Tag Archives: Iain Blair

Poor Things‘ Oscar-Nominated Cinematographer and Editor

By Iain Blair

Lavish, audacious and visually stunning, Yorgos Lanthimos’ Poor Things tells the fantastical story of Bella Baxter (Emma Stone), a young woman brought back to life by the brilliant, daring scientist Dr. Godwin Baxter (Willem Dafoe). The film just won five BAFTAs and scored an impressive 11 Oscar nominations, including nods for cinematographer Robbie Ryan, BSC, ISC, and editor Yorgos Mavropsaridis, ACE, who were both previously nominated for their work on Lanthimos’ The Favourite.

I spoke with Ryan and Mavropsaridis (aka “Blackfish”) about making the film and collaborating with Lanthimos, who also got an Oscar nom.

Robbie Ryan

You’ve both worked with Yorgos Lanthimos before. Was this process very different, or was it pretty much the same way he always works?
Robbie Ryan: It was my second time working with Yorgos, and I felt like the approach was similar. But I was a bit more tuned in to his thinking process, which is quite loose from a filming perspective. He likes to get the things he needs in place and then elaborate or experiment, maybe search for something new. We’re not too set or stringent in our approach. It’s pretty loose.

What about you, Blackfish?
Yorgos “Blackfish” Mavropsaridis: We have been working together for almost 25 years. I know his approach, and I know that during the assembly I need to put things in order according to the script. That’s not the main work… it’s just for me to understand the material. Then, when he comes back, we start looking at the sequences and trying things.

Yorgos “Blackfish” Mavropsaridis

I’d say it was an easier process for Poor Things in the sense that I know him so well. And we had to focus on a specific character, which gave us the path to follow. Of course, having said that, films are not easy in that sense. We always try to deconstruct the script to take it off the paper and make it more interesting. We also involve the viewer in different ways than a classical Hollywood film does.

Robbie, is it true you shot this whole thing in a studio in Budapest?
Ryan: Yes, that’s correct. We shot 35mm celluloid and used a bunch of stocks. We shot some old VistaVision as well, which is a lovely format, and black-and-white and Ektachrome.

What were the main challenges of shooting a film like this, where nearly everything was constructed? I assume you were quite involved with set design and the like, which is unusual?
Ryan: Yes, we basically did 12 weeks of prep on this film. That was so we could build the sets and watch their design. The production designers, Shona Heath and James Price, built five or six big sets and used Unreal Engine to create them in 3D. Yorgos [Lanthimos] and I would look at what they were building in a 3D world. It was amazing to walk onto that set a few weeks later and see it for real. It looked exactly like those sets built in 3D. That was the world we prepared, and it was amazing.

So you were able to previz it all like that?
Ryan: Exactly, as Unreal Engine is previz in a way. It’s a 3D program that lets you look around at every angle. For instance, for the ship, you could really look at every corner, and if one corridor on the ship was a little bit too skinny, we could make it a bit bigger so we could fit a dolly on it. There was lots of that sort of preparation, and it helped a lot.

How did that affect your lighting approach?
Ryan: It took a little bit more work from a lighting perspective. I had to light it a bit more because we were indoors and in studios. We took the same approach that we did on The Favourite, which was not to use lights on the set. We lit the studio sets with a sky outside all the buildings, and that gave me confidence that I was going in the right direction because that is the way Yorgos [Lanthimos] likes to work. We just had to create something that resembled a real environment in an interior space.

Blackfish, were you on the set at all?
Blackfish: No, I was in Athens from the beginning. The only time I went on-set was for The Lobster, and it wasn’t a pleasant experience for me. I prefer to see it objectively as it comes in rather than go to the set and get influenced by the atmosphere, the actors and all these things. So I stayed home in Athens, and they sent me dailies. I’d get the negatives and black-and-white the next day, but the Ektachrome took a couple of days more since it had to go to Andec, a lab in Berlin, and then to Athens. But it was a really fast process. Yorgos and I don’t talk at all when he’s on-set, or very rarely.

Robbie, I know you’ve worked with colorist Greg Fisher at Company 3 before. How early on did you start working with him on LUTs and the look for this?
Ryan: We didn’t do that actually, and that was a bit of a mistake. We had a dailies grader in Budapest, which was driving Yorgos [Lanthimos] a bit mad. Film doesn’t need so much grading now. But Greg did a lot of work with us from the very beginning, helping us out with early tests about nine months before we shot. But then, when we went to Hungary, we used a Hungarian lab and a Berlin lab. They were doing the dailies for us there, and it wasn’t quite what Yorgos [Lanthimos] was expecting, so he got a little bit frustrated by it.

The bottom line is that we should have done a show list, but we didn’t know that’s what was meant to be done, so we kind of learned the hard way. The film still looked nice in the rushes, but it just wasn’t quite what we thought it would be. When we went into the final grade with Greg at the beginning of last year, we spent three weeks grading the film. He’s got quite a thorough process. We went through every sequence one by one and didn’t review the whole film until we got through all the sequences. We spent a week and a half going through everything, then we watched the whole film back, and then we went deeper again. Yorgos likes to go quite deep into the color grading. Just recently, we made a 35mm print of the film. That was an interesting coda to the whole grade process, and it was quite a lot of work as well.

Robbie, how long was the shoot, and what was the most difficult scene to shoot and why?
Ryan: We shot for about 50 days. The scene when Bella comes out of the hotel and walks around Lisbon was pretty difficult because it was a big lighting kind of environment. The set was great, and it was amazing to walk around, but it was difficult to photograph, so I think we struggled a bit on that.

Blackfish, walk us through the editing process when you sit down together with Yorgos.
Blackfish: Two weeks after shooting finished, I had an assembly ready, but it was so long there was no point watching it as a whole. We just went through sequences and then refined the scenes exactly as they are in the script order. We took care of the actors’ performances — which one Yorgos liked best and how the emotions were interpreted in each scene. When we have a good assembly or first cut, then we start experimenting, somehow deconstructing what we have done, discussing, “What if we start with this scene, not the other one, and then what does that give us for the next scene?”

Then there are points where the exposition takes many scenes to develop. For example, there’s a dinner scene with Max, Godwin and Bella. In the assembly, the scenes appear in linear order in the continuity of time and space, so we found ways in the edit to go to previous scenes and then cut them in, or go to later scenes to create a sequence. We developed this method of intermixing scenes and making them a sequence on Dogtooth and have been using it ever since — and very interesting ideas arise. For example, you can say the same thing in the scene — or say it even more forcefully with a thought — if it’s combined with dialogue from another scene. Of course, that’s quite difficult.

Sometimes you have to go through a lot of edits to find it, to refine it, but in the end, we get it to where we want it. We try to get around problem areas and keep the phrases or the moments that we need and then cut them with other things to pick up the pace. That editing technique also creates internal combustion. It provides momentum so the viewer doesn’t get ahead of us. We sometimes need to surprise viewers, and it has to do with how we think or how we want the viewer to feel or think at that moment. So it’s a whole procedure.

How long was the edit in the end?
Blackfish: It took about eight months.

What was the most difficult scene for you to get just right?
Blackfish: Technically, it was the dinner-and-dance scene. The actors had done a lot of movements. The camera was moving all the time, and there were also some static shots. The difficulty was to keep the eyeline correct in the 180-degree space so as not to lose the audience. It was difficult to find the best performance moments. All the other things, of course they’re difficult, but it’s different to edit a difficult scene like a dance. It’s also more fun and more satisfying.

Did you use a lot of temp sound?
Blackfish: Not at all. The music was done much earlier than the filming, and composer Jerskin Fendrix had written the theme of the film. Of course, it was not the final music, but we had the same thing played differently or with a single instrument or with a big orchestra, and we had a lot of options to try. We could cut the music if we wanted to speed it up, or at other times we could edit the film according to the music. So having the music gives you a lot of good opportunities. As for the sound design, my assistant always uses external sounds. We need to have that for me and Yorgos to see how it works, to make sure there are no gaps or anything. We cut on Avids with Nexis storage, and we had about 12 terabytes.

Robbie, I assume you had to coordinate with visual effects on-set, as there’s quite a lot of VFX.
Ryan: Yes, we had an on-set supervisor from Union Effects who did all the VFX [and picked up a BAFTA for their work], and he would let us do what we wanted. For instance, Yorgos [Lanthimos] didn’t want to use greenscreen, so when we were filming the hybrid animals, even though the VFX guy liked the idea of using greenscreen, we didn’t do it because we could just rotoscope it. We shot it twice, one animal first, second animal second, and then that was comped in together.

Yorgos was trying to do it with older cinema technology, like backdrops and moving-image backdrops, and we had LED walls as a backdrop and painted backdrops. I think that was really a nice way to do it because the actors felt like they were a little bit more immersed and didn’t have to worry about getting it right for VFX, which sometimes happens.

That was a really nice atmosphere to work in. Yorgos has such a knowledge of cinematography and what you can do VFX-wise; he was confident that he would get it in post, and they did, indeed, get it in post. They went through quite a long process of trying to perfect all that, there were quite a few incarnations, and it was a very VFX-heavy job, but they got there in the end. Union did a great job.

How would you each sum up the experience?
Ryan: It’s been a long journey, and it was never in any way boring. It’s always been fun. Yorgos likes a fun film set to work in. He doesn’t like to have any sort of tension at all, so we have a crew around us that are very relaxed, and I really enjoyed it. We worked hard, and sometimes it didn’t go right, but we always found a way, and it was a really exciting film to work on.

Blackfish: It’s new all the time and interesting working with Yorgos. We’ve almost finished editing the last film he and Robbie shot in New Orleans, and I guess he’s planning the next one in May. So I’m going to continue the experience.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

DP Linus Sandgren on Saltburn’s Shoot, Dailies and Color

By Iain Blair

Swedish cinematographer Linus Sandgren, ASC, has multiple award noms and wins under his belt, including an Oscar for his work on the retro-glamorous musical La La Land. His new film, Saltburn, couldn’t be more different.

Written and directed by Emerald Fennell, Saltburn is a dark, psychosexual thriller about desire, obsession and murder. It follows Oxford University student Oliver Quick (Barry Keoghan) who finds himself drawn into the world of the charming and aristocratic Felix Catton (Jacob Elordi), who invites him to Saltburn, his family’s sprawling estate, for a summer never to be forgotten.

Linus Sandgren

I spoke with Sandgren, whose credits include First Man, Babylon and American Hustle, about making the film and his workflow.

What was the appeal of doing this film?
It was two things. The script was brilliant; it was very suspenseful and exciting. I was drawn in by the buildup, how Emerald had it constructed, and I couldn’t stop reading. It was also very exciting for me because I hadn’t really done this type of film before. It was a unique story with a unique approach to this sort of psychopathic character — how you feel an affection for him, a sort of sympathy. It’s also so dark and funny.

I was also excited to talk to Emerald because of her work on Promising Young Woman, which I loved. Her directing of that film was excellent, and she was making very bold decisions. Then we had a call, and I was very impressed by her. She’s just so brilliant when she explains her vision, and you’re really drawn into her storytelling.

Tell us a bit about how you collaborated on finding the right look.
I typically don’t find the look [based on] different films. It’s more abstract than that, and a good approach is to just talk about it and see what words come up. Emerald said things like, “Desire or unachievable desire. Beauty and ugliness. Love and hate.” Suddenly you get images in your head, and one was of vampires. The family are like vampires, and Oliver is obviously a vampire who loves them so much he just wants to creep inside their skin and become them.

So there was some sort of metaphorical layer I was attracted to, and Emerald had a lot of vision already in terms of visual references — from Hitchcock movies about voyeurism to silent horror movies and Caravaggio paintings. We grounded it in some sort of gothic vampire core, but the story couldn’t just start there. We had to fool the audience a little bit and not explain that right away but have imagery that could be in that vein. The language was basically that the days could be sunny and bright and romantic, while the nights would be dangerous and dark and sexy. It was these discussions we had early on that inspired the lighting style and the compositions.

Tell us more about the composition.
Emerald wanted it to feel like the house was a dollhouse that we could peek into, and she wanted it to have a square format. It all made sense to me with that in mind, as well as the voyeuristic approach, where you focus on one singular thing more than if you go scope. It feels like you can see much more that way, so that allowed us to do things in a more painterly style. As soon as we started shooting that way, we knew we were right using an aspect ratio of 1.33×1 because we felt that we could be more expressive.

So compositions were a little bit as if you’re watching an oil painting, a classic type of composition, and we’d block the scenes within a frame like that without really cutting, or we’d go in really tight on something. It was sort of that “play with it a little bit” thing. Also, the approach is slightly artful more than cinematic. I feel like we thought of the shot list in another way here. It would be more, “How can we tell this story in a single shot, and do we need another shot, and if so, what is that?” Probably that’s just a really tight close-up. So we had a slightly different way of blocking the scenes compared to what I’ve done before. It was about creating that language, and the more you nail it before you shoot, then it solves itself while you start working on each scene.

What camera setup did you use, and what lenses?
We shot Super 35mm film in a 1.33×1 aspect ratio, which is the silent aspect ratio. We used Panavision Panaflex Millenium XL2s. It’s the same as silent movies, basically, for perf, and we used Panavision Primo prime lenses.

Did you work with your usual colorist Matt Wallach in prep?
Yes, the team was Matt Wallach (Company 3 LA) and dailies colorist Doychin Margoevski (Company 3 London). The dailies software was Colorfront’s On-Set Dailies. I have worked with Matt on dailies for many movies and lately in the DI. We set this up together, but he wasn’t able to come over to London to do the dailies, so he was involved remotely and was watching stills from the dailies Doychin did.

