Tag Archives: Tom Cruise

Mission Impossible Director Chris McQuarrie on Stunts, VFX, COVID

By Iain Blair

When the first Mission: Impossible film starring Tom Cruise came out in 1996, it began a tradition of bringing on a new A-list director for each movie — Brian De Palma was followed by John Woo, J.J. Abrams and Brad Bird. This changed after Christopher McQuarrie directed 2015’s Rogue Nation. The Oscar winner has been at the MI helm ever since, cementing his and Cruise’s long-standing creative collaboration, which includes Top Gun: Maverick, Edge of Tomorrow, Valkyrie and Jack Reacher.

Tom Cruise and Chris McQuarrie on-set

The pair are back at it with Mission: Impossible – Dead Reckoning Part One, in which Ethan Hunt (Cruise) and his IMF team embark on their most dangerous mission yet: to track down a terrifying new weapon that threatens all of humanity before it falls into the wrong hands.

As you’d expect, the seventh film in the series is brimming with death-defying stunts, exotic locations and cutting-edge visual effects. Here, McQuarrie talks about the challenges of making the film, dealing with the VFX, and how they created the nail-biting train/bridge sequence. (His answers were edited for length.)

What were the main technical challenges of pulling all this together? 
Too many to count. Whether it was COVID protocols and shutdowns, engineering challenges, or being in simultaneous prep, production, post and/or promotion on Top Gun: Maverick and two Mission: Impossible installments — compounded by the standards we set for ourselves from the outset — there were no easy days or shots on this film. None.

How tough was the prep and shoot?
Preproduction happened twice, each time under extreme conditions. The first was a rapidly accelerated prep in late 2019. Top Gun: Maverick had just wrapped, and the studio wanted Mission: Impossible for summer of the following year. In order to make that date, I told them I would have to start scouting immediately, with no time to so much as outline. As such, preproduction, scouting and writing a first draft were all happening simultaneously.

Chris McQuarrie (left) with Tom Cruise

Cut to February of 2020. We were in Venice, Italy — two days away from the start of principal photography — and I was under enormous pressure with a first day of shooting full of unknowns. Add to this the fact that Top Gun Maverick was not finished. We’d been hearing reports of some sort of respiratory virus and the next thing we knew, Venice was ground zero for the pandemic in Europe. With Mission shut down and our crew being evacuated, editor Eddie Hamilton and I set up an editing room in our hotel and went back to work on Maverick, working remotely with the rest of the team in LA.

Over the next few days, the Mission crew pivoted to Rome but was asked to leave for London shortly thereafter. The entire movie business had shut down almost overnight. We set daily Zoom calls and gathered all department heads together, which resulted in a unique level of interdepartmental understanding. It revealed a lot. We essentially reprepped the movie, yet we were not in what you would call actual prep because everyone was isolated at home.

So we had two prep phases, neither of which was in any way conventional or complete. The consequences of this were felt in big ways and small until the delivery of the film. As for the shoot, Mission was one of the first films to resume production in the shadow of COVID. We were in uncharted waters, developing many of the protocols that would eventually evolve into the industry standard. Everything was trial and error, compounded by the fact that we were back in Venice, often working in narrow alleys with a full crew… at night.

The city was largely deserted, and my memories of the shoot there are slightly surreal. It was very hard for people to make the adjustment to a new way of living and working. I realized I had to lead by example. I prefer to direct from right next to the camera, which was no longer an option. I had to work in total physical isolation whenever possible. I took to wearing a communication system called a Bolero [from Riedel] — a Wi-Fi-based radio system with six programmable channels. The advantage of Wi-Fi radio is that conversations are much more like on a phone than a walkie talkie, so it’s very fluid.

In time, I was able to run the entire set with three buttons — one channel to my first AD, another to playback and a third to my script supervisor. I would position myself in a corner, facing outward, with my monitor directly in front of me so no one could gather behind me. Before long, the Bolero became my primary means of communicating. You could operate at a distance yet never have to raise your voice to communicate or deal with the frustrations of conventional radio. No matter where my AD was, we could speak quietly as though we were next to one another — a bit like the team in Mission, actually. It remains our standard means of communication.

Christopher McQuarrie (right) on-set

Much later, I was contact-traced and forced to work from home, directing over Zoom (reports that I’d been hospitalized were not true). While initially frustrating, I eventually acclimated and realized I had developed a new and powerful tool. When I returned to set, I set up a remote feed to a splinter unit shooting inserts on a separate stage and connected to them via a fourth channel on Bolero. I was able to direct two units at once.

Later still, I was on-location supervising two other splinter units: one at Longcross and another at Pinewood. Eddie Hamilton was connected to set via the same system and could watch and give notes in real time, whether he was cutting at Longcross or in Soho. This is just one example of how an initial compromise to our workflow would eventually become an advantage. Many of these discoveries are still in use — things we might never have discovered without the difficulties of COVID. One of many Mission mottos: Disaster is an opportunity to excel.

Obviously, you had to integrate all the VFX and post into the shoot right away. What was involved?
Visual effects were extremely unconventional on Dead Reckoning. It was initially very difficult to review and approve effects on the big screen simply because we were not able to gather in a screening room together. This slowed things down considerably because I could not confidently approve effects on a small screen.

Because we were shooting over such a long period, with numerous starts and stops, we would often have VFX stand down to keep the budget in check. As such, there was no advantage to such a long production schedule. VFX were slammed right up until the last minute. We finished the last shot the day before the premiere in Rome.

