Tag Archives: Amazon Studios

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.

Editing, Post Workflow for Amazon’s A League Of Their Own

By Iain Blair

Set in 1943, A League of Their Own is a comedy-drama series co-created by star Abbi Jacobson and Will Graham. Based on the Penny Marshall 1992 film of the same name, it charts the formation of the Rockford Peaches, an all-women’s baseball team, and features new characters, storylines and issues that set out to broaden the scope of the original. The Amazon Prime series was cut and co-produced by editor Peter CabadaHagan, whose credits include Fairyland, Mozart in the Jungle and Paul McCartney: Find My Way.

I spoke with CabadaHagan about the editing challenges and the post workflow on the show which was recently renewed for a second season.

What were the main editing challenges?
The challenges evolved. We began with the pilot back in 2020 and soon after when we got into our producer’s cut COVID happened. Then it was a big mystery about how to proceed, and within two days we were working remote and using Evercast, which very few people had used at that time. We loaded everything onto hard drives, went remote, and took it from there. So that was a big challenge for doing the pilot.

Then 18 months later when we went into production and began shooting in Pittsburgh where I was on location with the team. We had to start shooting everything but the baseball scenes because of COVID and supply shortages. Our baseball field wasn’t built in time, so we began by producing episodes that were incomplete and working on cuts without seeing the centerpiece baseball scenes, so that was also a big challenge. And, creatively, balancing the tone of a comedy-drama was a challenge, as the show navigates a lot of territory.

While it’s a period piece, it has a lot of contemporary dialogue, which seems quite subversive. Was that a conscious choice?
Yes, it doesn’t stick strongly to its period. The dialogue and the music aren’t necessarily from the ‘40s, and finding that alchemy that brings all those pieces together in a way that felt purposeful and not like some mixed-tape, so to speak, was the biggest creative challenge.

The show was heavily improvised, and a lot of our talent comes from a comedy improv background, and that’s not something you usually expect with a period piece. But we wanted to have our cake and eat it too, by having the looseness of an improvised comedy but also the grandeur of a period piece, with big, exciting sports scenes like in a sports movie. And then we also wanted to balance that with quiet moments too, as a lot of it is about these characters’ relationships and how they’re discovering themselves for the first time.

How early on did you integrate post and VFX?
Our VFX supervisor Christina Mitrotti was always on-set, and we began on post and all the VFX quite early on. She was a real hawk in making sure we were only shooting locations that worked for the period. As far as set extensions and stuff like that, it was fairly minimal because they did a really good job of finding locations that would work, and that saved us a lot of time.

The biggest VFX challenge was dealing with all the baseball elements, and the baseball itself was always VFX. So for the first edit you had to do it imagining the timing of the ball – and the speed and angle of the ball. The fact that I’m a big baseball fan helped me a lot in getting that timing down. It would have been really hard without a baseball background to have an intuitive feel about that timing, because if you don’t watch a lot of baseball, it’s not necessarily clear how that timing should play out – or even what direction the ball should fly, depending where it hits the bat and so on.

That’s an area where I spent a lot of time working with the VFX team, discussing all the details, such as “OK, so if the ball hits her bat at this point, it’ll go in this direction. If you want it to go in a different direction, it will have to hit the bat here,” and so on. So it was all about bringing authenticity to how the play would actually manifest in reality, and that was a big part of the VFX process.

We would temp things as soon as we could after the initial edit was done. We’d have a still frame of a baseball that we’d drop in and animate, and that was helpful, but the notes process for the baseball footage was extensive, and that carried on well past our final picture lock — probably for another four months. That was where we really dialed in all the timing and direction of the ball. We had the rough direction but getting it looking authentic and real took a lot of notes and effort.

Tell us about the workflow and the editing gear you used.
We used the latest version of Avid Media Composer available in June 2021. I always like to use the most up-to-date software. There’s always the potential for bugs, but I figure I’ll have to deal with that at some stage anyway. One challenge was shooting in Pittsburgh while our dailies facility was here in LA at Sony. They have some proprietary hardware and software called Slingshot, which allows them to move large amounts of data very quickly, and we had a PA who got the dailies from the set every day, and he’d then send them to Sony’s lab here. Then they’d get sent back to me on location in Pittsburgh, and they were also pushed to our Nexis here where the rest of our editorial team was based.

Peter CabadaHagan

Dealing with COVID actually helped us all get used to working remotely, and we used Jump Desktop, and we were pretty nimble in what we could accomplish. I remoted into an Avid based in LA where I had the dailies on a hard drive mirrored with the Nexis, and I also had an Avid in Pittsburgh, and that allowed me to go on set and work out of Abbi’s showrunner trailer, so she could give notes on specific scenes. Then when we all came back here, we had a hybrid workflow with editorial offices until after we finished picture lock, when we moved to full remote for all the post work – VFX reviews, sound mixes and so on. Our workflow was constantly evolving, based on our needs at the time.

I assume you must have used a lot of temp sound?
Yes, a lot. I’m a big believer in providing a strong music and sound blueprint for the departments when they take over. I see my job as obviously dialing in the picture edit perfectly, but also handing over a strong foundation, and I was also tasked with a large part of the supervision of all the sound mixes. I was on the dub stage at Signature Post every time we had people working with our sound mixers, and I’d give the first round of notes before Will and Abbi got involved.

We had a fantastic sound team who came from Warner Bros., and I worked closely with them and our supervising sound editor Brian Armstrong. I’d worked with them before, and I recommended them for this job. Sound is a huge part of any period piece, and the world sounded very different 70 years ago, so to get that authenticity took a lot of care and attention to detail.

Tell us about the color grade.
Our finishing – the online and the color – was done at Company 3 with colorist Jaimie O’Bradovich. That was done mostly by our showrunners and our DPs, but as the post schedule did get extended there were times where I’d share notes on the color, as the showrunners had moved on to other projects and they were looking at things under less than perfect conditions. I was able to go to the lab and look at things in a dedicated color room when they an extra set of eyes.

How would you sum up the whole experience? Where does it rank in terms of challenges and satisfaction?
I have done a lot of hard jobs where you know going in that you’ll be working 25 days straight, and then it’s over. This was a marathon. I was part of the whole post process, and it took over a year to complete. But I’m very proud of the work we did. There’s a lot of myself in the show, a lot of my tastes, so there’s a lot of personal satisfaction in that.


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.

Amazon Studios Debuts Virtual Production Stage, ASVP Department

Amazon Studios has opened its new virtual production stage in Culver City and announced the formation of its new Amazon Studios Virtual Production (ASVP) department. Known as Stage 15, it combines two former stages to accommodate an LED wall that is 80 feet in diameter and 26 feet tall.

The first feature film to use Stage 15 is the family holiday comedy Candy Cane Lane, directed by Reginald Hudlin and starring Eddie Murphy.

The ASVP department will shepherd each project on Stage 15, transferring institutional knowledge along with an optimized workflow developed in partnership with — and powered by — Amazon Web Services (AWS). The division has a full-time executive, engineering and creative team of 20 that has been operating in stealth mode since 2020 on the design, pipeline and build-out of Stage 15. Working with the volume wall, production creatives can interact with digital assets and processes in a manner that mirrors live action to enable digital world capture, visualization, performance capture, simulcam and in-camera visual effects.

Stage 15 is fully connected to AWS cloud and is an integrated part of the production-in-the-cloud ecosystem. The facility provides a camera-to-cloud workflow, with direct connection from Stage 15 to AWS S3 storage to make dailies instantly available to creative teams from any location. Every shot taken on Stage 15 ends up in the AWS cloud in real time, with the ability to safely and securely distribute assets around the globe.

The ASVP team is also developing a VFX and virtual production asset management system that lives on the AWS cloud, allowing production teams to catalog, search, preview and repurpose production assets. This backend system will reduce the lag time that productions typically experience when transferring files and assets from set to editorial, VFX  and post vendors and facilities.

“With the combination of AWS and Amazon Studios innovation is inevitable,” Chris del Conte, global head of VFX, Amazon Studios said during the stage’s opening event. “When you mix the worlds of entertainment and technology, it allows us to take everything to the next level.”

“The ASVP team are terrific collaborators, and I am delighted to utilize this new technology for Candy Cane Lane. Advances in production and our industry continue to astound me and the volume wall is an impressive innovation for our business. For a production like this, with such a large scope, it’s an invaluable storytelling tool,” said Reggie Hudlin, director of Candy Cane Lane.

ASVP Features and Background

  • Stage 15 is a 34,000-square-foot structure that includes the LED volume, a “sandbox” lab, and 17,000 square feet of space dedicated to set construction and production support.
  • The ASVP LED volume contains 130,700 cubic feet of interactive space.
  • Amazon filmmakers may access ASVP as a consultation resource for all phases of a production, from concept planning through post.
  • The ASVP volume wall is composed of over 3,000 LED panels and 100 motion capture cameras.
  • The volume includes a full LED ceiling with drop-out panels so that productions can rig up to 350,000 pounds of lights and production gear to its truss.
  • Stage 15 was originally built in 1940 and was home to productions that included It’s a Wonderful LifeStar Trek (TV show), Batman (TV show), RoboCopAirplaneThe Three Amigos and Armageddon.

In addition to the LED volume wall, the massive new stage will include a two-story building within its walls, dubbed “The Sandbox at Stage 15.” This structure will include a virtual location-scouting volume, a performance-capture volume, a tech-scouting volume, a greenscreen simulcam stage and a client-facing VIP viewing area for visiting executives, filmmakers and guests.

This space will also feature a second, smaller LED stage, with a completely mobile LED wall, camera-tracking system and control cart along with an engineering workshop, scanning, 3D-printing, production workspace and equipment storage.

 

 

Outer Range

Outer Range Sound: Wyoming Landscapes and Supernatural Holes  

By Louis Gordon

“The West is a place of wonder. It’s the kind of place where mysteries happen, and the land is a force.” That was the direction that Outer Range EP Brian Watkins gave to supervising sound editor Andrea Bella on how to approach sound design for the show.

Sounds mysterious, right? Well, that’s the thing with Outer Range, which can’t quite be pinned to any genre. It’s part Western, part murder mystery, part sci-fi.

Outer Range

Andrea Bella

Royal Abbott (Josh Brolin), the patriarch of a modest cattle ranching family, has his hands full — from his oldest son Perry (Tom Pelphrey) bereaving his missing wife to his younger son Rhett’s (Lewis Pullman) passion for bull riding and late-night debauchery. Then add in an unwelcome hippie named Autumn camping on his land, which amazingly houses a bottomless hole in the ground with time-altering powers.

Outer Range manages a refreshingly original spirit. The vastness, oddity and intrigue of Wyoming and its inhabitants adds to the character. Bella, who worked out of Harbor in New York with the rest of the sound team, emphasized this point to me when we sat down to talk about crafting the mix, as it was one of her organizing principles: “We have the physical world, the beautiful landscapes of Wyoming, and we have the more internal world, inside the characters themselves. They also have many layers, and it’s where the characters live emotionally. Our approach for the sound design was to tackle each layer at a time.”

How do you begin to build those layers?
I watch the scene and then go to my sound libraries and listen to clips. With certain things like the [supernatural] hole in the ground, I’ll just throw stuff onto the tracks and run the scene. Does it sound good with this tone? I’ll shut off the dialogue and just watch the picture. Is this moving me in the way I want to be moved? Do I go with this metal, these bells or bass frequencies? Rhythm is also very important.

Sound designer Kevin Peters and I really got into details for each place and character. What the prairie is going to sound like, the Abbott house, the Abbott clock, every little element. The magpies… we decided you’d only hear this bird when we’re on this character

When it came to all these Wyoming landscapes, we really wanted to get the nature right and respect that environment. We did our research and made sure the birds, crickets and winds were accurate so that when we moved on to the more metaphysical world, like the hole, the two spaces interact, and the audience would feel that shift in environment.

What about designing that supernatural hole in the ground?
When we first started on it, we didn’t have picture (laughs). It was kind of fun trying to develop ideas with no image.

We tried some rocks, heavy earthquake-like sounds, but that wasn’t working at all. We trashed that idea and went with this concept of resonance and vibrations. The hole is a force acting on the characters. You know when you’re sitting and meditating, or you’re worried about something, you feel this buzzy energy in your mind? We tried that.

We broke it down into different tones and frequencies. We had high tones to represent the hole’s energy force when it’s “calling,” and the hole does call to people. We mixed the show in Dolby Atmos, and re-recording mixer Josh Burger was able to lift these sounds into the ceiling and move them around the air. It was wonderful.

Then we had what we called the low tones — the more metallic, darker sounds. We put down bass frequencies to feel the depth of the hole, but for us, these dark tones represented other moods. Larry [EP Lawrence Trilling] used to say, “OK, the hole is in sleeping hole mode” or “Now it’s an angry hole.” When the hole was angry, we’d take out more of those low tones, which are based on oil derricks. Basically, they represented natural resources being extracted. You’ll hear them groaning, rhythmically ratcheting up sometimes. It was also a way for us to symbolize counting time because the hole deals with time — the past, the future. It’s not linear. So the rhythmic groaning acted like a clock.