Tell us about your workflow and how it impacts your work on the shoot.
My workflow is always that the film gets scanned, in this case at Cinelab in London, and then developed and scanned in 4K. So it’s a final scan from the beginning, and we don’t touch the negative again. Then it goes to Company 3 for dailies. But before the dailies are distributed, the colorist sends me stills from his grading suite in dailies so I can look at the color. It’s just a few stills from the different scenes, and takes a week or two for us to dial it in. Matt gets the footage; he uses his instinct, and we apply a Kodak print emulation LUT. Then he works with the printer lights to see where he has the footage, and he does what he feels is right, with perhaps contrast or lower blacks.

He then tells me what he did, and we look at it on the stills he sends me. That’s when I’ll say go a little colder or darker or brighter or whatever. But usually after a few days we dial it in and get the look down. But, as I said, we spend a little more time in the beginning to make sure we have it right, and it also has to do with me knowing that we’re doing the right thing with the lighting — perhaps I’ll need to add more light for the next scene.

This has been our way of working since Joy in 2015, which was the first thing Matt and I worked on together with dailies. That process is really good because nowadays the iPad is like P3 color space, and it looks really good when you have it at a certain exposure, and that becomes our look. That’s why it’s so important to set that in the dailies because once we’re in the DI, I don’t want to change it. I just want to adjust things, like match the shots to each other or fix a face or do something else without changing this sort of look. The look should be there already.

That’s what I like about film too; it adds something to it. I feel like I know exactly how it’s going to look, but it looks 5% better or different with film because it gives me things that pressure me when I see it. It’s like, oh, look at the halation there, or look at those blue shadows. There’s something always going on that’s hard to actually imagine, as you don’t see it with your eyes, even if you know it’s going to be there. So that’s a nice thing. Basically, if you looked at the dailies on any of my previous films, I didn’t touch it much. That’s why I usually like having the same colorist do the dailies as the DI, but it couldn’t be helped on this one.

Dailies colorist Doychin Margoevski was great. He’s also got a great eye for darkness, and he’s not afraid of letting it be dark. So as I noted, the three of us dialed it in together initially, and then he sent stills to me and Matt, and we looked at them. That way, Matt was very familiar with the footage when we came to the DI, and he’s used to being with a timer and keeping track on the whole project. Matt also did the trailers, so all that is solid control.

I heard that you shot all the stately home interiors on location at just one house?
Yes, it was a 47-day shoot, all done in the one country house and in a nearby country estate for some exteriors, like the bridge scene. Otherwise, all the exteriors and interiors are at the same house. Then we shot at Oxford and near Oxford for some interiors, and then London. We built only one set, which was the bathroom. That was built inside of a room, and the two rooms next to it were Oliver’s and Felix’s bedrooms. They were completely painted and dressed and made up as their rooms, as they didn’t look that way at all when we came in. It’s the red corridor that was important going into the bathroom, and then the bathroom and then the rooms.

 

I assume the huge maze was mostly all VFX?
Yes, the whole maze is visual effects combined with the practical. When we’re down there walking around, it’s all practical, and we had these hedge walls that were moved around so we could get through. The center of the maze with that big statue in the middle was built by production designer Suzie Davies and her team. It was all VFX for the big, wide exterior overhead maze shot and the wide shot from the windows. VFX supervisor Dillan Nicholls and Union did all the effects.

What was the most difficult scene to shoot and why?
That’s a good question. I think the scenes of Oliver’s party. We had to be careful with the property, so we couldn’t drive around too many condors or cherry pickers, and we had to shoot different scenes over a few nights all over the place — from one end of the house to another end of the garden. We would be inside of the maze and outside at the discotheque or inside at the red staircase. And all of that had to be prelit to work 360, basically.

It was daunting to light, but we could eventually position lights and condors and sneak them in from other angles. So it was a little complicated. We had to plan it out, but thanks to the really good special effects department, we could fog it all up. Suzie Davies helped with fire flames so we could send practical lights in there to make it all look like a big party.

Are you happy with the way it turned out?
Yes, I’m really proud of it. It’s a special film for sure, and it was a really fun shoot… and different. It’s so refreshing to have a director that dares to do what you think is right, just the way you want to, so you don’t have to restrict yourself. I love working with Emerald. She’s very fun and, I think, brilliant.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Barbie Editor Nick Houy Talks Workflow and VFX 

By Iain Blair

Helmed by Greta Gerwig, co-written by Noah Baumbach (Marriage Story) and starring Margot Robbie and Ryan Gosling, Barbie is a celebration of girl power that effortlessly manages to combine romance, sharp satire, stylish musical numbers, wacky car chases and warm-hearted comedy – all tied up with a big pink bow.

Editor Nick Houy

This surprise blockbuster also showcases skillful editing by Nick Houy, ACE, who seamlessly blends all the disparate elements into a coherent whole. I spoke with Houy, who has cut all of Gerwig’s projects, starting with Lady Bird and including Little Women, about the challenges and workflow.

What were the main challenges of editing Barbie?
(Laughs) Talk about shifts in tone. I can’t think of any other film, especially with this level of success, that comes close. First off, it’s this huge comedy, and they aren’t usually the biggest film of the year. Then we’re constantly shifting gears and showing you what the film’s really about, and constantly pulling the rug out from under the big comedy and trying to tell the story of what it is to become human – and suddenly it’s got much bigger philosophical ideas. So finding the right tones and balancing them all was the biggest challenge.

This is not your typical Gerwig project, and because of all the VFX, this had to be very carefully planned out. How did you two collaborate early on?
First, when I read the original script she’d co-written with Noah, I knew it was going to be something special and have a lot of tonal changes. Then, obviously, I knew we’d have to deal with all the VFX, which we hadn’t worked with in the past.

Luckily, the studio, VFX supervisor Glen Pratt, VFX producer Nick King and the teams were so good about letting us be super-creative in the cutting room. It was about finding the tone of the whole movie, even if it meant losing a scene one day and putting it back the next and then trying it a different way.

Most VFX teams would have been pulling their hair out because we were making serious changes in every reel, every day as we tried tons of different things — just as you would if you were writing a draft of a script. But they were game, as was Warners, and they all supported us through that whole process of finding the movie. It took a while, but it was such a fun process.

It must have been a very steep learning curve dealing with tons of VFX?
Yes, but the great thing was that they held our hands the whole way through. I’ve never seen a VFX team that was so cool, and it was fun. We’d discuss stuff like, should the merman’s tail come out of the water this way or that? Should this house be an old A-frame-style Barbie house or a Frank Lloyd Wright-style house? We worked really hard, but it felt like play all the time — so enjoyable.

In the end, I spent about 14 months, including all the prep and the shoot, and we had a lot of previz as well. In fact, not long ago we finished cutting some extras, including finding some old, deleted scenes, which we put together in a 6-minute montage to go at the end of the IMAX release. So if people go to the IMAX release they’ll see the latest stuff we’ve done. I hope to keep working on as much Barbie stuff as possible, because it’s been such a fun ride… but I think that’s the last of it.

Given all the VFX work, were you on-set?
I try not to go on-set at all. I feel that an editor should be like the audience, seeing it fresh and being totally objective, without having anything you’ve seen on-set influencing you. That’s important, but I’m always in constant communication with Greta, talking and texting while she’s shooting. I have to know what she’s thinking at all times and give her information that I’m finding. I was in New York while they were shooting in London and LA, so it was a crazy schedule. I’d be up at 5am texting, and it was a really long shoot.

Did all the previz, postviz and techviz impact your work at all?
It didn’t. It just brought extra depth to it. Whenever we had a beautiful shot of Barbie waving and looking over Barbie Land, we worked on that shot for the whole time we were in post, adding little details and opening up your eyeline to the horizon. If you consider doing that for 100 key shots, and then everything else is being filled in based on the geography that you set in these key shots — and you do all that properly — then you really feel that you’re in this world.

That’s a rare feeling, I think. You recognize it, but it’s so detailed that you just want to get lost in it. It’s nostalgic for a lot of people and so beautiful, and the set design is just gorgeous. It also has this great Wizard of Oz look with all the 2D set paintings. So it all feels really tactile and made by real people, which is really cool.

What was the most difficult scene to cut and why?
Everything was a challenge. When you have a Tati-esque, Marx Brothers-style, crazy chase scene immediately followed by a really long, quiet scene full of emotional dialogue — where the main characters meet their creator — and then you immediately go into another big set piece with a wild car chase, that’s a unique challenge as an editor. We also have these long dance sequences. I don’t know anyone else who’s had to deal with that. You have to use all your learned skills as an editor, as it’s a very tricky line to walk.

I assume you must have used a lot of temp sound?
Oh yeah! I always use a lot of temp music, trying to get the tone of the temp score and all of the temp sound that tells the story. That way, when we’re doing temp screenings, I don’t get taken aback because the sound or music isn’t right. I think that’s a crutch, and you have to make it the very best it can be so that you know you’re testing what the film actually is.

There were around 1,600 VFX shots, which is a lot. Did you use any temp VFX shots?
Absolutely, and our team was really good at temping in, so never once was there a single bluescreen shot in any of the temp screenings we did. It was an amazing accomplishment.

Tell us about the workflow and the editing gear you used.
To me, it doesn’t really matter what software we use since it’s all about telling the story, but we used Avid Version 2021.12. One of the most interesting tech details was that we edited in UHD, so it was very high-quality. When we’d do test screenings, it looked beautiful, even on huge screens straight out of the Avid. That was so cool.

We rented all the equipment and stored all the footage with Company 3, where we did all the editing and the DI. I think we were the first to do all this in UHD and just cut our offline in high resolution. Our primary camera was the ARRI Alexa 65 in ARRIRAW and with a resolution of 6560×3100. The color space was ARRI Log C/Wide Gamut.

In terms of project information, it was 3840×2160, 16×9 aspect ratio using 2×1 mask, 24fps, YCbCr DCI-P3 color space. DNxHR LB MXF media was in P3 D65 color space. As far as Nexis storage space, we had a ton available to us since we were set up on our own Nexis outside of the rest of Company 3. We used around 25TB to 30TB. Lastly, we were all using Mac Pros, the newer “Cheese Grater” generation.

Finally, how would you sum up the whole experience?
We all knew we had something special, and everyone was operating at the top of their game. It was such a fun, satisfying experience, but it’s still a shock to see how big it’s become and how it resonates with people.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Jordan Peele

Director Jordan Peele and IMAX Collaborate on Nope

By Iain Blair

Nope director Jordan Peele has been churning out critically acclaimed films since his 2017 feature debut, Get Out, which earned four Oscar nominations — including a Best Original Screenplay win for Peele. He followed that up with another Oscar nom for co-producing Spike Lee’s BlacKkKlansman, and then he directed the horror hit Us.

Peele’s newest film, Nope, combines horror and science fiction, and to realize his ambitious vision for the project, Peele collaborated with IMAX and a team that included its head of post production, Bruce Markoe. Peele had worked with Markoe on an IMAX version of Us.

I recently spoke with Peele and Markoe, who ran post at Marvel Studios for four years, about making the film and their collaboration.

How many IMAX sequences did you shoot, and what did they bring to the film?
Jordan Peele: We shot the entire film on 65mm celluloid, and 60% was 5-perf and 40% was 15-perf for IMAX, so a considerable amount. The sheer immersion that you get with IMAX was invaluable in terms of heightening audience experience.

Bruce Markoe

Because of where we were shooting, near Santa Clarita and the San Gabriel Mountains north of LA, the landscape and the sky are so vast that only IMAX could do it justice. The sky, in particular, plays such a big role in the film, so we really wanted the audience to feel like they were there and could look around.

Using IMAX’s 15/65mm film cameras isn’t that common, is it?
Bruce Markoe: Correct. We have our certified digital IMAX cameras, which a lot of filmmakers use, but the film cameras aren’t widely used… except by Christopher Nolan. The last James Bond movie, No Time to Die, also used them, but they’re typically only used for select sequences, not a whole film.

It helped that Nope DP Hoyte Van Hoytema (ASC) was so experienced with the cameras because he’d shot a lot with them on the Chris Nolan films before this.

Nope is the first horror film ever to be shot with IMAX cameras. What were the big technical challenges?
Markoe: They used five of our film cameras, and we only have eight (we’re currently building more). The scenes that Jordan didn’t shoot with our IMAX cameras — in our 65mm horizontal 15-perforation film format — were also shot with large-format 65mm film. Our IMAX cameras capture the 1:43 aspect ratio, which is what you see on selected IMAX screens, so the image is incredibly lifelike.

The IMAX cameras are larger and heavier and have shorter running times — the mags only run about three minutes, whereas other film formats can give you a 10-minute load on a mag. So that can limit the way a director shoots. You can’t do super-long takes, and you have to reload more often.

Jordan Peele

The cameras are also a little noisier than a typical sync-sound film camera, which means that if you want to shoot a dialogue scene up-close, you’re going to have to loop them in post. That’s why our film cameras are often used to shoot big action sequences where camera noise isn’t an issue, or for scenes where they’re fine doing ADR.

Once the crew gets used to working with the cameras, it all goes very smoothly; it’s not a steep learning curve. We typically have one or more IMAX camera operators working on any given project because they’re so experienced. If you look at how Nolan has used it [on Tenet] and what they did in No Time to Die, it’s just amazing where they’re able to place the camera and what they can do with it using various rigs and cranes. Remember, this camera’s been to the top of Mount Everest, it’s been to outer space three times and down to the bottom of the ocean, so it’s really durable and reliable and there’s really no limitations when it comes to shooting.

We also have our IMAX camera department based in Toronto, and they’re actively involved in prepping and supplying all the cameras, doing tests and troubleshooting during production if there are any problems or technical issues, and we’re very involved in all that.