Did you do a lot of previz and postviz?
Only two sequences. Because we’ve shot more than our share of car chases, the only part of the Rome chase that was previsualized was the Spanish Steps, owing to the hugely complex problem of how to destroy the steps without ever physically touching them.

We built three sections of the steps on the Longcross backlot, and they stood there for well over a year. The steps portion of the sequence is comprised of countless specific shots, all of which involved a huge effort regardless of their size or length. The Fiat was incredibly resilient, whereas the big SUV was a diva, breaking down after every other take. The splinter unit would be on the steps occasionally, shooting background players as elements.

The Spanish Steps became an albatross around our necks and something that amounted to an unbelievably elaborate means of getting Hayley [Atwell, who played Grace] and Tom to switch places. I was terrified the punch line was simply too subtle and that all that effort had been for nothing. The first time we screened the film for a test audience, the gag elicited a huge response. I’m still shocked that it works. I evaluate all gags now on this basis: What does it cost versus what does it achieve? It’s not to say I wouldn’t stop myself from doing such an elaborate gag again, but I would certainly be more honest with myself about what I was doing.

As compared to Rome, the train wreck was previsualized extensively. While the physics changed, as they always do when things get real, the basic sequence of events never did. Production in Mission is very fluid, with a great amount of improvisation, experimentation and creative discovery on-set. Yet the train was a massive undertaking that involved enormous resources and engineering.

The sequences had to be both predictable and flexible. This started with a previz involving the broad strokes of the wreck, with the understanding that the actors would be finding performance on the day. The essence of the train sequence is suspense, not action. That means characters struggling through an environment that is working against them. It was the tendency of the previz team to animate the characters rushing through the sets as quickly as possible. It took numerous iterations to convince them to slow things down. The concept of slow action was simply not in their realm of experience.

The earliest previz is dated February 2020. Certain nerds who would speculate on alleged sources of inspiration for the sequence should make note of that date. The train sequence is not inspired by or derived from anything other than the decision to wreck a train simply because Buster Keaton, John Frankenheimer and David Lean all did it in films I greatly admire. I simply wanted to try my hand at it.

The film was cut by your go-to editor, Eddie Hamilton. Was he on the set? How did that relationship work?
Editing was down in Soho, first in offices on Dean Street and later on at Clipstone Street, though Eddie Hamilton would often work remotely in a shipping container on our makeshift backlot. Because of the uptick in streaming production prior to the pandemic, Pinewood, Shepperton and Leavesden were largely unavailable to us, and we had to build soundstages and facilities from the ground up at Longcross.

In late summer of ‘22, we shut down production to focus on a rough cut of the film. Eddie and I took our families on a working vacation for five weeks, moving to an island off the coast of Maine. It was the only real “break” we had during the nearly three years of production. It was also the first time we were ever able to see the bulk of the film at a run.

Our last official day of photography was in April of 2023, just two months before the premiere. Eddie and I were still making small editorial changes while we were in the mix. So as not to change the length of the reels and disrupt the sound team, we made sure all changes fit within the exiting length of the reel down to the frame. While color-timing the film in Dolby Vision, I noticed a flaw in one VFX shot that had escaped us at lower resolution. Thus, the last VFX shot was completed the day before the premiere.

There are some amazing set pieces, like the train/bridge sequence. How was that done? Break it down for us.
For the train itself, it’s probably easiest to break it down into interior and exterior sets, starting with the locomotive. I wanted it to look romantic but also a little mean. Because there was no existing locomotive that we could destroy, we had to build one from scratch. SFX supervisor Neil Corbould and his team built a 70-ton monster locomotive.

The complications of building a working steam engine were incredibly complex and expensive. It was deemed cheaper to build a shell with a diesel engine housed in the coal tender that trails behind the locomotive itself. This created problems later when we discovered that the lack of weight in the front of the train meant there was less tonnage to keep the front wheels pressed down on the track. As a result, the locomotive had a limited top safe speed. The train could go much faster, but it wasn’t safe to do so. This led to endless frustration. The bulk of the train cars are actual working ones that we rented and dressed for the sequence yet had to return intact.

We owned two cars that could be modified and destroyed. We named them Butch and Sundance, one of which was kitted out for stunt rigs and fighting, the other of which was doomed to be dropped off the bridge when the time came to wreck the train. We shot the bulk of Ethan and Gabriel’s fight, along with the majority of the wide establishing shots, on a working railroad in Norway, control of which was given to us for a few weeks. The wreck was shot at a quarry in the UK with the use of a track and partial bridge we built for that purpose. We also built a decoupler rig so that Tom and Hayley could shoot the action of uncoupling the locomotive from the rest of the train practically.

The entire rig was being pushed by a conventional diesel engine and shot from cameras on the rig itself or from a pursuit vehicle driving parallel to the train. We shot that particular action on an unused track in the UK. The section of track that had a usable road beside it for shooting with the pursuit vehicle was only about two miles long, meaning the actors had very little space to shoot the action at speed before we had to reset.

Moving the entire show back to one was incredibly time-consuming. Despite this, we finished the UK portion of the exterior train action (just about everything other than the fight itself) in just four days. The interiors were all shot on the stage or backlot at Longcross. The trains were designed so that interior colors (red, blue, white, sleeper) could be swapped in a matter of days. The baggage and kitchen cars were more particular in their construction, so they couldn’t be refitted. There was only enough space for two train interiors on the stage, so choices had to be made as to what interiors would be used at any given time. Because we were still working out the action inside the train, this made planning very complicated.

