Tag Archives: Oscar nominations

American Fiction

Director and Editor of Oscar-Nominated American Fiction Talk Post

By Iain Blair

Nominated for five Oscars, including Best Picture and Best Lead Actor, American Fiction is writer Cord Jefferson’s impressive directorial debut. It’s a dramedy satire that stars Jeffrey Wright as Monk, an erudite and frustrated novelist who’s fed up with the establishment profiting from stereotypical “Black” entertainment that relies on tired and offensive tropes. To prove his point, Monk uses a pen name to write an outlandish “Black” book of his own, which, to his disdain, becomes a huge critical and commercial success.

Cord Jefferson

Jefferson himself earned a Best Adapted Screenplay nomination for American Fiction for his adaptation of Percival Everett’s novel “Erasure.”  I spoke to him about making the film and navigating post. Editor Hilda Rasula (French Exit) joined the conversation.

You’d never directed a film before this one. How did you prep? Did you talk to a lot of other directors?
Cord Jefferson: I talked to other directors, and I did the Martin Scorsese MasterClass. (Laughs) I felt like it would be worthwhile to spend some time listening to him. I read “Making Movies” by Sidney Lumet. I prepared by reading and studying and talking to friends of mine who were directors. But directing is something that you can’t really understand until you do it. It was sort of like trial by fire. It was just kind of getting in there and doing it. So I prepared myself as much as I could, but really what I focused on was just the script. I was like, even if I didn’t know what I was doing with cameras or with lighting that day, and I felt out of my depth with the technical stuff, I knew the script and the characters at a fundamental level. That allowed me to make all the technical decisions I needed to make based on just my pure understanding of the story we were trying to tell.

Hilda Rasula

How early on did you start working with Hilda?
Jefferson: Hilda was onboard before we started shooting in Boston. She wasn’t on-set, unfortunately. Hilda, how far before principal of photography did we start working together?

Hilda Rasula: We started meeting six weeks before shooting started. Then for the shoot, I was here in LA and getting the dailies. There wasn’t a lab in Boston for us to go to, so they were flown to Atlanta every day for processing and then sent to us.

How did the process work? You must have been in constant contact, right?
Jefferson: Hilda would send emails occasionally at night and say, “I looked at the dailies, and here’s what I think we should be shooting for tomorrow’s scenes” and stuff like that. But outside of that, there wasn’t much time to have conversations, unfortunately. It was very run-and-gun.

Rasula: And with the time difference, it was just tough. Also, my dailies were always running a little more than a day behind because of having to go to Atlanta and then to LA. So essentially, the whole editing didn’t start until post.

Cord, how steep a learning curve was post for you? Were you in shock?
Jefferson: (Laughs) Yes, of course. I had two director friends who said, “When you go and watch the editor’s first cut, you are going to feel like, ‘Oh my God, what have I done? This is a nightmare. This is absolutely the worst thing that I’ve ever done, and I’m so ashamed.’” And that’s everybody’s feeling when they see the first cut of the film. You just need to work past that. I think that I was so afraid of that that I didn’t watch the first cut.

American Fiction

In fact, I came in and told Hilda that we weren’t going to watch it all the way through. We were just going to watch what she’d edited. Then we could go through it scene by scene so the scenes wouldn’t all play at once and give me a heart attack. I didn’t think that I could do that, to be honest. So we went through and cut everything together — I think the initial director’s cut was 2 hours and 14 minutes — and then we refined from there. All the color grading and mastering was done by FotoKem, and the colorist was Philip Beckner. I actually loved the whole post process.

Hilda, where did you do the editing and the rest of the post?
Rasula: In the offices of our production company, T-Street, which is Rian Johnson and Ram Bergman’s company. Our post setup was dead-simple. We used Avid Media Composer 2018, and we shared media between my assistant editor, Charmaine Cavan, and me on a Nexis in a neighboring room.

We also had Jump Desktop to keep a bit of a WFH hybrid option open for ourselves, which was useful during dailies. The one unusual aspect of our post setup at the office was that we had a great screening room on-site at T-Street. They have a small screening room that has its own computer with the ability to hook up with Nexis. That computer ran on Avid 2022, so there were occasional translation issues we had to contend with, but generally it was extremely easy to host screenings for producers and for friends and family screenings with relatively little downtime needed to prep the cut. Mandell Winter was our sound supervisor, and we mixed at Signature Post with mixers Alexandra Fehrman and Richard Weingart. We were really happy with the entire sound team.

What were the main editing challenges? Obviously, it has a lot of tonal changes.
Rasula: You put your finger on it. I would say the biggest challenge was the tonal pivots that the movie takes. Being able to go between comedy and drama in the way that it does required some tricky tonal turns, and doing that was a delicate balance. We also spent a lot of time working on pacing and rhythm — sometimes within the scenes beat by beat, getting the comedy timing to be perfect. Other times it was a matter of playing with that teeter-totter of the balance between comedy and drama for the movie to feel really cohesive… so that it didn’t feel like we were going too far into a broader comedy film or a darker drama. We needed to find the perfect balance. And that was kind of like a high wire act at times.

Jefferson: People have asked, how did you manage the tonal balance? And we found that in post. I tried to find it in the script, and sometimes on-set I’d realize that I hadn’t found it in the script. And then a lot of really great stuff ended up being cut out of the movie – great comedy and also really dramatic scenes that make you cry every time you see it. But we realized that despite the greatness of those scenes, they just weren’t the film that we were making. The thing that I told everybody at the outset — and Hilda and I had to stick to our guns on it — was that we wanted to make a movie that was satirical but never farcical.

American Fiction

Rasula: Often, I think when you’re making a comedy-drama, there is an instinct on everybody’s part to say, keep making it funnier. And I do think this is an incredibly funny movie, but being really disciplined with ourselves about holding that line, and also making sure that the drama didn’t get too sentimental, was what we had to carve out in post.

What was the most difficult scene to cut and why?
Rasula: We probably spent the most time talking about and worrying about the multiple endings, trying to figure out what was too confusing for the audience and needing to make adjustments there. Balancing that out was a tricky thing. And ultimately finding the right ending for Monk, what feels right for the character, and what feels satisfying for an audience.

Did you do a lot of test screenings?
Rasula: We did just one official test screening.

Jefferson: But we probably did 15 to 20 friends and family screenings throughout post. That was also incredibly helpful. The biggest problem besides the ending was the very beginning. We kept getting this similar feedback from friends and family: “The movie starts off a little slow. We don’t fully understand that it’s supposed to be funny and that we’re supposed to be laughing at the very outset.” We were beating ourselves over the head with, “How are we going to fix this?” And then one day we all came in and Hilda had spent the night before reorganizing the first 25 to 30 minutes of the film, and a light bulb went off. It was truly like, you found what we needed to do. And correct me if I’m wrong, Hilda, but a lot of the impetus came from friends and family feedback.

Rasula: Absolutely. Feedback from people is so crucial because you’re making a movie for an audience. Basically, everything we do is for the audience, and it’s only through showing it to people that you can really start to get that sense of how it is working and what information is not hitting their brains in the right order at the right time… or their hearts. Those screenings were invaluable since it was very late in the process that we did that restructure, and it’s really only because of things that people were saying that then triggered a lot of discussions.