As VP of post production at IMAX, how does your role carry through to the entire film?
Markoe: Absolutely. We do reviews of all the film footage and dailies to make sure it’s all going right, and we do that in coordination with FotoKem in Burbank. That is really the only lab here in LA that can develop the large-format film. We work very closely with them on all IMAX projects such as this.

There were a lot of conversations about how to deal with the VFX in terms of the 1:43 aspect ratio and how to finish the movie in the resolution needed. The VFX were all done in 4K, and the movie was finished in 4K. Here at IMAX, we scanned all the shot IMAX negative in 8K, and then it went down to 4K. All those details were worked out in preproduction together with the VFX team, so it was all designed into exactly how the film was going to be made.

Where did you post, and what were the main editing and post challenges?
Peele: We did our editing at a Universal facility that’s situated between the backlot and my Monkeypaw offices. I did some remote edits from a setup they built in my office, but I was also on-site often with my editor, Nicholas Monsour.

The biggest challenge was probably the volume of VFX shots [done by MPC and SSVFX] that were incorporated, including many cloudscapes throughout. Often, we would have to make editing decisions without the final VFX work, so inevitably when we saw the final product, we would have to make adjustments to the edit if the pace and timing didn’t feel right. So there was a lot of back and forth that stemmed from marrying those two efforts.

How closely did you collaborate with Jordan and his post team during post?Jordan Peele
Markoe: Very closely. We did at least half a dozen reviews of all the IMAX footage and sequences with him and his team here at our headquarters and at our IMAX theater at CityWalk in Universal City. Almost all the VFX in the IMAX sequences — and even some that weren’t in those sequences — were reviewed in IMAX as part of their post process.

That’s a very important part of what we do, and we always advise filmmakers to make that process part of post because IMAX screens are so much bigger than non-IMAX cinemas on average, so it’s really helpful to see the movie that way — even in an unedited or rough-cut version. You can check on the VFX and see how it all plays because it’s easy to miss stuff on a far smaller screen. Doing this in post means you have time to adjust and fine-tune it all.

What was the most difficult VFX sequence and why?
Peele: There’s a big scene where Jean Jacket is aggressively stalking the ranch at night during a rainstorm, and it was by far the most difficult based on the number of elements we were juggling in that scene. Beyond the pure VFX work, it was a combination of day-for-night and night-for-night, and we had some real rain mixed with CG rain.

Jordan Peele

A particularly tricky part of the scene was capturing the messiness of real rainwater falling at night. It was a challenge to make what OJ sees through the wet windshield honest and grounded in terms of what is visible and what is murky. And, again, we are working with this vast landscape and quite of a bit of distance between our characters, so we had to make sure the blocking of everything going on made sense.

I assume you were also closely involved with the DI?
Markoe: Yes, very. It was done at Company 3 with colorist Greg Fisher. In fact, Jordan, his team and Greg came back here to IMAX at the end of post to review everything and make final adjustments to the IMAX version.

We have FilmLight Baselight color correction systems here, and because all our theaters use exactly the same projection systems — the same screen type, the same geometry and the same sound system — you can get a very uniform, consistent playback of your movie. That’s what filmmakers like about IMAX. There’s no consistency in regular theaters. We also create both a laser master version for release with our laser projection systems and a Xenon master.

Jordan’s such a fan of the format and technology that he’s now working with IMAX to help develop the next generation of IMAX film cameras. We also consulted with him and various DPs, such as Hoytema and Nolan, to get feedback that will help us improve the technology. So it’s very exciting.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Russian Doll

Netflix’s Russian Doll Season 2: Editor Todd Downing Talks Workflow

By Iain Blair

The trippy Emmy-winning Netflix show Russian Doll is back for a second season — great news for anyone who’s interested in the space-time continuum but who also loves surreal comedy-drama. Natasha Lyonne created the series with Leslye Headland and Amy Poehler. Lyonne stars as Nadia, a jaded New Yorker who is caught in a time loop, dying and then coming back to relive the night of her 36th birthday. Her friend Alan (Charlie Barnett) is stuck in the loop with her.

Todd Downing, ACE

The second season is set four years after Nadia and Alan escaped mortality’s time loop together. Now they are delving deeper into their pasts through an unexpected time portal located in the NYC subway.

Todd Downing, ACE, who was nominated for HPA and ACE Awards for Season 1 of Russian Doll, has returned as editor for Season 2.  I spoke with Downing, whose credits include Difficult People, Generation, Younger, SMILF  and Mrs. America, about the editing challenges and his workflow on this scripted television show.

Your collaboration with Natasha Lyonne has been so successful that she made you a co-producer on the second season?
I think the title was out of gratitude for the synchronicity of our editing styles more than any actual producing work. We have a really good way of bouncing ideas off each other, so I think it was just appreciation. I have no desire to be a producer.

What were the main challenges of cutting the new season?
First off, it’s a much bigger swing, I think, artistically. But I don’t think we approached it like, “It has to be this bigger, better show now that it’s Season 2.” The big challenge was just making it its own world and able to stand on its own.

The characters have to be the same from Season 1, and while it’s not a completely new aesthetic, it is different. And while Natasha was central to Season 1, she’s even more involved in all aspects of this season. She wrote more shows, directed more and was the showrunner as well.

Fair to say, the first season was very self-contained?
Yes, I felt it was very neat, and in a good way. This felt more like what David Lynch did with Twin Peaks, ripping it apart and going so much deeper into the characters.

Russian DollThere are only seven episodes, compared to eight in the first season. Did that make it harder or easier?
I think it was harder in a way. First off, you have all the pressure of the success we had with the first season, and then you’re trying to take it to a whole other level, and it had to be that much tighter without losing that sense that anything might happen. On top of New York, we also shot in Budapest this season, so the whole scope got far bigger.

Tell us about the workflow in Season 2. Where did you edit and do the post?
I started editing at home on Avid Media Composer while they were shooting in New York City, assembling dailies and doing the editor’s cuts using Jump Desktop to access the media at the production company, Jax.

Then after they wrapped, I went to LA to work in person with Natasha at Animal Pictures in Studio City, which Natasha owns with Maya Rudolph. That’s where we did nearly all the post, and it was great. They brought in all the gear, and we turned the pool house into an edit suite. The Avid Nexis was located in a back room there. Sara Schultz, one of the assistants, would use Jump Desktop to work off that computer and transfer media.

How did COVID impact post?
It was this very safe post bubble. Everyone there was working on the show all day every day, and no one got sick. But the whole season got pushed back a year because of COVID. In the end, editing took about seven months, and then we spent another couple mixing and doing the color, plus we also had a lot of VFX work, so it was quite a long post. And it was very intense.

How closely did you work with Natasha? I assume she’s very hands-on?
Very. She loves being in the edit room, and I really don’t think we could have done it remotely because she digs so deep into the material and likes to try out so many things. And I think for a show like this it was important for us to work together in person.

What was the most difficult sequence to cut and why?
It was probably Episode 4 in Budapest, where she goes to the party and smokes DMT and “falls into the rabbit hole” sort of thing. It gets quite trippy, and it was difficult to cut because it could easily have become “too cool” too quickly, like a music video. Even though it was this surreal narrative, we wanted to keep it balanced.

The first episode was tricky too, as you have to bring everyone back and lead them in the new direction. Finding the right tone took a very long time. She’s already died a million times, so is she freaked out by all this? It took a lot of versions to get the emotional tracks of the characters just right.

Tell us about the role sound and sound design plays in the workflow.
I was very involved, and I feel that as editing has evolved, studios expect more and more sound design to be done in the offline. It used to be more like “the sound team will do all that,” but now you really have to create a temp version of it, and I love working with sound. It’s half the show, and I had layers and layers of soundtracks going on. Natasha’s very into sound too, and we worked really hard on it.

Then our sound mixer and sound supervisor, Lew Goldstein at Parabolic, took over, and he’s amazing. He was on Season 1 too, so while cutting, we could go to him for sounds he created in similar scenes. I’d do a rough sound design pass, and then he’d take it up to another level. We had the same composer from Season 1, so I’d use temps from him too. We did an offline mix in LA, and then Lew did the final mix at Parabolic in New York.

There are a lot of VFX. Did you use temp VFX?
(Laughs) No, I’m terrible at it. Some editors have a background in After Effects, but I’m not one of them. We didn’t have a VFX editor per se, but two of the assistant editors — Sara Schultz and Corry Seeholzer — would do temp ones for us until we sent stuff to Break + Enter, the VFX company we used. Corry is really good at handling VFX temps.

Your background is in documentaries. What did you bring from that to this show?
That background is very helpful for a scripted show in moving beyond the script. You don’t get so bogged down, and you feel freer in terms of digging deeper into the material and moving stuff around and putting things where they weren’t intended.

Of course, every editor does that, so it’s not like some special skill, but I do think you’re more apt to do that when you have that background. You’re used to not having a total plan, so it’s very liberating to feel that you can just pull things from wherever you want.

Will there be a third season?
Yes, I think so. Natasha always planned to do three, and she’s not short of ideas. Hopefully there won’t be such a long gap the next time.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

WeCrashed Showrunners and Post Supervisor Talk Workflow

By Iain Blair

Apple TV+’s new series WeCrashed is a wild ride and a cautionary tale of ambition, power, greed, success and failure. Created by Lee Eisenberg and Drew Crevello, it tells the story of Adam Neumann (Jared Leto) and his wife Rebekah (Anne Hathaway), whose trendy startup space-sharing company WeWork became a huge success before an even more spectacular crash, going from a $47 billion valuation to under $10 billion after a failed IPO.

WeCrashed

Lee Eisenberg

I recently spoke with Eisenberg (The Office, Bad Teacher), Crevello (The Grudge 2) and post supervisor Melissa Owen (City on Fire, The Baker and the Beauty ) about making the show and the post workflow.

Talk about what it took to prep and plan, and how much did the COVID crisis affect it?
Lee Eisenberg: Any time you’re dealing with real-life people, you need to have it all vetted by legal. We had outside counsel, and we wanted to get the story right. We did a huge amount of research and spoke to dozens of people who’d worked at WeWork and knew the Neumanns at different stages, and that was all very time-consuming.

COVID made everything far more difficult, like just connecting with your crew and trying to have conversations. You take so much for granted when you can see people’s faces and their smiles — or frowns. And we set out to make a very ambitious eight-hour movie on a TV schedule, so every day was crammed. We never took our foot off the gas pedal, and we strained every department, ourselves and the budget to pull it off.

WeCrashed

Drew Crevello

Tell us about post. Was it a traditional TV post schedule?
Melissa Owen: The editors were cutting dailies as they came in and getting cuts ready to be viewed by the directors and DPs, so we tried as best we could to stick to a TV schedule. The back end of post was pretty heavy with finishing all the VFX and sound and so on, so it was a bit of a hybrid.

We shot on the ARRI Alexa Mini LF at 4.5K — 4448×3096. Even though our final delivery resolution was UHD at a 2:1 aspect ratio, we did our VFX pulls at source resolution to maintain a true 4K workflow and for archival.

Melissa Owen

Where did you do the post?
Owen: I’d say that 90% was done remotely from people’s homes because of COVID. That was a big challenge for all the editors and producers. It all had to be done online, all the reviews and so on. We did do a little bit in person when we got to the final stages, like the mix and the color correction. The DPs were able to come in and work on the grade.

Drew Crevello: Even that was quite strange. Post is obviously a very intimate creative process, and you’re working with the editors and the sound team for months. Then we’d meet for the first time at the final sound mix. So there was a lot of dislocation because of the pandemic.

Eisenberg: I remember being at one of the sound mixes and someone was trying to say hi to me. I had no clue who it was until I realized he was the editor I’d worked with remotely for four months.

You had three editors on this: Tamara Meem, Justin Krohn and Debra Beth Weinfeld. How did that work?
Eisenberg: The workflow was very traditional. We had directors who did blocks, but the same editor didn’t necessarily cut all three episodes in a block. And we shot out of order, so E3 was the first one up. We shifted it back and forth, so they were all busy at all times, and we were jumping into different Evercast rooms to check in and give notes.

Owen: For the offline editing, we were fully WFH and did not have a post production office. The editors and AEs used Avid Media Composer 2018 with Jump Desktop. The Avids were located at our Avid vendor’s secure location, Hula Post, and connected to our 20TB Nexus. The editors had computer systems in their homes and would log in remotely via VPN to their own Avid. We shot in New York, so dailies were transferred every night from Light Iron NY and sent digitally to Hula Post in LA.

What were the main editing challenges?
Eisenberg: Tone was a big one. Our directors, Glenn Ficarra and John Requa, worked very closely with the editors on the first few episodes, and that really helped establish the tone. The temp score and final score by Chris Bangs helped so much with the tone as well.

Crevello: Justin, who cut E1 and E2, laid down a great temp score that was so pitch-perfect that it really helped tonally with the show. It also laid down a blueprint for the score, so that was key.

What about the importance of music and sound to the show?
Owen: We had a great sound team, and Brent Findley was our supervising sound editor and sound designer. He did a fantastic job. We mixed on the lot at Universal Sound with re-recording mixers John W. Cook II and Ben Wilkins, who had worked with Lee before. We did a Dolby Atmos mix. They were all so dedicated in creating a great soundscape for the show.

There are quite a lot of VFX. Who did them and what was entailed?
Owen: We had a few vendors and traded off on different episodes. Onyx was key in doing a lot of the VFX, and we also used The Molecule, who have just been acquired by Crafty Apes. We also used Phosphene for a big scene in E3 and another one in E6.