We had two more things we worked into the hole. The voice — those moaning sounds that were more soulful. Not to give away too many secrets, but we wanted to give a nod to the primordial and the primitive. There are buffalos, and they talk about mastodons in the show, about nature and how man has had his impact on it. Buffalos used to run that world, and then man came and took the power. So that voice is the cry of the buffalos.

At the hole, nature stops. Brian Watkins [the show’s creator] was very specific about that. So while we had all these wonderful prairie winds out in the forest, when we got to the hole, we used a very unnatural wind — electronic and phasey. We wanted the audience to feel that shift and know that nature is changing. There are also no crickets or birds there. Brian said to cut all that out. So the poor dialogue editors had to paint out as many crickets as they could because in the production sound, we did have crickets.

The rodeo scenes are a through-line for Lewis Pullman’s character, and the final rodeo in the series finale is a major moment. The sound design and mix of the entire sequence is almost symphonic. Can you break that down a little?
For the rodeos, we spoke to someone called Clay Lilley, who was the wrangler and the consultant on the show. He taught us all about rodeos. We bought these specific cowbells because we really wanted this to be authentic. You hear them when they’re lowering Rhett onto the bull, along with lots of leather and crunching and such. It’s sometimes a big ask to go and purchase special props like that, but it was quite fun.

The last rodeo was a very long sequence and had a lot of effects we cut in and then didn’t use. You’ll notice that there’s lots of crowd and audience in the first two rodeos. In the last one, the audience is much more absent. When he’s lowered into the bull, we went straight to music, which was awesome. The family is there rooting for him in the beginning, then slowly but surely, they aren’t there. He looks over and there are empty seats. I think that’s when he makes his own decision; he’s going to be his own man, he’s outta here.

We turned that audience-cheering background all the way down. Sometimes it’s much more emotional and impactful to have the absence of sound, you know? A moment doesn’t have to be sound effects. It could just be music or silence.

We tried to do that again later in the sequence when Cecilia has her breakdown outside the rodeo. The first time we mixed that was with the absence of sound. We dropped all the effects and dialogue out, so you just saw her moving her mouth. It was really interesting, but we had already used this technique, and sometimes when you use these techniques too often, they lose their charm. So we put everything back in and switched it up. That’s something you have to feel out while you’re in the mix because the mix is the first time where all these elements are coming together. We did a full round of Foley and effects, and we had the music…all these need to be put together and then, in context, in real time, you have to watch it through and decide what is really giving you the emotional support that you need for the scene.

It’s impressive to accomplish that under a tight schedule.
Oh yeah. The way this show ran, the schedule was insane. It was always shifting. We didn’t do things in sequential order. Poor Dan Edelstein, our ADR supervisor. When we started in September, he had to cue the ADR and loop group for all eight episodes at once, and the episodes were still being cut and moved around. He was constantly keeping up.

I had a huge team of dialogue editors. We had editors working one episode, others working another, meanwhile Kevin and I were hand-to-hand on effects from the beginning. Our original plan was for him to do one episode and I do another. Nope. We had to just get going and then merge, merge, merge! We would merge our sessions all the time, check things out, merge them back together, someone would go away and work on something, and we would merge it again.

It was so important that we got together early with Josh to come up with a plan for these handoffs. Josh and Kevin created a template for us that included Dolby’s Atmos renderer and reverb patches for the Foley. This allowed us to hear in the premix what was going to be put up on Atmos even though we were working in a 7.1 session. If we were doing a complicated scene in the mix and there were go-backs that needed to be done, Kevin or I could take that session and work on it with exactly what was done on that mix stage.

Were there other preferred tools or plugins you went to for this show?
Before I start any kind of gig, I talk to the re-recording mixer and ask for a template so I know what track arrangement they want. I’ll also ask about plugins and what we can use, so there’s agreement on it. Audio Ease Altiverb is great for Foley, and believe it or not, for sound design. Exponential Audio’s Stratus is something that Josh likes to use, and Kevin’s favorite toy is Envy, the modulation plugin by The Cargo Cult. He’s the Envy-meister, as we like to say.

As for me, I bought Timeless for this project, the delay plugin by FabFilter, which was awesome. I’ve also been using Trash, iZotope’s distortion module, a lot recently.

Did you use Trash on Outer Range?
Yes, I did.

You’re not gonna tell me what?
To quote Autumn from the show, “A girl has to have her secrets.” (laughs) I’ll just say this: Crunchy distortion isn’t just useful for weird stuff. You can put it on a normal sound just to punch it through the mix better. I worked on a doc once where we had these general-sounding, classic computer noises. I crunched it down because it sounded better. It’s not just compression. A little bit of distortion can also go a long way.

What was the most challenging aspect of working on this show?
I have two answers to that. On a supervising level, the schedule kept shifting, and that was a challenge because you can’t start staffing and crewing up when the dates are so fluid, especially at a time when New York was super-busy. We had to play musical chairs with people and get new editors because someone we wanted to work with wasn’t available to do the whole run of the show.

The dialogue and ADR editor was going to be one job, but because the schedule was condensed, we had to get someone strictly for ADR. Keeping track of every cut, which version each editor was working on, which version was going to our Foley house (Alchemy Post), which version is coming back, keeping it all on schedule and within budget — managing that and all the crew was a big challenge. (Our assistant sound editor, Ailin Gong, was a huge help with that. She made sure we wouldn’t literally fall into a hole.)

What was the biggest lesson learned on this show?
Not to be afraid. This show turned out much bigger than we thought it was going to be when we started. It was extremely exciting to work with such talented and creative people. It can be daunting, but you shouldn’t be afraid. Normally, I’m a very safe person. I would say, just jump, and trust that the universe will take care of you. Because if you do jump, you grow as a person.


M. Louis Gordon is a sound editor, designer and location sound mixer at Silver Sound NYC. He currently produces podcasts for the nonprofit, Shalom Hartman Institute of North America. His credits include Sundance 2016’s Equity, The CW’s Tough Mudder: The Challenge Within miniseries and Tribeca 2021’s limited series In the Cards. You can follow him on Instagram @mlouisgordon.

Amazon Studios and Avid Team on Editorial in AWS Cloud

Avid and Amazon Studios have announced a three-year agreement to bring cloud-based editorial to Amazon Studios’ slate of more than 300 original movies and series. Creative teams will get the same experience and performance as an on-premises editorial bay — including collaborative workflows with shared storage and end-to-end media management — without the complexity and time required to set up and tear down traditional hardware.

Editors need to access massive sets of media files that have traditionally been stored in the same location as the editing team. In collaboration with Avid, Amazon Studios will untether its editorial process to allow creative work to happen from almost anywhere and centralize the editorial and content workflows in the cloud. This collaboration will bring Avid’s Media Composer software tool and Avid Nexis media storage solutions to editors and other content contributors wherever they are, supporting creative teams that are spread across the globe.

This collaboration is an important step forward for Amazon Studios’ vision of a globally scalable studio-in-the-cloud platform, which will eventually include Avid’s MediaCentral production platform.

By leveraging AWS and its global infrastructure, Amazon Studios will further centralize production assets in the cloud, creating a smoother, more unified production workflow. Production and post  teams will spend less time duplicating and transferring media to critical team members, allowing more time to be spent on high-value creative efforts. Productions will also enjoy the peace of mind that comes from having their content, including camera raw files, protected by automatic processes that distribute data across several AWS regions.

Avid and Amazon Studios expect to have cloud-based, production-ready solutions by fourth quarter 2022.

 

The Underground Railroad's Sound

Emmy-Nominated Sound for Barry Jenkins’ The Underground Railroad

By M. Louis Gordon

This May, Amazon subscribers were treated to a wondrous and brutal odyssey crafted out of the 19th century escapes from slavery in the Antebellum South. Writer/director Barry Jenkins adapted The Underground Railroad, the historical fantasy novel by Colson Whitehead, into a 10-part series. It follows Cora, a young woman who escapes slavery on a Georgia plantation by way of a literal subterranean railroad, making stops throughout the Southern states that each embody a parable of racism in America.

The Underground Railroad's Sound

Onnalee Blank

The Underground Railroad was nominated for seven Emmy Awards, Outstanding Sound Editing and Outstanding Sound Mixing on a Limited Or Anthology Series. Warner Bros.’ supervising sound editor and re-recording mixer Onnalee Blank, of Game of Thrones fame, was nominated for her work in both categories.

We reached out to Blank, who mixed at Universal Dub Stage 6, to discuss the soundscape of this haunting, magical-historical show. She had worked on Jenkins’ two previous films, Moonlight and If Beale Street Could Talk.

What drew you to The Underground Railroad?
Anything that Barry Jenkins does is an art piece, and I was very excited to be involved. I’ve only heard about the book, so once I knew Barry was adapting a miniseries based off of it, I read it and was blown away. Trying to imagine what Barry would bring to the table was just a fraction of what he actually did.

I sent my ideas and my notes to Barry and his picture editor Joi McMillon, and we got some ideas flowing really early. Barry is so collaborative, kind and willing to try many ideas. He embraces that. You don’t feel scared or judged to try anything, even if you think it’s crazy, weird or different, which is liberating.

The Underground Railroad's Sound How was that process working with the team from pre-production through post?
When dailies were being shot, I would look at them the next day and make a list of requests that I would want the production sound mixer Joseph White to record if he had time. Any day that he had off, he would record. For instance, there was this very particular typewriter that they used. He recorded that, as well as baby carriages, ambiances, anything weird.

Watching the dailies, I start making a library and categorizing it and I send that over to the cutting room, so they can use sounds I’ve been pulling. I’m always begging to start working on [scenes that Joi is assembling] and she’s like, “I haven’t even cut a scene yet.” And I said, “Just send it.” She sends me very early cuts, just scenes. It could be a minute, two minutes, whatever. And I start coming up with a palette for the scenes. Whether it’s the right palette or the wrong palette, it just gets me into the headspace of this world.

The show gets very heavy at times. Was there a particular scene that was difficult for you to work on from an emotional standpoint?
Episode 1 in Georgia was the hardest one to work on. Anthony, when he’s trying to escape the plantation — he’s running and then gets dragged back into a cage. The day-in and day-out meanness of slave life that they were living… we mixed that episode last, so we found the show by that time. When we got to Episode 1, we brought back a lot of motifs and ideas that we had been creating through the other episodes as it evolved.

The Underground Railroad's Sound

It’s such a harsh and striking episode. There’s a moment when Cora and a little boy are being lashed at the whipping post and the whip cracks sound enormous.
At first, they were a little tamer, then Harry Cohen, one of our sound designers, had some ideas about making them big, and super sharp. Then we went bigger and hyper-real , but the final version is toned down. In that particular scene, we hear some crowd people crying a little bit — it’s really just about everybody watching what’s happening here. It’s not because they want to watch, it’s because Master Randall is making them watch. Everything should be pretty quiet except for the whips, and Cora and the little boys breathing and screaming. There are a lot of panning tricks, a lot of slap.

I love reverb. I love echo. I love delay. So does effects mixer Mathew Waters. Mathew Waters and  I make sure we use the same revers and pan exactly the same percentage. We really want all our sounds to meld together. We don’t want an audience to think or hear that, “Oh, that’s dialogue. Oh, that’s an effect.” We really want it to just be one moment, almost like that’s how it was recorded on set.

Onnalee Blank

How about designing the underground steam engine?
It’s nice to have a bit of escapism from reality, a bit of fantasy. The train could be whatever we wanted it to be. Field recordist Watson Wu put microphones all over a 1831 steam train that was being moved from one museum to another. It took three conductors to run the train because it was so heavy. He lined the track with microphones as well. A few of them were very distorted, but some of them were gems of a recording that we morphed and changed. Those recordings are everywhere. All the elevators were made out of train sounds. There are tones of wind that we morphed that are actually train sounds. Anything that we could do to make it weird.

In Episode 8, Cora goes down to a big, marbled train terminal run and used by only black people. It’s bustling, but also very ghostly. There are sporadic, unintelligible vocals, baby crying and screams, all in a wash of reverb until she gets to the ticket counter.
This scene was fun to do. We initially wanted to play the scene straight, but I was like, “We can’t play completely straight. We’ve got to make it slightly weird.” I wanted to feel as if you’re at a strange party and you’ve had one too many drinks or something, and you don’t know anybody. You just hear all these conversations, and you feel like you’re sticking out like a sore thumb. How do we portray that feeling, that uncomfortableness in her own psyche and her own dream?

Harry at one point said, “I’m giving up. I don’t know what to do there.” And our composer Nicholas Britell told me that the music for this scene is beautiful. The score has a wondering quality to it, so we tried to create the opposite of that. The scary, creepy vibe. So having those two different, almost dissonant pieces on top of each other, it’s beauty and not, at the same time. I love that sequence.

When the ticket teller is looking up Cora in her records, those are everybody’s slave names in those books. So when her hand go over the names, you hear distant screaming and laughs, and when she closes the book, the sound gets sucked out.  It’s all the souls that have made it on the train, they’re alive in the books.

You mentioned motifs are everywhere in the series. Can you talk about those?
What made this whole series so challenging on the sound front was that every chapter takes place in a different state. Georgia, Tennessee, Indiana Autumn, Indiana Winter, and those all have to sound different. Tennessee was slave catcher Ronald Ridgeway’s very character-driven episodes. I told Jay Jennings, one of our sound designers, to “give me your own sound here, try anything that comes to you.” Then we realized that this whole series is about Ridgeway’s time running out. So Jay started creating this ticking clock theme with a blacksmith anvil. Then that morphed into all different kinds of pocket watches and stopwatches, and you really hear it in Episode 9. They get faster and faster, and they change. It’s a big payoff, at least for us on the sound front.