Did you use a lot of sound temps?
Rasula: This is a very talky movie, so it’s not like an action movie where it required crazy sound design. But we did all of our temp music cutting; we didn’t have the budget to have a music editor or anybody else working on sound through most of the process, so we had to do it ourselves. My assistant editor Charmaine Cavan took care of all the temp sound design while I was doing the temp music editing and much of the temp music supervision in the offline.

Cord, you have few visual effects courtesy of Outpost, Papaya and We Shoot Lasers. Did you take to it quickly?
Jefferson: I took to it pretty quickly because fortunately T Street has a really good relationship with some great VFX people – Rian’s movies tend to be way more VFX-heavy. Our VFX supervisor, Giles Harding, is someone that they work with regularly. Giles was incredibly helpful, and it was easy to get him on the phone and talk about what we needed.

(SORT OF SPOILER ALERT!)
The final scene of Monk getting shot was the most VFX-laden thing that we had, and it was just kind of just trial and error. We saw five to six different versions, and every version was good. It was just kind of refining what was already there. For example, let’s move this bullet hole a little to the left. Let’s move this sort of blood spatter a little to the right, but nothing too major. I felt it was pretty easy overall.

Rasula: In the end, we had a lot of VFX, some of which were invisible visual effects that you would never know existed, but those were easy enough to deal with. Split screens and that sort of thing.

Cord, I assume you want to direct again?
Jefferson: Absolutely. I will keep making movies for as long as they’ll let me make movies. And I’ve told Hilda that I want her to work on everything with me now, so hopefully she’ll be there as well.

Hilda, would you work with him again?
Rasula: (Laughs) Of course. Cord has the most amazing voice and such clarity in his writing. And I think as a storyteller and now as a director, he has a reason to make movies. He has a reason to tell stories. He just doesn’t do it without a sense of purpose. That’s all I ever want from my director.


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.

 

Avatar: The Way of Water Visual Effects Roundtable

By Ben Mehlman     

James Cameron’s 2009 film Avatar reinvented what we thought movies could accomplish. Now, after 13 years, the first of four announced sequels, Avatar: The Way of Water, finally hit theaters. Original cast members Sam Worthington, Zoë Saldana, Sigourney Weaver and Stephen Lang are returning, joined by new additions Kate Winslet and Edie Falco.

While postPerspective spoke to Weta FX’s Joe Letteri about his role as VFX supervisor on the film back in January, we felt the Oscar-nominated visual effects were worth a deeper look. During a recent press day at Disney, I was able to sit down with six of the VFX department heads from Weta and Lightstorm Entertainment — including Letteri once more — to discuss how they accomplished the visual effects that appear in Avatar: The Way of Water. I met with them in pairs, so this article is broken down into three sections.

The Jungles of Pandora and Things That Move

The first pair I interviewed was Weta FX senior animation supervisor Dan Barrett, who, in his own words, was “in charge of most things that moved,” such as characters, creatures and vehicles. Joining him was Weta FX VFX supervisor Wayne Stables, who oversaw a team of artists to accomplish the jungle scenes that make up the first third of the film.

Wayne Stables

Where does one even begin tackling something like the jungles, where the details feel literally never-ending?
Wayne Stables: I mean, we’re lucky, right? We had a really strong basis to work from with the template that got turned over to us from the motion capture stage. The good thing about that is, with Jim, he has pretty much composed and choreographed his shots, so you know if there’s a big tree inside the frame, he wants a big tree there because he’s framing for it.

Then you look at what we did in the first film, and we also look to nature and spend an awful lot of time doing that research to dress it out.

There are also the details that make it a Pandoran jungle, like the luminescent plant life. What goes into making those choices?
Stables: That’s about the amount of exotic plants and how many slightly odd color elements, like purple or red, you like in the shot. We got good at knowing that you need a couple of big splashes of color here and there to remind the audience that they’re on Pandora, and Jim also had us put bugs everywhere.

Dan Barrett

Dan Barrett: Our amazing layout team would hand-dress those plants in.

Dan, is this where you would come in to have the wildlife interact with the jungle?
Barrett: Exactly. That’s the department I’ll complain to (laugh). “You can’t put a plant there; something’s supposed to be walking through there.” But yes, we work quite closely with the layout team. That’s the terrain where our characters are going to be climbing a tree or walking across dirt.

When it comes to movement, what makes something feel more realistic?
Barrett: In terms of creatures, there’s a couple of things. Their physiology needs to make sense; it needs to look like something that could’ve evolved. That’s something that the art department at Lightstorm does an amazing job of. We also do a lot of motion tests during design to make sure it can move properly.

And the characters’ faces were a giant focus. Obviously, you want a body to move naturally, and hands are also a big focus for us. But for an audience to connect, you can’t get away with missing even the subtlest detail in a face.

Wayne, when you’re building these environments, are you only building as much as the camera can see, or are you building the entire environment?
Stables: Typically, we’ll build what we call a “master layout,” because that’s how Jim works as well. He decides on the environment he wants to do a scene in, then, on a set, he shoots the performance capture around that location through a number of different setups. Then we break things down shot by shot.

Can you both talk about the software and hardware you used?
Barrett: For years and years, we used the same facial system. We call it the FACS, the Facial Action Coding System, and it worked well. It’s a system where essentially the surface of the face is what moves. This tends to be more expression-based than muscle-based. It’s also a system that, unless you’re very careful, can start breaking things — or what we call “going off model.” That’s when you over-combine shapes, and all of a sudden it doesn’t look like the character you’re supposed to be animating.

For this film we spent a lot of time working out how to do it differently. Now the face has been basically broken down into muscles, meaning the muscles have separated from the skin. So when we get an actor’s performance, we now know what the muscles themselves are doing, and that gets translated to the character. The beauty of this is that we can still go for all of the emotional authenticity while staying much more anatomically plausible.

How about you, Wayne?
Stables: Our biggest in-house software that drives everything is the renderer we created called Manuka, which is a specific path-trace renderer. The reason that’s become a cornerstone for us is it drives all our lighting, camera, shading and surfacing tools. We developed much more physically accurate lighting models, which let our people light shots by adjusting stops and exposure so that everything fits into real-world photography that we understand.

Tashi Trieu

Barrett: One of the other things, since there’s obviously a lot of water in the film, is a coupled simulation system we’ve been developing where you can put characters into a body of water. These simulations couple the water against the hair, against the clothes. It’s a very powerful tool.

Stables: We create a lot of fire and explosions, so we start with the simple thing first. Like for fire, we started with a candle. That way you start to understand that if you have a candle burning, you’ve got an element that’s generating heat and affecting the gas around it. This causes other effects to come through, like low pressure zones, and it shows the coupling effect.

It’s through that understanding that we were able to couple everything, whether it was water to gas or other simulations. That’s what really got us to where we needed to be for the film. But that’s a pretty big step to take on a film because you can’t just rush into it straight away and say, “What’s our final picture?” We first need to figure out how to get there and what we need to understand. Because if you can’t make a candle work, it’s going to be pretty hard to make an explosion work.