Two massive gimbals were built on the Longcross backlot. One gimbal was about 30 feet high and could support a single train car, able to tilt 30 degrees up and down or 15 degrees side to side. The car was designed to be fitted with a blue or white interior as needed. Later, we swapped this out for a kitchen car, which was waiting off to one side. The second gimbal was designed to tilt from level to a full 90 degrees inverted. This had a blue interior only and was designed specifically for the sequence’s climax. A rail system was fixed to the roof of the set, enabling us to attach a camera that could travel with the actors as they climbed or quickly positioned to shoot basic coverage of their stunt work.

Finally, a purpose-built, fixed vertical car was attached to the back of the Spanish Steps set. This is where we shot the bulk of the character work between Tom and Hayley as well as the bits involving the piano before it fell. A splinter unit stayed behind to shoot all the extremely close inserts. Shooting on both vertical sets was extremely slow and particularly challenging for the actors and camera operators. That’s just an overview of the engineering component of the sequence. The shooting and editing of the sequence would fill volumes.

Apart from ILM doing the bulk of the VFX, I noticed in the end credits that you had a lot of vendors, including BlueBolt, Rodeo FX, Lola, SDFX, Yannix, beloFX, Alchemy X, One of Us, Cheap Shot, Atomic Arts, Untold Studios, Blind and Territory. How many shots were there?
There were 2,500. While Mission is almost entirely practical, there is a great deal of VFX work — removing camera rigs and safety gear, etc. The underwater submarine shots are entirely CGI, which was a very big point of concern for me. I am deeply skeptical of purely CGI shots, particularly when they are the opening and closing shots of the film.

Special effects supervisor Alex Wuttke assured me it could be made to work, and I was satisfied with the end result. The shot above the ice at the end of the film is practical, captured when we filmed the Arctic portions of Dead Reckoning Part Two in March of ’23, just a few months before completion of Part One.

What was the most difficult VFX sequence/shot to do and why? Was it Tom’s motorcycle jump off a mountain top?
With over 2,500 shots, many of which were extremely ambitious, it’s hard to pick just one. The motorcycle jump, despite being shot on the first day of principal photography, was one of the very last shots to make final. The shot in the trailer is not the finished product.

The nature of the camera move and the fact that the ramp had to be smooth, yet the terrain had to feel natural, made for an insane number of frame-by-frame complications — compounded by our insistence that Tom himself never be in any way manipulated. No digital doubling was permitted.

The shape of the ramp was a challenge as well. Most versions were difficult to perceive in the wide establishing shots. We finally settled on the asymmetrical ridge in the final film for this reason — it allowed us to add a directional shadow for perspective. Despite countless iterations, there were still a few frames that I was not satisfied with — a judder in the original plate caused by the intersection of a lateral camera move just as Tom hits the upward slope of the ramp. Finally, Eddie and I added a simulated camera bobble — as if the camera-ship encountered turbulence. Just a tiny, barely perceptible 22-frame bump to hide this unfixable anomaly. Unless I point it out, you can’t see it.

I haven’t even gone into the countless graphics shot in the film, all of which are precisely honed down to the millisecond, conveying non stop story that has to be conveyed in shots often as short as 13 frames. They all have to work in a way that requires no effort from the audience. I drove the graphics people crazy, but their work speaks for itself. And there was, of course, the Entity itself, which went through several iterations before we settled on just the right design, behavior, color and sound. It really didn’t take its final form until shortly before we delivered picture.

What about the importance of music and sound to you as a filmmaker?
Both are vital. More important than dialogue. I’ve seen music alone increase a test score by 20 points. I consider the final mix to be a full third of the movie’s emotional impact, along with character and cinematography. I also don’t trust my ears. I have hearing loss and cannot perceive certain sounds as acutely as my team. This is why my mixes are the way they are. It’s not enough for me to hear it. I have to feel it.

Where did you do the DI, and who was the colorist?
The colorist was Asa Shoul, and we did it at Warner Bros. De Lane Lea in Soho. We’ve worked with Asa many times and have a good shorthand with him. Scenes like the Committee meeting and the safe house were hardest, as those environments are essentially expressly lit boxes filled with exposition.

Asa found a great texture for both. And a grain pass was essential. Dolby Vision has extremely rich color and the deepest of deep blacks, which is great. What proved to be a problem was white. The heavy use of source light and back lights in Venice made for extremely high contrast between light and dark in many shots. The backlight was simply overpowering — like staring into the actual source. I’d never seen anything quite like it. Going through every shot would have been extremely time-consuming.

Tom Cruise and Christopher McQuarrie

Asa managed to create a universal pass to decrease the high end of the white spectrum in those sequences, which brought the intensity under control. When you watch the scene in the safe house after the Venice foot chase, you can note the occasional cut where the shift from light to dark is quite impactful. Keeping in mind that these have been pulled back, you can get a sense of how jarring some of the cuts in Venice would have been before we toned it down.

Did the film turn out the way you hoped it would? 
There are things in the film of which I am immensely proud — particularly the performances of the extraordinary cast. And I am in awe of our incredible crew. The adversity they faced over such an extended period of time is unprecedented. They are simply the best in the business. That said, every film ultimately leaves me feeling the same way: I can do better.


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.

 

 

Top Gun: Maverick Director Joe Kosinski — Post, VFX and More

By Iain Blair

It’s been 36 years since Top Gun, directed by the late great Tony Scott, introduced audiences to Tom Cruise as Navy pilot Lt. Pete “Maverick” Mitchell.