In Episode 2, Cesar leads Cora down the Railroad and assures her he won’t leave her side. He delivers his dialogue directly into camera, and it sounds tremendously present.
Everything in that scene is so reverb-y in this cave, so the question was: How do we make him sound different? At first, we added more delay and tried to pan it around the room, but it just took us out. Then I put his dialogue in our Dolby Atmos speakers [above the audience], so it was very dry and very clear in-your-face.

It worked well in the down-mix too.
Thank you. I really don’t like to have dialogue just here at the same level. “Can we feel their performances? Can we get close to the screen? Can we have the audience lean back?” Sometimes that’s hard to portray on TV, so it’s a very fine line because you don’t want people at home to be like, “What? What are they saying?” It’s trying to find a balance. We did that with Ronald Ridgeway in Episode 1, when he’s looking into camera. His dialogue spreads to every front speaker.

How about your approach to mixing dialogue for the bulk of the show?
There’s some good tried-and-true EQs out there, but I feel that less is more on the EQ front on dialogue. To not over-no-noise dialogue .The dialogue session is very wide because I have every microphone at all times in sync and in-phase. You can do a lot with perspective with just microphone balance.

Did you get to use new tools or techniques?
I’m always trying new stuff, and I like outboard reverbs. I use a lot of them. People make fun of me, but they sound great. I like to be bold with music and mix music in object tracks. A lot of people are scared to do that or think the fold-down will be weird. But one thing about mixing music and panning it, it can add an element of almost sound design-ness to it that can merge with stuff that I’m doing. Composer Nicholas Britell is great with that. We would talk about, “What key is he writing in? Are you doing something to cover the whole scene? Okay, I’m going to start my design elements here.”

There was a lot of back and forth. Mathew Waters had a lot of percussive, almost musical sound design, and he did a lot of cool tricks with delay to make sure that they were on the beat in the same tempo. We tried different EQs, Used some UAD [analogue emulation] plugins. I like to try almost every different kind of reverb. I even made a joke, like, “Let’s bring in an EMT spring reverb,” and you should have seen the look on the engineer’s face.

L-R: Mathew Waters and Onnalee Blank

You’ve worked on all sorts of film and television projects. What does it mean to work on a series like this?
Exhaustion? We all worked on it for a very long time. It was pretty heavy. I worked on Game of Thrones for so long as just a re-recording mixer, and that show really molded me and made me become the mixer that I am today. I can’t thank that show enough for one, not firing me, and two, giving me the opportunity to work on so many different kinds of battles and naturalistic sounds. I really got my headspace into a different zone of detail and creativity on that show.

It was interesting to work on Underground Railroad, because I was trying to take everything I learned from Game of Thrones and then just heighten that by 100. How can I make this different, but great and big?


M. Louis Gordon is a sound editor, designer and location sound mixer at Silver Sound NYC. His credits include Sundance 2016’s Equity, The CW’s Tough Mudder: The Challenge Within miniseries and Tribeca 2021’s limited series In the Cards. You can follow him on Instagram @mlouisgordon.

The Tomorrow War Director Chris McKay Talks Post and VFX

By Iain Blair

Director Chris McKay first made a name for himself in animation, helming over 50 episodes of Robot Chicken. Next, he directed The Lego Batman Movie, the second feature in the Lego film franchise, after serving as animation director and editor on the first one.

Director Chris McKay on set with Sam Richardson

Now he’s made the leap into live-action filmmaking with the sci-fi, action-adventure The Tomorrow War, which kicks off when a group of time travelers arrive from the year 2051 to deliver an urgent message: Thirty years in the future, mankind is losing a global war against a deadly alien species known as “white spikes.” The only hope for survival is for soldiers and civilians from the present to be transported to the future and join the fight. Among those recruited is high school teacher Dan Forester (Chris Pratt). Determined to save the world for his young daughter, Dan teams up with a brilliant military scientist (Yvonne Strahovski) and his estranged father (J.K. Simmons) in a quest to rewrite the fate of the planet.

McKay assembled a creative team that included DP Larry Fong, editors Roger Barton, ACE and Garret Elkins, ACE, and VFX supervisor James E. Price. I spoke with the director about making the film, dealing with the VFX and his love of post.

Live action is very different from animation. How did you prepare for it?
Very different, but there’s similarities as well as big differences. When you’re building animation reels, you’re doing animatics and layout. And in live action, you’re still doing some version of animatics with storyboards and doing previz, which is layout. I like playing around with all that stuff.

I have a team that helps with all the previz, so we can see how it will come together, and I want to show the crew what we’ll be doing. The thing is, even on a big movie like this, you never have enough money or time, so all that prep and communication is so helpful. And there are huge differences — in animation you can control everything, but in live action it feels like you can control nothing. You have to think spontaneously and adapt constantly to weather, logistics and so on while you’re shooting. That’s why I love post so much.

This was visually ambitious. How early on did you incorporate post and VFX?
Right away. Animation is all post, basically, and post is huge in a heavy-VFX movie like this. The first two people we hired were VFX supervisor Jamie Price and VFX producer Randy Starr. They were both there in Iceland for our very first scout because they were such a huge part of the whole process while they were designing the white spikes aliens. Then they were on set for the shoot, and if I did a splinter unit to capture something specific, they would oversee that and stay on to clean up plates. There are a million plates on a film like this.

How tough was it shooting on location in Iceland?
Very tough. We shot on this remote glacier, which took three types of transportation and two hours to get there. All the crew and equipment had to be moved there, including a massive techno crane that we had to build skis for just to drag it up there, which was a very big deal. And it’s dangerous and freezing, but also a lot of fun and we got amazing footage you just can’t fake on a soundstage with greenscreen. We wrapped just before COVID hit.

Where did you do the post?
We began at Fotokem who set up an office for us with all the Avid Media Composers, but a month or so later everything shut down and then all post was done remotely, and everyone worked from home using Evercast. And what we figured out in this post-COVID world is that there are definitely meetings you need to go to, and then there are the ones you can do on Zoom.

Didn’t your editor Roger Barton co-found Evercast?
He did, and he was instrumental in developing the user interface and making it work well for editors and directors, and it was a lifesaver. Not only could we see each other’s cuts but it let us communicate with the studio and show them stuff. We were also able to talk to composer Lorne Balfe and so on.

It’s such a great platform and it helped us so many ways in post as it has brilliant sound and there’s this immediacy to it, so you get instant feedback on ADR or from the studio and producers. There’s the face-to-face component, and you can draw on the screen. I used every tool it has and it’s a really robust system. Then we did some VFX reviews on CineSync, and in the end, after testing and so on began, we were able to set up a screening space to view some of the big VFX shots as they came in.

The film was edited by Roger and Garret Elkins. What was the process like?
I’ve worked with Garret since Robot Chicken days, so he’s really involved in building animatics and previz. Then as we got deeper into post we were dealing with not only figuring the story out — the tone and all that — but also a million scheduling things. You have all the VFX and all the vendors, which have to be fed, so it really helps to have two editors with different skill sets that you can assign stuff to, and the whole first act has limited VFX, so there’s all the comedy and drama to deal with too.

 

Roger came on as the primary editor, and he’s a brilliant, highly experienced guy, and Garret’s got great comedy timing, and I really trust his instincts, so it was a great team.

Talk about dealing with all the VFX and creating the membrane and white spikes aliens? Who did what?
We had so many VFX shots that we had to divide up sections of the movie. Weta was the main vendor and took on most of the latter half of the movie. They created most of the VFX and built and rigged the aliens and did a lot of stuff for the Iceland scenes and inside the spaceship, and then stuff we did in Miami. Then we also had Framestore, Method, Proof and Luma do a fair amount of work, along with Twisted Media and Connect, and sometimes it would be, “They’re doing the hallway, and someone else is doing the stairwell,” and then it’s all pieced together. Then there would be stuff like the lab, which was practical with a lot of greenscreen work for backgrounds. Proof and The Third Floor did the previz and postviz, and Clear Angle did the Lidar.

The film has a great vintage look. Talk about the DI and working with colorist David Cole at Fotokem.
I’m glad you noticed because that’s exactly the look I wanted. David has an amazing eye, and a brilliant sense of color and contrast, and is a real hard worker with great creative instincts. I hadn’t worked with him before, but Larry Fong had, and we shot this anamorphic with lenses that were not coated, so you get a bit more lens flare, which I like. David emphasized some of those elements, along with a bit of grain and that old-school projector look I wanted, plus and a million subtle little touches to give the sense that it’s a film from a different era.

Given your long career in animation, getting to direct this original sci-fi epic must have been dream come true?Yes, because it was films like Star Wars, Terminator, Raiders of the Lost Ark and so on that made me want to be a filmmaker — big genre movies. So the chance to do this, working with a big movie star like Chris and with the huge scale and lots of VFX – and also great characters and a big heart — was exactly a dream come true.

What’s next?
I’m working on Renfield for Universal. It’s a story about Dracula’s assistant set in the present, and it’s a story about co-dependency. It’s horror, comedy and action. It even has a musical number and is somewhere between Deadpool and Evil Dead 2. It’s gonna be fun!


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.

 

 

 

 

 

 

Maisel Showrunners: Amy Sherman-Palladino, Daniel Palladino

By Iain Blair

When the first season of The Marvelous Mrs. Maisel premiered on Amazon Prime in 2017, the colorful period comedy introduced another strong, witty and occasionally oblivious heroine from the mind of Amy Sherman-Palladino (Gilmore Girls), who also writes and directs. This time it was the confident-yet-conflicted aspiring comedienne Miriam “Midge” Maisel (Rachel Brosnahan), who takes the late ‘50s comedy club stages by storm. The show, which has been renewed for a fourth season, became a favorite of critics and viewers.

Featuring a large ensemble cast —  including Tony Shalhoub, Alex Borstein, Michael Zegen, Marin Hinkle and Kevin Pollak — the series has been an Emmy darling, and this year is no different, with The Marvelous Mrs. Maisel picking up 20 nominations, including best comedy and best lead actress in a comedy series for Brosnahan.

In Season 3, which started streaming last December, Midge got her big break opening for singer Shy Baldwin on his national tour. Leaving her kids with her ex-husband, she sets out with her manager Susie to locales including Las Vegas and Miami Beach. Along their journey, Midge and  Susie discovered that life on the road could be both glamorous and humbling.

I recently spoke with writers/directors/showrunners Amy Sherman-Palladino and Daniel Palladino — who have already begun mapping out Season 4 — about making the show, the Emmys and their love of post production.

There’s a great line in Midge’s stand-up routine: “Comedy is fueled by oppression, by a lack of power, by disappointment… Now who the hell does that describe more than women?” Do you believe that?
Amy Sherman-Palladino: (Laughs) Yes, and I believe it very deeply. I have it tattooed on my ass. It’s always been very surprising to me that it’s always been so hard for women to get in the door of comedy, since they get it more. They understand it.

Rachel Brosnahan is so good as Midge. What does she bring to the role, given that she’s not a comedian?
Amy Sherman-Palladino: First off, she’s just so great to work with. She’s very smart and poised, takes her work very seriously and puts a lot of work and thought into the character. We have a great relationship with her, and it’s so wonderful to work hand in hand with your leading actress.

And it’s easy to forget she’s just twenty-something until you make a John Hughes reference and she looks at you blank-faced — and then you realize you’re 100 and she’s so young really. And you’re right — she’s not a comedian, and I don’t think she’d even done comedy before we dragged her into this and threw her up on stage before hundreds of people. I think she relies on us to make sure she doesn’t come off looking like an idiot, and we promised we never would.

The show looks so great. Talk about what it takes.
Daniel Palladino: From the very start we discussed with our DP David Mullen exactly what we wanted the show to be and look like. We didn’t want it to feel like some sort of time capsule set in the past. It’s set in 1958, but we wanted it to feel very modern, as that world for the characters felt very modern and full of energy. And we wanted a lot of color.

Amy Sherman-Palladino: David knows all there is to know about movies, and he really understood our love of color and movement. We wanted the show to have this constant motion and energy, and to never be static. It’s hard to find people in that same groove since it’s easier to make things look pretty and light people like they’re in a Rembrandt if they’re sitting by a window, rather than if they’re walking around, inside, outside, in shadow, in sunlight and so on. And add in our production designer Bill Groom, our costume designer Donna Zakowska and all the other departments, and we have a great team.

What are the big challenges of showrunning, and do you like being showrunners?
Daniel Palladino: That’s a very interesting question. Yes, we do like it, but we’re at a point where we just ask Amazon to let us do our thing.  Being able to write and direct this and guide it along is a lot of work, and a lot of responsibility. You have to get the script right, and work closely with all the actors and crew. It’s often fun, but it’s often a long journey. The buck stops with us, and if something doesn’t work it’s our fault.

Amy Sherman-Palladino: And neither of us have any transferable skills. If this didn’t work out, I don’t know what we’d be doing.

Where do you post?
Amy Sherman-Palladino: All in New York. We do all the editing in our offices at Steiner Studios.