One of the trickiest ones to do was the beach scene in E6 and getting all the lighting and the beach married to the house, as they were separate locations in reality. Then there was the Dead Sea scene at the end of E8. We shot all the actors on a beach in Long Island, then we had an Israeli crew shoot Dead Sea plates, and that got composited together. And that was tricky, getting all the lighting and so on to match.

Crevello: Before this show, I’d spent 16 years working on the film side and on movies with 1,800 or 2,000 VFX, like the X-Men films. I have to say that getting the color of the sky just right on this, and comping in some of the beach stuff, was far harder than most of the stuff on those big movies. It’s all to do with what you’re used to seeing. You have no frame of reference for a spaceship, right? But making a sky look utterly natural is very challenging.

WeCrashedWhat about the DI?
Owen: We did it at Light Iron LA with colorist Ian Vertovec on FilmLight Baselight in UHD and Dolby Vision. The online editor was Monique Eissing. The online/conform in Baselight was also done at true 4K. The timeline was set to 4448×2224. We maintained the full horizontal resolution of the original camera files but then viewed and rendered at UHD for mastering.

Our DPs set looks in person at Light Iron LA in Dolby Vision, but then a color review file was made available using Moxion. That system allowed our creatives to view and make notes in Dolby Vision on qualified devices, such as iPad Pros and newer Mac Books.

WeCrashedCrevello: Our directors, John and Glenn, along with one of our DPs, had worked with Ian a lot in the past, so that was great. And both the DPs — Xavier Grobot and Corey Walter — talked to Ian early about the look and scope of the show, so we were in very good hands.

Eisenberg: I’ve been quite involved in the DI in previous projects, but this was different because of COVID. It was also different because our directors had walked us through exactly what they wanted with the look, and our DPs were also so involved. Because of this, Drew and I entrusted it to all of them.

Did it turn out the way you first envisioned it?
Crevello: Yes, but even better, thanks to such a great cast and crew.

Eisenberg: They all took what we’d written and just elevated everything.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Spider-Man

Spider-Man: No Way Home‘s Oscar-Nominated VFX Supervisor

By Iain Blair

The last time a Spider-Man film got any Oscar love in the visual effects category was in 2004 with Spider-Man 2, but all that has changed with the recent Spider-Man: No Way Home.

Kelly Port

The Oscar-nominated VFX team on director Jon Watts’ Spider-Man: No Way Home was led by Kelly Port, Chris Waegner, Scott Edelstein and Dan Sudick. Port, Marvel’s VFX supervisor on the film (on loan from Digital Domain, Vancouver), oversaw some 2,500 VFX shots with work done by many vendors, including Sony Pictures Imageworks, Framestore, Digital Domain, Crafty Apes and Luma. These effects included visually stunning set pieces in addition to resurrecting such VFX-driven characters as Doc Ock, Green Goblin, Sandman, Electro and Lizard. And all the technical advances since Spider-Man 2 are on full display.

I recently spoke with Port, who was previously Oscar-nominated for his work on Avengers: Infinity War, about working on the film, the VFX pipeline and the challenges involved.

Give us a sense of working with director Jon Watts. What were the early discussions about, and what was the approach to creating all the visual effects?
From the very start, he was extremely collaborative and had great attention to detail. We began by working with the previz team at Digital Domain at the end of 2019, and that went on all the way through — including postviz — until we delivered. That whole process was really critical to the film.

Jon and I worked very closely with them on formulating what the scenes would look like, getting the pacing right and doing quick edits. There was a lot of pitching ideas back and forth, and a ton of great ideas came out of that. Then we used that as a template for shooting the live action. Once all that was done and cut together, we’d do the postviz and refine the edit over time. Usually, a sequence would come in long, so then we’d make adjustments in postviz or in additional previz.

VFX shot progression – Framestore

VFX shot progression

VFX shot Final

How hands-on is Jon with all the VFX work?
Very. During that whole process Jon would give me these very detailed PDFs that he’d make with screen captures and notes about very specific things we may not have called out — little easter eggs and various other things.

How closely did you work with the rest of the VFX teams?
Very closely. We had 12 different vendors with about 2,500 people in all the different departments working on the show, so it was a small army. During COVID we all worked on Zoom and we’d take their material and works in progress, whether it was animation or effects development or character asset development, and look at it and give our notes.

Digital Domain

What’s great with Jon is that he often likes to work with the vendors directly and their supervisors and animation directors, and he goes through the scene in great detail. That really helps make the whole process a lot more efficient, I think, when a director’s willing to do that. And all the vendors certainly appreciate it.

What were the big challenges?
It was such a huge undertaking, and so much work. I’d say that 97% of the all the shots in the film had some sort of VFX work. There were only 80 shots we didn’t touch. And all the shots we did create, we wanted them to be amazing – even the invisible ones you don’t notice, and we had so many of those.

For example, if there’s a group of people standing around in the kitchen, not only is there a bluescreen out the window for the New York skyline, but it might be that none of those people were in the same room at the same time because of a scheduling problem, or they were different takes from different days or weeks because of performance reasons. So we’d mix bits of all these different takes.

Luma

Then for a good half of the film, Tom Holland’s Spider-Man was wearing a digital suit below the neck. It’s basically Tom’s head in a digital body, so creating that was a huge amount of work, tracking what his body was doing and the folds in the suit he was wearing. Also putting it in the correct lighting environment so that it matched the lighting of the surrounding live-action characters. And then anything that crossed in front of that suit had to be roto’d, so it was very time-consuming and labor-intensive.

How tricky was it doing the transitions from live actors to CG doubles?
Making all those transitions seamless took a lot of work, and often you need to make the transition to the digital character earlier, as you need that overlap. For instance, if Spider-Man grabs MJ and they run and fly into the air, for the live-action bit, they’re harnessed and rigged to do that. But instead of just doing the CG doubles at that point, we’d start earlier so we could get the pacing just right. It has to be spot-on photographically. You can’t just pop over a frame or two.

Spider-Man

Luma

I assume you did a lot of scanning?
A ton. Basically, we had a whole team set up to scan high res as much as we could during all the live-action shooting – everything from actors to costumes, props and textures. And we had lidar and scanned every single set and all our locations. Most of the time we needed all that stuff, so we made sure we captured it all because it’s a lot more expensive and a bigger deal to scan stuff later after everyone’s gone. Doing it the way we did isn’t cheap, but we needed it because there are so many characters, and having the scans was so important for the people developing the digital versions of those characters. It gives all the modelers and sculptors a great base to start building production models, which can be rigged for animation.

And doing it the way we did isn’t cheap, but we needed it because there are so many characters, and having the scans was so important for the people developing the digital versions of those characters. It gives all the modelers and sculptors a great base to start building production models which can be rigged for animation.

Multiple vendors worked on Sandman

This marks the return of the Sandman from 2007’s Spider-Man 3. The technology’s evolved so much since then. Were you able to use some of the original assets, or did you basically have to start from scratch?
We had to start from scratch. Even with the more sophisticated VFX back then, like Sandman, you can’t just grab assets from before because the software’s evolved so much. The new sand simulation is far more sophisticated than back then, and the processing power is way greater too.

Sandman is a great example of how the VFX pipeline worked on this. With a lot of these characters, we’d typically have a lead VFX studio, and they’d then share some of the models and textures with other vendors – but not the proprietary rigging. So Sandman was actually worked on by three vendors – Digital Domain, Imageworks and Luma. Luma did the “power line corridor” sequence, where Sandman is first introduced in the film along with Electro. There’s a “sand-stormy” version, similar to what you see in the third act, but also a more humanoid version toward the end of that sequence. Then Digital Domain created a humanoid form when he’s talking, and Imageworks did all the big sims for the big battle sequence at the end, when he’s this enormous, swirling sand monster.

Spider-Man

Digital Domain

How did you create the spectacular Doc Ock bridge attack?

That was done by Digital Domain, and it was one of the earliest sequences we previz’d. We shot it at Trilith Studios in Atlanta and had a 200-foot by 400-foot concrete pad built to create a section of freeway and an off-ramp. It was open at one end, and the other sides had 40-foot bluescreens, and we had all the cars and K-rails. We had to create the whole New York skyline and so on, so there’s a good 4 square miles of fully digital, photoreal, 3D environments that had to attach to all of this — everything from the other end of the bridge to Brooklyn, the river all the trees and buildings.

Spider-Man

VFX shot progression – Framestore

Spider-Man

Final Comp

Even though we had real cars, sometimes it was easier to replace them than to deal with any bad reflections, such as the camera crew and bluescreens. This whole sequence is another great example of interdepartmental crossover collaboration to create a very complex visual. You have all the live action, big stunts with Alfred Molina in wires on a moving platform, along with special effects of cars blowing up and hurling hundreds of feet through the air. There were special rigs, like “the rotisserie,” so we could hang cars upside down, and then all the VFX.

Tell us about creating the Mirrorverse sequence.
That was done by Framestore, and the initial idea was to riff off visuals we’d seen in Dr. Strange, such as rotating buildings sliding in and out. So we did that, but we also wanted to take a step forward and do something that hadn’t been seen before, and I loved the idea of creating a hybrid world. That led to creating this hybrid city/Grand Canyon, as Strange keeps trying to put all these obstacles in Peter’s way, but Spider-Man just keeps adapting to them. Then we added the idea of portals to this, and we had a lot of fun playing with that and the concept of portals within portals. It ended up getting very complicated, but it was very cool to do.

Was this the most challenging VFX job you’ve ever worked on?
Without a doubt. There were so many characters and different environments, and the sheer volume of VFX was so challenging. Then we knew all the fans were so excited about it, and we didn’t want to disappoint them, so it’s a great honor for everyone involved to be nominated.

Main Image Credit: Luma


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Cyrano Director Joe Wright and DP Seamus McGarvey Talk Workflow

By Iain Blair

Director Joe Wright and director of photography Seamus McGarvey have collaborated on several award-winning films, including Atonement and Anna Karenina. Their latest project is Cyrano, a new version of the classic love story “Cyrano de Bergerac,” shot entirely on location in Sicily.

Director Joe Wright

This version has been reimagined as a musical in the tradition of the classic MGM movies, and instead of an actor with the traditional large, prosthetic nose, it stars renowned actor Peter Dinklage in the title role opposite Haley Bennett as the beautiful Roxanne.

For this new adaptation, scripted by Erica Schmidt, Wright assembled a behind-the-scenes creative team that included DP McGarvey, production designer Sarah Greenwood and editor Valerio Bonelli.

I spoke with Wright and McGarvey about shooting the film, post and visual effects.

The film has a lot of visual variety. Can you talk about the look you and Seamus went for?
Joe Wright: Yes, a lot of visual variety was always the plan, and we set out to create three distinct looks. For the first section set in Noto, this gorgeous Baroque town in Sicily where we shot it all, we wanted a very romantic, lush, deep look to the cinematography — almost like the insides of a fleshy pomegranate. For that we were aided by our old friend, the 10 denier silk stockings, which we put over the back of the lenses to create this kind of blooming effect in the highlights and the candles and so on.

This was an effect we originally used in the first section of Atonement, and it was perfect for this. Then for the whole Etna sequence, we wanted to create something far more stark and full of contrast and almost brittle in a way, as a sharp contrast to the first section. For the final look, the last scene really, we were looking for a kind of heaven, a kind of lightness and experience of light.

While this doesn’t seem like a VFX-heavy film, there are quite a few. Can you talk about the VFX?
Wright: I don’t separate post from prep or the shoot. It’s all part and parcel. I didn’t do any previz on this, as I’m not a big fan of working like that. I far prefer to just storyboard it all myself, and that process helps me figure out what VFX might be needed.

Cinesite did them, and we had quite a lot — several hundred, with a lot of roto and compositing work on the sequences we shot on Etna and then a lot of the usual cleanup you have to do for any period piece like this. And everyone assumes all the snow on Etna we had for the battle scenes was VFX, but it was all real. We were at 16,000 feet, it was freezing and way below zero, and the week before we were due to start shooting on Etna, the heaviest snowfall in 20 years hit us. It was perfect for that monochromatic look we wanted. I like working with VFX as long as they don’t feel like they’re overwhelming the story, and on this they just added to it in a pretty invisible way.

This film looks so beautiful. Talk about working again with Seamus and what he brought to the project?
Wright: He’s brilliant, and we’ve worked together many times — this is our fifth project together, and we know each other very well. We have this great shorthand, which is so useful on a set. He’s very supportive but also lets me know when I’m going too far (laughs). He pulls me back in, and I can tell by the tone of his voice. He goes up a couple of octaves if I’m talking crap. (Wright imitates a high-pitched McGarvey here.) “That’s a good idea, Joe,” so then I know it’s really a terrible idea.

The thing about Seamus is that his character is undeniable and imprinted on every frame he shoots. He’s the gentlest, kindest, wittiest and most compassionate man, and somehow that’s translated through all the science and technical processes of cinematography and appears in the image. I don’t know how it happens, but it does.

Fair to say this a far more kinetic look than the more formal framing of some of your films?
Wright: Yes, exactly, and I’m glad you noticed that, as I feel a lot of my recent work, especially since Anna Karenina, has become quite presentational. I’ve been using a lot of wide-angle lenses and organizing the frame and composition in a very formal way, and I think it worked well for a film like Darkest Hour. But on this I wanted to smash up that approach a bit and return to something more observational. Because of this, Seamus and I went with long lenses, and I was less prescriptive to the camera operator. I tried to find a way of creating something that has more of a sense of spontaneity. That was especially true of the big opening theater sequence, which turned out to be the most complex scene I’ve ever shot because so much happens in it.

You’re establishing so many different characters, and there are so many different eyelines between everyone watching everybody else. Then you’ve also got a song and a big sword fight at the end of it. That was very challenging to shoot for Seamus and me. As for the aspect ratio, we went with 2.39:1 so we could split the frame into three and have three close-ups in the frame together, which worked well for the montage sequences.