Joe Kosinski

Now the iconic character and heart-pounding aerial maneuvers are back in Top Gun: Maverick. Directed by Joseph Kosinski and shot by his go-to cinematographer, Claudio Miranda, ASC, the Paramount release picks up the story of Mitchell, who, after more than 30 years of service, is still pushing the envelope as a test pilot and dodging any advancement in rank that would ground him. But he does get grounded, and finds himself training a group of hotshot young Top Gun graduates for a dangerous mission.

Kosinski, whose credits include Tron: Legacy, Only the Brave, Oblivion and Spiderhead (all shot by Miranda), assembled a top-flight team behind the scenes that included editor Eddie Hamilton and VFX supervisor Ryan Tudhope.

I spoke with Kosinski about making the film, the post workflow and cracking the secret of the original film’s sound design.

Sequels are notoriously risky ventures. What sort of film did you set out to make?
A Top Gun movie. I went back and watched the original as a director as opposed to a 12-year-old kid in Iowa. What I saw was a drama wrapped up in this incredible-looking action film, and I knew that the dramatic core was the most important part, and that’s what I pitched to Tom. The story and the journey that Maverick would have to go on was the emotional hook of the movie.

They were able to get six cameras into each jet.

What about all that action?
Navy pilots have been shooting their training flights on GoPro cameras and posting them on YouTube, and it’s pretty amazing. I said, “If we can’t beat that, then there’s no point making this film.” It then became this 15-month-long process trying to figure out how we could get cameras inside the cockpits. The original film was only able to get one camera up there, and there are all these space and weight restrictions. In the end, we went with the Sony Venice 1, and we were able to get six cameras up there on each jet.

Can you talk about integrating the post and all the VFX early on?
We did a fair amount of previz, especially for all the really tricky aerial sequences that had to be carefully choreographed — because that was an easier way to talk about it with all the pilots and describe angles and so on. We tried to shoot as much in-camera as possible, but obviously there are certain elements that you just can’t film, like combat scenes with live weapons; it’s far too dangerous. So all that stuff was done with VFX and added later. But it was always based in reality, and we had the Navy working very closely with us, advising us every step of the way on all the flying, the tactics, the technology and so on, making sure it was totally realistic.

How tough was the shoot?
It was really tough and very long. Principal photography was over 130 days, with so many locations. We shot on aircraft carriers and naval bases in California, in Death Valley, and the Cascades in Washington, as well as London and LA. So we were shooting in the heat, the snow, at sea on the carrier for two weeks, all to get the best footage possible. It was grueling but fun.

How tough was it filming Tom and the others actually flying in the jets?
It was a huge challenge. We’d have a dozen cameras in the air, more on the ground, and there would be 15-hour days just to get a couple of minutes you could use in the film. But we got some amazing footage, including Tom actually launching off the carrier in an F-18 jet. He did four or five catapult launches and some landings, and that’s a first for a movie. Only Navy pilots get to do that.

Tell us about post. Where did you do it?
Our post HQ was in Santa Monica at producer Jerry Bruckheimer’s offices. Most of the VFX were done by Method in Montreal, supervised by Ryan Tudhope. All the sound design and temp mixing was done at Skywalker, but then COVID hit, so we did the final mix at Twickenham Studios in London — the only stage available.

Tell us about editing with Eddie Hamilton. What were the main editing challenges?
I’d never worked with him before, but I really admired his work on the Mission: Impossible films he’d done with Tom, especially Rogue Nation. He wasn’t on-set for most of the ground story, but he was there with us when we were on-location shooting all the aerial stuff, as we needed to get immediate feedback on what we had and what we still needed.

He was based in an editorial trailer in the hangar for 14 hours a day, combing through all the footage the moment it came out of the planes. That was the big challenge, as we ended up shooting 800 hours of footage. So then we had two great editors come on at different points for a few months to help out with the huge workload — Chris Lebenzon (ACE), who cut the original Top Gun, and Stephen Mirrione (ACE), who cut Spiderhead for me and who’s cut a lot of films for Stephen Soderbergh and George Clooney. It actually took Eddie three months just to do the first assembly of the third act because all the flying scenes were so complex.

Do you like post?
I love it. I love every part of filmmaking. I love to prep until you can’t take it anymore. Then I love shooting until you can’t stand it one more day. Then at last you’re in post, and I love all those changes and the different rhythms. I love editorial and putting it all together and shaping it.

There are a lot of VFX. Talk about working with VFX supervisor Ryan Tudhope, who co-founded Atomic Fiction, and what was entailed?
VFX can be pretty tedious, and I went through the wringer on Tron, but there are things you can do in VFX that you could never shoot, so as long as it looks real, it works. I worked closely with Ryan who was on-set a lot, and we both had the same goal: to make every VFX shot as realistic as possible. We did a lot of testing to make sure we were on the right track, and no one could tell what was in-camera and what was VFX.

L-R: Joe Kosinski and Jerry Bruckheimer

Ryan had an amazing team at Method who did all the big, complex sequences, but there was so much to do that we also had a few other companies [including Lola, MPC, Gentle Giant and Blind] work on smaller stuff, cleanup and cosmetic.

Obviously, the sound and music are also iconic characters in the film. What was involved?
You’re so right. The original Top Gun soundtrack was like the demo disc for all home theaters for 20 years; that nature of the sound — the roar of the jets and afterburners and the way you feel it in your chest — was a huge part of this film. We even had a team from Skywalker on the carrier for a week recording the jet engines, so all that’s real, not designed and manufactured. And when Chris Lebenzon came on, he really helped us crack the secret of how they did the original film sound. It was shot on film, and they cut all the sound hard. Nothing was eased in. They put hard cuts where all the splices were in the footage, and that’s how they got that truly explosive sound quality. You got that full volume — boom! — right on the cut to the next shot, and once we began mimicking that on the Avid Media Composer, that film-cutting style made it instantly feel like a Top Gun movie. That was key.

