Archive for May, 2010

Zoic Races Past ‘Dominoes’ Success with ESPN NASCAR ‘Variables’

In February, Zoic’s “Dominoes” spot for the NASCAR Nationwide Series broke new ground in computer graphics for television. (Read the story here.) Now the Culver City, California-based studio has produced the second spot in the series, which retains the visual style of “Dominoes” but is quite different in story and tone.

The new spot, entitled “Variables,” is the story of the things the drivers and pit crew can’t plan for during a race, according to Zoic executive creative director Loni Peristere, “and how those variables affect the outcome of the race – who’s going to win, who’s going to lose.”

Watch “Variables” on ZoicStudios.com

The origins of “Variables” go back to the beginnings of the campaign. “The Nationwide campaign is a series of commercials that were originally pitched and presented by [New York-based advertising agency] Wieden+Kennedy,” Peristere says, “that we at Zoic partnered on for the duration of the campaign. We started in the earlier part of November last year, with [Wieden+Kennedy producer] Dan Blaney, [art director] Cyrus Coulter, [writer] Luke Evans, and Heather Larimer, under the auspices of Stuart Jennings, our creative director from ESPN.”

“The good thing about Wieden+Kennedy is that the producer is looked at as a ‘third creative,’” says Blaney. “I have that point of view throughout the process. That’s important to me.”

“We worked with the Wieden+Kennedy team to come up with the look, tone and feel for not only the commercials but for the entire campaign,” Peristere says. “If you see the Nationwide footage on ESPN right now, you’ll see our style, the stark black & white with blue highlights, used throughout the promotional material in the campaign. We worked originally with [Zoic creative director] Derich Wittliff and Darrin Isono to create keyframes that became the foundation of the look, feel and tone of the entire campaign.”

Footage of the racers for both spots was shot on location in Florida at the close of last year’s Nationwide Series. “We picked up the actors the day after their very last race of the season,” Peristere says. “And Kyle Busch, the star of ‘Variables,’ had just won the championship. We got to play with him a little bit, and his cohorts, on the shoot day, which was really fun because they were coming off of a long night of revelry.

“A big part of the realism for the drivers’ performances was rooted in my direction on set, where we were walking these guys through the variations of their performances. We had them run through directions like, what do you say to your driver? How do you feel when someone is spinning out right in front of you? When your car is not functioning? How do you react? We went through a series of facial expressions, both passive and active in performance, to capture the fixes that we needed for the spot.

“Both Wieden+Kennedy, and Stuart and his entire team at ESPN, were incredibly gracious with their trust. When we got into Editorial, it allowed [Zoic senior editor] Dmitri Gueer and I to choose the facial expressions we felt would convey the story to the utmost.”

Gueer adds that when it came to choosing the drivers’ performances, “they had to be identical to what the drivers would do on a real racetrack. But the big challenge was that you could take a greenscreen of the driver’s performance, cut it into the offline and go: “This is going to work great!”  Then look at it in the dailies after it’s gone through CG and all of a sudden realize that it no longer works because it is a mapped image that lives in its own environment.

“I really wanted drivers’ performances to work because it is  always about never stopping to want something perfect,” Gueer continues, “so I think I drove our CG guys absolutely bonkers because I kept feeding them non-stop new drivers’ takes to run a test on. In the end I was extremely pleased with how the drivers’ shots worked out. Our CG artists did an amazing job!

I am pretty positive that any NASCAR fan could take a look at the spot now and say ‘that’s totally real, I’m right there with that driver.’”

Peristere points out the differences between the spots. “’Dominoes’ is about an event, this giant crash, and having the wherewithal within the context of a giant 40-car pileup to know how to navigate that destruction.

“‘Variables’ is really about the race; it’s about the nuances of the drivers themselves, and how they react to variables on the track they cannot foresee; and it’s these kinds of qualities that make them great drivers. ‘Variables’ takes place from the white flag to the chequered flag. It’s one lap that we’re examining in great detail.”