Daniel Palladino: Then we do all the sound mixing at C5 Studios with our supervising sound editor and mixer Ron Bochar, and then we do the color timing at Light Iron in Soho. We love both places.

Do you like the post process?
Daniel Palladino: We love it, and we love being in the editing room, though there’s never enough time as TV has such a tight post schedule. Movies have nine months, we have three, four days per episode. What we do is pretty much film-quality, so it’s like making half a film each episode.

You have a big cast and a lot of stuff going on in each episode. What are the big editing challenges?
Amy Sherman-Palladino: Keeping up the pace… that kind of screwball comedy energy of the show, and we learned all that on Gilmore Girls with Lauren Graham who could speak dialogue faster than the speed of light. The cast comes from theater, and they rehearse a lot, which is a big help for us. A great thing about being able to write and direct episodes is that we cut in-camera, and we don’t shoot footage we’ll never use. We can sit there and go, “That’s the take we want. That’s the thing that works.” Or, “Use Rachel’s performance from this take, but Michael’s from that take.” So we do that on set, which streamlines post a bit. We know what we have once we get in the editing room, and we have a great team of editors, including Kate Sanford and Tim Streeto.

The show has a lot of VFX, like shots of old TV shows, and when the Eiffel Tower turns upside down on top of the Empire State Building. What’s did that entail?
Daniel Palladino: We have quite a big in-house VFX team led by our VFX supervisor Lesley Robson-Foster, and we do a lot of work to turn modern New York into 1960s New York. There’s all the VFX for cars and planes and trains, and we also farm out shots to various houses like Framestore, Phosphene and Alkemy X.

We’re not that involved with all the simple stuff, like cleanup; a lot of our VFX have to be shot in a very specific way so they can be executed well in post. That means Lesley is on the stage with us every day to help guide the process. For instance, in that last Episode 8 where there’s the plane and the tarmac and airport — none of that existed. We shot it on the parking lot at the studio, and Lesley added all that in post.

Can you talk about the importance of sound and music?
Daniel Palladino: They’re so important for us, and we’re very hands-on with that and all of post — probably more than most showrunners. We go to every sound mix, and we also supervise all the music ourselves, along with Robert Urdang. We’re music fanatics and really enjoy picking it all, and choosing music that’s just right for the scene. Sometimes the music’s in the script, or we pick it in the edit. Then we go to C5 at least twice — to hear the first mix and give notes, and then again for a final mix. There’s a lot of fine-tuning, of ambient sound, and maybe bringing up a line, that sort of thing.

Was the character of Midge inspired by the pioneering comedian Joan Rivers?
Amy Sherman-Palladino: Yes, but also by all the early women in comedy, from Lucy to Moms Mabley and Phyllis Diller, who were brilliant but who had to fight to get noticed.

I saw that Amazon launched a “Maisel Mondays” Emmy campaign to highlight the show’s third season.
Amy Sherman-Palladino: Isn’t it awesome! The Emmys mean a lot, although it’s a weird time to be thinking about awards. This show is so timely in terms of women, and there’s been a lot of talk about lack of opportunity for women in movies.

Are things better in TV?
Amy Sherman-Palladino: I think things have always been a little better in TV, a little more open, going back to I Love Lucy. And today I think all the really great, groundbreaking work is happening on TV.

What’s your advice to anyone who wants to get into showrunning?
Amy Sherman-Palladino: (Laughs) Do something else! We need teachers, doctors, mechanics, plumbers.

Daniel Palladino: When we started, showrunners were far more behind the scenes. It wasn’t such a job description as it is now. I’d say focus on writing and telling stories first.


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 James Whitaker on Amazon’s Troop Zero

The Amazon Studios film Troop Zero follows a bright and quirky young girl named Christmas and her eccentric friends on their quest to become a Birdie Scout troop and travel to Jamboree to take part in a science competition. Christmas’ mother nurtured her into believing that meteors and shooting stars were messages from the heavens above, so when NASA announces the Golden Record program at Jamboree, she knows she needs to infiltrate the high-and-mighty Birdie Scout youth group in order to enter the talent show and get the chance to win and to have her voice heard throughout the stars.

James Whitaker

This comedy-drama, which stars Viola Davis, Allison Janney, Jim Gaffigan and Mckenna Grace, is helmed by the female directing team Bert and Bertie from a screenplay written by the Oscar-winning Beasts of the Southern Wild co-writer Lucy Alibar. It was inspired by Alibar’s 2010 play Christmas and Jubilee Behold the Meteor Shower.

The small-budget Troop Zero was captured over 28 days across multiple locations around New Orleans in settings made to look and feel like the sweltering summer experience common in rural Georgia during the mid-‘70s.

DP James Whitaker, ASC, (The Cooler, Captain America: Civil War, Thank You for Smoking, Patriot), knowing they had limited budget and time, meticulously scouted out the locations ahead of time, blocking scenes and planning the lens choices to best address the style and action the directors wanted to convey during the shoot. Working closely with a camera team consisting of veterans first AC Bryan DeLorenzo, key grip Charles Lenz and gaffer Allen Parks, they were able to light the way and set the mood for the production. Troop Zero’s main camera was an ARRI Alexa SXT.

“Using a lookup table that had been gifted to me by Sean Coleman at CO3 as a starting point, I worked closely with the digital imaging technician, Adrian Jebef, to shape this into our show LUT,” explains Whitaker. “Adrian then applied the LUT across a Sony 24-inch calibrated monitor and then routed this signal to the director’s monitors, including to the video village and the video assist.

“The signal was sent to the entire set so that the established look was presented to everyone — from hair and makeup to costume and wardrobe — to make sure there were no questions on what the picture would look like,” he continues. “With limited time and multiple locations, Adrian would adjust the looks from scene to scene with CDLs or Printer Light adjustments, and these looks were given to dailies colorist Alex Garcia from Light Iron, working near set on location on Resolve. Alex would balance these looks across the multiple cameras and keep things consistent. These looks were then delivered to editorial and posted to PIX for review.”

Whitaker enjoyed working with Bert and Bertie — sometimes Bert would be directing the talent while Bertie would be able to discuss the camera moves for the next setup, and the next day they might switch roles. “The Berts were really into the idea of formal framing, but they also wanted to mix it up,” he explains.

“We looked at a bunch of different films as references but didn’t really find what we liked, so we created a visual language of our own. I used the Vantage MiniHawk lenses. They have an anamorphic look and come with all the good things I wanted — they are fast, and they are light. They actually have two apertures that allow you to have anamorphic-like distortion in the bokeh, but they are actually spherical lenses. This allowed me to use a short focal length lens for a wide shot and have the actors run into closeup. The close focus is basically the front element of the lens, which is amazing.”

There’s a particularly great food fight scene between the members of the titular Troop Zero and the rival group of Birdie Scouts, wherein the use of slow motion perfectly captures how a group of precocious misfits would envision the experience. It’s like an epic battle in the World War of Girl Scouts, with flour raining down around everyone as someone runs by wielding a soaked eggbeater, spraying everyone in range with rapid-fire batter bullets, while another scout takes a bowl of rainbow sprinkles to the face. The slow-motion intensity was captured at high frame rate with the ARRI Alexa SXT camera system using the Codex SXR capture media. Using a combination of dolly and hand-held shots that move the viewer through the action, the motion feels smooth and the images are in focus throughout.

“When I first sat down with the Berts and Corrine Bogdanowicz at Light Iron to grade Troop Zero, we had so much range in the image. This is why ARRI cameras are my first choice,” he says. “You have this large 3.4K filmic image in raw that we could push wherever we wanted. We started warming it up, making it less saturated and windowing various parts of the skies and faces. After a bit of this, we sat back and said, ‘This doesn’t feel like it is servicing the story we wanted to tell.’ Sometimes you need to simply go back to basics.

“We started from the beginning using the same LUT that we had on set, and then Corinne did a basic Printer Light grade (in Resolve) to start, and it looked pretty much like what we had viewed on the monitors during the shoot. We skewed a bit from the original CDL values, but the overall feel of the look was very close in the end.”

“Working with a Codex raw workflow is an easy sell for me. The earlier concerns from a producer about the cost of the capture drives and the time it takes a DIT to back up the data have seemingly gone away. Codex is so fast and robust that I never get a pushback in shooting raw on a production. The last two TV shows I shot — Season 2 of Patriot and Perpetual Grace, LTD — were both captured on Codex in ARRIRAW. I just bought an ARRI Alexa Mini LF with the new compact drives, and I am looking forward to using this when we get back to work.”

Tales From the Loop DP talks large-format and natural light

By Adrian Pennington

“Not everything in life makes sense,” a woman tells a little girl in the first episode of Amazon’s series Tales From the Loop. Sage advice from any adult to a child, but in this case the pair are both versions of the same character caught in a time-travelling paradox.

Jeff Cronenweth

“This is an adventure with a lot of sci-fi nuances, but the story itself is about humanity,” says Jeff Cronenweth, ASC, who shot the pilot episode for director/producer Mark Romanek. “We are representing the idea that life is little different from the norm. There are time changes that our characters are unaware of, and we wanted the audience’s attention to detail. We didn’t want the visuals to be a distraction.”

Inspired by the retro-futurist paintings of Swedish artist Simon Stålenhag, Tales from the Loop gravitates around characters in a rural North American community and the emotional connection some of them feel toward artefacts from a clandestine government facility that litter the landscape.

Rather than going full Stranger Things and having a narrative that inexorably unlocks the dark mysteries of the experimental lab, writer Nathaniel Halpern (Legion) and producer Matt Reeves (director of Dawn of the Planet of the Apes and The Batman), construct Tales From the Loop as a series of individual loosely connected short stories.

The tone and pace are different too, as Cronenweth explains. “Simon’s artwork is the foundation for the story, and it elicits a certain emotion, but some of his pieces we felt were overly strong in color or saturated in a way that would overwhelm a live-action piece. Our jumping-off points were his use of light and staging of action, which often depicts rusting, broken-down bipedal robots or buildings located in the background. What is striking is that the people in the paintings — and the characters in our show — treat these objects as a matter of fact of daily life.”

Near the beginning of Episode 1, a young girl runs through woods across snowy ground. Filmed as a continuous shot and edited into two separate shots in the final piece, the child has lost her mother and spends the rest of the story trying to find her. “We can all relate to being 9 years old and finding yourself alone,” Cronenweth explains. “We begin by establishing the scale of the environment. This is flat rural Ohio in the middle of winter.”

Photography took place during early 2019 in southwest Winnipeg in Canada (standing in for Ohio) and in sub-zero temperatures. “Our dilemma was shooting in winter with short daylight hours and at night where it reaches minus 32. Child actors are in 80 percent of scenes and the time you can legally shoot with them is limited to eight hours per day, plus you need weather breaks, or your fingers will break off. The idea of shooting over 10 consecutive nights became problematic. During location scouting, I noticed that the twilight seemed longer than normal and was really very beautiful, so we made the decision to switch our night scenes to magic hour to prolong our shoot time and take advantage of this light.”

He continues, “We had a condor [cherry picker] and lights on standby in case we couldn’t make it. We rehearsed two-camera setups, and once the light was perfect, we shot. It surprised everybody how much we could accomplish in that amount of time.”

Working in low, natural light; maximizing time with child actors and establishing figures isolated in a landscape were among the factors that led to the decision to shoot large-format digital.

Cronenweth drew on his vast experience shooting Red cameras on films for David Fincher, including Gone Girl, The Social Network and The Girl With the Dragon Tattoo. Cronenweth was Oscar nominated for the latter of those two films. His experience with Red and his preference for lenses led him to the Panavision’s Millennium DXL2 with the Red Monstro 8K VV full-frame sensor, which offers a 46.31 mm (diagonal) canvas and 16 bits of color.

“It was important for us to use a format with 70mm glass and a large-format camera to give scale to the drama on the small screen,” he says.

Another vital consideration was to have great control over depth of field. A set of Primo 70s were mainly for second unit and plate work while Panaspeeds (typically 65mm, 125mm and 200mm) allowed him to shoot at T1.4 (aided by 1st AC Jeff Hammerback).

“The Monstro sensor combined with shooting wide open made depth very shallow in order to make our character more isolated as she tries to find what was taken away from her,” explains Cronenweth. “We also want to be with the characters all the time, so the camera movement is considerable. In telling this story, the camera is fluid, allowing viewers to be more present with the character.”

There is very little Steadicam, but he deployed a variety of technocranes, tracks and vehicles to keep the camera moving. “The camera movement is always very deliberate and tied to the actor.”

Shooting against blinding white snow might have been an issue for older generations of digital sensors, but the Monstro “has so much latitude it can handle high-contrast situations,” says Cronenweth. “We’d shoot exteriors at the beginning or end of the day to mitigate extreme daylight brightness. The quality of light we captured at those times was soft and diffused. That, plus a combination of lens choice, filtration and some manipulation in the DI process, gave us our look.”

Cronenweth was able to draw on his experience working camera on eight pictures for fabled Swedish cinematographer Sven Nykvist, ASC, FSF, (Sleepless in Seattle, What’s Eating Gilbert Grape). Other tonal references were the films of Russian filmmaker Andrei Tarkovsky (Stalker) and Polish genius Krzysztof Kieslowski (notably his 10-hour TV series Dekalog).

