Posts Tagged James Cameron
Ten Famous Science Fiction Properties That Would Make Great VFX Movies — Part 3 ‘Appleseed’
Posted by Erik Even in I Design Your Eyes on May 7, 2010

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.
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.
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.
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
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More info: “Tired Sci-Fi Tropes that Must Be Retired” on Kunochan.com; Shirow Masamune and Appleseed on Wikipedia; Appleseed on Anime.com.
Zoic’s Syd Dutton on Mentoring in the Visual Effects Industry
Posted by Erik Even in I Design Your Eyes on March 25, 2010
It’s easy for today’s young filmmakers to forget that the art of the cinema goes back 132 years; television 83 years; and interactive media 23 years. Today’s students might think the latest high tech tools are all they need to succeed in the rapidly-changing visual effects industry; and they’ll be sorely disappointed when their ignorance of time-tested filmmaking technique puts them in the dole queue.
That’s why mentoring is so important to the future success of young VFX professionals. I recently sat down with Zoic Studios’ Syd Dutton to discuss the importance of industry pros passing along their knowledge to the next generation.
Dutton has been a leading matte painter for film and television for over three decades. His credits include Dune, Total Recall, the Addams Family films, Star Trek: First Contact and Nemesis, U-571, The Fast and the Furious, The Bourne Identity, and Serenity. The Emmy-Award winner co-founded Illusion Arts in 1985, which created thousands of shots and matte paintings for over 200 feature films over 26 years.
As we spoke, Dutton’s longtime collaborator and Zoic compositing supervisor Fumi Mashimo listened in, and occasionally interjected. Mashimo’s credits include From Hell, Van Helsing and Public Enemies.
The things I learned gave me the foundation I needed for this business… I try to pass it along as much as I can…
The first assistant I had was Rob Stromberg, a well-accomplished matte painter. I would have hired him immediately, but he was driving a Porsche, lived in Malibu, and had a cell phone at a time when cell phones were still a luxury. So I said this guy’s pretty talented, but I can’t afford him. Then I found out later it was all a façade, and he was poor as a church mouse. But he had tons of talent.
So I hired him, and he just really excelled when we switched to computers, which just terrified me — but he really embraced it. It was all Macs at the time, because you could get more bang for the buck from multiple Mac stations rather than from just one SGI machine. Our first creature was a bird that Fumi [Mashimo] generated in a traditional painting, I think the same year Jurassic Park (1993) came out – and our big accomplishment was doing this bird!
Rob was great; and he really wanted to direct, so after a number of years he left. He later went back into matte painting and formed his own company, called Digital Backlot. Then he became a digital art director on Master and Commander: The Far Side of the World (2003), which was nominated for an Oscar for Best Visual Effects. Apparently Rob had learned all the lessons I had learned from [legendary visual effects supervisor and matte painter] Albert Whitlock, that I passed along, like how to compose a shot using light and dark.
Most recently he became a production designer — which is really a jump for a visual effects person — first working for Jim Cameron on Avatar, for which he won an Academy Award [Best Achievement in Art Direction]; and this year he was productions designer on Alice in Wonderland, which is pretty amazing.
Mike Wassel was another one. His background was in design – he went to the Art Center in Pasadena — but he also knew car design, which was fortuitous for him. I got a call from Universal around 2000 saying we have this little movie we want to do on a budget, and we have about 20 shots or so, do you want to do it, it’s for Rob Cohen? I had worked for Rob for years, starting with The Wiz (1978) when he was the producer on the show for Motown.
My partner Bill Taylor and I both realized that Mike was the guy to supervise this. I didn’t know much about cars, but Mike was a complete car fanatic. He knew how cars would bank and all that stuff. Fumi did a wonderful test of a car, and I showed it to Rob Cohen. He said “why are you showing me this?” I said “What do you think it is?” “It’s a sports car turning a corner.” And I said “that’s CG.” We got the job. [laughter]
Bill and I talked Rob Cohen into hiring Mike Wassell as the visual effects supervisor. Now Mike’s working on the fifth edition of Fast & Furious. He was nominated for a VES award on Hellboy II: The Golden Army. So Mike’s having a pretty good career since he left too.
There have been several others; their careers are just beginning. I don’t know if it was so much my mentoring directly. I certainly try to pass on what I learned from Al Whitlock, who taught me everything I know about painting, even though I went to college and I had degrees and stuff like that. But the things I learned from Al gave me the foundation I needed for this business. I try to pass it along as much as I can.
But it was also the environment of Illusion Arts — not just me mentoring, but everyone would help bring up the next person. Do you think that’s fair to say, Fumi?
A good eye is a good eye, whether it’s looking through a whole bunch of glass and a projector, or at a computer monitor…
Fumi: It was a really nice environment.
There’s a couple more people, but I really don’t want to mention them until they achieve something. [laughter]
Fumi’s probably the most unsung person; now he’s compositing, but Fumi can do anything. Fumi did CG birds on The Bourne Identity (2002)…
Fumi: Oh God.
