Tag Archives: James Mangold

Indiana Jones

VFX Supervisors Talk De-Aging Indiana Jones and More

By Iain Blair

Directed by James Mangold, Indiana Jones and the Dial of Destiny is the long-awaited final chapter in the beloved saga, which stars Harrison Ford reprising his role as the whip-smart archaeologist one last time.

Andrew Whitehurst

Featuring huge set pieces showcasing spectacular VFX – including the opening train sequence, the tuktuk chase sequence, the horseback chase through the New York ticker tape parade, an underwater dive in Greece and the grand finale — the globe-trotting adventure was filmed on location in Morocco, Sicily, Scotland and England in addition to stages at Pinewood Studios.

I spoke with the film’s overall VFX supervisor, Oscar winner Andrew Whitehurst, and ILM VFX super Robert Weaver about the challenges of creating the VFX and working with Mangold (Ford v Ferrari, Walk the Line).

What were the big challenges of creating the VFX for this?
Andrew Whitehurst: The biggest challenge of any film like this, which is a journey and full of locations, is that almost every single scene is a challenge in itself. We’re either in a different place or era or time of day, or we’re following different characters, so it’s not a movie set in one place where you can refine and tweak the look of that place. We have a whole swathe of very different kinds of work and environments that we had to create. So it was the huge scope and scale across the film that was the most challenging aspect of doing all the VFX.

How many VFX shots are there, and who did what? Break it down for us.
Whitehurst: We did roughly 2,350 VFX shots. It’s a lot, but then there’s a lot going on. We had a lot of vendors, and they all did little bits here and there, but in terms of the major work, ILM did the opening act with the whole Nazi train sequence as well as the third act.

Rising Sun did all the New York work, including the streets, the airport, the rooftops and the subway sequences. Soho did the tuk tuk chase sequence set in Morocco, and ILP (Important Looking Pirates) did the wreck dive set in Greece, along with a lot of sea plate extensions and the creepie-crawlies in the tomb. We also had an in-house team that did a lot of window extension work… putting stuff outside apartment windows, that sort of thing.

Similarly, a lot of our other vendors, including The Yard, MidasVFX, Capital T and Firestorm, also did that kind of work — changing backgrounds out the windows.

Of all the huge set pieces, what was the toughest to deal with and why?
Whitehurst: They were all equally challenging and all vast in scope and complexity. For instance, we couldn’t shoot the 1969 astronaut parade sequence in Manhattan, and so much has changed with the buildings, so we shot in Glasgow, which does a reasonable impersonation of 1969 New York. The art department did an amazing job. We had over 1,000 extras, cars and the horse, and we extended the streets up higher and out longer and added all the confetti with VFX.

The challenge on the dive sequence was that we shot some underwater stuff in the Mediterranean and the rest in a tank at Pinewood. We also shot some of it dry for wet because we needed that control for performance issues.

Did you 3D-scan all the locations and sets?
Whitehurst: Yes, we scanned and photographed absolutely everything, including places we didn’t actually film at but thought would be useful for generating material for backgrounds. That was crucial. Clear Angle did it all.

DP Phedon Papamichael, ACE, told me that integrating all the VFX with your team was crucial, and he had you on-set in the DIT tent?
Whitehurst: Yes, I was basically on-set every day and in the tent with his DIT, Ben Appleton, for the whole shoot. And Robert was with us for some of the more specific stuff that ILM was doing.

Robert Weaver: I was there for the whole opening sequence with the train, for all the stage work. I was there for about a month in the DIT tent while also working with the various grips and The Blues Brothers trying to get bluescreen coverage where we needed it, dealing with changing camera angles and so on.

Robert Weaver

Robert, tell us about the complex process involved in de-aging Harrison Ford from his late 70s to his late 30s. Was delivering a convincingly youthful Indiana Jones the most challenging job for the team at ILM?
Weaver: I think it was because it’s the whole opening part of the film and if it didn’t work, you’d probably lose the audience. We use a whole bunch of components that go into doing a face swap, basically replacing one face with another. We have our proprietary face replacement technology, ILM FaceSwap, which used every nuance and detail of Harrison’s performance on-set. It all boils down to having a good repository of imagery to work from, either from reference or for helping to process through machine learning.

But more importantly, it’s down to the artistic skills and abilities of individuals pulling key components to help create the final overall image we needed. It also involved building a complete CG asset of Harrison and then a younger version of that as well. So it’s a multi-faceted process that combines the latest technology with archival imagery, and it took a lot of R&D. We had to figure out new ways of exactly how to do it because it’s an ever-evolving process. In terms of the de-aging result, I think we’ve achieved the best that’s been done anywhere to date.

Indiana Jones

Whitehurst: One of the key things to understand is that FaceSwap is an umbrella term for a lot of different technologies, whether it’s using reference photography, machine learning or multi-camera shooting on the day and then being able to extract 3D geometry and then remapping that onto a different face.