“I think the two spots are totally different,” says writer Evans. “‘Dominoes’ has that epic crash in bullet time, everything fades out, and comes back full speed at the end; you have that lull in the middle, that moment where you have to get you bearings. Whereas in ‘Variables’ it’s a storyline from beginning to end. Right away you have to be along for the ride, and follow these details that are happening to get the story.”

Peristere laughs that “Dmitri, our crazy editor, had a lot to construct here; because the storytelling in a 30-second spot, especially in the context of a race, is really hard to track — especially here where it’s not just one event, it’s an entire lap, and you have multiple events. There was a lot of pack in, and Dmitri did a phenomenal job.”

Gueer adds: “From an Editorial standpoint, this particular spot was not easy because you have three drivers, three storylines, and a race that is going on in the background – and everyone wants to win! It’s a lot of story for 27 seconds to tell.

“This spot took a long time to edit and put together because we had to figure out how to tell a credible story, true to the whole NASCAR experience. You start in your mind by shaping the story based on what shots you would use to highlight certain points in the timeline. On top of that you have to have shots that establish the drivers and their identities by what they do on the racetrack, and how they drive or what strategy they use. Plus you have the overall story of everyone else trying to catch up to those drivers and avoid the big tire blow-up. How are you going to do that in such a short period of time, from a storytelling and from an artistic standpoint?

“Working out the timing takes a long time, so does maintaining pacing while telling the story of the three drivers. It was a pretty difficult task. Just like anything else the story has its own arcs, its highs and lows, and all of it had to flow from one cut to another.”

Gueer says that “Variables” was a very “Editorial-driven” spot. “The editor goes to the dailies and makes suggestions and has some creative notes, which is nothing unusual; but I would say that ‘Variables’ consumed me entirely, because everything in this spot is working on a cut-to-cut basis, and certain story points had to be hit for the spot to work, even the placement of the cars and where they are at a particular point in the story. But with great creative direction from Loni, our VFX and CG leads, and our great clients at Wieden+Kennedy, we were able accomplish a spot that I believe we can all be proud of!”

In the wake of the collaboration between Zoic and Wieden+Kennedy on “Dominoes,” a great deal of trust developed between the two teams. “Walking them through the process and working with [Wieden+Kennedy] on the first go-round,” Peristere says, “we set up the parameters and the workflow by which they would understand the second go-round. Honestly it was a very quiet second round of work, where they were partners with us, but not too invasive because they had experienced the process the first time.”

“There was so much work on ‘Dominoes,’” art director Coulter explains, “dialing in everything, the look and feel of it, how the animation plays out; so with ‘Variables’ it was nice, we were able to plug that stuff in and just let the story play out. With ‘Dominoes’ we were down there at Zoic working tirelessly to make everything come together – but with ‘Variables’ we just plugged everything in and it was great.”

Zoic commercial executive producer Erik Press says “the trust continued to grow with Wieden. I think ultimately everybody walked away very happy with the results of some really intense work and some big creative challenges on the CG end. We had a great working relationship with Wieden once again on this. I’m happy that they looked to us to find some creative solutions. We can’t wait to do more work with them.”

“We would all like there to be more,” Peristere says, “ if not on this campaign, certainly with the creative team we work with at Wieden. It was an incredible experience to work with them.”

Blaney says, “We put ‘Dominoes’ on such a pedestal, that our first reaction of ‘Variables’ was positive, but it took us a while to feel really excited about it. But for me, now looking at the finished ‘Variables,’ I can honestly say it may be my preferred spot out of the campaign.

“The client completely loved the it. They were blown away by ‘Dominoes’ — I don’t think anyone expected the end result to be that impressive. They took a leap of faith, especially trying an animation style that’s definitely innovative and new. They put a lot of trust into Loni. It was a very successful campaign for everyone involved.”