Dan, the character of Kiri is Grace’s daughter, and they’re both played by Sigourney Weaver. How did you differentiate the characters even though they’re meant to look similar?
Barrett: Once we’re given a character design, the essence of which we’re ultimately going to keep, we start testing it and seeing how the face moves. One of the things we did very early on was to study Sigourney when she was younger. (Sigourney gave us access to family photographs of when she was young.) We also referred to her body of work from early in her career.

The animation team spent many hours with early facial rigs, trying to match what we were seeing in Sigourney’s earliest work to see if we believed it. That meant the model started to evolve from what was given to us at the start so that it moved in ways that felt like a young Sigourney.

All the things we learned there meant we could then take her performance for this film and apply it to the motions we built for the younger character. But it’s still an incredible performance by Sigourney Weaver, who can play a 14-year-old girl like you wouldn’t believe.

Since Pandora is its own planet, does it have its own rules about when the sun sets or how the light hits?
Stables: It’s really driven by Jim. Obviously, things like the eclipse and time of day are all narrative-driven. Sometimes we strongly followed the template. For example, there’s a scene where Neteyam, Jake and Neytiri are landing in the forest during an eclipse, with these beautiful little orange pits of light coming through. When I talked about it with Jim, we both agreed that we liked the template and were going to stick with it.

But then there were other moments, like when Quaritch and his team are going through the jungle, that we broke away from the template because there were other films Jim referenced that he really liked. So he had us do some experiments to see what happens when we give the jungle a different look, even if it’s just for this one scene. I believe the reference he had was Tears of the Sun. So we created a very misty jungle look.

Basically, we stray as much as Jim allows us. Sometimes he lets us experiment a bit more, and other times he lets us know that he very much likes what he worked out.

Speaking of homages, did you work on the Apocalypse Now shot of Jake Sully coming out of the water? I assume this was a conscious homage.
Barrett: I did. Often when an animator submits something, they’ll have picture and picture references. So we certainly have versions of that shot of Martin Sheen popping out of the water in the picture, except it’s Sam [Worthington] popping out of the water.

Stables: I think even if it was never explicitly mentioned, everybody knew what that shot was. It’s a beautiful homage.

What’s an individual moment you worked on that you’re most proud of?
Barrett: I look back fondly at the sequence in the tent, when Jake is insisting that they need to leave high camp. We basically took these rigs we already had, threw them away and built a whole new system. So that was a sequence where a lot of development took place, with a lot of iterations of those shots. They were also done really early, and I hadn’t looked at those shots in a couple of years. So seeing how good it looked when we watched the film last night after having worked on that sequence is something that’ll long live with me.

Stables: For me, I really enjoyed the stuff we did with the nighttime attack inside the jungle with the rain. It’s a lot of fun to do big guns in the rain inside a jungle while also blowing stuff up.

The funny thing is, the two parts of the film that are my absolute favorite are ones I had nothing to do with. I just loved the part where Kiri has the anemone attack the ship. I thought that was phenomenal. The other moment toward the end with Jake, Lo’ak, Neytiri, Tuk and Kiri — hands down my favorite part. I wish I’d worked on that because it was just beautiful.

From Template Prep to the Final Image

My second interview was with executive producer and Lightstorm Entertainment VFX supervisor Richie Baneham, who helped prep the movie and produce a template and then worked directly with Weta FX to take the film to completion. He was joined by Weta FX senior VFX supervisor Joe Letteri, who took the templates Baneham handed over to create everything we see on the screen in its final form.

Richie Baneham

Avatar productions feel unique. Can you talk about the workflow and how it may differ from other productions you’ve worked on?
Joe Letteri: It starts with Jim working out the movie in what we call a template form, where he’s working on a stage with minimal props — before actor performance capture — to block it out and virtual cameras to lay the whole thing out. Richie has a big part in that process, working directly with Jim.

Richie Baneham: Yes, it is very different and unique. I’d actually call it a filmmaking paradigm shift. We don’t storyboard. We do what we call “a scout,” where we block scenes with a troop. Once we stand up the scout — by figuring out if the blocking works and developing the environment — then we look at it from a production design standpoint, and then we bring in our actors.

Once we get the performance capture, we have to down-select to focus on the real performances we want. That is an editorial process, which is different from the norm because we introduce editorial into the pipeline before we have shots. This also includes working with our head of animation, Erik Reynolds, who works under Dan Barrett, to create a blocking pass for every element we would see before we get into shot construction. It’s a very unusual way to make movies.

Joe Letteri

Then we get into shot creation, which is when we start to do proxy lighting. We try to realize as much as possible before we have the editors reintroduced, and once they get involved, it becomesa cut sequence. Then that cut sequence can be turned over to Weta.

Letteri: It’s designed upfront to be as fast and interactive as possible. We want Jim to be able to move things around like he’s moving something on-set. If you want to fly a wall out, no problem. Move a tree? A vehicle? No problem. It’s designed for fast artistic feedback so we can get his ideas out there as quickly as possible… because our part is going to take a lot longer.

We have to work in all the details, like fine-tuning the character moments, translating the actors’ expressions onto their characters, finish all the lighting and rendering — going from the virtual cinematography to the cinematography you’ll see in the final image. The idea is being able to be as creatively engaged as possible while still giving us the room to add the kind of detail and scope that we need.

So the performance capture allows you to make whatever shots you might want once they’re in the world you’ve created?
Baneham: Correct. There’s no camera on-set in the same way you would have in live action. Our process is about freeing up the actors to give the best possible performance and then protect what they’ve done all the way until the final product.

As far as shot creation is concerned, it’s completely limitless. Think of it as a play. On any given night, one actor could be great, and the next night, the opposing actor is great. We’re able to take all of our takes and combine the best moments so we can see the idealized play. It’s a plus being able to add in a camera that can give exactly what you want to tell the story. That’s the power of the tool. 

How does that kind of limitless potential affect what your relationship looks like?
Letteri: It doesn’t. That’s the whole point of the front part of the process. It’s to work out the best shots, and then we’ll jump in once Richie lets us know they’re close on something. We then try to start working with it as soon as we know nothing needs to go back to Richie and his team.

Baneham: Being down to that frame edit allows for the world to be built. The action can go forward once we know we’re definitely working with these performances, and then Weta can get started. Even after we hand that off, we still evolve some of the camera work at Weta because we may see a shot and realize it would work better, for example, if it were 15 degrees to the right and tilted up slightly or have a slow push-in. This allows us a second, third or fourth bite at the cherry. As long as the content and environment don’t change, we’re actually really flexible until quite late in the pipeline.

Letteri: That happened a lot with the water FX shots because you can’t do simulations in real time. If you’ve got a camera down low in the water with some big event happening, like a creature jumping up or a ship rolling over, then it’s going to generate a big splash. Suddenly the camera gets swamped by this huge wave, and you realize that’s not going to work. You don’t want to shrink the ship or slow down the creature because that will lessen the drama. So instead, we find a new camera angle.

Can you tell us about the software and hardware you used?
Baneham: One of the great advantages of this show is that we integrated our software with Wētā. First time around, we shot in a stand-alone system that was outside of the Wētā pipeline. This time around, we were able to take the virtual toolset Wētā employs across all movies and evolve it to be a relatively seamless file format that can be transferred between Lightstorm and Wētā. So when we were done shooting the proxy elements, they could be opened up at Weta directly.