What about the DI? Who was the colorist, and how closely did you work with them and the DP?
We did the DI with colorist Stefan Sonnenfeld at Company 3 here in Santa Monica. He worked with Tony Scott, so I wanted to work with him. He also did the DI on the recent 4K Blu-ray re-release of the original Top Gun, which I helped oversee, so I got a really good look at the original negative. Then Stefan, Claudio and I came up with a nice grain on the Resolve that gave it more of a filmic look and a great nostalgic feel that was a good match to the original.

Top Gun

It’s all warm and golden like the original until the third act. I wanted to flip that aesthetic on its head when they go on the mission, and we went for this very cool palette. In the end, we spent several weeks on the DI, and I couldn’t be happier with the way the movie turned out.

Finally, what did Tom bring to the mix?
Everything. All his enthusiasm, 40 years of experience making movies and working with these amazing directors who are all my heroes. He brings all that to the set every day, so it’s more than just his role – it’s about every aspect of the film.

He’s also a very experienced pilot, so he knew all these aerial scenes were going to be very difficult to capture, and he knew just how much preparation the other actors would need just to get in a jet and fly. They needed a lot of training, and he designed the whole course. That’s what makes all this so special — it’s not just Tom up there actually flying; it’s all of them. Yes, you can use greenscreen, but you can’t fake real flying, and that’s what we wanted. We wanted the audience to feel they were up there with the actors.


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.

Tom Cruise in MISSION: IMPOSSIBLE - FALLOUT. Director Chris McQuarrie.

Mission: Impossible — Fallout writer/director Christopher McQuarrie

By Iain Blair

It’s hard to believe, but it’s been 22 years since Tom Cruise first launched the Mission: Impossible franchise. Since then, it’s become a global cultural phenomenon that’s grossed more than $2.8 billion, making it one of the most successful series in movie history.

With Mission: Impossible — Fallout, Cruise reprises his role of Impossible Missions Force (IMF) team leader Ethan Hunt for the sixth time. And writer/director/producer Christopher McQuarrie, who directed the series’ previous film Mission: Impossible — Rogue Nation, also returns. That makes him the first filmmaker ever to return to direct a second film in a franchise where one of its signature elements is that there’s been a different director for every movie.

Mission: Impossible - Fallout Director Christopher McQuarrie

Christopher McQuarrie

In the latest twisty adventure, Hunt and his IMF team (Alec Baldwin, Simon Pegg, Ving Rhames), along with some familiar allies (Rebecca Ferguson, Michelle Monaghan), find themselves in a race against time to stop a nuclear bomb disaster after a mission gone wrong. The film, which also stars Henry Cavill, Angela Bassett, Sean Harris and Vanessa Kirby, features a stellar team behind the camera as well, including director of photography Rob Hardy, production designer Peter Wenham, editor Eddie Hamilton, visual effects supervisor Jody Johnson and composer Lorne Balfe.

In 1995, McQuarrie got his start writing the script for The Usual Suspects, which won him the Best Original Screenplay Oscar. In 2000, he made his directorial debut with The Way of the Gun. Then in 2008 he reteamed with Usual Suspects director Bryan Singer, co-writing the WWII film Valkyrie, starring Tom Cruise. He followed that up with his 2010 script for The Tourist, then two years later, he worked with Cruise again on Jack Reacher, which he wrote and directed.

I recently talked with the director about making the film, dealing with all the visual effects and the workflow.

How did you feel when Tom asked for you to come back and do another MI film?
I thought, “Oh no!” In fact, when he asked me to do Rogue Nation, I was very hesitant because I’d been on the set of Ghost Protocol, and I saw just how complicated and challenging these films are. I was terrified. So after I’d finished Rogue, I said to myself, “I feel really sorry for the poor son-of-a-bitch who does the next one.” After five movies, I didn’t think there was anything left to do, but the joke turned out to be on me!

Tom Cruise, Mission: Impossible - FalloutWhat’s the secret of its continuing appeal?
First off, Tom himself. He’s always pushing himself and entertaining the audience with stuff they’ve never seen before. Then it’s all about character and story. The emphasis is always on that and the humanity of these characters. On every film, and with the last two we’ve done together, he’s learned how much deeper you can go with that and refined the process. You’re always learning from the audience as well. What they want.

How do you top yourself and make this different from the last one?
To make it different, I replaced my core crew — new DP, new composer and so on — and went for a different visual language. My intention on both films was not to even try to top the previous one. So when we started this I told Tom, “I just want to place somewhere in the Top 6 of Mission: Impossible films. I’m not trying to make the greatest action film ever.”

You say that, but it’s stuffed full of nail-biting car chases and really ambitious action sequences.
(Laughs) Well, at the same time you’re always trying to do something different from the other films in the franchise, so in Rogue I had this idea for a female counterpart for Tom — Ilsa (Rebecca Ferguson) was a more dynamic love interest. I looked at the other five films and realized that the biggest action scene of any of those films had not come in the third act. So it was a chance to create the biggest and most climactic third act — a huge team sequence that involved everyone. That was the big goal. But we didn’t set out to make this giant movie, and it wasn’t till we began editing that we realized just how much action there is.