“The Nationwide Series is kind of like the ‘minor leagues’ of NASCAR,” Coulter says. “They’re putting a ton of money and effort into their Sprint Cup coverage, and for the Nationwide series there’s just not as big an expectation. So I think it’s really nice we had a come-from-behind win on this, making ‘Dominoes’ and ‘Variables’ so awesome.

Zoic thanks: Michael Cliett, Brian White, Kevin Struckman, Chris Irving, Steve Meyer, Nate Overstrom, Chris Desantis, Chris Jones.

More info: “Zoic Brings Photo-real CG to Broadcast TV with ESPN NASCAR ‘Dominoes’” on IDYE; “Variables” and “Dominoes” on ZoicStudios.com.

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Ten Famous Science Fiction Properties That Would Make Great VFX Movies — Part 4 ‘The Airtight Garage’

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This is a series of posts discussing ten existing science fiction properties (from literature, animation, games and comics) that could serve as the basis for ground-breaking live-action VFX films and television shows. This time: Jean “Moebius” Giraud’s 1976 graphic novel The Airtight Garage.

For an explanation of the choices for this list, see the first entry.

Number 7 of 10: The Airtight Garage (US title, comic, 1976), aka Le Garage Hermétique de Jerry Cornelius, Le Garage Hermétique de Lewis Carnelian

In the Before Time, in the Long Long ago, in the late 1970s and 1980s, some movie execs decided it might be a good idea to make a few big-budget effects-heavy comic book movies. So we had two classic films based on DC Comics characters. The first was Richard Donner’s 1978 Superman, a hammy cheese-fest that nonetheless managed to charm the audience, largely via Gene Hackman’s movie-saving charisma and Christopher Reeve’s unshakable determination to play a ridiculous character as seriously as possible. On the other hand, the producers spent literally one-third of the $60 million budget to hire Marlon Brando in a cameo; and Margo Kidder gave a performance as Lois Lane that should have tipped off any competent psychiatrist that she was suffering from bipolar disorder and needed help.

The other was Tim Burton’s 1989 Batman, the first superhero film ever to capture the comic book fanboy’s love for the source material (in this case the uncredited Batman: The Dark Knight Returns by Frank Miller (1986), but that’s a fanboy rant for another blog post). Burton, following Miller’s lead, showed mainstream audiences that comic books can be dark, intellectual, weird, artistic and funny. And Jack Nicholson was a thespian ruminant, chewing the scenery and then chewing it again.

Over time, Hollywood gave us films of all the superheroes the mainstream public, unfamiliar with comic books, would surely recognize; after a steadily declining series of Superman and Batman films, we had Marvel’s Spider-Man and The Hulk. Then the studios churned out films based on properties familiar to comic book fans but new to the general public; The X-Men, Iron Man, Hellboy, Blade, and The Fantastic Four amongst the box office successes; Howard the Duck, Judge Dredd, Mystery Men, The PunisherCatwoman, Elektra, and Daredevil amongst the rest.

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The next phase – comic book movies that weren’t about superheroes. Some were still science fiction or fantasy – 300, 30 Days of Night, Constantine, The League of Extraordinary Gentlemen. Others took place in the real world — Art School Confidential, From Hell, Ghost World, A History of Violence. But now the comic book world was completely wide open to film and TV adaptation – stories didn’t have to feature Warren Ellis’ “underwear perverts.”

This was good news, because those comic book titles that are the most visually striking are usually not hero titles. Of course there have been great artists working in that medium, from Jack Kirby and Will Eisner back in caveman times to… I dunno, I stopped regularly reading superhero comics when they brought Jean Grey back from the dead in 1986. Yes, I am a grumpy old man. I like J. Scott Campbell, Kevin O’Neill and Howard Chaykin, off the top of my head.

For this series I have chosen an artist who has never worked in the traditional hero genre (except once, briefly), but made his name drawing Western serials in France. His art has influenced generations of artists and production designers, but has never been used as the basis for an entire film.