So there’s a lot of different approaches and techniques that we can use, and we did use every single one of them. Each shot would end up using more of one technique than another; there was no one process or method that worked for everything. It was shot by shot, and it all comes down to performance, and Harrison’s driving it.

Weaver: And Harrison is so fit that he was able to do pretty much everything he was asked to do, which was invaluable for us. It’s pretty amazing for a guy who is now in his 80s.

Indiana Jones You’ve both worked on a lot of huge projects. Where does this rate in terms of complexity and challenges?
Whitehurst: It’s the biggest movie I’ve ever done. It’s certainly the longest I’ve ever been on one project. I’ve been working on it for three years, from early prep all the way to the end.

I get to look back on the earliest conversations we had about what we might try and do with all the VFX, and then doing all the early previz for the opening sequence and how it might work. To see all that go through the shoot and then post, and layering in all the VFX and to see how it all evolved in the edit and how we tweaked stuff… it was very creatively satisfying.

Weaver: It’s the same for me. I’d say it’s top of the list of all the films I’ve ever worked on. It was incredibly challenging but so rewarding to work through it and see the results.


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

Director James Mangold on Oscar-nominated Ford v Ferrari

By Iain Blair

Filmmaker James Mangold has been screenwriting, producing and directing for years. He has made films about country legends (Walk the Line), cowboys (3:10 to Yuma), superheroes (Logan) and cops (Cop Land), and has tackled mental illness (Girl Interrupted) as well.

Now he’s turned his attention to race car drivers and Formula 1 with his movie Ford v Ferrari, which has earned Mangold an Oscar nomination for Best Picture. The film also received nods for its editing, sound editing and sound mixing.

James Mangold (beard) on set.

The high-octane drama was inspired by a true-life friendship that forever changed racing history. In 1959, Carroll Shelby (Matt Damon) is on top of the world after winning the most difficult race in all of motorsports, the 24 Hours of Le Mans. But his greatest triumph is followed quickly by a crushing blow — the fearless Texan is told by doctors that a grave heart condition will prevent him from ever racing again.

Endlessly resourceful, Shelby reinvents himself as a car designer and salesman working out of a warehouse space in Venice Beach with a team of engineers and mechanics that includes hot-tempered test driver Ken Miles (Christian Bale). A champion British race car driver and a devoted family man, Miles is brilliant behind the wheel, but he’s also blunt, arrogant and unwilling to compromise.

After Shelby’s vehicles make a strong showing at Le Mans against Italy’s venerable Enzo Ferrari, Ford Motor Company recruits the firebrand visionary to design the ultimate race car, a machine that can beat even Ferrari on the unforgiving French track. Determined to succeed against overwhelming odds, Shelby, Miles and their ragtag crew battle corporate interference, the laws of physics and their own personal demons to develop a revolutionary vehicle that will outshine every competitor. The film culminates in the historic showdown between the US and Italy at the grueling 1966 24 hour Le Mans race.

Mangold’s below-the-line talent, many of whom have collaborated with the director before, includes Academy Award-nominated director of photography Phedon Papamichael; film editors Michael McCusker, ACE, and Andrew Buckland; visual effects supervisor Olivier Dumont; and composers Marco Beltrami and Buck Sanders.

L-R: Writer Iain Blair and Director James Mangold

I spoke with Mangold — whose other films include Logan, The Wolverine and Knight and Day — about making the film and his workflow.

You obviously love exploring very different subject matter in every film you make.
Yes, and I do every movie like a sci-fi film — meaning inventing a new world that has its own rules, customs, language, laws of physics and so on, and you need to set it up so the audience understands and they get it all. It’s like being a world-builder, and I feel every film should have that, as you’re entering this new world, whether it’s Walk the Line or The French Connection. And the rules and behavior are different from our own universe, and that’s what makes the story and characters interesting to me.

What sort of film did you set out to make?
Well, given all that, I wanted to make an exciting racing movie about that whole world, but it’s also that it was a moment when racing was free of all things that now turn me off about it. The cars were more beautiful then, and free of all the branding. Today, the cars are littered with all the advertising and trademarks — and it’s all nauseating to me. I don’t even feel like I’m watching a sport anymore.

When this story took place, it was also a time when all the new technology was just exploding. Racing hasn’t changed that much over the past 20 years. It’s just refining and tweaking to get that tiny edge, but back in the ‘60s they were still inventing the modern race car, and discovering aerodynamics and alternate building materials and methods. It was a brand-new world, so there was this great sense of discovery and charm along with all that.

What were the main technical challenges in pulling it all together?
Trying to do what I felt all the other racing movies hadn’t really done — taking the driving out of the CG world and putting it back in the real world, so you could feel the raw power and the romanticism of racing. A lot of that’s down to the particulates in the air, the vibrations of the camera, the way light moves around the drivers — and the reality of behavior when you’re dealing with incredibly powerful machines. So right from the start, I decided we had to build all the race cars; that was a huge challenge right there.