Seamus, how did you approach the look of the movie? And tell us about your camera package.
Seamus McGarvey: As Joe said, there was a trajectory in the look. First, we wanted to play with the idea of nascent love and innocence. Also a photographic softness that would reflect that in both filtration and luminescence, as well as overexposure and the rhythms and fluidity of camera movement, and the dance itself of the camera with the actors.

Director Joe Wright with hat (left) and DP Seamus McGarvey standing (right)

Then the story takes a bit of a turn as you realize it’s this fraught love triangle, and things get more torqued. The camera becomes more urgent and darker — the image takes a darker turn. For the third look, it gets even darker with all the war scenes. We dispensed with all filtration and went for a more lithographic, almost monochromatic palette and played with almost absolute stasis in the camera.

My camera package was an ARRI Alexa LF and an ARRI Alexa Mini LF, and I shot with the new Leica Leitz Large Format Primes, which they just brought out last year; they are incredibly crisp, but also very beautiful for portraiture. When I tested them, they reminded me of medium-format lenses, and Joe really responded to them.

In the end I shot with a Leitz Large Format Zoom 25-75mm and an Angenieux Optimo 36-435mm. Initially I used them unfiltered, but when we saw the first day’s rushes, we realized they were actually too vivid with the Sicilian light. Because of that, I used the Dior 10 denier black nets Joe mentioned and Tiffen Black Glimmerglass filters, and I alternated between them depending on the situation.

What about the lighting?
McGarvey: I love natural light, and while we shot in real locations, we did light. For outside windows I’d use an 18K HMI, and sometimes it’d be on a cherry-picker for scenes like the palazzo. We had certain rigs for different windows, like 4K HMIs. Inside the rooms I tended to use LEDs — smaller S60 ARRI SkyPanels.

Joe likes a lot of movement, so the camera’s constantly moving, and you’re effectively seeing 360 degrees a lot of the time, so all the developments in LED technology really helped, and we used a lot of Astera tubes. They’re color-controlled and dimmable and battery-operated, so you can hide them in corners and behind walls. They give you the fill and the source you need without all the cables.

Joe Wright on set

Did you work with a colorist in prep on any LUTs?
McGarvey: Yes, with colorist Peter Doyle, but I don’t like to get involved in all the intricacies of the look while I’m shooting. There’s just too much to do in terms of lighting and camera movement and so on. I don’t even spend a lot of time in the DIT tent, laboring over every shot. I do all that later in the DI.

Speaking of the DI, how did that go?
Wright: I love all of post, especially the edit and the DI and the whole finishing process. I love how specific you can be and how much the film can change from one pass to another. We did it in London at De Lane Lea with Peter Doyle, my longtime colorist. He’s very involved from an early stage. He doesn’t just turn up at the end and start grading. He and Seamus and I worked very hard on the grade.

Writer Iain Blair and Joe Wright

McGarvey: I’ve done quite a few films with Peter now, and this was very different. Before we shot, we talked with Joe about the trajectory of the film and how it should have a warmth and allure that was built into the LUT. And if the colorist is on board at that early stage, you can really show intent, and your editor can have the actual looks you want the film to have. That was so true of this film, though we did so much more in the final color grade with Peter.

We spent three weeks on it, so it was the three of us really fine-tuning it all. We knew that we wanted the battle scenes on Etna at the end of the film to have this very monochromatic, spare, unfiltered, almost acid-etched feeling, and that’s something we set up at an early stage. But then Peter took that to a whole new level in the DI.

We also experimented with a few things for the early part of the film. I tried for something a bit outré and pronounced in the aftermath, but I think Joe ultimately felt he just wanted to return to realism. He didn’t want the film’s opening to feel “fucked with” or “got at.” He just wanted the faces and environment to tell the story and not have a jumped-up grade. I’m so happy with the way it all turned out. Joe’s like a cinematographer in the way he works and directs, and I feel I do my best work with him.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Colorist Chat: FotoKem’s Dave Cole on Working With Dune DP

There is no denying the beauty of Denis Villeneuve’s Dune, especially if you’ve seen it in IMAX or on any big screen.

To help achieve this look, FotoKem’s Dave Cole worked closely with the film’s cinematographer, Greig Fraser, ASC, ACS, who had created a color bible to follow (see our interview with him here). The two had previously worked together on Vice.

Most of Dune was shot digitally on ARRI Alexa LF (with some Super 16 film shots and some high-speed Phantom shots) and graded on Blackmagic’s Resolve. It was then output to film and scanned back in for the final color grade — an interesting process we will learn more about in a bit.

Let’s find out more from Cole about his relationship with Fraser and their work on Dune.

How did your previous collaboration inform your work on Dune?
Between Vice and Dune, we’ve done quite a lot of testing together — and not just in the DI. We began early on both projects and discussed lenses and LUTs as well as the movie’s aesthetic. So, we’ve gotten to truly understand each other when we describe colors and looks.

For example, we know the subtleties of what we are referring to when we talk about something needing to be “less black” or wanting to “add texture.” We’re also not afraid of doing nontraditional DI processes — both digital and analog. What’s unique about working with Greig is that he’s very willing to think outside the box about how to achieve an effect and not rely solely on the tools or features of the grading system.

An example of this was shooting out a Phantom-acquired shot as a reduced size on 35mm negative to simulate the size and grain structure of Super 16 and then scanning that back in to be used as a source shot.

How was the “look” of the film described to you by Greig and Denis? Did you look at any references?
Greig brought me one still photograph that he had found and said, “This is the vibe.” That was our jumping-off point when we dug into working on the LUTs. We talked about how he and Denis (see our interview with  him here) wanted to keep it beautifully gritty and real, but we didn’t want anything to look pristine.

FotoKem’s Dave ColeGreig also chose detuned lenses, and we weren’t afraid of their natural vignetting. We embraced those artifacts and the optical nature of the images he acquired with the gear he chose.

Was Greig or Denis with you for the grade? If not, how were you communicating?

Greig and I spent a lot of time setting the “color bible” for the film and had done iterations of almost every scene, which we presented to Denis. When Greig went off to film his next project, I referenced this bible and graded the entire movie based on this vision, our discussions and Greig’s references. Then I presented that pass to Denis, and we sat together for a final polish of things. Occasionally we’d send stills to Greig, and I’d talk to him on the phone about what we were doing.

Greig trusted Denis, and he also trusted me, so it was through that confidence, conversations and our history that this worked.

FotoKem’s Dave ColeWe had thoroughly covered our bases before he left; I had to join the dots and fill in the holes with continuity and nuance as well as bring that something extra to truly elevate the scenes as the movie finally came together. Likewise, a real collaboration and trust happened between color and the VFX team, led by Paul Lambert. [Watch this space for our upcoming interview with Lambert.]

Shot digitally, the footage was then output to film and scanned back in for the final color grade. Can you talk about why that was done? What challenges came along with that process?
Years ago, while testing on Vice, Greig and I talked about the possibility of a film-out/scan-back process, which was later successfully tested on some music videos here at FotoKem. Once Greig and Denis saw the scan-back tests we did for them on footage Greig shot, they found that the Alexa footage was enhanced by all the optical photochemical responses of film. This process offers a more organic way to transport the audience into the sci-fi world of Dune. It elevates the believability factor by grounding us in a subconscious reality.

Dune is a character-driven movie, and by using the film process, it brings an uncontrollable randomness to the character of the worlds and the people that inhabit them. This was the first time that FotoKem applied this process to a major motion picture. This, of course, adds time to the post pipeline. It’s quite a technical and artistic process in terms of further enhancing the creative.

The scan-back method was used for all 2D versions (not the 3D versions, for reasons inherent to that format). There was literally only one shot that we decided to keep purely digital — and that was because Denis just loved the pureness of what that shot meant on an emotional level.

Dune is VFX-heavy, like many of your past projects, from The Tomorrow War to The Lord of the Rings: The Fellowship of the Ring. What are some challenges, and how has that work evolved over the years?
When working on a VFX-heavy film, it’s great when one company is doing all or the majority of the work because there is uniformity, but that’s rare. It’s paramount to have a trusting relationship with the VFX supervisor, so they know you’ll do the best you can for their shots — and the movie as a whole — without breaking the visual effects. If I can’t make a shot work without breaking it, then I tell them rather than shoe-horning something in. Likewise, they can rely on me at the 11th hour to add nuance to a shot, which avoids iterative back-and-forth with the artists at the various VFX houses.

What has changed is that VFX teams are more aware of the need for mattes as a deliverable. Getting mattes from one source saves time, and when supplied from a source that trusts me, things are streamlined. When matte deliverables for the DI are built into VFX pipeline and it’s done well, then I can save time by not having to hand rotoscope, I have a more accurate isolation, and I can simply apply nuance. Everyone wins!

Any scene or scenes that stand out as most challenging or one that you are most proud of?
The final reel of the film was the most challenging. It’s the journey at night across the desert. It wasn’t traditionally lit; it’s natural photography with no stylized lighting effects. When you’re in the desert and the moon is out, you can see for miles. We really wanted to get that feeling of being out at night in the dark but still able to see.

FotoKem’s Dave ColeThe sequence progresses to pre-dawn and then the sun breaks. Throughout this reel – moon going down, sun coming up – the creative grade emphasized this transition, and it was an enormous undertaking. There was a lot of rotoscoping and shaping to keep the mood and tone and make the audience look where they need to look. There was a very slow but large tonal shift throughout the course of the 18-minute scene, and it had to be imperceivable and realistic. I hope no one will be aware of it. A lot of thought and effort went into it, but it should be natural and intuitive to the viewer.

Any tips for those wanting to become colorists?
You need to be dedicated and passionate about the art form — not just the technical aspects. Anyone can learn software, push buttons, move knobs. But a great colorist thinks outside the box and about how they can apply their technical proficiencies and aesthetic to realize the endgame for an image.

FotoKem’s Dave ColeHave a vision and know how you can get there. To do that, try to observe everything – art, architecture, photographs, etc. Look at the real world at various times of the day and make note of what you’re seeing in terms of color and nuance. Then develop the craft – learn tips and tricks from others, practice and take the time to understand why things work or why they sometimes don’t.

Be super-collaborative and communicative. Everyone on a project has to be working toward a common goal. You need to be adept at expressing yourself and your ideas throughout the entire process while being tuned in to all other creative ideas, then you must be able to funnel the best creative vision into that final image.

 

Director Destin Daniel Cretton

Destin Daniel Cretton Talks VFX and Directing Marvel’s Shang-Chi

By Iain Blair

Director Destin Daniel Cretton is best known for his work on Just Mercy and The Glass Castle, emotionally powerful, low-budget dramas that focused on characters and behavior, not spectacle and visual effects. So it was a big surprise to many when the indie director was tapped by Marvel to helm its VFX-heavy new tentpole Shang-Chi and the Legend of the Ten Rings, an action-packed origin story featuring Marvel’s first Asian superhero.

Director Destin Daniel Cretton behind camera (left) on set

But the gamble has paid off, with Cretton combining intricate, cross-generational family dynamics with dazzling action, martial arts, monsters and VFX in a mega-budget epic blockbuster.

Cretton’s creative team included DP Bill Pope, ASC; VFX supervisor Christopher Townsend; and composer Joel P. West. The editors were Nat Sanders, ACE; Elísabet Ronaldsdóttir, ACE; and Harry Yoon, ACE.

I spoke with Cretton about making the film, his workflow, editing and dealing with all the visual effects.

You’ve never directed a VFX–heavy movie like this before. How steep was the learning curve?
It was pretty steep. I was constantly learning; I felt like I was in film school every day. It was stimulating and exhilarating, and it’s a unique creative environment, particularly with someone like VFX supervisor Chris Townsend, who’s been doing this for so long and has been on the forefront of some pretty amazing technology.

Chris has no ego, so it’s very collaborative, and he was constantly asking me what we needed and wanted and letting me know what was possible — which in most cases was almost anything. And I had a blast. That was my goal from the very start — to have fun, and I did.

I assume you did a lot of previz and postviz?
We did a ton of both with The Third Floor. There was a lot of fight-viz that was coming from the stunt department, quite a bit more than in most Marvel movies. Then we’d figure out how to do a combination of fight-viz with previz, and we’d pass on the fight-viz to previz in order to do all the VFX-heavy previz that the stunt department was not able to do.

Then we’d puzzle-piece all our sequences together to see how they were working. We also did a lot of postviz in post too since we were constantly searching for the edit and doing test screenings. We had a post VFX editor with us in the room all the time, as we had so much postviz happening through the whole process to make it watchable for the test screenings.

What were the main technical challenges in pulling it all together?
There were so many, but one of the biggest was integration — we had this dance between trying to create stunts and stunt choreography that all felt very real and grounded, and then all the VFX.

Like the big opening bus fight sequence?
Exactly. It has all the very complicated stunts, but it’s also a very VFX-heavy scenario that you could never shoot in real life. So to be able to create VFX that could mold to the style of the stunt choreography and that aesthetic was quite a process.

Then there was the whole third act, where it turns into this giant beast-on-beast battle with our hero hanging on for dear life. That was so complex and technically challenging to create, and I learned so much about what it takes to do something like that. It was like getting Christmas presents every Friday when we saw all the VFX reviews, especially toward the end. It was so exciting.

Director Destin Daniel Cretton

 

You shot mainly in Australia, but the opening city bus sequence was shot in San Francisco, right?
Yes. We shot all the bus interior stuff and stunts in Sydney and shot it right at the start of our shooting schedule. We’d already gone over it all with Chris Townsend and his team and tracked out exactly what the bus journey would look like going down the hill, so we knew precisely what plates we needed outside the bus at any given time.