Jean Giraud became a working artist at age 18, in Paris in 1956. His most famous Western comic book, Blueberry, ran from 1962 to 1974 and earned Giraud his face on a French postage stamp. But he is best known in America for his science fiction and fantasy stories and art, done under the pen name “Moebius.”

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In 1974, Moebius and three others founded the seminal adult comics magazine Métal Hurlant; an American version was launched in 1977 called Heavy Metal, which is accidentally displayed in bookstores’ music sections to this day.

One segment of the 1981 Canadian animated anthology film Heavy Metal, containing stories from the magazine, was “Taarna,” inspired by Moebius’ “Arzach” fantasy stories; but the art style was not based on his. (This is the segment parodied in the 2008 South Park episode “Major Boobage.”)

He contributed to several feature film projects. The most notable were Alejandro Jodorowsky’s aborted 1976 project to bring Frank Herbert’s novel Dune to the screen as a ten-hour feature, with Moebius and Alien artist HR Giger doing original production art; and Luc Besson’s 1997 The Fifth Element, perhaps the only live action film in which Moebius’ elements (the Mondoshawan ships, the Flying Noodle Boat) appear recognizably as he designed them. Other films on which Moebius worked: Alien (1979), Blade Runner (1982, uncredited), Tron (1982), Masters of the Universe (1987), Willow (1988) and The Abyss (1989).

His most famous creation is a bizarre, stream-of-consciousness science-fantasy graphic novel originally called Le Garage Hermétique de Jerry Cornelius, released in the US as The Airtight Garage by Marvel under the Epic Comics imprint. The Airtight Garage was written, drawn and colored by Moebius, four pages at a time, as a game with himself to introduce irreconcilable plot strands in each segment, and then reconcile them later. As a result, the “story” does not exist as such, at least not until the final 15 pages, which were drawn all at once to bring the tale to a conclusion that parodies superhero comics and leaves the reader with more questions than answers.

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In rough outline, the Hermetic Garage of the title is a large asteroid containing a much larger artificial world on the inside (“hermetic” in this case is used to mean both “airtight” and “esoteric”). The Garage was created by Major Grubert, an immortal human from Earth who is locked in ceaseless battle against another immortal, Lewis Carnelian. Eventually, these mortal enemies must join forces to prevent the destruction of the Hermetic Garage by an evil alien known as The Bakalite.

Nearly every panel of the comic contains characters, images, references, jokes and invented words that hint at entire worlds, civilizations and conspiracies just beyond the frame’s edge. Hardly anything is explained, not even the backgrounds or motivations of the two main antagonists.

An animated feature adaptation of The Airtight Garage, to be produced by legendary Japanese filmmaker Kurosawa Akira (!!!) and directed by Otomo Katsuhiro of Akira (1988) fame, fell through in the mid-1990s.

So why on Earth would you use The Airtight Garage as the basis for a big-budget, live action VFX film? Three reasons.

First, the non sequitur storyline provides a blank slate for the filmmakers, who are free to fill in the blanks however they wish; or, a la JJ Abrams, just leave the blanks blank. The Airtight Garage provides a firm skeleton on which to hang a dramatic sci-fi high adventure with a good dollop of comedy.

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Second, The Airtight Garage is a cult classic with a large fan base. In 1999 the Metreon shopping mall in San Francisco opened with an Airtight Garage-themed attraction, which was hugely popular until the mall was shut down in 2007 (probably a Bakalite trick!).

And third, Moebius’ artwork is beautiful, original, and unique. Many artists and filmmakers are inspired by him, but no one has produced an entire feature film that takes place in a Moebius universe. At one time, his vision could only have been realized through traditional animation, whether one was the director of The Seven Samurai or not. But with modern VFX, that has changed.

The mind-bending, multidimensional layout of the three levels of the Hermetic Garage; its vast alien vistas and retro-futuristic architecture; Grubert’s trusty starship, the Ciguri; the Star Billiard, a colossal green humanoid robot that the Ciguri crew uses as an exploratory vehicle; the bizarre lifeforms of the Garage, such as the pink riding animals called Melvils – all of these could come to life.