“I was motivated by Sven’s style of lighting on this,” he says. “We were trying to get the long shadows, to create drama photographically as much as we could to add weight to the story.”

Cronenweth’s year spent shooting Dragon Tattoo in Sweden also came into play. “The way exteriors should look and how to embrace the natural soft light all came flooding back. From Bergman, Tarkovsky and Kieslowski, we leaned into the ‘Scandinavian’ approach of tempered and methodological filmmaking.”

The color palette is suitably muted: cold blues and greys melding with warm yellows and browns. Cronenweth tuned the footage using the DXL2’s built-in color film LUT, which is tuned to the latest Red IPP2 color processing incorporated in the Monstro sensor.

Cronenweth recalls, “In talking with [Light Iron supervising colorist] Ian Vertovec about the DI for Tales From the Loop, he explained that Light Iron had manufactured that LUT from a combination of work we’d done together on The Social Network and Dragon Tattoo. That was why this particular LUT was so appealing to me in tonality and color for this show — I was already familiar with it!”

“I’ve had the good fortune of working with Jeff Cronenweth on several feature films. This would be the first project that’ve we’ve done together that would be delivering for HDR,” reports Vertovec. “I started building the show LUT using the camera LUT for the DXL2 that I made, but I needed to rebuild it for HDR. I knew we would want to control skin tones from going too ruddy and also keep the green grass from getting to bright and electric. When Jeff came into grade, he asked to increase the contrast a bit and keep the blacks nice and rich.”

The pilot of Tales From the Loop is helmed by Romanek, for whom Cronenweth has worked for over two decades on music videos as well as Romanek’s first feature, One Hour Photo. The remaining episodes of Tales From the Loop were shot by Ole Bratt Birkeland; Luc Montpellier, CSC; and Craig Wrobleski, CSC, for directors So Yong Kim, Andrew Stanton and Jodie Foster, among others.

Tales From the Loop is streaming now on Amazon Prime.


Adrian Pennington is a UK-based journalist, editor and commentator in the film and TV production space. He has co-written a book on stereoscopic 3D and edited several publications.

VFX in Series: The Man in the High Castle, Westworld

By Karen Moltenbrey

The look of television changed forever starting in the 1990s as computer graphics technology began to mature to the point where it could be incorporated within television productions. Indeed, the applications initially were minor, but soon audiences were witnessing very complicated work on the small screen. Today, we see a wide range of visual effects being used in television series, from minor wire and sign removal to all-CG characters and complete CG environments — pretty much anything and everything to augment the action and story, or to turn a soundstage or location into a specific locale that could be miles away or even non-existent.

Here, we examine two prime examples where a wide range of visual effects are used to set the stage and propel the action for a pair of series with very unique settings. For instance, The Man in the High Castle uses effects to turn back the clock to the 1960s, but also to create an alternate reality for the period, turning the familiar on its head. In  Westworld, effects create a unique Wild West of the future. In both series, VFX also help turn up the volume on these series’ very creative storylines.

The Man in the High Castle

What would life in the US be like if the Axis powers had defeated the Allied forces during World War II? The Amazon TV series The Man in the High Castle explores that alternate history scenario. Created by Frank Spotnitz and produced by Amazon Studios, Scott Free Productions, Headline Pictures, Electric Shepherd Productions and Big Light Productions, the series is scheduled to start its fourth and final season in mid-November. The story is based on the book by Philip K. Dick.

High Castle begins in the early 1960s in a dystopian America. Nazi Germany and the Empire of Japan have divvied up the US as their spoils of war. Germany rules the East, known as the Greater Nazi Reich (with New York City as the regional capital), while Japan controls the West, known as the Japanese Pacific States (whose capital is now San Francisco). The Rocky Mountains serve as the Neutral Zone. The American Resistance works to thwart the occupiers, spurred on after the discovery of materials displaying an alternate reality where the Allies were victorious, making them ponder this scenario.

With this unique storyline, visual effects artists were tasked with turning back the clock on present-day locations to the ’60s and then turning them into German- and Japanese-dominated and inspired environments. Starting with Season 2, the main studio filling this role has been Barnstorm Visual Effects (Los Angeles, Vancouver). Barnstorm operated as one of the vendors for Season 1, but has since ramped up its crew from a dozen to around 70 to take on the additional work. (Barnstorm also works on CBS All Access shows such as The Good Fight and Strange Angel, in addition to Get Shorty, Outlander and the HBO series Room 104 and Silicon Valley.)

According to Barnstorm co-owner and VFX supervisor Lawson Deming, the studio is responsible for all types of effects for the series — ranging from simple cleanup and fixes such as removing modern objects from shots to more extensive period work through the addition of period set pieces and set extensions. In addition, there are some flashback scenes that call for the artists to digitally de-age the actors and lots of military vehicles to add, as well as science-fiction objects. The majority of the overall work entails CG set extensions and world creation, Deming explains, “That involves matte paintings and CG vehicles and buildings.”

The number of visual effects shots per episode also varies greatly, depending on the story line; there are an average of 60 VFX shots an episode, with each season encompassing 10 episodes. Currently the team is working on Season 4. A core group of eight to 10 CG artists and 12 to 18 compositors work on the show at any given time.

For Season 3, released last October, there are a number of scenes that take place in the Reich-occupied New York City. Although it was possible to go to NYC and photograph buildings for reference, the city has changed significantly since the 1960s, “even notwithstanding the fact that this is an alternate history 1960s,” says Deming. “There would have been a lot of work required to remove modern-day elements from shots, particularly at the street level of buildings where modern-day shops are located, even if it was a building from the 1940s, ’50s or ’60s. The whole main floor would have needed replaced.”

So, in many cases, the team found it more prudent to create set extensions for NYC from scratch. The artists created sections of Fifth and Sixth avenues, both for the area where American-born Reichmarshall and Resistance investigator John Smith has his apartment and also for a parade sequence that occurs in the middle of Season 3. They also constructed a digital version of Central Park for that sequence, which involved crafting a lot of modular buildings with mix-and-match pieces and stories to make what looked like a wide variety of different period-accurate buildings, with matte paintings for the backgrounds. Elements such as fire escapes and various types of windows (some with curtains open, some closed) helped randomize the structures. Shaders for brick, stucco, wood and so forth further enabled the artists to get a lot of usage from relatively few assets.

“That was a large undertaking, particularly because in a lot of those scenes, we also had crowd duplication, crowd systems, tiling and so on to create everything that was there,” Deming explains. “So even though it’s just a city and there’s nothing necessarily fantastical about it, it was almost fully created digitally.”

The styles of NYC and San Francisco are very different in the series narrative. The Nazis are rebuilding NYC in their own image, so there is a lot of influence from brutalist architecture, and cranes often dot the skyline to emphasize all the construction taking place. Meanwhile, San Francisco has more of a 1940s look, as the Japanese are less interested in influencing architectural changes as they are in occupation.

“We weren’t trying to create a science-fiction world because we wanted to be sure that what was there would be believable and sell the realistic feel of the story. So, we didn’t want to go too far in what we created. We wanted it to feel familiar enough, though, that you could believe this was really happening,” says Deming.

One of the standout episodes for visual effects is “Jahr Null” (Season 3, Episode 10), which has been nominated for a 2019 Emmy in the Outstanding Special Visual Effects category. It entails the destruction of the Statue of Liberty, which crashes into the water, requiring just about every tool available at Barnstorm. “Prior to [the upcoming] Season 4, our biggest technical challenge was the Statue of Liberty destruction. There were just so many moving parts, literally and figuratively,” says Deming. “So many things had to occur in the narrative – the Nazis had this sense of showmanship, so they filmed their events and there was this constant stream of propaganda and publicity they had created.”

There are ferries with people on them to watch the event, spotlights are on the statue and an air show with music prior to the destruction as planes with trails of colored smoke fly toward the statue. When the planes fire their missiles at the base of the statue, it’s for show, as there are a number of explosives planted in the base of the statue that go off in a ring formation to force the collapse. Deming explains the logistics challenge: “We wanted the statue’s torch arm to break off and sink in the water, but the statue sits too far back. We had to manufacture a way for the statue to not just tip over, but to sort of slide down the rubble of the base so it would be close enough to the edge and the arm would snap off against the side of the island.”

The destruction simulation, including the explosions, fire, water and so forth, was handled primarily in Side Effects Houdini. Because there was so much sim work, a good deal of the effects work for the entire sequence was done in Houdini as well. Lighting and rendering for the scene was done within Autodesk’s Arnold.

Barnstorm also used Blender, an open-source 3D program for modeling and asset creation, for a small portion of the assets in this sequence. In addition, the artists used Houdini Mantra for the water rendering, while textures and shaders were built in Adobe’s Substance Painter; later the team used Foundry’s Nuke to composite the imagery. “There was a lot of deep compositing involved in that scene because we had to have the lighting interact in three dimensions with things like the smoke simulation,” says Deming. “We had a bunch of simulations stacked on top of one another that created a lot of data to work with.”

The artists referenced historical photographs as they designed and built the statue with a period-accurate torch. In the wide aerial shots, the team used some stock footage of the statue with New York City in the background, but had to replace pretty much everything in the shot, shortening the city buildings and replacing Liberty Island, the water surrounding it and the vessels in the water. “So yeah, it ended up being a fully digital model throughout the sequence,” says Deming.

Deming cannot discuss the effects work coming up in Season 4, but he does note that Season 3 contained a lot of digital NYC. This included a sequence wherein John Smith was installed as the Reichmarshall near Central Park, a scene that comprised a digital NYC and digital crowd duplication. On the other side of the country, the team built digital versions of all the ships in San Francisco harbor, including CG builds of period Japanese battleships retrofitted with more modern equipment. Water simulations rounded out the scene.

In another sequence, the Japanese performed nuclear testing in Monument Valley, blowing the caps off the mesas. For that, the artists used reference photos to build the landscape and then created a digital simulation of a nuclear blast.

In addition, there were a multitude of banners on the various buildings. Because of the provocative nature of some of the Nazi flags and Fascist propaganda, solid-color banners were often hung on location, with artists adding the offensive VFX image in post as to not upset locals where the series was filmed. Other times, the VFX artists added all-digital signage to the scenes.

As Deming points out, there is only so much that can be created through production design and costumes. Some of the big things have to be done with visual effects. “There are large world events in the show that happen and large settings that we’re not able to re-create any other way. So, the visual effects are integral to the process of creating the aesthetic world of the show,” he adds. “We’re creating things that while they are visually impressive, also feel authentic, like a world that could really exist. That’s where the power and the horror of the world here comes from.”

High Castle is up for a total of three Emmy awards later this month. It was nominated for three Emmys in 2017 for Season 2 and four in 2016 for Season 1, taking home two Emmys that year: one for Outstanding Cinematography for a Single-Camera Series and another for Outstanding Title Design.

Westworld

What happens when high tech meets the Wild West, and wealthy patrons can indulge their fantasies with no limits? That is the premise of the Emmy-winning HBO series Westworld from creators Jonathan Nolan and Lisa Joy, who executive produce along with J.J. Abrams, Athena Wickham, Richard J. Lewis, Ben Stephenson and Denise Thé.

Westworld is set in the fictitious western theme park called Westworld, one of multiple parks where advanced technology enables the use of lifelike android hosts to cater to the whims of guests who are able to pay for such services — all without repercussions, as the hosts are programmed not to retaliate or harm the guests. After each role-play cycle, the host’s memory is erased, and then the cycle begins anew until eventually the host is either decommissioned or used in a different narrative. Staffers are situated out of sight while overseeing park operations and performing repairs on the hosts as necessary. As you can imagine, guests often play out the darkest of desires. So, what happens if some of the hosts retain their memories and begin to develop emotions? What if some escape from the park? What occurs in the other themed parks?

The series debuted in October 2016, with Season 2 running from April through June of 2018. The production for Season 3 began this past spring and it is planned for release in 2020.

The first two seasons were shot in various locations in California, as well as in Castle Valley near Moab, Utah. Multiple vendors provide the visual effects, including the team at CoSA VFX (North Hollywood, Vancouver and Atlanta), which has been with the show since the pilot, working closely with Westworld VFX supervisor Jay Worth. CoSA worked with Worth in the past on other series, including Fringe, Undercovers and Person of Interest.

The number of VFX shots per episode varies, depending on the storyline, and that means the number of shots CoSA is responsible for varies widely as well. For instance, the facility did approximately 360 shots for Season 1 and more than 200 for Season 2. The studio is unable to discuss its work at this time on the upcoming Season 3.

The type of effects work CoSA has done on Westworld varies as well, ranging from concept art through the concept department and extension work through the studio’s environments department. “Our CG team is quite large, so we handle every task from modeling and texturing to rigging, animation and effects,” says Laura Barbera, head of 3D at CoSA. “We’ve created some seamless digital doubles for the show that even I forget are CG! We’ve done crowd duplication, for which we did a fun shoot where we dressed up in period costumes. Our 2D department is also sizable, and they do everything from roto, to comp and creative 2D solutions, to difficult greenscreen elements. We even have a graphics department that did some wonderful shots for Season 2, including holograms and custom interfaces.”

