Archive for the ‘General’ Category

Let’s talk about VFX, baby!

Monday, August 8th, 2011

I’ve been working on a Computer Graphics heavy features for the last 13 years, and set up a company with my friend and colleague Samuli Torssonen & a bunch of others, focusing solely on visual effects for feature films and advertisements, called Energia Productions, in Tampere, Finland. Now that we’re about to step in to the last leg of the big post-production push of our second feature film Iron Sky, I thought about sharing some thoughts on working with a visual effects team, from director’s point of view. It’s good to know that as a director I’m hopelessly inept when it comes to technology of any kind, so I’m helpless and relying totally on the experience and creativity of my team, and of course, the close working relationship with our CGI producer / VFX supervisor Samuli T.

TAXI RIDE TO THE SHADY SIDE

The relationship between a Visual Effects (VFX) artists and the director is not unlike the one of a taxi driver and a customer. Whereas both have the same goal – to get from place A to place B – their approach to the topic is quite different. Director knows where he’s headed, and a skilled VFX artist knows how to get there, but just like with a taxi driver, it’s usually better to let them choose the route, otherwise you might end up somewhere in the shady part of the town with a nasty bill in your hand.

It’s not always easy to find a good working relationship with a VFX team, because the common language is not the same. It bears striking resemblances, but it’s different. Again, both have the same end result in mind, but the ways to get there are completely different, whether you’re a director or a VFX wiz. So it’s good to get to know the VFX team, but let the VFX supervisor take care of running the team. It’s sometimes absolutely irresistible to burst out into a fountain of ideas when watching someone working on a small bit of the movie on the screen, but usually that ends up with you fighting with VFX supervisor, the artist getting confused and/or budget bouncing up and down and producers starting to call you.


CGI producer / VFX supervisor Samuli Torssonen leading the Lightwave team.

So the key is to work closely with the supervisor, but let him/her do their job. See, as a director, you’ll be free to ramble on your artistic visions as much as you want to the supervisor, and his/her job is to turn it into man hours, polygons, choose of programs and so forth. Supervisor knows the budget, knows the resources and knows the schedule, and can tune up the director’s requests to match the given parameters. Sometimes, it might not be possible, but it’s better to hear the bad news from the supervisor sooner than later.

PREVIEWS ARE THE BITCH

What I always find the hardest working as a director on a VFX heavy film are the previews. It’s always a big guessing game trying to get an understanding on what to look at with previews, what not to look at, and how to comment them the most productive way.

See, in the ideal world at least in my mind the process of a shot (from director’s point of view) is as follows: First, you sit down with the VFX supervisor, the DP, the AD etc., and sort out the shot you want to be done. Then, you get to see a rough animatic of it – something to see to determine that the camera movement, the scale, the length and so on are approximately right. Then, you possibly see a concept art of the environment to be able to judge a bit on the lightning and the general mood of the set. And after that, you see a draft of the shot when it’s 20% done, comment it, see another version with your comments implemented and further developed at around 60% done, and then something just before it’s being determined to be final, at around 90%, for the final tweaks. Then the shot is ready, all is dandy and you have what you came in for.

This is how it works in theory. In practice, it’s unfortunately not this structured. All the talk about percents is completely arbitrary and have absolutely no ties to reality, because with a shot there’s only two possible situations: it’s either ready, or it’s not ready. Anything in between can turn into any amount of trouble, regarding what you are asking, and how it can be done. Usually, the biggest problem is that something in the shot just doesn’t look right or real, but the big task is to pin-point what it is. It can be perspective, the shadows on the ground, the chroma key, light setup with shot material vs. computer-generated material, or any number of smaller and smaller details – usually a bunch of them rather than one. And requesting changes – even just small ones – can suddenly push the shot back to the very beginning, because it might turn out it needs to be re-done completely. In the end, all you have in the schedule is finished shots and unfinished shots, and as long as the schedule and the unfinished shots are in some kind of balance things are good.