Letteri: We wrote two renderers. One is called Gazebo, which is a real-time renderer that gets used on the stage. The other is Manuka, which is our path tracer. We wrote them to have visual parity within the limits of what you can do on a GPU. So we know everything Richie is setting up in Gazebo can be translated over to Manuka.

We tend to write a lot of our own software, but for the nuts and bolts, we’ll use Maya, Houdini, Nuke and Katana because you need a good, solid framework to develop on. But there’s so much custom-built for each show, especially this one.

Baneham: We’re inside a DCCP, which is a motion builder, but it’s a vessel that now holds a version of the Weta software that allows us to do virtual production.

With a movie like this, are you using a traditional nonlinear editing system, or is it a different process entirely?
Baneham: We edit in Avid Media Composer. Jim’s always used Avid. Even when we’re doing a rough camera pass, or when Jim is on the stage, we would do a streamed version of it, which is a relatively quick capture. It’s got flexible frame buffering. It isn’t synced to timecode, so it would have to be re-rendered to have true sync, but it gives pretty damn close to a real-time image. We can send the shot to the editors within five minutes, which allows Jim or I to request a cut. It’s a rough edit, but it allows the editors to get involved as early as possible and be as hands-on as possible.

What was your most difficult challenge? What about your proudest moment?
Baneham: One of the more difficult things to do upfront was to evolve the in-water capture system. Ryan Champney and his team did an amazing job with solving that. From a technical standpoint, that was a breakthrough. But ultimately, the sheer volume of shots that we have at any given time is a challenge in and of itself.

As far as most proud, for me, it’s the final swim-out with Jake and Lo’ak. There’s something incredibly touching about the mending of their relationship and Lo’ak becoming Jake’s savior. I also think visually it worked out fantastically well.

Letteri: What Richie is touching on is character, and to me that’s the most important thing. The water simulations were technically, mathematically and physically hard, but the characters are how we live and die on a film like this. It’s those small moments that you may not even be aware of that define who the characters are. Those moments where something changes in their life and you see it in their eyes, that’s what propels the story along.

Metkayina Village and Water Simulations

My final interview was with Weta FX’s head of effects, Jonathan Nixon, who oversaw the 127-person FX team. Their responsibilities included all the simulations for water, fire and plant dynamics. He was joined by VFX supervisor and WetaFX colleague Pavani Boddapati, who supervised the team responsible for the Metkayina Village.

Can you talk about your working relationship, given how intertwined the Metkayina Village is to water and plant life?
Jonathan Nixon: We worked very closely; we started on what was called the “Water Development Project.” This was created to look at the different scenarios where you’re going to have to simulate water and what needs to be done, not only just in FX, but how it works with light, shaders, animation and how the water looks. So we were working together to make sure that all the sequences Pavani was going to deliver had all the technology behind it that she was going to need.

Pavani Boddapati: The movie is called The Way of Water (laughs), so there is some component of water in every shot. I mean, even the jungle has rain and waterfalls.

Jonathan Nixon

What is it like working for the director of The Abyss, a film that basically invented water visual effects?
Nixon: It’s inspiring to have a director that understands what you do. We’ve learned so much from Jim, like what a specific air entrapment should look like, or what happens when you have a scuba mask on and are doing this type of breathing. So our department goes by his direction. He understands what we do, he understands how simulations work and he understands the time it takes.

It’s a once-in-a-lifetime chance to work on a film like this. And I think most of the FX team was here because they wanted to work with Jim and wanted to deliver a movie that has this much emphasis on what we do and things that we’re interested in. There’s not a better director to work for who knows what he wants and what to expect.

 

Boddapati: I’m obviously a repeat offender since I worked on the first film, the Pandora ride Flight of Passage at Disney and this film, and I’ve signed up for the next one. For me, the world of Pandora is really fascinating. I haven’t been able to get my head out of this work.

As far as Jim goes, he’s amazing and very collaborative. He knows exactly what he wants, but he wants your ideas, and he wants to make it better. All the artists on the show really enjoyed being a part of that process.

What is it like having to jump — forgive my terrible pun — into the deep end on this?
Nixon: We’ve got tons of water puns. “Get your feet wet,” all that. When I watched the first film in 2009, I was just a few years out of college. I remember sitting in that theater in New York watching the film and thinking, “This is why I’m in this industry, because of films like this.”

Pavani Boddapati

Fast forward a decade later, and I not only get to work on the sequel, but I get to be a pretty important part of steering a team of people to generate this work. It’s surreal. There’s no better way to describe getting a chance to work in this universe with a lot of people from the first one, like Pavani, who can help guide you and steer you away from problems they encountered before. It’s also great to have new people with new ideas who have a similar story to mine.

Boddapati: What’s also interesting is we had some artists from Wētā who’ve been working at Lightstorm since the first Avatar — some of whom came over to New Zealand and are now working on production. It’s helpful because they have a history of on-set work that we maybe weren’t exposed to, and that’s pretty awesome.

What were the influences in developing the Metkayina Village?
Boddapati: [Production designer] Dylan Cole was very instrumental, as was Jim himself, who draws, paints and approves all the designs. It takes inspiration from a lot of different cultures around the world. Take something small, like the weaving pattern. There was a lot of attention brought to what people use for materials when they live in places with no access to something like a supermarket. What are these materials made of? How do they weave them? Every single detail in the village was thought of like a working village. There are bottles, gourds, storage, stoves.

There was a huge amount of work that Lightstorm had done before we got involved, and then on our side, we built this thing from the ground up so it feels like a living and breathing place.

What is it like having to manage teams on something this huge when you want to stay creative and also make your schedule?
Boddapati: I’ve been on this movie for about six years, and from the beginning I’ve told every artist that this is a marathon, not a sprint. We aren’t just trying to put something together and get shots out quickly. It’s the principle of measuring twice and cutting once. Plan everything beforehand and pace yourself because we know how much preparation we need, as the short turnovers happen.

The most important thing for artists coming on is keeping that timeline in mind. Knowing that people are going to be on a show for five years, four years, three years — when an average show could be six months to a year.

Nixon: It’s tough, especially since the FX team at Weta is 160 people, and by the end of this film, we had about 127 of them working on it. As Pavi said, it’s a tricky show because of the length. I said the same thing to artists: We may have short sprints, short targets or short deadlines, but it’s still a marathon. We’d move people onto different teams or environments to give them some diversity of thought and technique. That was really important in keeping our teams happy and healthy.

Can you tell me about the software and hardware you used?
Nixon: The FX team uses Houdini, and our simulation R&D team built a framework called Loki, which is what we’re using for all of our water sims, combustion sims and fire sims on plant solvers. Loki is pretty important because of how it interfaces with Houdini.

Houdini, an industry standard, allows us to get a lot of artists into Wētā who can do the work they do at other places, while Loki enhances their work by being able to plug standard processes into it. It allows for things like higher fidelity of water sims or more material-based combustions. You can ask it if it’s a cooking fire or a big explosion, which has a lot of different types of fuels in it. It also allows plants to be moved by the water sims in a way that would be more difficult in off-the-shelf software like Houdini.

