Bound”)
In a lecture hall at Boston College, a biology professor gives a lecture about pathogens. In mid-sentence, he begins to choke and falls over. While his teaching assistant watches in horror, the professor’s throat becomes enlarged, and what looks like a massive slug crawls out of his open mouth. As the slimy creature slithers across the floor, students flee the hall in a panic.
Banta explains: “It’s a super-sized cold virus – a giant squishy slug with little cilia across its surface. This thing pulled itself out of his mouth, flopped onto the floor and squished away as quick as it could. It’s quite disgusting, and was played for dinnertime theater.
“It was a fairly simple model – a slug with a couple of things sticking out of it. But it had to maintain its volume and look like it was a rubbery object moving around, so there was a lot of finessing in the animation. We didn’t use any form of volume-preserving algorithms — other than Mike Kirylo — so it was all based on a really good animator.
“But the [professor’s] face was the interesting portion of it. This slug is rather large, and begins to distend his throat and pull his face into contorted positions that it wasn’t in originally, as the actor just basically laid there and flopped his head over to the side.
“We had to do an exact match move of the actor. We used our performance transfer system; projected the footage frame-for-frame onto our digital actor; and then we had the ability to push him around anywhere we needed to. Add a little bit of clever compositing, and next thing you know there’s a creature coming out of this man’s mouth.
“His movements were not tracked on stage — no tracking markers on him. They were tracked in post and match moved. Basically, we used every bit of detail that was available on his skin. Unfortunately, most actors don’t have very bad complexions.
“That’s something we’ve been doing a lot of, actually — digital makeup [for Fringe]. That all plays into what we’re doing with the creatures, because most of the time they are interacting directly with humans. They’re not just in the room walking around; they are becoming, or coming out of, or in some way touching people, for the most part.”

Porcuman (from episode 1:13, “The Transformation”)
In an airliner bathroom, a man shudders in pain as a hideous transformation begins. His teeth start falling out — then he screams in agony as giant quills pierce through the back of his shirt. The passengers on the plane react when the bathroom door splinters and a hideous, inhuman beast bursts into the cabin.
Banta: “This man on an airplane should learn not to experiment on himself; as a result he turns into a giant porcupine creature which brings the airplane down.
“It was in very few shots. It is originally modeled in ZBrush and Maya; we import the model, and it is rigged by our animation department and put through its paces. We run the standard passes that you would expect – diffuse, specular, ambient occlusion, fill passes, indirect lighting, those kinds of things, so that we can integrate it in the composite.
“A lot of times we’ll do what is called ‘RGB lighting,’ where every three lights will be either a prime red, a prime green, or a prime blue; and that way we have a lighting matte in every single render that we can use to do some tweaks in the composite. Also, since we’re getting normals rendered from our passes, we can use a plug-in from RE:Vision Effects to re-light the object. Whatever lighting passes that the CG department was not able to get to can be generated at the end.”
Banta notes that because of the nature of the effect, very little of the transformation involves practical, on-set elements. “This is all post at this point. They shoot it as if the creature were there — they just shoot it very naturally.
“Now that [Fringe has] a make-up crew that is known for doing creature work, there is a lot more practical stuff being done. But we have to exactly, precisely match with the practical elements when we do the CG. There are things that practical does so much better than we can do, and vice versa. It’s an all-in equation for me, because whatever works best, works best. There’s something about having a light bouncing off of a card onto a person on set holding this thing, which just gives it a sense of reality that we have to try to recreate.
“Porcuman was a combination of digital makeup with practical elements. It was a close interaction. During the transformation scene, we have a medium shot of the back, and then cut to a tight close-up of the shirt ripping as these giant porcupine spines come through it. They had an inflatable balloon on the back of the actor for the shirt; so we tracked that inflatable balloon; used our performance transfer to get that onto the back of the creature; and then animated spines coming out, and composited that underneath his shirt, which had a greenscreen on it.
“We had to do some warping of the cloth to get it to line up to the actual geometry of the creature. Then for the close-up of the shirt, instead of using the photography directly, we went with a cloth simulation of the shirt, and animated the spines. But we took sections of the torn cloth from the actual photography, and used those to sell that the tear is ripping a piece of fabric. This is a good example where something done practically pays off in spades, because we could just grab that tearing fabric and place it on each of the individual spines, and save ourselves a lot of simulation time.
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