And when they’re not, people start to sweat. Yes, you included, herr Direktor. And that sometimes leads into situation where you either need to agree to compromise, or start killing other shots to get this one at hands right. That decision is usually the one you’d like to push as far as possible, but it’ll come in front of you, and then the shot is either in or out, or you go out and find more time and money, which are the two luxuries you usually have absolutely none left at the post production phase anymore. All the reserves have been used, all the tricks have been done. It’s just you, the deadline and the decision.

But much more than that, working on a VFX shots is just absolutely rewarding. As a director, you’re not requested to sit around at the VFX house, waiting for renders to finish and artists to get frames ready, but you’ll pop over every once a week and see as the thing you’ve had in your head is starting to come alive, piece by piece. There’s nothing more rewarding than watching something you’ve only been able to describe to people with words suddenly have lines, and colors and shapes instead of an actor in front of a glowing plain green screen.


Lead Compositor Juuso Kaari leading the composing team

INSIDE A VFX STUDIO

I’ve been to a bunch of VFX houses, travelling here and there, and there’s two kind of joints I’ve stumbled across to. There are the ones crowded with stubbly-bearded ADs chilling by their Macs, sipping latte, with hot receptionists asking if you prefer your Pellegrino bubbly or still (I always go still). And then there are the unearthed nerd caves with poor air condition, with wires and dust fighting for breeding ground in the corners.

I prefer the latter. Why? Because I’ve grown in that kind of atmosphere. I like to think in my mind that a good VFX team is too devoted to their work to really care about the shit laying around, too deep in their work to have time to take the cups to the dishwasher and too busy to even leave home when the day is over. These joints may not look like much, but they are the real powerhouses, at least in my experience. I obviously haven’t visited Pixar, or any of the big big studios, but I’ve worked at Energia, my CGI production house, and as an aesthetic pedantic asshole I’m usually the one complaining about the mess of the place. Well, I was until I realized it’s not going to change anything, because it’s just better that way. What’s around the screens doesn’t matter, only what’s going on on them.

It’s interesting what kind of people end up in VFX business, and end up being masters of their craft, too. In Energia, we have scientists, musicians, architects, graphic artists, familymen – from France, UK, US, Canada, Finland… all working together, sharing the same enthusiasm – to make the best, the most beautiful film possible. The film you’ve had playing in your head for years and years, these guys are out there to make it real.

(One thing we don’t have, though, is women. Every now and then a girlfriend of some of the guys wanders around at Energia, but they never stay long. I wonder why :)

A good VFX artist is devoted, creative, technically skilled, inventive, able to pay attention to details. But in addition to this, he/she is usually also knowledgeable – it’s amazing how much you need to know about combustion engines, space stations, guns, cartwheels, different types of wood, fabrics, nature, light, history, math, physics… you name it. You never know where you need it, but there will be a day when the detailed knowledge you have about nuclear explosions in the lower earth atmosphere, or how velcro works under water, proves highly important to the task at hands.

Working with the team like Energia is highly rewarding, but you have to be aware of the basics of the difference between a film crew and a VFX team. It’s like working in slow motion film set, where every camera move and lightning change takes days to complete, yet everyone around you is busting their asses to get it done.

It’s weird, but I wouldn’t have it any other way. A good relationship with a good VFX house is crucial. Just look at Lucas and Industrial Light and Magic, or Peter Jackson and WETA. Maybe Energia will one day grow to be a house like them. One can hope!


Energia Productions main hall. Altogether, about 20+ VFX artists work at Energia currently, all focusing on Iron Sky.