And not only would Moebius’ actual drawings provide inspiration for artists – I think that the incomplete nature of The Airtight Garage would give CG and VFX professionals an unprecedented world-building opportunity.

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Jean Giraud is 72 years old, and hopefully has many years ahead of him, thanks to French cuisine and Socialized medicine. But it would be nice to finally produce an Airtight Garage adaptation that he would be alive to enjoy.

Previous: Wings of Honnêamise (anime, 1987); Erma Felna EDF (comic, 1983-2005); Appleseed (comic, 1985-89)

Next: Warhammer 40,000 game franchise (1987-present)

See a set of The Airtight Garage art on Flickr.

www.flickr.com

More info: Jean Giraud on Wikipedia; “Moebius” (story of Kurosawa adaptation) on Wired.com; The Story of The Fifth Element art book reviewed on Parka Blogs, and on Amazon.

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Ten Famous Science Fiction Properties That Would Make Great VFX Movies — Part 3 ‘Appleseed’

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This is a series of posts discussing ten existing science fiction properties (from literature, animation, games and comics) that could serve as the basis for ground-breaking live-action VFX films and television shows. This time: Shirow Masamune’s manga and anime franchise Appleseed.

For an explanation of the choices for this list, see the first entry.

Number 8 of 10: Appleseed (manga: 1985-89; anime: 1988, 2004, 2007)

If there’s one thing modern CG can render with absolute realism, it’s hardware. From modern consumer automobiles, commercial aircraft and military vehicles to futuristic robots, mecha and spacecraft, VFX artists have mastered the art of heavy gear, from 1984’s The Last Starfighter to last year’s Avatar.

But the military hardware, vehicles and spacecraft in modern VFX movies and television shows and video games do not show as much creative variety as one might expect, given the nearly boundless flexibility of CG. Spacecraft usually look much like the USS Sulaco from 1986’s Aliens, which itself isn’t terribly original. The “APUs” in Avatar are nearly identical to the battlemechs from the BattleTech franchise, themselves inspired by anime mecha. And any time you see a BFG (Big “Effin’” Gun) or any other large military prop in a sci-fi film, TV show or video game, it seems to come from the same prop house or 3D model library as all the others.

This isn’t necessarily because production designers and VFX artists are lazy or unoriginal – there are creative and production concerns. If a giant futuristic space blaster looks exactly like what the audience expects a giant futuristic space blaster to look like, a filmmaker need not waste time explaining what it is. The same goes for spaceships – film-goers unfamiliar with sci-fi (are there any of those left?) might be confused by the giant, spherical spaceship at the end of the 2008 remake of The Day the Earth Stood Still (they were already confused by the plot); but will instantly recognize the alien ship in 2009’s District 9, given its resemblance to the bastard love child of the giant saucers from Close Encounters of the Third Kind (1977) and Independence Day (1996).

Furthermore, the use of preexisting assets can save a production a great deal of money; and looking to previous films, shows and games for inspiration can save time and effort. This is not necessarily a bad thing. Artists make artistic choices, referencing other artists for storytelling purposes. When director David Twohy introduced the evil Necromonger religious zealots in 2004’s The Chronicles of Riddick, their ships and armor intentionally referenced those of similar sci-fi characters in 1984’s Dune and the Warhammer 40,000 franchise. Likewise, the iconic city-destroying giant saucers in Independence Day are so recognizable because they are based on the nearly-identical ships in the 1980s TV miniseries V.

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And finally, so many of these hardware designs resemble each other because of common science fiction tropes that artists often are not even aware they are perpetuating. I have already gone into this in detail elsewhere. But a few that apply here include: spacecraft designed according to a nautical paradigm, or to resemble an office building; the idea that while every other technological advance makes devices smaller, military technology will just get bigger and bigger – today’s hardware on steroids; and that human spaceships should be blocky and covered in devices, while alien ships are biologically-inspired and spiky.