It took a lot of coordination between VFX, stunts and our 2nd unit on the ground in Sydney. Then at the end of the shoot, once we had the whole sequence pieced together with previz doing the big bus crashes, we went to San Francisco to shoot the real, physical action and crashes. So again, it was like this giant puzzle you had to put together in post and the edit.

How did COVID affect the edit and post?
COVID had a huge effect, and a big part of post was very strange, as we had to shut down about two months into the shoot. So we’d shot a good chunk of the first act, then COVID shut us down for some four months. So we began the edit and working on post then, before going back to shooting.

Director Destin Daniel Cretton

You had three editors — your go-to guy Nat Sanders, Elísabet Ronaldsdóttir and Harry Yoon. How did that work?
So during that four months shut-down time, the editing team — it was Nat and Elisabet at that point — never left Sydney. They continued to work from the studio. I worked remotely from home every day, and we were able to work through all the footage we’d shot and then also do a lot of work on the previz for the rest of the third act.

Then after we’d finished the movie, we continued to edit in Sydney to work on my director’s cut until December 2020, and then we came back to LA. That’s when Harry Yoon came on board to help out since Elisabet had to leave for a prior commitment.

We had a month when all three were working together, which was great. Basically it was each editor taking a sequence or scene, and it was very free-flowing. We’d pass stuff around and all take cracks at it. Everyone left their egos behind and explored the material to see what surprises we could pull out of it.

Director Destin Daniel Cretton

This has a ton of VFX with a ton of companies working on it. How did that work.
We had so many companies, including Weta, Trixter, Digital Domain, Rodeo, Luma, Rising Sun, Scanline, Method Melbourne, Distillery, Stereo D and Fin Design. [Basilic Fly and BotVFX also contributed].

Weta did all of the third act, all of the creatures — all the big stuff. Trixter did a lot of the creature design and animation, and all the initial work on the rings was done in-house at Marvel. Then various companies did animations of the different ways the rings could be used before they was handed off to Weta. And then Industrial Pixel and Lidar Guys did the character scanning and lidar for us.

What was the hardest VFX stuff to do and why?
The one word I’d be very careful about ever putting in my scripts in the future is “water.” What Weta did, and what we ended up with, is really gorgeous water simulation, but it took so long and was hard work. I was told that at one point, we’d completely shut down all of the rendering computers available to Weta for these water sims, and it wasn’t even done then. They said it would still take another month before the render was finished. That kind of stuff is just mind-boggling to me.

Director Destin Daniel Cretton

L-R: Our writer Iain Blair and Destin Daniel Cretton

Can you talk about doing the DI at Company 3 and working on the look?
We worked with colorist Jill Bogdanowicz, who’s awesome. The whole approach was to make all the visuals – especially when we first meet all these characters in San Francisco – look and feel not overly heightened, but as grounded as possible. So we worked to find an aesthetic that’d also work as they go further and further on their journey into this fantastical world. Chris and Jill came up with a look I felt really balanced those two worlds, along with all the practical stuff we shot and then the VFX.

As an Asian American, this seems like a perfect fit for you, and I heard you actually pursued this project but thought you’d never get the job?
Well, initially I never even thought I’d want to do a movie of this size. A giant blockbuster superhero movie just wasn’t on my radar, but when they announced this, I wanted to be part of the conversation. Then I ended up really connecting with the Marvel team and the whole concept, and here I am.

What’s next? Do you want to direct another huge movie like this?
I do, and I really enjoyed it, but they’re giant machines that you can only turn very slowly. I really miss certain things about smaller movies and being able to move nimbly. So my plan is to do a mixture of both.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Demonic Director Neill Blomkamp Talks Volumetric Capture and VFX

By Iain Blair

South African director Neill Blomkamp has always pushed the VFX envelope. After beginning his career as a visual effects artist in film and television, he charged onto the international scene with his 2009 directorial debut, District 9, a sci-fi thriller with a thinly disguised social commentary about apartheid. Made for just $30 million, it became a global hit, earning four Oscar nominations.

Demonic Director Neill Blomkamp

Neill Blomkamp

Blomkamp followed that up with two more VFX-heavy films — Elysium and Chappie — and has since been developing and making experimental projects for his independent company Oats Studios, including Rakka, Firebase and Zygote.

His latest film, Demonic, is a horror-thriller with a high-tech twist. It stars Carly Pope (The Good Doctor, Elysium) as a young woman who learns that her estranged mother has fallen into a coma and reluctantly agrees to take part in a therapy that will allow her to tap into her mother’s still-active brain and communicate with her.

The Demonic team included director of photography Byron Kopman, editor Austyn Daines and additional editor Julian Clarke. Viktor Muller was the VFX supervisor, and Universal Production Partners (UPP) provided the visual effects work.

I spoke with Blomkamp about making the film, the cutting-edge VFX and the challenges involved.

You used volumetric capture to create the simulation of the mother’s mindscape. How did that work?
It’s a pretty new technology that I don’t think has been used in a film to this extent before. It’s basically 3D video, where you can turn your actors into geometry — you have about 260 4K cameras arranged in a grid or dome, so they can shoot the actors from all points of view. All of that is then turned into 3D data.

Then we sent those sequences to UPP, our VFX company, and they’d drop them into the environments they were building, which were also based on photogrammetry images of real locations. Once we had the vol actor and the environment together, we could start to light them and choose camera angles with virtual cameras.

It sounds like a very complicated pipeline.
It was, and one of the most complicated aspects was the mathematics involved. If you imagine that the volumetric volume is 4 meters in diameter, and it’s a hemisphere, then the actor can only walk 4 meters — and only 3 of that is usable, as their back is against all the cameras on one side and then for the last meter they’re up against the camera lenses on the other side. So if an actor has to walk through a house, for instance, you have to figure out how many 3-meter distances are needed for the whole sequence. So dealing with all that as well as directing the acting made it a very arduous and difficult process.

Demonic Director Neill Blomkamp

Did you feel you’d jumped in the deep end, in terms of this complex pipeline?
Yes, but I always felt it would work and, honestly, it was very satisfying when the imagery was coming back. My favorite shot in the whole film is when Carly approaches her childhood home; we do this God’s-eye-view of her walking and all of the perspective is crushed. I just love that.

Can you talk about how early you started planning using this technique and how you integrated it with the rest of the workflow?
The whole process was very unusual since the movie was built around wanting to use volumetric capture. Originally, I thought I was going to do it for my company, Oats Studios, and release it online, as it was more experimental. I was already talking to Metastage in LA about doing vol cap when we had the idea for this film, and I thought maybe it could be a feature instead of a short. Then I wrote the script to justify using this somewhat glitchy-looking technology.

So vol cap was embedded in it from the very start, but once we committed to making the film, we couldn’t go to LA because the borders were shut due to COVID. I am based in Vancouver, so we began talking to VCS — a company here headed up by Tobias Chen — about the same process: building a rig and doing all the computations.

We knew way ahead of time — even before screenwriting, let alone production — what we’d be dealing with. Then I wrote the screenplay to use the vol cap prototype look in the story — like the experimental VR lab bit — then we shot live action. Then we had to build the rig to do the vol cap and shot all that over four days, and that turned into nine months of post just dealing with all the vol cap data and turning it into sequences.

Let’s talk about creating all the VFX with UPP and working with visual effects supervisor Viktor Muller.
I love them. They’re in Prague, and they took all the vol cap data that VCS captured in Vancouver, and Viktor’s incredible. He’s one of my favorite VFX guys, along with Chris Harvey, who was the VFX super on Chappie and the lynchpin who held the whole Oats VFX department together and hired all our artists.

 

Demonic Director Neill Blomkamp

Chris oversaw gathering all the photogrammetry of the on-set stuff, and then Viktor took over as the VFX super once all the assets went to his company — he owns and runs UPP. And we’d communicate almost daily on Zoom and look at all the updates together.

You used Unity?
Yes, the vol cap sequences are in Unity, a real-time engine, so you can watch them in VR and walk around them like a video game. So we were able to film them with virtual cameras in a way that was unlike normal virtual production, as it was actually truthful. What you saw in the camera was the final thing, so we just filmed it like a movie.

What about the scenes of the demon at the end? Did you use a thermal camera?
Yes, we shot it with a FLIR camera, and it’s all real, but we also used CG at the point where the demon comes out of the body on the ground. When it burns, that bit was traditional photography, but it was pretty interesting to do. We built a 7-foot-tall creature suit, just like an ’80s horror film, and we shot clean plates when the creature burns and dies, so we got this semi-translucent effect, which made it far more surreal. The flames were a mix of CG and real flames on set, along with a propane flame bar set in the pond it falls into. So we used that to also light the scene and Carly.

Tell us about post. Was it remote because of COVID?
Yes, totally remote. Normally, you’d be close to your VFX team, and you’d definitely be around your editor, the sound team, the DI and so on. But I wasn’t there for any of it, and we couldn’t do anything in the usual way.

It was all remote, but it actually worked quite well to my surprise — maybe 85% of normal. We did it all with Zoom as well as cineSync for all of the VFX.

You had two editors — Austyn Daines and Julian Clarke. How did you all work together, and what were the main editing challenges?
Julian started the film but then had to go off to cut another movie, so Austyn came on. I worked with him more extensively and for a longer period of time. He’s based out of LA at Rock Paper Scissors, and I’d worked with him on a lot of Oats projects. I love him — but we’ve still never physically met!

He’d use his company server to upload secure files, then I’d go over them, get on Zoom and we’d talk it out. Technically, the most difficult editing challenge was just dealing with all the vol cap stuff. It was insane.

Writer Iain Blair (left) with Neill Blomkamp

We had witness cameras in there to try and give us a POV, but it was totally mental, and what you’re looking at is so uncinematic and unemotional. Then artistically, the goal was to convey this awful sense of dread and foreboding the whole time, and a lot of that depends on your cutting pace and not rushing scenes. We spent a very long time on editing, but a lot of that was dealing with all the VFX.

What about the DI?
That was all done at UPP, again remotely. I’d look at uncompressed high-res on my home office calibrated color monitor, so it was like being in the room. The DP and I wanted it all to look as realistic as possible, so there was no synthetic light, if at all possible, and everything was natural. Nothing was overly colorized.

What’s next?
A big sci-fi film I’ve written. I’m pretty excited about it.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Director Justin Lin Talks VFX and Post on Latest Fast & Furious

By Iain Blair

Director Justin Lin has been behind the wheel of four of the Fast & Furious films since his first outing — driving 2006’s Tokyo Drift — and has become the go-to car-chase filmmaker of his generation. Now he’s back for the fifth time with the latest episode of the blockbuster franchise, F9: The Fast Saga, which once again stars Vin Diesel, Michelle Rodriguez, Tyrese Gibson and Chris “Ludacris” Bridges, in another testosterone-fueled adventure.

Director Justin Lin and Vin Diesel

The setup? Diesel’s Dom Toretto is leading a quiet life off the grid when his past comes back to haunt him. His crew joins together to stop an evil plot led by the most skilled assassin and high-performance driver they’ve ever encountered: a man who also happens to be Dom’s forsaken brother, Jakob (John Cena). Gentlemen, start your engines.

Also coming back to the franchise is an accomplished behind-the-scenes team, including cinematographer Stephen F. Windon, ASC, ACS; editors Dylan Highsmith, Kelly Matsumoto and Greg D’Auria; and second unit director and stunt coordinator Spiro Razatos, who has worked on every Fast film since 2011’s Fast Five. Also joining the team is VFX supervisor Peter Chiang who worked with Lin on the blockbuster Star Trek: Beyond.

I spoke with Lin, who co-wrote and produced F9, about making the global phenom, dealing with all the VFX and his love of post.

What were the main challenges of pulling all this together?
The big one is that we always set out to put every dollar on screen with these films, so we have multiple units shooting simultaneously in different locations around the world — everywhere from London, where we started in 2019, to Edinburgh for the big chase scenes. While I was doing that, my second unit director and stunt coordinator, Spiro Razatos — who I’ve worked with for a long time on these films — was off in Thailand, which doubled for Central America, doing all the jungle chase scenes and the bridge-jumping sequences. Then we also shot in Tbilisi, the capital city of Georgia, and we ended up back in East LA. Through that whole process we we’re also pushing the envelope in terms of the technology and what’s possible for all the action sequences and set pieces.

We had a huge amount of VFX shots and so much post work that we had to start on it all very early. Another big challenge is that our post budget was only a half or third of what other big-budget movies have, and as the franchise has grown that’s put a lot of demands on our post schedule. That’s why we had three editors. But I also feel that if we have too much time in post, we could lose that momentum, so it’s finding that sweet spot in between not enough and too much time.

When you say you started the VFX and post “very early,” how early is early?
Post is crucial with these films, so you’re working on all of it long before production starts. My visual effects supervisor, Peter Chiang, also came on board very early so we could strategize on how to bring it all to life. I need him to be in the conversation and to make sure as we’re building it from practical that he has whatever help he needs. We actually began doing a lot of previz work a whole year before we even began shooting, since you have to design and build all the shots and plan it all out. The editors were on early too cutting previz stuff, and the previz team was on board all the way through postviz as well. We did a lot of previz and postviz.

Where did you do the post?
I have a whole post facility just a few minutes from my house in South Pasadena, and it’s great as it cuts out so much driving back and forth as I just have everyone come to me now, which is far more efficient. So we do all the editing and all the VFX there in this huge compound. Then for the last leg we moved to the Universal lot where we continued with all the VFX work, all the sound work and mixing, and then all the color timing. I love post and I love editing, which is your final rewrite.