How does the film’s 48fps and 3D affect what you do?
Boddapati: A huge amount, with the stereo being the primary one. Almost everything is designed by Jim with stereo in mind, and he tells you that in the turnover. Starting with the little particles in the water, how close they are and how dense they are to show depth and scale, to water simulations, where you need lens splashes to look as if there is a dome housing on the camera.

Stereo is a huge component of the design — how close things are, how pleasing they look on the screen. We worked closely with Geoff Burdick and Richie Baneham from Lightstorm to make sure that was realized.

Regarding the 48fps, it’s critical for QC since there are now twice the amount of frames, and it also means it’s twice the amount of data.

Nixon: That’s what it is for us, especially in FX. We’ve got water simulations that are terabytes per frame. So when you increase that to 48, you’re doubling your footprint. But it also gives you flexibility when Jim decides a shot needs to go from 24 to 48.

Since Pandora has its own gravity and atmosphere, does that play into how you approach your water and fire simulations?
Nixon: We had a very big discussion about what gravity is on Pandora. You’ve got these 9-foot-tall creatures and multiple moons, but we just based everything on our reality as the starting point. If you don’t start with what people can recognize, then something that might be mathematically plausible for Pandora won’t be bought into by the audience. That’s why we start with what would look real on Earth and then push or pull where we need, based on Jim’s direction.

Boddapati: This even applies to characters. For example, if you’re looking at 9-foot-tall people, and you’re thinking about what the pore detail on the skin should be, we base that on human skin because we know we can capture it. We know we make a texture of it. We know how it should look and light, and we know we can produce that. It’s surprising how smoothly that translates to characters that are much bigger in scale.

How do the water simulations interact with the skin and hair of the characters?
Boddapati: For example, you have underwater shots, above-water shots and shots that transition between the two. That interaction between the water and the skin is critical to making you believe that person is in the water. We rendered those shots as one layer. There was no layer compositing, so when the kids are in the water learning how to swim, that’s one image.

We do have the ability to select and grade components of it, but for all practical purposes, we simulate it in a tank that’s got the characters in it. We make sure water dripping down a character falls into the water and creates ripples. Everything is coupled. Then we pass that data onto creatures, and they’ll make sure the hair and costume moves together. Then we render the whole thing in one go.

Nixon: It’s the coupling of it that matters for us because we tend to do a basic bulk sim, a free surface sim with motion, so a motion we get from stage looks correct. The waves and timing are lapping against the skin properly. Then we work tightly with creatures for hair. If you have long hair, that’s going to affect wave detail.

A lot of our process is coming up with new fin film simulations, which are like millimeter-scale sims that give you all the components you’d traditionally do in pieces. So you’ve got a rivulet of water that starts somewhere, comes down the side of the skin and then drips off.

Generally, when you do that in any other film, those are separate pieces — someone’s doing the droplet, someone’s doing the path, someone’s doing a separate sim on the drip itself. A lot of what we aimed to do had a process that does all that together so it can be rendered all together with the character, and Loki is what gives us the power to do that coupling.

Boddapati: Building off what Jonathan was saying, we actually take the map of all the displacements on the skin and displace that falling drop to make sure it’s actually going along pores because it would be affected if the skin was rough or if someone had facial hair.


Ben Mehlman, currently the post coordinator on the Apple TV+ show Presumed Innocent, is also a writer/director. His script “Whittier” was featured on the 2021 Annual Black List after Mehlman was selected for the 2020 Black List Feature Lab, where he was mentored by Beau Willimon and Jack Thorne.  

Banshees

Editing Banshees of Inisherin: Oscar-Nominated Mikkel E.G. Nielsen

By Iain Blair

The Banshees of Inisherin has scored nine Oscar nominations, including Best Picture, Best Director for Martin McDonagh and Best Film Editing for Mikkel E.G. Nielsen, ACE. The film, another dark comedic drama written by McDonagh, is set in 1923 on a mythical and remote island off the west coast of Ireland. It follows lifelong friends Pádraic (Colin Farrell) and Colm (Brendan Gleeson), who find themselves at an impasse when Colm unexpectedly puts an end to their friendship, leading to disastrous, anarchic consequences.

Banshees

Mikkel E.G. Nielsen

I spoke with Nielsen, who previously won the Oscar for his work on Sound of Metal, about the editing challenges and the post workflow on the film.

Tell us about collaborating with Martin for the first time. How did that work?
Although we’d never worked together before, it was a very easy collaboration. I did the first assembly on my own in Copenhagen then showed it to Martin, and from there on we would sit together and work on the edit and find the film. He loves post and the whole editing process and discovering how even a tiny change in the edit can make a huge difference to the tone and feel of a scene… and then to the whole story. It was great working with him, and we had a lot of fun.

This was shot on location on two islands off the west coast of Ireland. Were you on-set?
No, I never went. I started on the job very late, and they’d already been shooting for a few days. Sadly, his usual film editor, Jon Gregory, had passed away suddenly, so I met with Martin and took over the role of editor.

BansheesWhere was all the editing done?
After I did the first assembly, we moved to London for all the post work. We cut it at Gravity House in Soho with my assistant editor, Nicola Matiwone. Carter Burwell’s score was recorded and mixed at Abbey Road, and the DI was done at Goldcrest Post with colorist Adam Glasman.

Tell us about the workflow. What editing gear did you use?  
We cut on Avid Media Composer Version 2018.12.8, which I really like, and we used two of them. Editorial storage was on an Avid Nexis system. I traveled around quite a bit, so I was always able to access material and work wherever I was.

What were the main challenges of the edit? How did you approach the material?
BansheesThe big one was keeping the simplicity of the story but also finding the right balance between the comedy and the drama, and then turning it into this tragedy. It was also about making it about the characters and tracking all of them along with the animals and so on. Little by little you find that balance.

We also tried to edit in a way that told the story almost like a fable. You’re on this remote island, and you introduce the main characters. And then you treat the island and nature and the animals almost like characters as well. So all of that was a huge challenge for me, as I’ve never done anything like this before. It was a big learning process and really interesting from an editorial point of view to see just how much the material changes with the pacing and pauses.

Finding the rhythm was so important, especially with the dialogue, as Martin writes dialogue almost like a piece of music, and then the actors bring so much rhythm to their lines as well. The smallest elements can make big changes in an edit like this.

Fair to say you and Martin treated all the animal characters, especially Jenny the donkey, with a lot more attention than is usual in films?
For sure. Martin is a huge animal lover, and we really treated them with the utmost respect. We set out with the idea to almost give Jenny a voice with that little bell. It becomes almost like dialogue with Pádraic, and that had to do with creating a soundscape where you hold back so that the dialogue is all-important. And along with the bell, you have all the ambient sound in the distance, so it becomes almost claustrophobic at times. All the animals and nature around the characters function like commentaries on the story.

BansheesAny surprises in the edit?
I wouldn’t say there were any in terms of the story and the structure, but there were some happy accidents as we worked with the material. For instance, there’s the bit with the small birds jumping up at each other, and that suddenly worked as another commentary on the whole conflict between the main characters. They’re like small hidden gems that suddenly reveal themselves in the edit. You’re trying to find the essence of the simplicity in a scene, and often it reveals itself and the rhythm it needs. It’s a very simple story we’re telling, but it’s also very complex, and it allows you to reflect on all the themes and topics it deals with.