They were great. Hundreds of birds. I don’t think you will watch The Bourne Identity and notice any of our work in it. And we did dozens and dozens of shots. We always, especially in a contemporary movie, try to be as invisible as possible – I guess that’s what everybody tries to do. In science fiction it’s impossible. In historical dramas, sometimes you can get away with it, if people don’t think too hard. But most of the time in contemporary films, invisibility is what you want.
Erik: Fumi, do you have anything to say about Syd as a mentor?
Fumi: Oh, I mean, I learned everything from him. I didn’t know much about filmmaking when I was hired by him. I can respect him as a boss and also I can respect him as a person. That’s why I have been working with him for the past 23 years.
We found Fumi when he came from Canada with Randy Cook, who’s an Academy award-winning animator (for The Lord of the Rings trilogy). At that time Randy was working on a film called The Gate (1987), and Fumi was working as his assistant for no money, because he wanted the experience; and Fumi didn’t speak very good English either. [Fumi scoffs] But we could tell from his work ethic that he would fit in. So when Randy’s film finished, we asked if he could stay on. He learned English and all sorts of things, and when the computer came along he learned that too.
The old-fashioned optical printer guys, once they learned the computer, they became at that time the very best compositors; because a good eye is a good eye, whether it’s looking through a whole bunch of glass and a projector, or at a monitor. A good eye is what it takes.
Erik: Can you talk about mentoring, as far as personal relationships?
I think mentoring is a pretty intense relationship. You try to give that person all you know and hope they will take it to another level.
Erik: Based on my own chequered experience in this industry, it might be different on the creative side, but I’ve run into a lot of “I’m not going to teach anyone anything, because they might compete against me in the future.”
That’s exactly what happens – but that doesn’t help anybody. There’s always going to be somebody competing against you. If you own a business and don’t teach your people how to do good work, then your company doesn’t do good work. There are a lot of people who won’t give away their quote-unquote “secrets,” and that just isn’t me. I like working with young people. If it’s the right person, I like mentoring.
Fumi: There are a lot of young people CG artists, they don’t want to hear it. We have so many of them passing through.
Yeah, if they didn’t work out, they didn’t stay. I wasn’t cruel about it, I didn’t fire people and embarrass them, but if they didn’t work out, they just didn’t stay. It really was a family, and if a person didn’t fit in that family, it really didn’t matter. It was just a dysfunctional family.
Fumi: It was really nice, though.
If you own a business and don’t teach your people how to do good work, then your company doesn’t do good work…
I’m proud, especially with Rob and Mike, that they have done so well. It reflects well on me [laughter], and it passes on something important. When I first started working with Al, I had artistic experience and I had degrees, but I didn’t know how to apply it to movies. Al was very patient with me, and taught me all his tricks, and all of [legendary special effects creator and matte painter] Peter Ellenshaw’s tricks, because he worked with Ellenshaw.
Al made me aware of how people like W. Percy Day worked, who was a production designer in England in the 30s. I was introduced to all sorts of production designers; most of them are long gone. It was wonderful. It connected me all the way back to the 1920s and 30s. I felt I really learned a lot on how to do things, how to be economical with your vision.
Erik: It sounds like a lot of what you learned translates into the new technology.
Oh, it all translates. People just don’t necessarily know about it. If you hadn’t been exposed to it, and talked to people who worked on these movies that were classics — it’s not in books, it has to be learned firsthand.
Erik: Do you get people who think that knowledge from before the digital revolution can’t translate?
Yeah, sure. They can’t believe it would work. Some simple — what we used to call “gags” – these tricks that are effective, they say couldn’t possibly translate into the digital age, and they can.
Erik: What about the environment at Zoic, as far as mentoring and education?
I think the training program here is really very good. It’s a wonderful way to find out who’s going to work out, and it’s certainly wonderful for young people to be around this environment.
It’s never going to be the same as the world I came up in. I was exposed to this whole backlot world, and the old movie stars and everything. In this environment you aren’t exposed to sets, and all those things I found really interesting working for a big studio.
When I had my own business at Illusion Arts, we did go to the sets. We went on locations, too. What we did on glass was something very few people could do. But as times changed and everything became computer-oriented, this became the type of environment that people would have to learn to work in. And of all the places I’ve seen, Zoic by far has the best environment. It’s the friendliest, it’s the most open.
I told one of my client producers, you’d be hard put to know who to kill to take over the company, because there’s no obvious boss walking around smoking a cigar or something. Everybody seems to know their jobs, and they just collaborate with one another. I’ve never seen people yelling at each other – maybe I haven’t stayed around long enough to see that. [laughter]
It’s a good environment, and it’s actually one of the reasons I came here. It didn’t seem to have a whole bunch of pressure – there’s time pressure, but there didn’t seem to be a lot of alpha dogs going around screaming at each other!
More info: Syd Dutton, Fumi Mashimo, Robert Stromberg and Mike Wassel on IMDb; see also “Syd Dutton: Matte Painting from Traditional to Digital.”
Zoic Studios Puts ‘NFL on Fox’ Robot into James Cameron’s ‘Avatar’
Posted by Erik Even in I Design Your Eyes on December 15, 2009