(Photos by Joni Niva)

Here’s what I learned directing Iron Sky – Notes from a newbie filmmaker

Sunday, February 13th, 2011

Photo by Tarja Jakunaho

Having just returned from Australia after finishing the shoot for my first professional feature film Iron Sky, I thought I’d take a second of your time and share some of the experiences I had within the last three and a half months and 40 shooting days to you who are interested in shooting a film somewhere in the future. I’m talking here to directors, but I’m sure people working in other positions might find something helpful here as well – if nothing else, reading this might make it easier for you to understand us, the directors, who are usually lost and hopelessly sad creatures on the set.

Working as a first-time director without a film school basis, walking into the set was a bit strange experience for me. I had never visited a real set, and I had only a vague idea on what the people on various positions do. So suddenly, I had people who I had no idea who they were asking questions I had no answer to. I’m really lucky to have as good First Assistant Director as I had (Peter McLennan) who was out there, really helping me out, and such a great Director of Photography as Mika Orasmaa is to make my life a bit easier. They both understood I knew nothing, but helped me through. The first three days were the worst, I made all the possible mistakes during those three days, but after that I started to learn more about the physics of the shoot, and that’s what I want to talk to all you first-time directors here.

PRE-PRODUCTION

Pre-production meeting at Frankfurt.

Pre-production is crucially important time for every filmmaker, and out of every second you have actually available for a proper pre with Director of Photography, First Assistant Director and other heads of departments, you should use them wisely to think through, inspect and tinker with every smallest detail. Because, as a director friend of mine told beforehand – if something can go wrong, it will. At least, you should be prepared to it. It’s clear you can’t prepare yourself for everything, so one of the best ways to try to leave a bit of air everywhere, to fix things as they fall apart.

BLOCKING AND SHOOTING

Blocking through a scene (Photo by Tarja Jakunaho)

Blocking through every scene beforehand is important. After the actors know what they are supposed to do, and the camera knows where to begin with, and where the key moments take place, it’s relatively easy to repeat the scenes over and over again. Ideally, you would have the possibility to rehearse the scenes beforehand with the actors, as clear as possible, but never lock yourself to what you come up within the rehearsals, because when coming over to the set, you find so much more possibilities and a huge load of problems that completely change whatever you’ve rehearsed. So rehearse, but keep an open mind when walking into the set.

Blocking the scene on the set – whether it’s based on rehearsals, or doing it cold turkey – is good to start before the actors arrive. Discuss it quickly through with DOP, or VFX supervisor, and with First Assistant Director, to make sure there’s nothing you didn’t take in account regarding lights, camera/crane angles or the lack of green screen, that could be fixed easily by just taking the action back few steps the other direction. That is because changing directions during the actual blockthrough gets confusing, and eliminating every bit of confusion beforehand is really important.

Photo by Tarja Jakunaho

After a quick walkthrough of the scene with heads of department, it’s time to clear the set, hold the work and get the cast in. Be prepared to give a bit of time for this – in many cases, this is the first time the actors walk into the set, and it takes a bit of time for them to familiarize the place. This usually takes the form of fooling around with some setpieces, doing something unexpected and just basically strolling around, asking questions and trying to understand more about everything. See, for you as a director you will already be very familiar with every small bit of the set, but for the actors, they’ve imagined the set in one way and whatever kind of set it is going to be, it definitely is different from what they’ve thought it to be. When the actors are familiar with the set, it’s so much easier for them to start inventing things, creating life to a dead set and bringing the characters alive in that surrounding. No matter in what kind of hurry you are, give the actors a bit of time to get familiar with everything, and you’ll get much better results on their end as well.

The actual blockthrough works – at least on my experience – quite well in three stages. First – it’s a readthrough. Just let the actors read through the lines, and let them wander around the set a bit more. The idea of the readthrough is to understand the approximate length of the scene, spot how the actors are going to perform and to find out possible problems in the first place. It’s quite possibly the first time you actually hear the dialogue, and depending on how precise you are with sticking to the script’s dialogue, you might want to make some notes about lines that don’t work very well. But – and this is important – DON’T start solving these issues at this stage. Now, you need to move.