Did you use a lot of temp sound?
We did. We also did a full pass on the whole film for screenings for us to see and feel how much we should hold back in the audio. It’s actually a very quiet film from a sound perspective, but it also has these small elements that almost have their own language.

BansheesWe see these amazing images with huge waves in the background, but we really hold back so you almost can’t hear them. And we really wanted to focus on the dialogue and characters all the way through, and ‘plot sounds,’ like Jenny’s bell and a horse-drawn wagon. It’s very interesting just how much we were able to hold back on the soundscape and how it makes it all feel more – not less – claustrophobic. And that also gave more room to Carter’s music, especially in the montage sequences.

There are quite a lot of VFX by Union and Goldcrest.
Yes, there are quite a lot of VFX, which you might not expect in a film like this, but they are mainly for body parts and for period accuracy. Union did previz for all our screenings, and they worked closely with my assistant editor, Nicola. And it was very easy working with VFX super Simon Hughes and his team, as they were right down the road from Gravity House. They would send us files, and we could check stuff as it came in.

How would you sum up the whole experience? Where does it rank in terms of challenges and satisfaction?
It was a huge challenge to bring this slow-burn tragedy and all its characters to life, and my dream was to be invisible in the editing process. It’s an extremely simple premise – two old friends fall out — but it just adds and adds to that, and it was so difficult trying to balance all the elements. It was probably far more difficult than editing Sound of Metal, and that wasn’t easy.


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 Darius Marder on His Oscar-Nominated Sound of Metal

By Iain Blair

No one was surprised when The Sound of Music was nominated for 10 Oscars 55 years ago. But this year, almost everyone was surprised when the Darius Marder-directed Sound of Metal scored six nods, including Best Picture, Best Actor, Best Supporting Actor, Best Original Screenplay, Best Film Editing and — fittingly — Best Sound.

Director Darius Marder on set

After all, the hyper-intense drama about Ruben (Riz Ahmed), a punk-metal drummer who begins to go deaf, is not exactly a feel-good story full of catchy songs. When a specialist tells him that his condition will rapidly worsen, he thinks his music career — and with it, his life — is over. His bandmate and girlfriend, Lou (Olivia Cooke), checks the recovering heroin addict into a secluded sober house for the deaf, hoping it will prevent a relapse and help him learn to adapt to his new situation. But after being welcomed into a community that accepts him just as he is, Ruben has to choose between his equilibrium and the drive to reclaim the life he once knew.

The film also marks the film directorial debut of Marder, who co-wrote the script with his brother Abraham, and whose documentary Loot won the Best Documentary Feature prize at the 2008 Los Angeles Film Festival.

I spoke with Marder about making the film, the importance of sound and the Oscars.

Your film received six Oscar nominations! How important is that for a film like this?
It’s huge, as this was a very ambitious, audacious, massive undertaking. People might think of it as a small film, but we spent 23 weeks on the sound mix — and that’s just one aspect of it. It’s shot on 35mm, and Riz worked for a year on his acting process leading up to it. We tried to push the boundaries and to do something very unusual, so I’m thrilled that everyone’s work was recognized.

It was interesting that you captioned the film. How did you prepare in terms of dealing with the concept of deafness and the deaf community? I assume it was quite a learning curve?
It was, but I began working on this more than 15 years ago. It’s dedicated to my grandmother who went deaf early in life, so my family had dealt with all that. She was a cinephile and had fought for open captions in films, as she’d lost cinema.

There was a lot of industry resistance to using captions in this. I was told it might ruin the film, it’ll make it difficult to sell it and so on, but I felt that if you don’t caption it, it’s like saying to the 50-60 million [deaf and hearing-impaired] audience, “You’re not welcome at this movie.” It was a long and quite hard process to do it and make it accessible.

How early on did you start integrating post and all the sound work? It had to be baked into the film’s DNA, right?
Absolutely. I’d coined this term for myself, “point of hearing,” which is the idea of a cinematic perspective literally through the ears rather than the eyes. I’d played around with that in early footage going back many years, and then my brother Abraham and I wrote about it in this highly descriptive sonic language. Then I fixated on the way that picture and sound could become one brain… that you can’t have one without the other.

Then over a year before the shoot, my sound designer and composer Nicolas Becker and I began experimenting with sound and mics and exploring the limits of what we could do using mics underwater and in soundless chambers, and then Nicolas and my DP Daniël Bouquet and I all met up in Paris before we shot and began integrating sound and picture long before we got into post.

I heard Nicolas, your composer and sound designer, also came to the set?
He did, which is highly unusual for a sound designer, and it was a part of shaking up the whole process. In contrast to the 23 weeks we spent on the sound, the shoot was just 26 days, and we shot it all chronologically — and that was another part of shaking up the usual process. People told me I was crazy, but I insisted on it, so much so that I had to fire my financiers 12 days before we shot, as they were trying to cut the schedule so I couldn’t shoot the way I wanted to. It really tested my convictions. And in terms of the shoot, I didn’t want to “point” the camera, so all the camera movements have very specific motivations for being there. There’s not much handheld, as I’m not a huge fan of Steadicam. I like the old-fashioned weight of the camera.

Where did you post?
All over, with a very international team. I had a French sound designer, a Dutch DP, a Danish editor (Mikkel E.G. Nielsen). We began the early sound premix in Paris for two weeks and then moved to the Los Angeles studio of music producer Mario Caldato Jr. who worked with the Beastie Boys.

After a month there, we moved to Estudios Splendor Omnia, this great post production studio in Tepoztlán, Mexico, for the final mix, which took about 17 weeks, and we had Nicolas and this amazing team of mixers — Jaime Baksht, Michelle Couttolenc, Carlos Cortés and Phillip Bladh — who have all been nominated for their work on this. I think mixers and their work are often underrated, because good ones really understand the full sonic arc of a film, not just of a scene. For instance, the sonic tone you hear at the very start is very much alive in the last sound you hear of the distorted church bells.

Can you talk about editing with Mikkel Nielsen?
He’s an extraordinary editor and storyteller and was perfect for this, as he also used to work in sound and as a drummer. He has such a fine sense of rhythm and music. He also has such integrity as an editor, and he’d push back against ideas of mine if he didn’t agree, which was so important. He’s also outrageously fast on Avid Media Composer.

Darius Marder with lead Riz Ahmed

We met in Copenhagen, and the big editing challenges were many, including a first rough cut that was close to four hours long. So we had a lot to deal with, and we had a very specific pacing in mind since the goal was to throw the audience into a visceral journey — but it’s very easy to overdo that. There’s only so much an audience can take in terms of an intense experience. And we never wanted to telegraph information — we never tell you he’s an addict, for instance. We wanted the audience to feel it and experience it, and that’s far easier said than done.

Where did you do the DI, and how important was it to you?
At Caviar, who also produced this. They have offices all over the place — London, Paris, Madrid, Brussels — and we did it in LA. It was so crucial to the look as we shot on Techniscope, a 35mm stock that has two perforations per frame instead of the standard four. I love its very specific, saturated look with a very pure aesthetic quality.