How early on did you start integrating post and all the VFX?
Day one. I wanted to use real cars and shoot the Le Mans and other races in camera rather than using CGI. But this is a period piece, so we did use a lot of CGI for set extensions and all the crowds. We couldn’t afford 50,000 extras, so just the first six rows or so were people in the stands; the rest were digital.

Did you do a lot of previz?

A lot, especially for Le Mans, as it was such a big, three-act sequence with so many moving parts. We used far less for Daytona. We did a few storyboards and then me and my second unit director, Darrin Prescott — who has choreographed car chases and races in such movies as Drive, Deadpool 2, Baby Driver and The Bourne Ultimatum — planned it out using matchbox cars.

I didn’t want that “previzy” feeling. Even when I do a lot of previz, whether it’s a Marvel movie or like this, I always tell my previz team “Don’t put the camera anywhere it can’t go.” One of the things that often happens when you have the ability to make your movie like a cartoon in a laboratory — which is what previz is — is that you start doing a lot of gimmicky shots and flying the camera through keyholes and floating like a drone, because it invites you to do all that crazy shit. It’s all very show-offy as a director — “Look at me!” — and a turnoff to me. It takes me out of the story, and it’s also not built off the subjective experience of your characters.

This marks your fifth collaboration with DP Phedon Papamichael, and I noticed there’s no big swooping camera moves or the beauty shot approach you see in all the car commercials.
Yes, we wanted it to look beautiful, but in a real way. There’s so much technology available now, like gyroscopic setups and arms that let you chase the cars in high-speed vehicles down tracks. You can do so much, so why do you need to do more? I’m conservative that way. My goal isn’t to brand myself through my storytelling tricks.

How tough was the shoot?
It was one of the most fun shoots I’ve ever had, with my regular crew and a great cast. But it was also very grueling, as we were outside a lot, often in 115-degree heat in the desert on blacktop. And locations were big challenges. The original Le Mans course doesn’t exist anymore like it used to be, so we used several locations in Georgia to double for it. We shot the races wide-angle anamorphic with a team of a dozen professional drivers, and with anamorphic you can shoot the cars right up into the lens — just inches away from camera, while they’d be doing 150 mph or 160 mph.

Where did you post?
All on the Fox lot at my offices. We scored at Capitol Records and mixed the score in Malibu at my composer’s home studio. I really love the post, and for me it’s all part of the same process — the same cutting and pasting I do when I’m writing, and even when I’m directing. You’re manipulating all these elements and watching it take form — and particularly in this film, where all the sound design and music and dialogue are all playing off one another and are so key. Take the races. By themselves, they look like nothing. It’s just a car whipping by. The power of it all only happens with the editing.

You had two editors — Michael McCusker and Andrew Buckland. How did that work?
Mike’s been with me for 20 years, so he’s kind of the lead. Mike and Drew take and trade scenes, and they’re good friends so they work closely together. I move back and forth between them, which also gives them each some space. It’s very collaborative. We all want it to look beautiful and elegant and well-designed, but no one’s a slave to any pre-existing ideas about structure or pace. (Check out postPerspective‘s interview with the editing duo here.)

What were the big editing challenges?
It’s a car racing movie with drama, so we had to hit you with adrenalin and then hold you with what’s a fairly procedural and process-oriented film about these guys scaling the corporate wall to get this car built and on the track. Most of that’s dramatic scenes. The flashiest editing is the races, which was a huge, year-long effort. Mike was cutting the previz before we shot a foot, and initially we just had car footage, without the actors, so that was a challenge. It all transformed once we added the actors.

Can you talk about working on the visual effects with Method’s VFX supervisor Olivier Dumont?
He did an incredible job, as no one thinks there are so many. They’re really invisible, and that’s what I love — the film feels 100% analog, but of course it isn’t. It’s impossible to build giant race tracks as they were in the ‘60s. But having real foregrounds really helped. We had very few scenes where actors were wandering around in a green void like on so many movies now. So you’re always anchored in the real world, and then all the set extensions were in softer focus or backlit.

This film really lends itself to sound.
Absolutely, as every car has its own signature sound, and as we cut rapidly from interiors to exteriors, from cars to pits and so on. The perspective aural shifts are exciting, but we also tried to keep it simple and not lose the dramatic identity of the story. We even removed sounds in the mix if they weren’t important, so we could focus on what was important.

Where did you do the DI, and how important is it to you?
At Efilm with Skip Kimball (working on Blackmagic DaVinci Resolve), and it was huge on this, especially dealing with the 24-hour race, the changing light, rain and night scenes, and having to match five different locations was a nightmare. So we worked on all that and the overall look from early on in the edit.

What’s next?
Don’t know. I’ve got two projects I’m working on. We’ll see.


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.