So how can VFX artists and production designers break out of the sci-fi hardware design rut? Allow me to make one very specific suggestion. Dig into your manga collection (admit it, you have one), and pull out the collected works of Shirow Masamune.

One of the most popular and talented mangaka to see his work adapted during the anime renaissance of the 1980s, Shirow is known for many things – his trademark character design, bizarre humor, complex cyberpunk storylines, and (especially recently) ribald eroticism (NSFW). But he is best known for his hardware; aircraft, armored vehicles, military and police gear, and mecha; and two concepts he in particular created and popularized, the biological robot “bioroid,” and the child-like intelligent robot tanks, the “Fuchikoma.”

The best thing about Shirow’s hardware design is that it doesn’t look like anyone else’s. Indeed, Shirow’s designs have not been widely copied in the anime and manga world, precisely because the plagiarism would be so obvious. His vehicles and weapons have a decidedly biological inspiration; but this is tempered with the sensibility of a serious mechanical, industrial and military engineer.

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Every detail of a Shirow creation serves a particular purpose. If an object transforms, then each of its pieces would genuinely fit together. If the device is a vehicle, then an operator would actually fit inside. He draws cut-away schematics of many of his creations, to prove they are thought-out and fully realized. Just as a realistic portrayal and a deep backstory make an audience care more for a human character, so the same principle can be applied to production design to make the viewer care about a world. James Cameron accomplished this in Avatar, and Shirow does the same with his futuristic environments.

For the purposes of a live-action CGI film, I propose an adaptation of Shirow’s 1985-89 manga Appleseed. This might surprise most Shirow fans, who would expect me to choose his most popular creation, the dark cyberpunk manga, film, television, toy and game franchise Ghost in the Shell, which stars the sexy cyborg police Major Kusanagi Motoko and the lovable Fuchikoma.

Appleseed, on the other hand, was Shirow’s first major success, a post-apocalyptic love story set in a utopian city-state. Deunan Knute, a sexy ex-LAPD SWAT member and Landmate (military exoskeleton) pilot, is in love with her partner, Briareos Hecatonchires, a faceless cyborg who has lost most of his original body to military replacement parts, but has not given up his soul or his love for Deunan. Together they roam the ruins of Los Angeles until they are recruited to police Olympus, a hyper-advanced city populated by bioroids.

Shirow’s Major Kusanagi is a bioroid, and her story explores the typical cyberpunk themes of human identity and machine consciousness. But for the most part, she looks human – she would be portrayed by an actress (Angelina Jolie, probably) with a bit of occasional digital makeup.

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But Appleseed’s Briareos would be a challenge for VFX artists – a fully thinking, feeling, and emotional character without a human face. He’s the ultimate hardware as a character. And his relationship with Deunan (Charlize Theron?), and her acceptance of him in his inhuman form, is key to the story.

It should be noted that much of the preliminary work for a live-action VFX adaptation of Appleseed has already been done, for Aramaki Shinji’s 2004 and 2007 CG animated films Appleseed and Appleseed EX Machina. The Appleseed universe was 3D modeled for these films, although the final animation was cel-shaded. But they serve as a proof-of-concept that Shirow’s unique and compelling take on the world of the future could serve as the foundation for a successful movie experience.

Previous: Wings of Honnêamise (anime, 1987); Erma Felna EDF (comic, 1983-2005)
Next: The Airtight Garage (comic, 1976-80)

See a set of Appleseed art on Flickr.

www.flickr.com

More info: “Tired Sci-Fi Tropes that Must Be Retired” on Kunochan.com; Shirow Masamune and Appleseed on Wikipedia; Appleseed on Anime.com.

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The Zoic Studios TV Pilot Season Survival Guide

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Each year, the television networks commission pilot episodes for prospective television shows. Each pilot is a fully-realized episode, usually the first episode, of the show; and network executives use the pilots to determine which shows will be “picked up” and become actual television series. Of course, only a fraction of those pilots are picked up.