On the 3D side, the studio’s pipeline js mainly comprised of Autodesk’s Maya and Side Effects Houdini, along with Adobe’s Substance, Foundry’s Mari and Pixologic’s ZBrush. Maxon’s Cinema 4D and Interactive Data Visualization’s SpeedTree vegetation modeler are also used. On the 2D side, the artists employ Foundry’s Nuke and the Adobe suite, including After Effects and Photoshop; rendering is done in Chaos Group’s V-Ray and Redshift’s renderer.

Of course, there have been some recurring effects each season, such as the host “twitches and glitches.” And while some of the same locations have been revisited, the CoSA artists have had to modify the environments to fit with the changing timeline of the story.

“Every season sees us getting more and more into the characters and their stories, so it’s been important for us to develop along with it. We’ve had to make our worlds more immersive so that we are feeling out the new and changing surroundings just like the characters are,” Barbera explains. “So the set work gets more complex and the realism gets even more heightened, ensuring that our VFX become even more seamless.”

At center stage have been the park locations, which are rooted in existing terrain, as there is a good deal of location shooting for the series. The challenge for CoSA then becomes how to enhance it and make nature seem even more full and impressive, while still subtly hinting toward the changes in the story, says Barbera. For instance, the studio did a significant amount of work to the Skirball Cultural Center locale in LA for the outdoor environment of Delos, which owns and operates the parks. “It’s now sitting atop a tall mesa instead of overlooking the 405!” she notes. The team also added elements to the abandoned Hawthorne Plaza mall to depict the sublevels of the Delos complex. They’re constantly creating and extending the environments in locations inside and out of the park, including the town of Pariah, a particularly lawless area.

“We’ve created beautiful additions to the outdoor sets. I feel sometimes like we’re looking at a John Ford film, where you don’t realize how important the world around you is to the feel of the story,” Barbera says.

CoSA has done significant interior work too, creating spaces that did not exist on set “but that you’d never know weren’t there unless you’d see the before and afters,” Barbera says. “It’s really very visually impressive — from futuristic set extensions, cars and [Westworld park co-creator] Arnold’s house in Season 2, it’s amazing how much we’ve done to extend the environments to make the world seem even bigger than it is on location.”

One of the larger challenges in the first seasons came in Season 2: creating the Delos complex and the final episodes where the studio had to build a world inside of a world – the Sublime –as well as the gateway to get there. “Creating the Sublime was a challenge because we had to reuse and yet completely change existing footage to design a new environment,” explains Barbera. “We had to find out what kind of trees and foliage would live in that environment, and then figure out how to populate it with hosts that were never in the original footage. This was another sequence where we had to get particularly creative about how to put all the elements together to make it believable.”

In the final episode of the second season, the group created environment work on the hills, pinnacles and quarry where the door to the Sublime appears. They also did an extensive rebuild of the Sublime environment, where the hosts emerge after crossing over. “In the first season, we did a great deal of work on the plateau side of Delos, as well as adding mesas into the background of other shots — where [hosts] Dolores and Teddy are — to make the multiple environments feel connected,” adds Barbera.

Aside from the environments, CoSA also did some subtle work on the robots, especially in Season 2, to make them appear as if they were becoming unhinged, hinting at a malfunction. The comp department also added eye twitches, subtle facial tics and even rapid blinks to provide a sense of uneasiness.

While Westworld’s blending of the Old West’s past and the robotic future initially may seem at thematic odds, the balance of that duality is cleverly accomplished in the filming of the series and the way it is performed, Barbera points out. “Jay Worth has a great vision for the integrated feel of the show. He established the looks for everything,” she adds.

The balance of the visual effects is equally important because it enhances the viewer experience. “There are things happening that can be so subtle but have so much impact. Much of our work on the second season was making sure that the world stayed grounded, so that the strangeness that happened with the characters and story line read as realistic,” Barbera explains. “Our job as visual effects artists is to help our professional storytelling partners tell their tales by adding details and elements that are too difficult or fantastic to accomplish live on set in the midst of production. If we’re doing our job right, you shouldn’t feel suddenly taken out of the moment because of a splashy effect. The visuals are there to supplement the story.”


Karen Moltenbrey is a veteran writer/editor covering VFX and post production.

Behind the Title: Amazon senior post exec Frank Salinas

NAME: Frank Salinas

COMPANY: Amazon Studios

CAN YOU DESCRIBE YOUR COMPANY?
We’re Amazon.com….Look us up. Small e-commerce bookstore turned global marketplace, cloud storage services and content maker and broadcaster.

WHAT’S YOUR JOB TITLE?
Senior Post Production Executive

WHAT DOES THAT ENTAIL?
My core responsibility is to support and shepherd our series, specials and/or episodes in partnership with our production company from preproduction to delivery.

From the early stages of conceptualizing and planning our productions through color grading, mixing, QC, mastering, publishing and broadcast/launch, it’s my responsibility to oversee that our timelines are met and our commitments to our customers are kept.

Our customers expect the highest standards for quality. I work closely and in tandem with all the other departments to assure that our content is ready for distribution on time, under budget and to the utmost standards. Meaning we are shooting at the highest quality, localizing (whether subtitles or dubbing) in all the languages we are distributing to and that the quality is upheld throughout that process.

WHAT WOULD SURPRISE PEOPLE THE MOST ABOUT WHAT FALLS UNDER THAT TITLE?
I’m making it a point of getting involved in the post production process before cameras are chosen or scripts are ever finalized to assure we have a clear runway and a set workflow for success.

WHAT’S YOUR FAVORITE PART OF THE JOB?
Being on set or leading into that moment before going on set and having a plan and a strategy in motion and being able to watch it be executed. It almost never plays out as you predicted, but having the knowledge and the confidence to adjust, and being fluid in that moment, is my favorite part of the job.

WHAT’S YOUR LEAST FAVORITE?
My least favorite part of the job would have to be the extraneous meetings that go into making a series. It’s part of the process but I’m not a big fan of meetings

WHAT IS YOUR MOST PRODUCTIVE TIME OF THE DAY?
My most productive part of the day would likely be my 90-minute drive into the office. This is when I can create my “to-do’s list” for that day, and then the two to three hours I have in the morning before anyone arrives. This allows me to tackle the list without interruption. That and the few times I have the opportunity to run in the morning. It’s those times that allow me to clear my head and process my thoughts linearly.

IF YOU DIDN’T HAVE THIS JOB, WHAT WOULD YOU BE DOING INSTEAD?
If I wasn’t a post executive, I’d likely be a real estate agent or TV/film agent. I get a lot of joy whenever I’m able to make someone happy by being able to pair them with something or someone that fits them perfectly — whatever it is that they are looking for. Finding that perfect marriage between that person and that thing they are needing or wanting brings me a lot of happiness.

WHY DID YOU CHOOSE THIS PROFESSION?
I’ve enjoyed television and the film medium for as long as I can remember. From the moment I saw my first episode of The Twilight Zone and realized that you could really leave your audience asking the question of “Is this real?” or “What if? I thought there was something so powerful about that.

Lorena

CAN YOU NAME A RECENT PROJECT YOU HAVE WORKED ON?
The documentary Lorena; Last One Laughing Mexico;This Is Football, premiering early August; Gymkhana; The Jonas Brothers film Chasing Happiness; The live Prime Day concert 2019;
The series Carnival Row (launching 8/31); and the All or Nothing series, just to name a few.

WHAT IS THE PROJECT THAT YOU ARE MOST PROUD OF?
I have a few, but most of them stem from my time at 25/7 Productions. Ultimate Beastmaster, The Briefcase and Strong all hold a special place in my heart, not only because I was able to work on them with people whom I consider my family but because we created something that positively changed peoples lives and expanded their way of thinking

NAME THREE PIECES OF TECHNOLOGY YOU CAN’T LIVE WITHOUT.
I’m going to list four since I’m a techy through and through…

My phone. It’s my safety blanket and my window to the world.

My laptop, which is just a larger window or blanket.

My car. Although it’s basic in nature and not pretentious at all, it allows me to be mobile but still allows me a safe place to work. For the amount of time I spend in my car it’s really become my mobile office.

My headphones. Whether I’m running in my neighborhood or traveling on a plane, the joy I get from listening to music and podcasts is absolute. I love music.

WHAT SOCIAL MEDIA CHANNELS DO YOU FOLLOW?
Instagram and Facebook are the two I find myself on, and I tend to follow things that I’m passionate about. My sports teams — the Dodgers, Lakers and Kings — and I love architecture and food so I tend to follow those publications that showcase great photos of both.

DO YOU LISTEN TO MUSIC WHILE YOU WORK? CARE TO SHARE YOUR FAVORITE MUSIC TO WORK TO?
I love music… almost all of it. Classic rock, reggae, pop, hip-hop, rap, house, country, jazz, Latin, punk. Everything but Phish or Grateful Dead? I just don’t get it.

WHAT DO YOU DO TO DE-STRESS FROM IT ALL?
My love for running, cooking or eating great food, traveling and being with my family helps to remind me that it’s only TV. I constantly need to be reminded that what we are doing, while important, is also just entertainment.

Amazon’s Good Omens: VFX supervisor Jean-Claude Deguara

By Randi Altman

Good versus evil. It’s a story that’s been told time and time again, but Amazon’s Good Omens turns that trope on its head a bit. With Armageddon approaching, two unlikely heroes and centuries-long frenemies— an angel (Michael Sheen) and demon (David Tennant) — team up to try to fight off the end of the world. Think buddy movie, but with the fate of the world at stake.

In addition to Tennant and Sheen, the Good Omens cast is enviable — featuring Jon Hamm, Michael McKean, Benedict Cumberbatch and Nick Offerman, just to name a few. The series is based on the 1990 book by Terry Pratchett and Neil Gaiman.

Jean-Claude Degaura

As you can imagine, this six-part end-of-days story features a variety of visual effects, from creatures to environments to particle effects and fire. London’s Milk was called on to provide 650 visual effects shots, and its co-founder Jean-Claude Deguara supervised all.

He was also able to talk directly with Gaiman, which he says was a huge help. “Having access to Neil Gaiman as the author of Good Omens was just brilliant, as it meant we were able to ask detailed questions to get a more detailed brief when creating the VFX and receive such insightful creative feedback on our work. There was never a question that couldn’t be answered. You don’t often get that level of detail when you’re developing the VFX.”

Let’s find out more about Deguara’s process and the shots in the show as he walks us through his collaboration and creating some very distinctive characters.

Can you talk about how early you got involved on Good Omens?
We were involved right at the beginning, pre-script. It’s always the best scenario for VFX to be involved at the start, to maximize planning time. We spent time with director Douglas Mackinnon, breaking down all six scripts to plan the VFX methodology — working out and refining how to best use VFX to support the storytelling. In fact, we stuck to most of what we envisioned and we continued to work closely with him throughout the project.

How did getting involved when you did help the process?
With the sheer volume and variety of work — 650 shots, a five-month post production turnaround and a crew of 60 — the planning and development time in preproduction was essential. The incredibly wide range of work spanned multiple creatures, environments and effects work.

Having constant access to Neil as author and showrunner was brilliant as we could ask for clarification and more details from him directly when creating the VFX and receive immediate creative feedback. And it was invaluable to have Douglas working with us to translate Neil’s vision in words onto the screen and plan out what was workable. It also meant I was able to show them concepts the team were developing back in the studio while we were on set in South Africa. It was a very collaborative process.

It was important to have strong crew across all VFX disciplines as they worked together on multiple sequences at the same time. So you’re starting in tracking on one, in effects on another and compositing and finishing everything off on another. It was a big logistical challenge, but certainly the kind that we relish and are well versed in at Milk.

Did you do previs? If so, how did that help and what did you use?
We only used previs to work out how to technically achieve certain shots or to sell an idea to Douglas and Neil. It was generally very simple, using gray scale animation with basic geometry. We used it to do a quick layout of how to rescale the dog to be a bigger hellhound, for example.

You were on set supervising… can you talk about how that helped?
It was a fast-moving production with multiple locations in the UK over about six months, followed by three months in South Africa. It was crucial for the volume and variety of VFX work required on Good Omens that I was across all the planning and execution of filming for our shots.

Being on set allowed me to help solve various problems as we went along. I could also show Neil and Douglas various concepts that were being developed back in the studio, so that we could move forward more quickly with creative development of the key sequences, particularly the challenging ones such as Satan and the Bentley.

What were the crucial things to ensure during the shoot?
Making sure all the preparation was done meticulously for each shot — given the large volume and variety of the environments and sets. I worked very closely with Douglas on the shoot so we could have discussions to problem-solve where needed and find creative solutions.

Can you point to an example?
We had multiple options for shots involving the Bentley, so our advance planning and discussions with Douglas involved pulling out all the car sequences in the series scripts and creating a “mini script” specifically for the Bentley. This enabled us to plan which assets (the real car, the art department’s interior car shell or the CG car) were required and when.

You provided 650 VFX shots. Can you describe the types of effects?
We created everything from creatures (Satan exploding up out of the ground; a kraken; the hellhound; a demon and a snake) to environments (heaven – a penthouse with views of major world landmarks, a busy Soho street); feathered wings for Michael Sheen’s angel Aziraphale and David Tennant’s demon Crowley, and a CG Bentley in which Tennant’s Crowley hurtles around London.