All those great Spaghetti Westerns were shot on two-perf, and you get these lovely light flares and deeper contrasts between the blacks and whites, light and darkness. We ended up using two colorists to do two different passes, and it was all about pushing the realm of hyper-naturalism on this film. But the first pass was maybe a little too gloomy, so we did a second pass that brought back some of the vibrancy. Basically, we spent an inordinate amount of time on the DI — but then, so does everyone.

Did the film turn out the way you hoped?
Yes, and more. Mikkel told me afterward that when we began cutting, and I had all these expectations, he felt it would be amazing if we could get to and deliver 50% of what we’d talked about. But somehow, we achieved it. I’m really proud of it and the whole team who collaborated on it.

What’s next?
I’ve got two projects in the works, including a script with Plan B that’s also incredibly challenging. I want to keep pushing the boundaries.


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.

The A-List: La La Land’s Oscar-winning director Damien Chazelle

By Iain Blair

Writer/director Damien Chazelle may only have three feature films on his short resume, but the 32-year-old is already viewed by Hollywood as an acclaimed auteur and major talent. His latest film, the retro-glamorous musical La La Land, is a follow-up to his 2014 release Whiplash. That film received five Oscar nominations — including Best Picture and Best Adapted Screenplay for Chazelle — and three wins, including Best Supporting Actor for J.K. Simmons.

Now officially crowned as this year’s Oscar frontrunner, Lionsgate’s La La Land just scored a stunning total of 14 nominations (including Best Director), matching the record held by All About Eve and Titanic. It also recently scooped up seven Golden Globes, a record for a single movie, as well as a ton of other awards and nominations.

Damien Chazelle

Set in the present, but paying homage to the great Hollywood musicals of the ’40s and ’50s, La La Land tells the story of jazz pianist Sebastian (Ryan Gosling), who meets aspiring actress, playwright and fan of old movies Mia (Emma Stone). They initially ignore each other, they talk, they fight — but mainly they break out of the conventions of everyday life as they break into song and dance at the drop of a hat and take us on an exuberant journey through their love affair in a movie that’s also an ode to the glamour and emotion of cinema classics. It’s also a love letter to the Los Angeles of Technicolor dreams.

To bring La La Land to life, Chazelle collaborated with a creative team that included director of photography Linus Sandgren (known for his work with David O. Russell on American Hustle and Joy), choreographer Mandy Moore, composer Justin Hurwitz, lyricists Benj Pasek and Justin Paul, and editor Tom Cross who cut Whiplash for him.

I recently talked to Chazelle about making the film and his workflow.

To paraphrase Mark Twain, reports that the musical is dead have been greatly exaggerated. You obviously love them.
I do, and I also don’t think they’re just escapist fantasies. They usually tell you something about their era, and the idea was to match the tropes of those great old movies — the Fred and Ginger musicals — with modern life and all its demands. I’m a huge fan of all those old musicals, and I drew my inspiration from a wide mix of all the MGM musicals, the Technicolor and CinemaScope ones especially, and then all the films of Jacques Demy. He’s the French New Wave director who made The Umbrellas of Cherbourg, The Young Girls of Rochefort and A Room in Town. But I was also inspired by ‘90s films about LA that really captured the grandeur of the city, like Robert Altman’s Short Cuts or Pulp Fiction.

It’s interesting that all your films are so music-driven.
I used to be a jazz drummer — or a wannabe — so a lot of it comes from that. Probably frustrated ambition (laughs).

Is it true that you never used a hand double for Ryan Gosling when he was playing piano?
Completely true. He could play a little bit of basic piano stuff, and he’s definitely musical, but he was adamant right from the start that he would learn all the pieces and play them himself — and he did. He practiced intensely for four months before the shoot, and by the time we shot he could play. There’s no cheating. They’re his hands, even on the close-ups. That’s how committed he was.

The dancing must have been equally demanding for both Ryan and Emma?
It was. They both had a little dance experience — him more than her, I think, but fairly minimal and in different styles than this. So they had to do a lot of rehearsal and training, and Mandy Moore is a great dance instructor as well as a choreographer, so she did both at the same time — training them and building the choreography out of that and what suited each actor and each character. It was all very organic and tailored specifically for them.

The big opening dance sequence with all the cars is such a tour-de-force. Just how tough was that to pull off?
It was very tough. I had an amazing crew, and once we’d found this overpass ramp we had to figure out exactly how to shoot it for real with all these cars of different colors and eras, so there was a ton of insane logistics to deal with. That was going on while Mandy was working on all the choreography, either in the studio or in parking lots, since we couldn’t rehearse that much on location. The last thing to add was the crane. I’d storyboarded the whole sequence and shot a lot of the rehearsals on my iPhone so we could study them and see how we wanted to move the camera with the crane.

There’s been a lot of talk about it being one long uncut sequence. Is it?
No. We designed it to look like one shot but it’s actually three, stitched together invisibly, and we shot it over a weekend.

Talk about working with Linus Sandgren, who used anamorphic lenses and 35mm film to get that glamour look.
We had a great relationship, as every time I had an idea he’d one-up it, and vice-versa. So he really embraced all the challenges and set the tone with his enthusiasm. There was a lot of back and forth before and during the shoot. We wanted the camera to feel like a dancer, to become part of the choreography, to be very energetic, and we had this great Steadicam guy, Ari Robbins. He did amazing work executing these very difficult, fluid shots. I wanted the film to be very anamorphic, and today, scope films are usually shot in 2.40 to 1, but Linus thought it would be interesting to shoot it in 2.52 to 1 to give it the extra scope of those classic films. We talked to Panavision about it, and they actually custom-fit some lenses for us.

Do you like post?
I love it, especially the editing. It’s my favorite part of the whole process.

Tell us about working with editor Tom Cross. Was he on the set?
He visited a couple of times, but I think it’s better when editors are not there so they are more objective when they first see the coverage. He starts cutting while I shoot, and then we start. I like to be in the editing room every day, and the big challenge on this was finding the right tone.

While Whiplash was all about punctuated editing so it reflected the tempos and rhythms of the drumming, La La Land is the polar opposite. It’s all about lush curves, and Whiplash is a movie about hard right angles. So on this, it was all about calibrating a lot of details. We had a mass of footage — a lot ended up on the cutting room floor — and while some is heightened fantasy, some is like a realist drama. So we had to find a way for both to coexist, and that involved everything from minute tweaks to total overhauls. We actually cut the whole opening number at one point, then later put it back and dropped other scenes around it. There’s probably no number we didn’t cut at some point, so we tried all possibilities, and it took a while to get the tone and pacing right.

Where did you do the post?
At EPS-Cineworks in Burbank; then on the Fox lot. Justin, the composer, was also there working on score cues next door, and we had our sound team with us for a bit, way before the mix, doing sound design, so it was very collaborative. It was like a mini-factory. Crafty Apes did all the VFX, such as the planetarium sequence and flying through space sequence, as well as the more invisible stuff throughout the film.