Stunt action (Photo by Tarja Jakunaho)

Next, based on the readthrough, it’s time for a walkthrough. Tell the actors where to stand, who to talk to, how to approach the scene, where they can go and where not, and then let them do it once or twice, just to get an idea of the space they’ll be using. The walkthrough is usually also the biggest possibility for you to screw up things quite easily – so keep your script supervisor next to you. Make sure you don’t create any huge continuity issues at this stage, issues you won’t realize how big they are until they become actual problems when shooting. Just keep an eye on what big changes there are going to be – someone taking jacket off, someone lighting a cigarette, someone placing an item from a place to another – these issues are things you’re locked to, so make sure that’s what you want. Because once it’s been rehearsed that at this point she has a cigarette, it’s there, but if you at later stage realize that she can’t have the cigarette in another place, you’ll have to get rid of it somehow, which means possibly one or two more shots. Not to say it wouldn’t be worth it, and that’s what film is – constant action, motion, people doing things – just make sure that’s what you want, and try to realize the continuity issues it might bring up and then decide if it’s worth going for or not.

After the walkthrough, you’re going to properly block through the scene once or twice. This is as much for the actors as it is for the camera and the lightning department. You’ll watch as the actors perform the scene – almost like in a theater stage – and give the DOP (and you) the possibility to find the best angles and the best camera moves, and make some markers on the floor and/or walls for the actors, and then you’re good to go. As soon as you’re done with blocking the scene, leave the set as far away as you can. Let the departments begin their jobs, lighting the set, moving the crane, placing the green screen, and walk away with the actors…

Ready to shoot (Photo by Tarja Jakunaho)

Because – and this is usually one of the the most important moments of directing at least in my opinion – the post-block 20 minutes you have with the actors is the time to jump into problems of the text. If some action didn’t feel right, you have time to work on it. If some bit of dialogue just sucks, you have time to discuss it. If the actors have questions, you have a possibility to answer them. If someone has a completely different approach to the performance that you’re looking for, you have time to address this.

This 20 minutes is basically for you and the actors to get everything out of the scene before the cameras are rolling, because after that you’re on the set and you only have time for 3-4 re-takes per shot, which is usually just to fine tune the performances, and changing the big master action is not an option anymore, not without changing everything completely.

In short – don’t rush the blockthrough. Rushing it lands you in to even more problems, more time and more stress on the set. Solving the problems during and after the blocking makes it easy to repeat the same action from different camera angles, focusing on different actors and pieces of performance depending on the angle and the lens you’re using.

When starting to shoot, it’s good to know your actors. What you want is the best performances, but some actors are better during the first few takes, and some actors get better after they’ve familiarized themselves with the action and dialogue and other actors. So when planning the rhythm of the closeups and angles, always think where to start. Sometimes, it’s good to start with closer coverage, but usually I find it best to start with wide master shots, where you don’t see in too much detail the actors’ faces – this gives you time to rehearse the action as well, realize what’s wrong with performances, and start fixing them as you go into closer coverage. It’s a process, and once it’s clear and you know how it works, it’s quite straightforward. First do the wide masters, then pick a direction depending on your actors (the ones you know are better in the first few takes) and go tighter, tighter and tighter until you change the direction. Leave the pickups the last, because you either might find a way to grab that little bit of action as you shoot a direction, and if not, it’s usually good to use the main energy of the actors to the performances.