Women seem to have far larger roles this time out.
That was very intentional from the start. In my earliest talks with Tom, we discussed the need to resolve the Julia (Michelle Monaghan) character and find closure to that story. So we had her and Rebecca, and then Angela Bassett came on board to replace Alec Baldwin’s character at the CIA after he moves to IMF, and it grew from there. I had an idea for the White Widow (Vanessa Kirby) character, and we just stayed open to all possibilities and the idea that these strong women, who own all the scenes they’re in, throw Ethan off balance all the time.

How early did you integrate post into the shoot?
Right at the start, since we had so many visual effects. We also had a major post challenge as Tom broke his ankle doing a rooftop chase stunt in London. So we had to shut down totally for six weeks and re-arrange the whole schedule to accommodate his recovery, and even when he got back on the movie his ankle wasn’t really healed enough.

We then had to shoot a lot of stuff piecemeal, and I knew, in order to make the release date, we had to start cutting right away when we had to stop for six weeks. But that also gave me a chance to re-evaluate it all, since you don’t really know the film you’ve shot until you get in the edit room, and that let me do course corrections I couldn’t have done otherwise. So, I essentially ended up doing re-shoots while still shooting the film. I was able to rewrite the second act, and it also meant that we had a finished cut done just six days after we wrapped. And we were able to test that movie four times and keep fine-tuning it.

Where did you do the post?Mission: Impossible: Fallout Tom Cruise
All in London, around Soho, and we did the sound at De Lane Lea.

Like Rogue, this was edited by Eddie Hamilton. Was he on the set?
Yes, and he’s invaluable because he’s got a very good eye, is a great storyteller and has a great sense of the continuity. He can also course-correct very quickly and let me know when we need to grab another shot. On Rogue Nation, he also did a lot of 2nd unit stuff, and he has great skills with the crew. We didn’t really have a 2nd unit on this one, which I think is better because it can get really chaotic with one. Basically, I love the edit, and I love being in the editing room and working hand in hand with my editor, shot for shot, and communicating all the time during production. It was a great collaboration.

There’s obviously a huge number of visual effects shots in the film. How many are there?
I’d say well over 3,000, and our VFX supervisor Jody Johnson at Double Negative did an amazing job. DNeg, Lola, One of Us, Bluebolt and Cheap Shot all worked on them. There was a lot of rig removal and cleanup along with the big set pieces.

Mission: Impossible Fallout

What was the most difficult VFX sequence/shot to do and why?
The big “High Altitude Low Opening,” or HALO sequence, where Tom jumps out of a Boeing Globemaster at 25,000 feet was far and away the most difficult one. We shot part of it at an RAF base in England, but then with Tom’s broken ankle and the changed schedule, we ended up shooting some of it in Abu Dhabi. Then we had to add in the Paris backdrop and the lightning for the storm, and to maintain the reality we had to keep the horizon in the shot. As the actors were falling at 160 MPH toward the Paris skyline, all of those shots had to be tracked by hand. No computer could do it, and that alone took hundreds of people working on it for three months to complete. It was exhausting.

Can you talk about the importance of music and sound to you as a filmmaker?
It’s so vital, and for me it’s always a three-pronged approach — music, sound and silence, and then the combination of all three elements. It’s very important to maintain the franchise aesthetic, but I wanted to have a fresh approach, so I brought in composer Lorne Balfe, and he did a great job.

The DI must have been vital. How did that process help?
We did it at Molinare in London with colorist Asa Shoul, who is just so good. I’m fairly hands on, especially as the DP was off on another project by the time we did the DI, although he worked on it with Asa as well. We had a big job dealing with all the stuff we shot in New Zealand, bringing it up to the other footage. I actually try to get the film as close as possible to what I want on the day, and then use the DI as a way of enhancing and shaping that, but I don’t actually like to manipulate things too much, although we gave all the Paris stuff this sort of hazy, sweaty look and feel which I love.

What’s next?
A very long nap.


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

The sound of fighting in Jack Reacher: Never Go Back

By Jennifer Walden

Tom Cruise is one tough dude, and not just on the big screen. Cruise, who seems to be aging very gracefully, famously likes to do his own stunts, much to the dismay of many film studio execs.

Cruise’s most recent tough guy turn is in the sequel to 2014’s Jack Reacher. Jack Reacher: Never Go Back, which is in theaters now, is based on the protagonist in author Lee Child’s series of novels. Reacher, as viewers quickly find out, is a hands-on type of guy — he’s quite fond of hand-to-hand combat where he can throw a well-directed elbow or headbutt a bad guy square in the face.

Supervising sound editor Mark P. Stoeckinger, based at Formosa Group’s Santa Monica location, has worked on numerous Cruise films, including both Jack Reachers, Mission: Impossible II and III, The Last Samurai and he helped out on Edge of Tomorrow. Stoeckinger has a ton of respect for Cruise, “He’s my idol. Being about the same age, I’d love to be as active and in shape as he is. He’s a very amazing guy because he is such a hard worker.”

The audio post crew on ‘Jack Reacher: Never Go Back.’ Mark Stoeckinger is on the right.

Because he does his own stunts, and thanks to the physicality of Jack Reacher’s fighting style, sometimes Cruise gets a bruise or two. “I know he goes through a fair amount of pain, because he’s so extreme,” says Stoeckinger, who strives to make the sound of Reacher’s punches feel as painful as they are intended to be. If Reacher punches through a car window to hit a guy in the face, Stoeckinger wants that sound to have power. “Tom wants to communicate the intensity of the impacts to the audience, so they can appreciate it. That’s why it was performed that way in the first place.”