Obviously, all the music and sound was crucial?
Yes, and it helped that we had a lot of the score done before we shot. Justin was with us for the edit, and we’d do temp stuff for screenings and then tweak things. I had a great sound team led by Andy Nelson, who were phenomenal. Just like with the VFX, it had to somehow be small and intimate while also being huge and epic. It couldn’t be too glossy, so all the music was recorded acoustically and the vocals are all dry with very little reverb or compression, and we mixed in Atmos at Fox.

Where did you do the DI?
On the Fox lot with colorist Natasha Leonnet from EFilm. She did Whiplash for me and she’s very experienced. The DP and her set the template for the look and color palette even before the shoot, and then Linus and I’d go in for the DI and alternate on sessions. Our final session was literally 48 hours long non-stop — no sleep, no trips outdoors — as we were so under the wire to finish. But it all turned out great, and I’m very pleased with the look and the final film. It’s the film I wanted to make.

Paramount Pictures

The A-List: Arrival director Denis Villeneuve

By Iain Blair

Dark and super-intense dramas are the specialty of acclaimed French-Canadian filmmaker Denis Villeneuve. His 2010 feature film Incendies, a drama about the legacy of civil war in Lebanon for a Montreal immigrant family, earned a Best Foreign Language Film Oscar nomination. Villeneuve made his Hollywood directorial debut with Prisoners, a suburban-vigilante drama starring Hugh Jackman and Jake Gyllenhaal. It too was nominated for an Oscar. He followed that with Enemy, an eerie thriller starring Gyllenhaal as a history lecturer who discovers an unexpected alter ego.

Director Denis Villeneuve and writer Iain Blair.

But it was his explosive 2015 hit Sicario — about an idealistic FBI agent (Emily Blunt) whose hunt for justice thrusts her into the lawless US/Mexican border where drugs, terror, illegal immigration and corruption challenge her moral compass — that really got Hollywood’s attention. The film received three Academy Award nominations, including Best Achievement in Cinematography (Roger Deakins) and Best Achievement in Sound Editing (Alan Robert Murray) and paved the way for his latest film, the sci-fi drama Arrival.

When mysterious spacecraft touch down across the globe, an elite team, led by expert linguist Louise Banks (Amy Adams) is brought together to investigate. As mankind teeters on the verge of global war, Banks and the team race against time for answers. But this Paramount release is not your usual alien invasion epic.

I spoke with Villeneuve, who’s currently in post production on his biggest project to date — the sequel to the cult classic Blade Runner, starring Harrison Ford and Ryan Gosling — about making Arrival, which has been nominated for eight Oscars, including best director in Villeneuve and best editor in Joe Walker. (Read out interview with Walker here.)

This is your first sci-fi film, but definitely not your usual kind. What was the appeal of doing it?
Yes, it’s my first but I was raised on sci-fi and was swimming in it as a kid. I read a lot of comic books out of Europe — those great graphic novels. I was dreaming of doing a sci-fi film for a very long time, but was looking for the right story, and then this came along. I was so excited because this was a chance to do something very different. It’s an alien invasion, but told from an intimate point of view, by this person who’s in mourning and dealing with strong emotions in her life, and who suddenly is thrust into this momentous ARRIVALevent. So it’s about aliens but also a mother-daughter story.

This is also your sixth film with a female protagonist. Why do you love having women at the center of your films?
The truth is, in my first two films I had two female leads and for me it was a way to get some critical distance from my subjects. I don’t know why. Then it just carried on from there. I’m in love with women and femininity and very interested in the female world, and I love to tell their stories. For me, being a man is about taking control, but being a woman is more about listening, and I love the tension between the two.

Is it true that with Sicario, there was some pressure to change the female lead to a man?
Yes, but it was telling this story of drug violence through a woman’s eyes that really interested me. That really interested me! I like strong women.

What did Amy Adams bring to this role?
A great sense of her character’s internal life, her inner world. She has this great capacity to play several layers at once, and is able to convey very strong emotion without words, which I don’t see too often.

What were the main technical challenges in pulling it all together?
By far the biggest was creating the aliens and figuring out this new life form — its way of thinking and behaving, its culture and its language. Creating something that’s never been seen before without it looking just like a visual effect was very hard and took a long time.

How early on did you start integrating post and all the VFX?ARRIVAL
From the very start, and you now have to prep for post. Even so, it still feels like the process is too fast. I like to have a lot of time in post and the edit to think about the film and change things, but all the VFX guys were very hungry to get started as soon as possible, and that caused some tension. It was a very complex cinematic structure, and I needed to be able to play with it in the editing room.

Do you like the post process?
I absolutely love post and editing — so much so that if I wasn’t a director I’d be an editor. It’s insane the amount of creativity you have in post, and you don’t have to deal with all the problems with weather and actors and equipment and time and money. You can just focus on the creative part of actually making the film, so I love post. We did the whole film in Montreal. We shot it there, and used VFX houses there, and there are so many good ones — Rodeo, Oblique FX, Alchemy 24, Raynault and Hybride.

Talk about editing with Joe Walker, who cut Sicario for you and was Oscar nominated for 12 Years a Slave. Was he on the set?
Joe never likes to visit sets, for a very specific reason — when he sees all the hard work and pain we go through to get a particular shot, it makes him afraid to cut. So he came to Montreal and we sent him dailies and he started. Then he worked with me on the director’s cut. It was a very long edit and we worked non stop for about eight months. It’s the longest edit I’ve ever done, first because it was a nonlinear structure, and second because we wanted to give clues to the audience without revealing too much.

So it was very tricky, especially since two of my main characters were completely digital. So it was a tough edit and it took time to work it all out. Joe was also very involved in all the sound design, as he began as a composer and then as a sound editor, so we did the sound together as we cut.

Denis Villeneuve and Amy Adams on set.

The VFX play a crucial role. Talk about working with VFX supervisor Louis Morin, who did Sicario for you, and whose credits include The Aviator and Brokeback Mountain.
I’m very grateful to him because he understood that the edit was very complicated, and I put his team under a lot of time pressure, as I took my time. The spaceships and aliens were designed, but all the scenes with them and everything else had to evolve in the edit. Then we had hundreds of computer screens in the military tents and we had to feed all those, which was a lot of work, and then all the military equipment. It was very complicated.

What was the hardest VFX sequence to do?
Definitely the aliens. If you have a machine-like alien, it’s a lot of work but not difficult to do. What is really hard, is creating a life form that looks real — not like a visual effect — and one the audience will accept and have an emotional experience with. Hybride did them, and while it was a huge challenge, they did a fantastic job. And I was very involved. I sat down with the artists to share ideas and that’s the only way you can get it right.

Where did you do the DI and how important is it to you?
In Montreal with Harbor Picture Company colorist Joe Gawler (who worked out of Mels, which used to be Vision Globale). It’s so important and dealing with the aliens was the main thing. But the rest was fairly simple as we did so much in camera.

What can you tell me about Blade Runner 2049?
(Laughs) Not much. I’m not allowed to say much, but it was the biggest, most ambitious and longest thing I’ve ever done, and we’re currently in the middle of post on the Sony lot. It’ll be out next October.

What’s next?
Nothing. I need a long break to recharge after doing the last three films back to back.

Check out the trailer:


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.