We also had a large effects team working on a whole range of effects over the six episodes — from setting the M25 and the Bentley on fire to a flaming sword to a call center filled with maggots to a sequence in which Crowley (Tennant) travels through the internet at high speed.

Despite the fantasy nature of the subject matter, it was important to Gaiman that the CG elements did not stand out too much. We needed to ensure the worlds and characters were always kept grounded in reality. A good example is how we approached heaven and hell. These key locations are essentially based around an office block. Nothing too fantastical, but they are, as you would expect, completely different and deliberately so.

Hell is the basement, which was shot in a disused abattoir in South Africa, whilst heaven is a full CG environment located in the penthouse with a panoramic view over a cityscape featuring landmarks such as the Eiffel Tower, The Shard and the Pyramids.

You created many CG creatures. Can you talk about the challenges of that and how you accomplished them?
Many of the main VFX features, such as Satan (voiced by Benedict Cumberbatch), appear only once in the six-part series as the story moves swiftly toward the apocalypse. So we had to strike a careful balance between delivering impact yet ensuring they were immediately recognizable and grounded in reality. Given our fast five-month post- turnaround, we had our key teams working concurrently on creatures such as a kraken; the hellhound; a small, portly demon called Usher who meets his demise in a bath of holy water; and the infamous snake in the Garden of Eden.

We have incorporated Ziva VFX into our pipeline, which ensured our rigging and modeling teams maximized the development and build phases in the timeframe. For example, the muscle, fat and skin simulations are all solved on the renderfarm; the animators can publish a scene and then review the creature effects in dailies the next day.

We use our proprietary software CreatureTools for rigging all our creatures. It is a modular rigging package, which allows us to very quickly build animation rigs for previs or blocking and we build our deformation muscle and fat rigs in Ziva VFX. It means the animators can start work quickly and there is a lot of consistency between the rigs.

Can you talk about the kraken?
The kraken pays homage to Ray Harryhausen and his work on Clash of the Titans. Our team worked to create the immense scale of the kraken and take water simulations to the next level. The top half of the kraken body comes up out of the water and we used a complex ocean/water simulation system that was originally developed for our ocean work on the feature film Adrift.

Can you dig in a bit more about Satan?
Near the climax of Good Omens, Aziraphale, Crowley and Adam witness the arrival of Satan. In the early development phase, we were briefed to highlight Satan’s enormous size (about 400 feet) without making him too comical. He needed to have instant impact given that he appears on screen for just this one long sequence and we don’t see him again.

Our first concept was pretty scary, but Neil wanted him simpler and more immediately recognizable. Our concept artist created a horned crown, which along with his large, muscled, red body delivered the look Neil had envisioned.

We built the basic model, and when Cumberbatch was cast, the modeling team introduced some of his facial characteristics into Satan’s FACS-based blend shape set. Video reference of the actor’s voice performance, captured on a camera phone, helped inform the final keyframe animation. The final Satan was a full Ziva VFX build, complete with skeleton, muscles, fat and skin. The team set up the muscle scene and fat scene in a path to an Alembic cache of the skeleton so that they ended up with a blended mesh of Satan with all the muscle detail on it.

We then did another skin pass on the face to add extra wrinkles and loosen things up. A key challenge for our animation team — lead by Joe Tarrant — lay in animating a creature of the immense scale of Satan. They needed to ensure the balance and timing of his movements felt absolutely realistic.

Our effects team — lead by James Reid — layered multiple effects simulations to shatter the airfield tarmac and generate clouds of smoke and dust, optimizing setups so that only those particles visible on camera were simulated. The challenge was maintaining a focus on the enormous size and impact of Satan while still showing the explosion of the concrete, smoke and rubble as he emerges.

Extrapolating from live-action plates shot at an airbase, the VFX team built a CG environment and inserted live action of the performers into otherwise fully digital shots of the gigantic red-skinned devil bursting out of the ground.

And the hellhound?
Beelzebub (Anna Maxwell Martin) sends the antichrist (a boy named Adam) a giant hellhound. By giving the giant beast a scary name, Adam will set Armageddon in motion. In reality, Adam really just wants a loveable pet and transforms the hellhound into a miniature hound called, simply, Dog.

A Great Dane performed as the hellhound, photographed in a forest location while a grip kept pace with a small square of bluescreen. The Milk team tracked the live action and performed a digital head and neck replacement. Sam Lucas modeled the head in Autodesk Maya, matching the real dog’s anatomy before stretching its features into grotesquery. A final round of sculpting followed in Pixologic ZBrush, with artists refining 40-odd blend shapes for facial expression.

Once our rigging team got the first iteration of the blend shapes, they passed the asset off to animation for feedback. They then added an extra level of tweaking around the lips. In the creature effects phase, they used Ziva VFX to add soft body jiggle around the bottom of the lips and jowls.

What about creating the demon Usher?
One of our favorite characters was the small, rotund, quirky demon creature called Usher. He is a fully rigged CG character. Our team took a fully concepted image and adapted it to the performance and physicality of the actor. To get the weight of Usher’s rotund body, the rigging team — lead by Neil Roche — used Ziva VFX to run a soft body simulation on the fatty parts of the creature, which gave him a realistic jiggle. They then added a skin simulation using Ziva’s cloth solver to give an extra layer of wrinkling across Usher’s skin. Finally they used nCloth in Maya to simulate his sash and medals.

Was one more challenging/rewarding than the others?
Satan, because of his huge scale and the integrated effects.

Out of all of the effects, can you talk about your favorite?
The CG Bentley without a doubt! The digital Bentley featured in scenes showing the car tearing around London and the countryside at 90 miles per hour. Ultimately, Crowley drives through hell fire on the M25, it catches fire and burns continuously as he heads toward the site of Armageddon. The production located a real Bentley 3.5 Derby Coupe Thrupp & Maberly 1934, which we photo scanned and modeled in intricate detail. We introduced subtle imperfections to the body panels, ensuring the CG Bentley had the same handcrafted appearance as the real thing and would hold up in full-screen shots, including continuous transitions from the street through a window to the actors in an interior replica car.

In order to get the high speed required, we shot plates on location from multiple cameras, including on a motorbike to achieve the high-speed bursts. Later, production filled the car with smoke and our effects team added CG fire and burning textures to the exterior of our CG car, which intensified as he continued his journey.

You’ve talked about the tight post turnaround? How did you show the client shots for approval?
Given the volume and wide range of work required, we were working on a range of sequences concurrently to maximize the short post window — and align our teams when they were working on similar types of shot.

We had constant access to Neil and Douglas throughout the post period, which was crucial for approvals and feedback as we developed key assets and delivered key sequences. Neil and Douglas would visit Milk regularly for reviews toward delivery of the project.

What tools did you use for the VFX?
Amazon (AWS) for cloud rendering, Ziva for creature rigging, Maya, Nuke, Houdini for effects and Arnold for rendering.

What haven’t I asked that is important to touch on?
Our work on Soho, in which Michael Sheen’s Aziraphale bookshop is situated. Production designer Michael Ralph created a set based on Soho’s Berwick Street, comprising a two-block street exterior constructed up to the top of the first story, with the complete bookshop — inside and out — standing on the corner.

Four 20-x-20-foot mobile greenscreens helped our environment team complete the upper levels of the buildings and extend the road into the far distance. We photo scanned both the set and the original Berwick Street location, combining the reference to build digital assets capturing the district’s unique flavor for scenes during both day and nighttime.


Before and After: Soho

Mackinnon wanted crowds of people moving around constantly, so on shooting days crowds of extras thronged the main section of street and a steady stream of vehicles turned in from a junction part way down. Areas outside this central zone remained empty, enabling us to drop in digital people and traffic without having to do takeovers from live-action performers and cars. Milk had a 1,000-frame cycle of cars and people that it dropped into every scene. We kept the real cars always pulling in round the corner and devised it so there was always a bit of gridlock going on at the back.

And finally, we relished the opportunity to bring to life Neil Gaiman and Douglas Mackinnon’s awesome apocalyptic vision for Good Omens. It’s not often you get to create VFX in a comedy context. For example, the stuff inside the antichrist’s head: whatever he thinks of becomes reality. However, for a 12-year-old child, this means reality is rather offbeat.


Randi Altman is the founder and editor-in-chief of postPerspective. She has been covering production and post production for more than 20 years. 

DP Chat: The Man in the High Castle’s Gonzalo Amat

By Randi Altman

Amazon’s The Man in the High Castle is based on the 1962 Phillip K. Dick novel, which asks the question: “What would it look like if the Germans and Japanese won World War II?” It takes a look at the Nazi and Japanese occupation of portions of the United States and the world. But it’s a Philip K. Dick story, so you know there is more to it than that… like an alternate reality.

The series will premiere its fourth and final season this fall on the streaming service. We recently reached out to cinematographer Gonzalo Amat, who was kind enough to talk to us about workflow and more.

How did you become interested in cinematography?
Since I was very young, I had a strong interest in photography and was shooting stills as long as I can remember. Then, when I was maybe 10 or 12 years old, I discovered that movies also had a photographic aspect. I didn’t think about doing it until I was already in college studying communications, and that is when I decided to make it my career.

What inspires you artistically? And how do you simultaneously stay on top of advancing technology?
Artistically, I get inspiration from a lot of sources, such as photography, film, literature, painting or any visual medium. I try to curate what I consume, though. I believe that everything we feed our brain somehow shows up in the work we do, so I am very careful about consuming films, books and photography that feed the story that I will be working on. I think any creation is inspiration. It can be all the way from a film masterpiece to a picture drawn by a kid, music, performance art, historical photographs or testimonies, too.

About staying on top: I read trade magazines and stay educated through seminars and courses, but at some point, it’s also about using those tools. So I try to test the tools instead of reading about them. Almost any rental place or equipment company will let you try newer tools. If I’m shooting, we try to schedule a test for a particular piece of equipment we want to use, during a light day.

What new technology has changed the way you work?
The main new technology would be the migration of most projects to digital. That has changed the way we work on set and collaborate with the directors, since everyone can now see, on monitors, something closely resembling the final look of the project.

A lot of people think this is a bad thing that has happened, but for me, it actually allows more clear communication about the concrete aspects of a sometimes very personal vision. Terms like dark, bright, or colorful are very subjective, so having a reference is a good point to continue the conversation.

Also, digital technology has helped use more available light on interiors and use less light on exterior nights. Still, it hasn’t reached the latitude of film, where you could just let the windows burn. It’s trickier for exterior day shots, where I think you end up needing more control. I would also say that the evolution of visual effects as a more invisible tool has helped us achieve a lot more from a storytelling perspective and has affected the way we shoot scenes in general.

What are some of your best practices, or rules you try to follow on each job?
Each project is different, so I try to learn how that particular project will be. But there are some time-tested rules that I try to implement. The main line is to always go for the story; every answer is always in the script. Another main rule is communication. So being open about questions, even if they seem silly. It’s always good to ask.

Another rule is listening to ideas. People that end up being part of my team are very experienced and sometimes have solutions to problems that come up. If you are open to ideas, more ideas will come, and people will do their jobs with more intention and commitment. Gratitude, respect, collaboration, communication and being conscious about safety is important and part of my process.

Gonzalo Amat on set

Explain your ideal collaboration with the director when setting the look of a project.
Every director is different, so I look at each new project as an opportunity to learn. As a DP, you have to learn and adapt, since through your career you will be asked for different levels of involvement. Because of my interest in storytelling, I personally prefer a bit more of a hands-off approach from directors; talking more about story and concepts, where we collaborate setting up the shoots for covering a scene, and same with lighting: talking moods and concepts that get polished as we are on set. Some directors will be very specific, and that is a challenge because you have to deliver what is inside their heads and hopefully make it better. I still enjoy this challenge, because it also makes you work for someone’s vision.

Ideally, developing the look of a project comes from reading the script together and watching movies and references together. This is when you can say “dark like this” or “moody like this” because visual concepts are very subjective, and so is color. From then on, it’s all about breaking up the script and the visual tone and arc of the story, and subsequently all the equipment and tools for executing the ideas. Lots of meetings as well as walking the locations with just the director and DP are very useful.

How would you describe the overarching look of the show?
Basically, the main visual concept of this project is based in film noir, and our main references were The Conformist and Blade Runner. As we went along, we added some more character-based visual ideas inspired by projects like In the Mood for Love and The Insider for framing.

The main idea is to visually portray the worlds of the characters through framing and lighting. Sometimes, we play it the way the script tells us; sometimes we counterpoint visually what it says, so we can make the audience respond in an emotional way. I see cinematography as the visual music that makes people respond emotionally to different moods. Sometimes it’s more subtle and sometimes more obvious. We prefer to not be very intrusive, even though it’s not a “realist” project.

How early did you get involved in the production?
I start four or five weeks before the season. Even if I’m not doing the first episode, I will still be there to prepare new sets and do some tests for new equipment or characters. Preparation is key in a project like this, because once we start with the production the time is very limited.

Did you start out on the pilot? Did the look change from season to season at all?
James Hawkinson did the pilot, and I came in when the series got picked up. He set up the main visual concepts, and when it came to series I adapted some of the requirements from the studio and the notes from Ridley Scott into the style we see now.

The look has been evolving from season to season, as we feel we can be bolder with the visual language of the show. If you look at the pilot all the way to the end of Season 3, or Season 4, which is filming, you can definitely see a change, even though it still feels like the same project — the language has been polished and distilled. I think we have reached the sweet spot.