The DI must have been vital. Did you start that early too?
We did. I’m very involved in the whole DI process, and I brought on our colorist, Andre Rivas, and Company 3, pretty early — DI often plays a big part in how we integrate the VFX shots, and they’re all being delivered as we color and develop the look. It’s not the traditional “last piece of post” for me. It’s an ongoing part of the whole post process.

The film had three editors on this who you have worked with for years. Can you talk about that process?
Dylan is with me the whole time — he’s on the set, on the lot and we’re cutting as we’re going. I like to cut even after we’ve wrapped shooting for the day, and it was great working in the UK as they do 10-hour days. That gave me time to go off and cut for a couple of hours each night. I like to have a fine cut by the time we finally wrap. Kelly and Greg were in LA at the home base; they know that everything we’ve discussed and designed, in essence, has to be done before we even start shooting, so that when we start the process everyone is on the same page.

There’s a huge number of visual effects shots in the film. What was your approach to dealing with them?
VFX only really work if they’re designed correctly, so that’s why I bring all the editors on so early. They’re there while I’m designing them with Peter Chiang, the VFX team, our DP, production designer and so on. That’s crucial, and my approach is they all need a point of reference, so every shot originates practically. Even for the most ridiculous, physics-defying scene, I want to make sure we do it practically so that by the time we go to post, I won’t be sitting there debating what’s real. I want to have a point of reference, and that becomes part of the process so that we use our practical footage to enhance —

or at the very least, use it as context in our talks. In the end we had well over 2,000 VFX shots which is a huge amount, and we had a ton of vendors including DNeg, ILM, Stereo D and Factory VFX. [Character and LIDAR scanning was by Clear Angle Studios and Cyber, and LIDAR scanning was by Gentle Giant Studios. Visualization services were by Proof].

How was it about working with visual effects supervisor Peter Chiang, who you’ve worked with before?
He was on set with me all the time, but sometimes he’d go off to 2nd unit because a lot of the process is that we have to do all the work before we start shooting. So he’d be there for the bigger sequences they were doing and oversee all the VFX components to make sure it was all going to plan. It helps that we’ve worked together before as we have this shorthand now.

Justin Lin directing John Cena

What was the most difficult VFX sequence to do and why?
It’ll probably surprise people, but for me the hardest ones were where we’d shoot something and then end up having to rear-project it. Those are tough for me as they have a practical nature but then it’s all about skinning it and putting another layer on it. Sometimes the lighting isn’t matching the way it was captured and we tried very hard to use all the practical footage. Those things are very tedious, as so much went into getting it practically, and then it can be hard to match. I think it’s more emotionally challenging than logistically.

Last time we spoke, you told me “This is it for me, F6 is the last one I’ll direct.” What changed your mind, and what sort of film did you set out to make this time?
(Laughs) I honestly never expected to come back, as I felt we’d explored everything we could in the four films I did. And I made a commitment to Vin when I first joined that we wouldn’t just remake the same film over and over again, and I think all the five I’ve done are very different types of films. They evolve and the characters age, and when the idea of exploring family more hit me, it was something new we hadn’t done, so I was excited about going back into the past and solidifying our mythology. But I never felt any pressure to top myself, and I feel it’s rhythmically a very different film to the others.

I hear you’re also coming back to direct parts 1 and 2 of Fast & Furious 10, the final installment in the Fast saga?
Yes, and we started the conversation about it almost a decade ago, and now here we are. We plan to start shooting it next year and I’m very excited.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Peter Rabbit 2 Director Will Gluck: Post, VFX and Animation

By Iain Blair

Will Gluck, who directed the 2018 hit Peter Rabbit, has returned to tell the story of Peter Rabbit 2: The Runaway, also based on the classic characters created by Beatrix Potter and also featuring a combination of live-action and animation. In this new adventure, Bea (Rose Byrne), Thomas (Domhnall Gleeson), and the rabbits have created a makeshift family, but Peter can’t seem to shake his mischievous reputation. This adventure takes us out of the garden and into a larger world.

L-R: Domhnall Gleeson, director Will Gluck and DP Peter Menzies Jr. on set

Gluck, who also co-wrote The Runaway, reteamed with many of the first film’s creative crew, including visual effects supervisor Will Reichelt, animation director Simon Pickard, VFX producer Zareh Nalbandian (CEO of Animal Logic, who created all the animation and VFX) and DP Peter Menzies Jr., ASC.

I talked to Gluck, whose credits also include Friends With Benefits and Easy A, about his unusual approach to making this movie, as well as the film’s VFX and animation.

On a film so full of VFX and animation, I assume you did a ton of storyboards?
(Laughs) Well, not as much as we should have! Unfortunately, my movie-making style isn’t really conducive to the way VFX and animation work, but they understand it more now and roll with it. Yes, it should all be storyboarded and set, but I really don’t figure it all out until the middle of the process, and I have new ideas all the time, much to the chagrin of my VFX and animation teams.

The last time I talked about my process, all the comments came from VFX people and editors, saying stuff like, “How dare he! He should be fired! He should have it all planned out beforehand. He’s just a torturer!” They may be right, but it’s the only way I know how to do it and, luckily, everyone was prepared for it the second time around.

Normally I’d ask, “How much previz did you do?” But it doesn’t sound like you did much traditional stuff at all.
No, we hardly did any previz. On the first one we did a ton, and then used absolutely zero of it. I’m not sure we even did any on this. I know, it’s shocking to everyone!

Can you talk about working with VFX supervisor Will Reichelt and Animal Logic on the scope of the VFX, animation?
Will and Simon Pickard were both on the first movie, and they’re geniuses who work hand in hand. Will was at my side on set every step of the way, and then through post, and Simon was also on set, which was so important, as they helped guide the shooting and made sure we got the live-action plates needed to integrate all the animation in post. Then, once we got into post and all the animation, the core team consisted of editor Matt Villa, Will, Simon and head of story and second unit director Kelly Baigent.

It was Kelly’s idea to do a lot of storyboards and postviz on this. We’d use footage we’d shot with the actors and then put the storyboard cartoons over that to give us a sense of what the movie was like, and I could try new things. So there were so many storyboards created for this after it’d been shot — in fact, Kelly said it was the most storyboards she ever made.

In terms of all the VFX and animation, it was a huge challenge, as we had close to 2,000 VFX shots. What happened was that Animal Logic did all the animation, but there were so many VFX shots that we had to farm out some to several other companies, including Method and Rising Sun. For instance, the whole animated rooster sequence was designed in-house by Animal Logic, and then Rising Sun took over, and the other companies did a lot of VFX stuff like sky replacement and so on. Pretty much every shot was a VFX shot in the end. It was an insane amount of VFX. [Clear Angle and Wysiwyg 3D did the Lidar and photogrammetry cyberscanning.]

How hard was it creating the big wedding brawl daydream at the start?
Very. It was so complicated because we had actors and live action interacting with animated characters, so there was a lot of planning, and it took five days to shoot because of all the stunt work. If you study the wide shots, we had 50 animals interacting with people. But the most complicated scene was the farmer’s market heist, which took five weeks to shoot, and we did as much as possible in-camera. It was this huge, complex dance that we choreographed in post.

What about the scene where Peter falls into the wet cement and teeters around? How difficult was that sequence?
It’s a perfect example of my post process and how long it took. We must have completely animated that whole sequence four times before I was happy, and I kept having new ideas. I know that’s terrible for a director to do that, but the animation guys are so good now with their rigs, technology and R&D — and they’re so fast too. That’s such a gift to someone like me, who’s always saying, “What if we tried this?” They won’t color it and so on, but they’ll do it enough for me to see if it works.

The animation leads were also a vital part of the team.
Exactly. They’re the stars of this movie, and I worked so closely with all six leads and their teams. That sequence wasn’t done until very late in post. I’d be constantly begging them to “do a little more” all the time, and they were all so game.

Tell us about post. Where did you do it?
All the editing and VFX were done in Sydney, along with some of the sound work. I was down there for a bit, and then I came back here to LA and did the rest remotely on the computer in my office. We got it all done before COVID even hit, but then the release got delayed.

Doing it remotely was great because I could control the Avid and talk to the editor daily and look at all the animation and VFX reviews. My monitor was timed exactly the same as the one in Sydney, so it was all in real time, just like being there.

The editor is always crucial in these kinds of films. How did you and Matt Villa work together? What were the main editing challenges?
Yes, crucial, and he was another real leader. He had to deal with all the constant changes I’d make and then all the departments, so he’s basically a producer as well as an amazing editor. I worked remotely with the editor on the first movie, and it was fine. This time I had another monitor looking at Matt’s face, so I could see him instead of the usual back of the editor’s head. It was even better in terms of the animation, as often you have to act it out for them, and they could just record it.

Where did you mix?
On the Sony lot here in LA, and we did the DI at Animal Logic, so post was very spread out. But the technology’s so good now that I’d be happy to keep working remotely on future projects. We were all set up like that even before COVID, so the pandemic didn’t faze us at all. And the beauty of it is, this is such a big post movie, yet no kid or adult ever realizes it when they watch it.

Finally, successful sequels to big hits are notoriously tricky to pull off. 
You’re right — they’re very tricky, and we didn’t want to just do more of the same. I wanted a slightly different tone and to have the characters age about two years because when you’re young, the things you go through at 12 and 14 are very different from the problems you’re dealing with when you’re 15 and 16. So I wanted it to feel like they’re in a very different place in their lives.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Watchmen Director/EP Nicole Kassell Talks Emmy-Winning Series

By Iain Blair

HBO’s timely and time-traveling hit show Watchmen offers viewers a different take on the 1987 DC Comics graphic novel series. From the mind of Damon Lindelof (The Leftovers, Lost), Watchmen was the most Emmy-nominated series this year, with 26 nods, including Outstanding Limited Series and Outstanding Directing for a Limited Series, Movie or Dramatic Special for director Nicole Kassell. While Kassell didn’t win, she was recognized for the episode, “It’s Summer and We’re Running Out of Ice.” In all, Watchmen took home 11 Emmys this year.

Nicole Kassell on set – Credit: Mark Hill/HBO

Kassell, who won a DGA Award this year for her work on the show’s pilot, also directed Episode 2 and Episode 8 and served as an executive producer on the series, which features a cast that includes Regina King, Jeremy Irons and Jean Smart.

Kassell has been one of the most in-demand female filmmakers, having directed numerous episodes of such critically praised series as Westworld, The Leftovers, The Killing and The Americans.

I recently talked with Kassell about directing the show, the challenges and why she loves post.

What were the big challenges of directing this show?
The huge scale. We had many different locations, big set pieces, a lot of action with the pilot’s flying machines and a firefight in a cattle field — and we even did a musical set in Tulsa in 1921. So there are so many different movies within the movie. Dealing with all the logistics of shooting this and the schedule was a huge challenge.

Where do you shoot, and how tough was it?
We shot in Atlanta and Wales in the UK, and it’s very tough because there’s a huge amount of material to cover on a tight schedule. It’s exhilarating but very hard. What I love about it is the huge scale and the level of production value we’re able to get.

What cameras and lenses do you shoot on?
We used the Alexa Mini, as it’s a very compact and nimble camera and we knew we could use it in unique places, as we wanted to use extreme close-ups as well as extreme wide shots, but also with a lot of foreground elements. It was perfect for all that, and we were able to shoot in places and from angles you normally can’t do.

For some elements of the story I wanted a very controlled frame with very little hand-held work. For lenses we used a combination — Cooke S5 primes in Atlanta, plus a couple of C series and T Series Panavision Anamorphics. We also used an ARRI Swing/Shift set and split diopters and Angenieux zooms. In Wales we used Panavision Primos. I tried to use the Cookes for most of the work.

Is it fair to say your visual plan and look is more comic book than cinematic in some places?
Yes, and I’m glad you said that because that approach to shot composition came largely as an homage to the original ‘80s comic and the style of its frames. Watchmen is a very unusual comic in that its frames are mostly vertical, and that gave us the idea for a frame within a frame and looking through things. So whenever possible we tried to find a vertical format. And then in terms of lighting, we went for a very noir look, with lots of contrast and shadow.
It’s also visually very ambitious and very cinematic. What were your influences there?
The film that was the most influential for me was The Conformist, Bertolucci’s political masterpiece. I wanted this to have the same kind of gritty realism. Children of Men and Amelie were also big influences, both visually and in the tone I wanted.

Where do you your post?
We do it all at Lantana in LA. We had full editing and post production suites set up there… just down from the writer’s room. But when I was editing, it was in Atlanta. I did it all remotely because there was just too much going on there with production for me to leave.

Do you like the post process?
I absolutely love it. It’s an essential part of the storytelling, and it’s where you craft your final version, and it exercises a very different part of your brain after preproduction and production. You go into this far more cerebral, quiet space, and I find it fascinating to put all the coverage together the way you planned it and shot it, and then to sit back and see how it actually wants to come together and how it organically shifts and evolves. Finding all that and taking it to picture lock is just so crucial in the storytelling, and then working on your sound design and score have huge impacts on all the visuals.

What were the big editing challenges?
I worked with a great editor, Henk Van Eeghen, on all three episodes, and the length is always a big challenge. We’re always working to keep an episode under an hour. That means not lingering, even though you love a scene or a pretty shot, and focusing on the pacing and rhythm and being as concise as possible. You have to keep the story moving forward, and you don’t have a lot of time — just five, seven days for the director’s cut, depending on the episode.

This show has a great score and great sound design. Can you talk about the importance of sound and music to you.
Both are so crucial to the storytelling and setting the mood and tone, especially in something like Episode 8, “A God Walks Into Abar,” which has so many locations and different sounds as it takes you from Saigon to New York and Antarctica and then back to Tulsa, Oklahoma, for the big battle. We did all the sound at Technicolor Sound, and we had a great team on the show, including sound supervisor and designer Brad North and sound mixers Joe DeAngelis and Chris Carpenter.