To give the fights that Reacher feel of being visceral and intense, Stoeckinger takes a multi-frequency approach. He layers high-frequency sounds, like swishes and slaps to signify speed, with low-end impacts to add weight. The layers are always an amalgamation of sound effects and Foley.

Stoeckinger prefers pulling hit impacts from sound libraries, or creating impacts specifically with “oomph” in mind. Then he uses Foley to flesh out the fight, filling in the details to connect the separate sound effects elements in a way that makes the fights feel organic.

The Sounds of Fighting
Under Stoeckinger’s supervision, a fight scene’s sound design typically begins with sound effects. This allows his sound team to start immediately, working with what they have at hand. On Jack Reacher: Never Go Back this task was handed over to sound effects editor Luke Gibleon at Formosa Group. Once the sound effects were in place, Stoeckinger booked the One Step Up Foley stage with Foley artist Dan O’Connell. “Having the effects in place gives us a very clear idea of what we want to cover with Foley,” he says. “Between Luke and Dan, the fight soundscapes for the film came to life.”

Jack Reacher: Never Go BackThe culminating fight sequence, where Reacher inevitably prevails over the bad guy, was Stoeckinger’s favorite to design. “The arc of the film built up to this fight scene, so we got to use some bigger sounds. Although, it still needed to seem as real as a Hollywood fight scene can be.”

The sound there features low-frequency embellishments that help the audience to feel the fight and not just hear it. The fight happens during a rowdy street festival in New Orleans in honor of the Day of the Dead. Crowds cavort with noisemakers, bead necklaces rain down, music plays and fireworks explode. “Story wise, the fireworks were meant to mask any gunshots that happened in the scene,” he says. “So it was about melding those two worlds — the fight and the atmosphere of the crowds — to help mask what we were doing. That was fun and challenging.”

The sounds of the street festival scene were all created in post since there was music playing during filming that wasn’t meant to stay on the track. The location sound did provide a sonic map of the actual environment, which Stoeckinger considered when rebuilding the scene. He also relied on field recordings captured by Larry Blake, who lives in New Orleans. “Then we searched for other sounds that were similar because we wanted it to sound fun and festive but not draw the ear too much since it’s really just the background.”

Stoeckinger sweetened the crowd sounds with recordings they captured of various noisemakers, tambourines, bead necklaces and group ADR to add mid-field and near-field detail when desired. “We tried to recreate the scene, but also gave it a Hollywood touch by adding more specifics and details to bring it more to life in various shots, and bring the audience closer to it or further away from it.”

Jack Reacher: Never Go BackStoeckinger also handled design on the film’s other backgrounds. His objective was to keep the locations feeling very real, so he used a combination of practical effects they recorded and field recordings captured by effect editor Luke Gibleon, in addition to library effects. “Luke [Gibleon] has a friend with access to an airport, so Luke did some field recordings of the baggage area and various escalators with people moving around. He also captured recordings of downtown LA at night. All of those field recordings were important in giving the film a natural sound.”

There where numerous locations in this film. One was when Reacher meets up with a teenage girl who he’s protecting from the bad guys. She lives in a sketchy part of town, so to reinforce the sketchiness of the neighborhood, Stoeckinger added nearby train tracks to the ambience and created street walla that had an edgy tone. “It’s nothing that you see outside of course, but sound-wise, in the ambient tracks, we can paint that picture,” he explains.
In another location, Stoeckinger wanted to sell the idea that they were on a dock, so he added in a boat horn. “They liked the boat horn sound so much that they even put a ship in the background,” he says. “So we had little sounds like that to help ground you in the location.”

Tools and the Mix
At Formosa, Stoeckinger has his team work together in one big Avid Pro Tools 12 sessions that included all of their sounds: the Foley, the backgrounds, sound effects, loop group and design elements. “We shared it,” he says. “We had a ‘check out’ system, like, ‘I’m going to check out reel three and work on this sequence.’ I did some pre-mixing, where I went through a scene or reel and decided what’s working or what sections needed a bit more. I made a mark on a timeline and then handed that off to the appropriate person. Then they opened it up and did some work. This master session circulated between two or three of us that way.” Stoeckinger, Gibleon and sound designer Alan Rankin, who handled guns and miscellaneous fight sounds, worked on this section of the film.

All the sound effects, backgrounds, and Foley were mixed on a Pro Tools ICON, and kept virtual from editorial to the final mix. “That was helpful because all the little pieces that make up a sound moment, we were able to adjust them as necessary on the stage,” explains Stoeckinger.

Jack Reacher: Never Go BackPremixing and the final mixes were handled at Twentieth Century Fox Studios on the Howard Hawks Stage by re-recording mixers James Bolt (effects) and Andy Nelson (dialogue/music). Their console arrangement was a hybrid, with the effects being mixed on an Avid ICON, and the dialogue and music mixed on an AMS Neve DFC console.

Stoeckinger feels that Nelson did an excellent job of managing the dialogue, particularly for moments where noisy locations may have intruded upon subtle line deliveries. “In emotional scenes, if you have a bunch of noise that happens to be part of the dialogue track, that detracts from the scene. You have to get all of the noise under control from a technical standpoint.” On the creative side, Stoeckinger appreciated Nelson’s handling of Henry Jackman’s score.

On effects, Stoeckinger feels Bolt did an amazing job in working the backgrounds into the Dolby Atmos surround field, like placing PA announcements in the overheads, pulling birds, cars or airplanes into the surrounds. While Stoeckinger notes this is not an overtly Atmos film, “it helped to make the film more spatial, helped with the ambiences and they did a little bit of work with the music too. But, they didn’t go crazy in Atmos.”