The majority of television pilots are produced during “pilot season,” which is generally January through April of each year. This is the busiest time of the year for many in the television industry – actors, producers, crew, production and post-production. It’s also the time of year when many in the industry make most of their income.

The global Financial Crisis has impacted entertainment as it has every other industry. In 2009, NBC tried a strategy of choosing new shows based on scripts rather than fully-produced pilots, a seemingly logical plan that saved millions in production costs. But every new show chosen by this strategy failed last season, and the Peacock has returned to ordering pilots.

Indeed, while orders for pilots are still down overall, the networks have ordered about as many for 2010 as they did in 2009, which is good news for those who depend on pilot season, like VFX houses.

At the Culver City, California and Vancouver, British Columbia offices of Zoic Studios, pilot season is always a challenge. I spoke to Andrew Orloff, Zoic’s executive creative director, about the winding-down 2010 pilot season, and how Zoic responds to the heavy influx of work.

The fun part of pilot season is the new shows, with new creators and new scripts; this is where we really get in a lot of our creative input.

“It’s been very busy this year,” Orloff says, “and we’re definitely doing more than we’ve done in the past, probably about double what we normally do.” In fact, the studio produced around 3,700 shots for 32 projects in the months of March and April alone; this included pilots as well as ongoing series, including effects-heavy shows like Fringe and V. At its busiest time, the Culver City studio had 163 people hard at work, as many as 70 of whom were freelancers. In addition, the studio performed a large server update, to 80 terabytes of high-speed storage and hundreds of render nodes.

“We’re cracking out hundreds of shots a week for review,” Orloff adds. “A lot of the pilots are being delivered electronically, a step away from tape delivery. It’s actually easier for the client, and a lot less time-intensive on the editorial end, because we’re delivering media directly to the Avid [Media Composer], fully integrated into their technical pipeline.

“We’re completely dependent on our Shotgun database. It allows the VFX supervisors to constantly review material from their desks, to be able to give notes directly to artists from their desktops. And then we have nine hours worth of dailies every day, uncompressed high-def material, all the shows and all the pilots. We’re reviewing an immense amount of material, and using our database and pipeline tools to make sure we don’t get swallowed up by the volume of the work we have to parse through, and maintain the creative focus.”

Orloff says it’s important to find the time to maintain creative focus, despite the volume of the work during pilot season. “We use these pipeline tools, these efficiencies, so we can still be having creative conversations even though we’re in this massive delivery mode — which is a kind of a cool thing. The fun part of pilot season is that there’s new shows, with new creators, new scripts; and this is where we really get in a lot of our creative input. Talking to directors and executive producers about what are the visual effects going to be for the show; what is the signature look for the show; how does it integrate with the story you’re trying to tell. We have the opportunity to set up a language for the visual effects, that is going to stand as long as the show lasts.”

Much of the work done for the pilot will be used throughout the life of the series. “When a pilot gets greenlit, the first thing we do is, if it’s a spaceship show we’ll build the spaceships. If there’s a digital double that needs to be made, we’ll scan and build the digital double. All of that happens for the pilot. So a lot of the heavy-duty lifting, with models and techniques that are going to be used for the life of the series, is done during pilot season. There is a lot of discussion with the creative heads of each show to make sure we design something that’s not only creatively right, but that’s also sustainable for the long run when the series gets picked up.”

Orloff explains that dealing with the extraordinary workload during pilot season can strengthen the studio’s technical pipeline. “You get a very clear idea about what the pressure points and the log jams in your pipeline are — what’s working and what’s causing a bottleneck. You have to react to those production issues very quickly. It’s definitely a benefit for the rest of the year when things are at a more regular pace. You have a limited number of development cycles to spend, and one of the opportunities of pilot season is to see where you want to spend those development cycles, and to pressure test everything you’ve been working on throughout the year.”

More  info: “Tables turned this pilot season” and “Pilot season getting mojo back” on Variety.com; “As TV networks tighten belts, look for fewer stars, fewer risks” on USAToday.com.

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