Last weekend, NFL on Fox aired a promotional clip for the upcoming James Cameron film Avatar, featuring effects work done by Zoic Studios. Zoic inserted NFL on Fox’s robot mascot, Cleatus, into a scene from Avatar, which also featured Fox NFL Sunday co-host Terry Bradshaw.
Zoic executive producer for commercials Erik Press explained that, in his experience, Fox seems to seek partnerships with various brands, including feature films, to enhance the NFL on Fox brand and the Cleatus character. When Fox Sports approached Fox Feature Marketing Division’s Mike Perman about an Avatar tie-in, he contacted Zoic based on the studio’s previous work on a Cleatus/Terminator Salvation tie-in.


New Zealand’s Weta Digital provided Zoic with back plates and necessary assets for the shots into which Cleatus would be composited. The work involving compositing Bradshaw into the RDA Combat Amp Suit was done by another vendor.
“The project came up pretty fast,” Press said. From the time the project came to Zoic, “we delivered two 10-second billboards inside of two weeks – animation, rendering, lighting, even editorial.”


“Weta was incredibly helpful,” Press added, “as was Mike Perman. We have a great, ongoing relationship with Fox, and we look forward to future projects.”
The 3D sci-fi epic Avatar, starring Sam Worthington, Sigourney Weaver, Zoe Saldaña and Michelle Rodriguez, opens tomorrow in the US. It is Cameron’s first major feature film since 1997’s Titanic.




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