The A-List — Director Ed Zwick talks Jack Reacher: Never Go Back

By Iain Blair

Director, screenwriter and producer Ed Zwick got his start in television as co-creator of the Emmy Award-winning series Thirtysomething. His feature film career kicked off when he directed the Rob Lowe/Demi Moore vehicle, About Last Night. Zwick went on to direct the Academy Award-winning films Glory and Legends of the Fall. 

Zwick also produced the Oscar-nominated I Am Sam, as well as Traffic — winner of two Golden Globes and four Academy Awards — directed by Steven Soderbergh. He won an Academy Award as a producer of 1999’s Best Picture, Shakespeare in Love.

Ed Zwick

His latest film, Paramount’s Jack Reacher: Never Go Back, reunites him with his The Last Samurai star Tom Cruise. It’s an action-packed follow-up to 2012’s Jack Reacher hit that grossed over $200 million in worldwide box office.

The set-up? Years after resigning command of an elite military police unit, the nomadic, righter-of-wrongs Reacher is drawn back into the life he left behind when his friend and successor, Major Susan Turner (Cobie Smulders), is framed for espionage. Naturally, Reacher will stop at nothing to prove her innocence and to expose the real perpetrators behind the killings of his former soldiers. Mayhem quickly ensues, helped along with plenty of crazy stunts and cutting-edge VFX.

I recently chatted with Zwick about making the film.

You’ve worked in so many genres, but this is your first crime thriller. 
I’ve always loved crime thrillers — especially films like Three Days of the Condor and Bullitt where the characters and their relationships are far more important than the action. That’s where I tried to take this.

Jack Reacher: Never Go BackTom Cruise is famous for being a perfectionist and doing all his own stunts when possible. Any surprises re-teaming with him?
Yeah, I always say the most boring job on set is being Tom’s stunt double. Tom is a perfectionist and he loves to be involved in every aspect of the production, so no surprises there. He has such a great love for all the different genres, but a particular love for action films and thrillers. It was very important for him that he didn’t do something that was like all the other films out there. I think we all felt that superhero fatigue has been setting in, so the idea was to do things on a more human scale, and make it more realistic and authentic, both with the characters and with the action.

What were the main technical challenges of making this?
We shot it all in New Orleans, and it’s a road movie. So we had to shoot Washington, DC, there too, and create a cross-country journey with different airports and so on. We did all of that with some sleight of hand and extensions and VFX. I think it’s also a challenge to come up with new settings for action pieces we haven’t seen before, and that’s where the parade and rooftop sequences in New Orleans come in, along with the fight on the plane. The book it’s based on is set in LA and DC, but they’re both tough to shoot in, and with the great tax breaks in Louisiana and all the great locations, it made sense to shoot there.

Jack Reacher: Never Go BackEvery shoot is tough, but it was pretty straightforward on this, though shutting down the whole French Quarter took some doing —  but all the city officials were so helpful. The rooftop stuff was very challenging to do, and we did a lot of prep and began on post right away, on day one.

Do you like the post process?
I love it. I can sit there with a cup of coffee and my editor and rewrite the entire script as much as I can. It’s the best part and most creative part of the whole process.

Where did you post?
We did it all in LA. We just set up some offices in Santa Monica where I live and did all the editorial there.

You’ve typically worked with Steve Rosenblum, but you edited this film with Billy Weber, who’s been nominated twice for Oscars (Top Gun, The Thin Red Line) and whose credits include The Warriors, Pee Wee’s Big Adventure, Beverly Hills Cop II, Midnight Run and The Tree of Life, among others. How did that relationship work?
Steve wasn’t available so I asked him, ‘Who can I hire that you’d be jealous of?’ He said, ‘There’s only one person — Billy Weber. He’s your guy.’ He was right. Billy’s legendary and has cut so many great movies for directors like Terrence Malik, Tony Scott, Walter Hill, Martin Brest, Tim Burton, and he’s a prince. I love editing, and I loved working with him. He’s a great collaborator, and I was very open to all his ideas.Jack Reacher: Never Go Back

He came to New Orleans and we set up a cutting room there and he did the assembly there as we shot. Then we moved back to LA. Billy lives on the other side of town, so to beat the traffic we’d start every day at 6am and wrap at 3pm. It was a great system.

Can you talk about the importance of music and sound in the film?
I love working with the audio, and Henry Jackman did a great, classic-modern score. It was crucial, not just for all the action, but for some of the quieter moments. Then we mixed the sound at Fox, with Andy Nelson who’s now done 10 of my movies.

This is obviously not a VFX-driven piece, but the VFX play a big role.
You’re right, and we didn’t want it to look like there was a ton of CG work. In the end, we had well over 200 shots, including stuff like the Capitol Dome in DC in the background and tons of bullet hits on cars and enhancements. But I didn’t want all the VFX to be at all noticeable. Lola and Flash Film Works did the work, and often today where you need bullet hits on a car, it’s far cheaper and more time-effective to add them in post, so there was a lot of that.

How important was the DI on this and where did you do it?
We did it at Company 3 in Santa Monica with colorist Stephen Nakamura, who is brilliant. We went for a natural look but also enhanced some of the dramatic scenes [via Resolve]. It’s remarkable what you can do now in the DI, and as we shot on film I wanted to preserve some of that real film look, so I think it’s a light touch, but also a sophisticated one in the DI.

What’s next?
I don’t have anything lined up, so I’m taking a break.


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.