What about the VFX? What was involved?
There was a ton of them, and we had a lot of different places doing them, including Rodeo, Raynault, Territory, Hybride, Buf, Jellyfish and Storm. That was a huge part of preproduction… figuring out what we’d do as VFX and what they’d look like. Then, or course, communicating all that very clearly with both the editor and our VFX supervisors Erik Henry and Nicholas Hurst, who was in Wales.

Erik was on the set in Atlanta the whole time for the pilot, but then the show got so big as it went to series and we were prepping and filming at the same time. He couldn’t be everywhere at once, so he brought on two alternating supervisors to help out with the prep and shoots, and then he ended up going back to LA so he could be super-hands-on with all the post and episodes coming down the pipeline. Finally, all the deliveries went through Damon and his cut.

Tell us about the DI and working with the colorist.
Our final colorist was Todd Bochner from Sim in LA. He also worked on The Leftovers with Damon. The DP, Greg Middleton, and Todd worked closely on the final color for the look that Greg and I had designed for the shoot, and it turned out great. (Read our interview with Middleton here.)

Nicole Kassell on set – Credit: Mark Hill/HBO

Will there be a second season?
That’s what everyone’s asking, right? But with the pandemic, there are no plans at the moment. It’s wait and see.

There’s a lot of talk about the lack of diversity in the entertainment business, Are things better in TV for women?
Yes, far better. Just look at the number of TV shows and episodes directed by women compared to the number of movies. It’s crazy, given how many superhero movies now star women, that so few women get the chance to direct them. It’s changing, but very slowly. There’s just far more opportunity in TV.

What advice would you give young women who’d like to direct?
Create or find material that you can also direct. That hasn’t changed from when I started. It takes enormous perseverance. If there’s anything else you might like to do, you probably should do it. For me, there was nothing else I wanted to do.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

This is Us: Talking with showrunner Dan Fogelman

By Iain Blair

In a time when issues of diversity and social change are at the forefront of society’s collective conversation, the Emmy Award-winning series This Is Us has proved to be very timely. Created by Dan Fogelman, produced by 20th Century Fox Television and airing on NBC and Hulu, the show chronicles the Pearson family across the decades: from Jack (Milo Ventimiglia) and Rebecca (Mandy Moore) as young parents in the 1980s to their kids Kevin, Kate and Randall searching for love and fulfillment in the present day.

Dan Fogelman

Fogelman’s TV credits include The Neighbors, Pitch and Like Family. He’s written film screenplays for Pixar’s Cars and Disney’s Bolt and Tangled. His live-action film credits include the screenplays for Last Vegas; Crazy, Stupid, Love; and the semi-autobiographical The Guilt Trip. He also directed and wrote the features Danny Collins and Life Itself.

I recently talked with Fogelman about making the show, the challenges and why he loves post. In fact, post supervisor Nick Pavonetti also joined in the conversation.

You finished Season 4 just before the COVID crisis. Have you started Season 5?
Yes, and we have a pretty unusual process. We’ve had early pickups for the show, which allows us to jump right into the next season at the end of the last one in terms of storytelling. So we’ve already mapped out a lot of it and written quite a lot, and we’re way ahead, which helps us with both production and post.

Where do you shoot, and what cameras do you shoot on?
We shoot on stages at Paramount using ARRI Alexa cameras. It’s a two-camera setup — A and B — and our shooting style is pretty voyeuristic. This was established right back in the pilot. We like to put you right inside the room with the family. It’s not that super-hand-held, shaky, on-the-ground action look.

We try to really get inside with the characters and cross-shoot where possible, as it allows for the natural moments to play out with multiple angles, as opposed to trying to manufacture them for a second position. We have an amazing DP, Yasu Tanida, who works with the directors to find the frames that allow us to use this setup. But for specialized episodes — like the Vietnam battle sequence the concert or the episode that was set entirely in a waiting room — we’ll use three or four cameras, but that’s very rare.

Do you like being a showrunner?
I love it. It’s the best job ever, but it’s difficult, challenging and relentless in terms of the schedule. When I’m exhausted, I often fantasize about jobs that allow you to clock off at 5pm. That’s not this gig. But I started down this path because I wanted to be the final word on the page and the final edit of this thing you love.

You have a giant crew and giant cast. Are those the big challenges of running this show?
Yeah, it’s a huge army of super-talented people. The big challenge is storytelling because on this show it’s really complicated since you’re not just telling one linear story a week, but often five or six, all in just 42 minutes. And we have seasons that are interconnected in time periods and multiple time periods — up to six. So keeping track of all that when we should be focused on one character, one storyline, one time period, is the real challenge.

Where do you post?
We do the editing on the lot at Paramount and have three editors and their Avid bays, which are conveniently close to our writers’ room and Nick Pavonetti’s post team. We do our mixing at Technicolor on the lot and the color timing at Technicolor at Sunset Gower; our sound editorial is done at Smart Post Sound with supervising sound editor Randy Thomas.

Do you like post?
Honestly, it’s my favorite part of the whole process. I’m a writer by trade, and post is all about rewriting. I spend very little time on set because when I go, I find very little I can add, as everyone knows what they’re doing. I spend a lot of time writing the scripts and working with writers on theirs, and then with the editors, as you’re essentially writing in the edit bay sometimes. I have a hard time letting anyone else take control in the edit bay.

Besides dealing with all the characters, storylines and time periods, what are the big editing challenges?
Timing and pacing, since after a first cut, a typical episode tends to come in about 10 minutes longer than NBC’s very strict run time of 42 minutes and 30 seconds, which is what we have to hit. So we have to reshape the story and maybe cut down my overly long monologues — but they still have to feel part of a whole with the piece.

This show has a great score and great sound design. Talk about the importance of sound and music, and working supervising sound editor Randy Thomas.
That’s another part of post I love — playing with the score by composer Siddhartha Khosla, which is such a vital part of the show’s emotion and power. Even without picture, it stirs real emotion. Then I drive Nick crazy talking about the mix since we have a lot of music — a lot of needle drops, a lot of score — but all the dialogue is crucial too, so finding that balance in the mix takes a lot of time and effort to make it all sing together. Randy is so good at all that.

What about all the VFX? What’s involved?
Nick Pavonetti: It’s quite complicated. We’re this little family drama, but there’s a huge amount of VFX that are quite delicate and subtle — ageing and de-ageing characters. We have an in-house VFX coordinator, Jim Owens, and an in-house artist, Josh Bryson, who’ve really helped us get the VFX to the high level we want. That team will probably grow next year. So they’re right with us in the edit room and going through cuts in progress. We use a bunch of VFX companies — Ingenuity, Technicolor, CBS Digital, Big Little Panda, Inviseffects and Parker Mountain.

Nick, what are the big challenges in post for you?
It’s a big show and just getting all the pieces together on time in post is very demanding. As Dan said, we’re always trying to cut stuff down and we may be doing reshoots at the last minute and then having to drop that in. It’s not like a Netflix show where it’s all done six months in advance. We’ve mixed Saturday and Sunday for Tuesday air. That’s a very tight schedule.

Dan, where do you do the DI, and how closely do you work with colorist Tom Forletta?
It’s not really in my wheelhouse, so I trust Nick, Tom and our DP and their judgment on all that. But if we’re doing an episode set in Vietnam, for instance, where we’re doing a lot of really heavy VFX, I want to make sure it all looks real and realistic in the final color, so I’ll be more involved.

There’s a lot of talk about the lack of diversity in the entertainment business, but you recruited behind-the-scenes diverse talent, including black directors like George Tillman Jr. and Regina King, and black female writers like Kay Oyegun and Jas Waters. Why did that matter to you?
Well, this show is meant to be about the collective human experience in this country, so you’d like the people working on it to reflect that — and you’d like it to be like that on any show, and I feel we all still have a ways to go.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

VFX supervisors talk Amazing Stories and Stargirl

By Iain Blair

Even if you don’t know who Crafty Apes are, you’ve definitely seen their visual effects work in movies such as Deadpool 2, La La Land, Captain America: Civil War and Little Women, and in episodics like Star Trek: Picard and Westworld. The full-service VFX company was founded by Chris LeDoux, Jason Sanford and Tim LeDoux and has locations in Atlanta, Los Angeles, Baton Rouge, Vancouver, Albuquerque and New York, and its roster of creative and production supervisors offers a full suite of services, including set supervision, VFX consultation, 2D compositing and CG animation, digital cosmetics, previsualization and look development.

Aldo Ruggiero

Recently, Crafty Apes worked on two high-profile projects — the reboot of Steven Spielberg’s classic TV series Amazing Stories for Apple TV+ and the Disney+’s Stargirl.

Let’s take a closer look at their work on both. First up is Amazing Stories and Crafty Apes VFX supervisor Aldo Ruggiero.

How many VFX did you have to create for the show?
The first season has five episodes, and we created VFX for two episodes — “The Heat” and “Dynoman and the Volt!!” I was on the set for the whole of those shoots, and we worked out all the challenges and problems we had to solve day by day. But it wasn’t like we got the plates and then figured out there was a problem. We were very well-prepared and we were all based in Atlanta where all the shooting took place, which was a big help. We worked very closely with Mark Stetson, who was the VFX supervisor for the whole show, and because they were shooting three shows at once, he couldn’t always be on set, so he wanted us there every day. Mark really inspired me just to take charge and to solve any problems and challenges.
What were the main challenges?
Of the two episodes, “Dynoman and the Volt!” was definitely the most challenging to do, as we had this entire rooftop sequence, and it was quite complicated, as half was done with bluescreen and half was done using a real roof. We had about 40 shots cutting back and forth between them, and we had to create this 360-degree environment that matched the real roof seamlessly. Doing scenes like that, with all the continuity involved and making it totally photo-real, is very challenging. To do a one-off shot is really easy compared with that, as it may take 20 man-days to do. But this took about 300 man-days to get it done — to match every detail exactly and all the color and so on. The work we did for the other episode, “The Heat,” was less challenging technically and more subtle. We did a lot of crowd replacement and a lot of clean-up, as Atlanta was doubling for other locations.

It’s been 35 years since the original Amazing Stories first aired. How involved was Spielberg, who also acts as EP on this?
He was more involved with the writing than the actual production, and I think the finale of “Dynoman and the Volt!!” was completely his idea. He wasn’t on the set, but he gave us some notes, which were very specific, very concise and pointed. And of course, visual effects and all the technology have advanced so much since then.

Gabriel Sanchez

What tools did you use?
We used Foundry Nuke for compositing and Autodesk Maya for 3D animation, plus a ton more. We finished all the work months ago, so I was happy to finally just see the finished result on TV. It turned out really well I think.

Stargirl
I spoke with VFX supervisor Gabriel Sanchez, a frequent collaborator with Wes Anderson. He talked about creating the VFX and the pipeline for Stargirl, the musical romantic drama about teenage angst and first love, based on the best-selling YA novel of the same name, and directed by Julia Hart (Fast Color).

How many VFX did you have to create for the film, and how closely did you work with Julia Hart?
While you usually meet the director in preproduction, I didn’t meet Julia until we got on set since I’d been so busy with other jobs. We did well over 200 shots at our offices in El Segundo, and we worked very closely together, especially in post. Originally, I was brought on board to be on the set to oversee all the crowd duplication for the football game, but once we got into post, it evolved into something much bigger and more complex.

Typically during bidding and even doing the script breakdown, we always know there’ll be invisible VFX, but you don’t know exactly what they’ll be until you get into post. So during preproduction on this, the big things we knew we’d have to do up front were the football and crowd scenes, maybe with some stunt work, and the CG pet rat.

What were the main challenges?
The football game was complex, because they wanted not just the crowd duplication, but also to create one long, seamless take because it’s the half-time performance. So we blocked it and did it in sections, trying to create the 360 so we could go around the band and so on.

The big challenge was then doing all those cuts together in a seamless take, but there were issues, like where the crowd would maybe creep in during the 360, or we’d have a shadow or we’d see the crane or a light. So that kind of set the tone, and we’d know what we had to clean up in post.

Another issue was a shot wherein it was raining and we had raindrops bouncing off a barn door onto the camera, which created this really weird long streak on the lens, and we had to remove that. We also had to change the façade of the school a bit, and we had a do a lot of continuity fixes. So once we began doing all that stuff, which is fairly normal in a movie, then it all evolved in post into a lot more complex and creative work.

What did it entail?
Sometimes, in terms of performance, you might like a take of how an actress speaks her lines technically, but prefer another take of how an actor replies or responds, so we had a lot of split screens to make the performance come together. We also had to re-adjust the timing of the actors’ lip movements sometimes to sync up with the audio, which they wanted to off-set. And there were VFX shots we created in post where we had no coverage.

For instance, Julia needed a bike in front of a garage for a shot that was never filmed, so I had to scan through everything, find footage, then basically create a matte painting of the garage and find a bike from another take, but it still didn’t quite work. In the end, I had to take the bike frame from one take, the wheels from another and then assemble it all. When Julia saw it, she said, ‘Perfect!’ That’s when she realized what was feasible with VFX, depending on the time and budget we had.

How many people were on your team?
I had about 10 artists and two teams. One worked on the big long seamless 360 shot, and then another team worked on all the other shots. I did most of the finishing of the long halftime show sequence on Autodesk Flame, with assistance from three other artists on Nuke, and I parceled out various bits to them — “take out this shadow,” “remove this lens flare” and so on — and did the complete assembly to make it feel seamless on Flame. I also did all the timing of the crowd plates on Flame. Ultimately, the whole job took us about two months to complete, and it was demanding but a lot of fun to work on.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.