Does the look change at all when the timelines shift?
Yes, all of the timelines require a different look and approach with lighting and camera use. Also, the art design and wardrobe changes, so we combine all those subtle changes to give each world, place and timeline a different feel. We have lots of conceptual meetings, and we develop the look and feel of each timeline and place. Once these concepts are established, the team gets to work constructing the sets and needed visual elements, and then we go from there.

This is a period piece. How did that affect the look, if at all?
We have tried to give it a specific and unique look that still feels tied to the time period so, yes, the fact that this happens in our own version of the ‘60s has determined the look, feeling and language of the series. We base our aesthetics in what the real world was in 1945, which our story diverges from to form this alternate world.

The 1960s of the story are not the real 1960s because there is no USA and no free Europe, so that means most of the music and wardrobe doesn’t look like the 1960s we know. There are many Nazi and Japanese visual elements on the visuals that distinguish us from a regular 1960s look, but it still feels period.

How did you go about choosing the right camera and lenses for this project?
Because we had a studio mandate to finish in 4K, the Red One with Zeiss Master Prime lenses was chosen in the pilot, so when I came on we inherited that tech. We stuck with all this for the first season, but after a few months of shooting we adapted the list and filters and lighting. On Season 2, we pushed to change to an ARRI Alexa camera, so we ended up adjusting all the equipment around this new camera and it’s characteristics — such as needing less light, so we ended up with less lighting equipment.

We also added classic Mitchell Diffusion Filters and some zooms. Lighting and grip equipment have been evolving toward less and less equipment since we light less and less. It’s a constant evolution. We also looked at some different lens options in the season breaks, but we haven’t added them because we don’t want to change our budget too much from season to season, and we use them as required.

Any challenging scenes that you are particularly proud of in Season 3?
I think the most challenging scene was the one in the Nebenwelt tunnel set. We had to have numerous meetings about what this tunnel was as a concept and then, based on the concept, find a way to execute it in a visual way. We wanted to make sure that the look of the scene matched the concepts of quantum physics within the story.

I wanted to achieve lighting that felt almost like plasma. We decided to put a mirror at the end of the tunnel with circle lighting right above it. We then created the effect of the space travel by using a blast of light — using lighting strikes with an elaborate setup that collectively used more than a million watts. It was a complex setup, but fortunately we had a lot of very talented people come together to execute it.

What’s your go-to gear (camera, lens, mount/accessories) — things you can’t live without?
On this project, I’d say it’s the 40mm lens. I don’t think this project would have the same vibe without this lens. Then, of course, I love the Technocrane, but we don’t use it every day, for budgetary and logistical reasons.

For other projects, I would say the ARRI Alexa camera and the 40mm and handheld accessories. You can do a whole movie with just those two; I have done it, and it’s liberating. But if I had an unlimited budget, I would love to use a Technocrane every day with a stabilized remote head.


Randi Altman is the founder and editor-in-chief of postPerspective. She has been covering production and post production for more than 20 years. 

Beautiful Boy director Felix Van Groeningen

By Iain Blair

Belgian filmmaker Felix Van Groeningen — director of Amazon’s Beautiful Boy — may not be a household name in America, yet, but among cineastes he’s already a force to be reckoned with. His last film, Belgica, premiered at the 2016 Sundance Film Festival, where he won the Directing Award (Dramatic World Cinema). His The Broken Circle Breakdown earned a 2014 Oscar nomination for Best Foreign Language Film and a César for Best Foreign Film.

L-R: Felix van Groeningen and Timothée Chalamet on set.

For his first English language film, Van Groeningen jumped right into the deep end when he took on Beautiful Boy, a harrowing family drama about drug addiction. Based on two memoirs — one from journalist David Sheff (Steve Carell) and one from his son, Nic (Timothée Chalamet) — it unsparingly chronicles the repeated relapses and the harsh reality that addiction is a disease that does not discriminate and can hit any family at any time.

To tell the story, Van Groeningen reunited with his longtime collaborators, cinematographer Ruben Impens and editor Nico Leunen. It marks their fifth film with the director.

I spoke with Van Groeningen about making the film and his process.

Why did you choose this for your first English language film?
It just sort of happened. I’d been thinking about making an English language film for quite a while but took my time in choosing the right project. After The Broken Circle Breakdown got an Oscar nomination, I got a lot of offers but never found the right one. I read some scripts that were very good, but I always asked myself, ‘Am I the best director for this?’ And I never felt I was, until  Beautiful Boy.

I read both books and immediately fell in love with the family. I could really relate to the father figure and to Nic, and all their struggles. It was also a big plus that Plan B — Brad Pitt’s company with producers Dede Gardner and Jeremy Kleiner, who did Moonlight and 12 Years a Slave — would be producing it. So it all came together.

So it all resonated with you?
It had a lot of elements and themes that really interest me, such as the passage of time, family dynamics and loss, as well as the illusion that we can control things. I’d explored these in my previous films, and I’d also dealt with addiction and substance abuse. Plus, the whole father-son element was also something I could really relate to — I lost my father when I was in my ‘20s, and in a way he still lives on in me through my movies.

So even though my family was very different, I knew this was the perfect project for me to spend several years on, which is what it took, since this was an epic journey. It’s a father trying to understand his son, and I knew right away it would be a big challenge. I also knew it would take a lot of work to combine the two books into one story and one film. I learned just how easy it is to relapse and about the whole cycle of shame that pulls you down.

Do you feel there’s far more responsibility as a filmmaker when a film is based on real people and real events?
I do, and I don’t. I really love the Sheffs, and that first love is genuine and everything comes from that. I met them very early on and really liked them, and they got involved and it happened very organically. They were both very open and honest and let me into their lives. We became friends, they met with the actors and really trusted me. But I had to make this film my own. This is my sixth film, and I’ve learned that at some point you always have to betray the original story and material in order to get a grip on it. You can’t be afraid of that.

Obviously, casting the right lead actors was crucial. What did Timothee and Steve bring to the roles?
Steve has this great Everyman relatability and sincerity, and while people tend to see him mainly as a comedic actor, he has this huge range. This role needed all that — from rage to despair to laughter. And Timothee is so charming and open, and you needed that so you could follow him on this very dark journey. He was always true to the character.

Where did you shoot?
We did some of the exteriors in the real locations in Northern California, along with bits in LA. We shot around Marin County and San Francisco, and at the real beach where David and Nic surfed, as well in and around Inverness, where they lived. And then we used sets for the interiors and shot them on stages in Hollywood. I don’t usually like to shoot on stages, but it worked out really well as we designed the rooms so we could take them apart and then put them back together in different ways.

Where did you post?
All in LA at The Post Group Production Suites. We did all the editing there. Nico was busy on another project when we began, so we started with another editor on location but not on set. It makes me feel a little insecure to look at what I’ve done, as I don’t do reshoots, and I like to go with my gut.  Nico came on board a bit later.

Do you like the post process?
I love post, but it’s also really the hardest part of any project since it’s where it all comes together. There’s always a phase where you’re really happy and super-excited about it, and then there’s always a phase where you panic and start re-thinking things and feeling that nothing is working. You have to let go. For years you’ve dreamed about what the movie could be, and now you have to realize, “This is it.” That’s scary.

As they say, you make a movie three times, and I really embrace post and all that goes with it, but sometimes you just can’t let go and you’re just too close to the movie. This is when you have to step back and leave for a week or two, then come back.

What were the big editing challenges?
You have to find the right balance between the two stories and points of view, and that was the big one — and in the script too. How long do you spend with each character separately? How much time together? It was tricky, finding the right rhythm and the balance.

Can you talk about the importance of music and sound in the film?
They’re both vital. Nico lays stuff out and helps me shape ideas, and then we finish it all together with the sound editor and sound designer Elmo Weber, and the mixers. Elmo and the sound effects editor Marc Glassman recorded a lot of material at all the locations — things like insects and birds and the wind in the trees and the sound of waves, so it was very naturalistic and very detailed.

We actually had a whole score for the film, but the songs were always so important to the story and a key part of the movie, as David and Nic loved music, but the score just wasn’t working. So Nico suggested having no score and using songs instead, and that worked far better. So we ended up using a mix of weird electronic music, sort of half-way between sound design and music. The songs were great, like the scene where Steve is singing to Nic and it breaks away into John Lennon singing. We also used tracks by Nirvana, Neil Young and Icelandic rockers Sigur Rós.

Felix van Groeningen and Steve Carell on set.

Were there any VFX?
Not many. Shade VFX did them, and it was mainly clean up. I really don’t know much about VFX since I’m far more interested in actors.

Where did you do the DI?
At Efilm with colorist Tim Stipan, who’s fantastic. I love the DI. I was there with Tim and our DP Ruben. It’s so fascinating to see your film get to the next level, and being able to refine the look.

Did it turn out the way you hoped?
It did. It’s been a long journey and I still need time to digest it.

What’s next?
I’ve got several projects I’m developing but I’ll take my time. I just became a father and I like to focus on one thing at a 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.

Photo: Mike Scott

Behind the Title: Flaunt executive producer Andrew Pearce

NAME: Andrew Pearce

COMPANY: Flaunt Productions (@flauntanimation)

CAN YOU DESCRIBE YOUR COMPANY?
Flaunt is a Scottish studio that creates high-quality animation for features, TV, commercials and games. Flaunt is part of the Axis group, which is made up of three collaborating studios with distinct goals, strategies and talent bases.

WHAT’S YOUR JOB TITLE?
Executive Producer

WHAT DOES THAT ENTAIL?
As EP, I’m one of the first points of contact in the studio. That means attending events, making new relationships, talking to clients and creatives and pitching and planning projects. My next trip is to Kidscreen Miami in February.

The EPs take the “thousand-foot-view” of projects. First, that’s about helping to assemble the right team and working with the director to develop creative and story. Then it’s about making a solid plan. When a producer takes over, it’s about ensuring that we’re exceeding clients’ expectations, and following the studio’s general strategy.

PHOTO: MIKE SCOTT

Flaunt headquarters. Photo: Mike Scott

WHAT WOULD SURPRISE PEOPLE THE MOST ABOUT WHAT FALLS UNDER THAT TITLE?
How much we have to adapt to the changing market. There are no right answers to where we place our efforts; it’s a tricky combination of research, intuition, creativity and strategy.

WHAT’S YOUR FAVORITE PART OF THE JOB?
The magic part! When the team comes up with something brilliant. Everyone knows when you’ve got something special, be that a design, a piece of music, an iconic performance or a beautiful shot.

I would also say the sense of excitement: since starting at Axis seven years ago, there has always been a feeling that anything is possible. The founders continue to be supportive of artists and producers who’re keen to push the envelope.

WHAT’S YOUR LEAST FAVORITE?
So much to do, so little time. We see a million opportunities, both in creative and market terms. Our main impediment to trying everything is lack of time and people to explore.

WHAT IS YOUR FAVORITE TIME OF THE DAY?
Random meeting time! There is no set time, but it’s often at the lunch table. We have around 150 people in the studio right now and are planning to peak at 200 mid-year. So there are lots of opportunities for meeting interesting folks and hearing new things.

IF YOU DIDN’T HAVE THIS JOB, WHAT WOULD YOU BE DOING INSTEAD?
A lot of our games clients have great companies — I would love to be part of the casual games explosion.

HOW EARLY ON DID YOU KNOW THIS WOULD BE YOUR PATH?
I think that for the most part, the profession chose me. I’ve always been keen on business development and strategy. I guess after about three years in the industry my path became clear.

Lost in Oz

CAN YOU NAME SOME RECENT PROJECTS YOU HAVE WORKED ON?
We’ve just wrapped up a second feature for Mattel’s Monster High brand, and we are looking forward to the release in spring. Season One of Amazon Studios’ series Lost in Oz is in production now, for which we’re taking care of design and art direction. Our current production is a super-high quality series, about 80 minutes, due for release in summer. We are doing design and animation for the BBC show Dixi and television commercials for Goodgame’s Goodgame Empire.

WHAT IS THE PROJECT THAT YOU ARE MOST PROUD OF?
Almost every project has some aspect that stood out, but I’d pick our Monster High features. We worked closely with Mattel to create a fresh, bold interpretations of the new toy line. The challenge was in retaining the iconic look of the characters, while updating them to better suit animation.

Mattel was aligned with our goal to create fun stories, packed with humor and charm. The characters weren’t just dolls; we created real, breathing characters that could connect emotionally with kids. Watch out for our making-of video later this month.

Monsters High

NAME THREE PIECES OF TECHNOLOGY YOU CAN’T LIVE WITHOUT.
I’ll go for three research tools here, all of which I use daily: LinkedIn, IMDB and Vimeo.

WHAT SOCIAL MEDIA CHANNELS DO YOU FOLLOW?
Vimeo, LinkedIn, Pinterest and Twitter.

DO YOU LISTEN TO MUSIC WHILE YOU WORK?
If I really have to concentrate, I listen to classical music on headphones.

WHAT DO YOU DO TO DE-STRESS FROM IT ALL?
Stupid fun projects that have no deadlines or client expectations — the last one was a wall-mounted Hot Wheels track for my four-year-old, which wraps around his bedroom. I play on it a lot more than he does.