FILM MINUTE

Faster! Faster! Faster! (Photo by Tarja Jakunaho)

One of the biggest misconceptions on the set is something I call the Film Minute. It means the time it takes to fully accomplish one task. Usually, when you ask how long it takes from anyone, they’ll say “it’ll only be a couple of minutes”. It’s important to understand what does it mean, so here’s a little multiplier chart for you to understand what certain expressions of time mean:

Multiply film minute x 5:
* Camera Department
* Props Department (stand-by)
* Costume Department (stand-by)

Multiply film minute x 10
* Visual Effects department
* Stunt department

Now, as a director, what do you care? It’s the First Assistant Director’s job to keep up with the schedules – that’s true. But in the end of the day, it’s only you who knows what’s really relevant, what’s worth the time and the effort when looking at the big picture, what’s not. So, for example, if you want to have some sparkles on the scene, you might want it just because it looks nice, or because it establishes an important electricity malfunction which will be later used in the storytelling. 1st AD won’t know the importance of the one little thing, especially if it’s something you’ve come up at the set quite quickly, so it’s up to you to determine will it be the worth of the time it takes. Because, in the end of the day, it’s all about the coverage – you either have the coverage you need by the end of the day to edit the scene together, or you don’t. If you don’t, you go overtime. And the overtime is the thing that’s gonna kill you. Trust me.

So understanding Film Minutes is also director’s job, and even though your job as a director is not to micromanager things – there are departments for that – you need to have a good grasp of things.

The reason why Film Minute is never accurate is because of few reasons. First, every head of department makes things sound a bit easier than they are. It’s not because the lack of experience or because they’re just evil people, it’s because the other departments. There’s always unprepared requests coming from you – as the director – or from the DOP, or from the actors, and all this takes more time than prepared. The other point reason is usually that if something is changed, it usually needs rehearsals, new markers on the ground, new eyelines and so on. And especially, when you go into issues that have to do with electricity, safety, fire or stunts, there’s always the safety factor, the rehearsal and re-rehearsal factor and so on, which usually flows to other departments as well. So, basically Film Minute is usually quite accurate – if you work alone on the set. But whenever you’ll get a Film Minute estimate, remember that it’s just an estimate from one department – other departments usually will have their say on things as well.

And this, of course, is again not your job, but the First Assistant Director’s job to translate the length of the operation or request to you in realistic time, but before even giving a request, it’s good that you have an understanding on how long things will take, just to be on the same page. Remember – whatever you request out of the blue will usually cost money and time, so always be careful to request for things you are sure you want.

LANGUAGE ON THE SET

Photo by Tarja Jakunaho)

As a Finn, it’s hard to remember that you have to be more polite than is natural to you when working on the set with actors and the crew. In Finland, we don’t have a very good equivalent for the word “please” – which itself is short for “if it please you” – and we’re not used spreading compliments and excessive thanks around as much as we should. That’s just the basis of Finnish language – closest to really being polite, we do use T-V distinction, which in short means we talk of a person in plural, which sounds ridiculous in English, so we can’t even use that. But that’s no excuse – people on the set are used to better manners than Finns usually are especially when talking in foreign language, and that’s something we need to adjust to when working in a non-Finnish set.

This means, keep your ears tuned to how the people treat each other on the set. They do use words like “would you be so kind”, “please”, “sir” and “thank you” much more frequently than we Finns would. We had some feedback from the actors and the crew of our lack of pleases and thank-yous, and first we were a bit laughing about it but started to realize that the way we work does make us sound much ruder and much more assholes than we actually are, and I did learn to try to enhance my politeness whenever working with a non-Finnish crewmembers and/or actors. The words are “please”, “thank you” and “sir”. With these three additions to your normal English when working in a high-pressure environment – like a set usually is – you’ll come across more efficiently. Trust me.

SHOOTING IN GREEN

Studio before the green screen is up (Photo by Tarja Jakunaho)

Shooting in studio is a world of it’s own. It’s contained, controlled and a bit boring. Boring, because at least in our case we didn’t have any full sets on the stage – mainly floor, railings and some equipment that were important for the actors to interact with. Everything else would be created later on with CG, so every corner of the studio is surrounded with green screen. For me, as a director – and as quite an experienced director when it comes to a full-CGI-created sets like we had mainly in Star Wreck – it’s easier since I know every set and at least approximately know what kind of surroundings there will be created with a computer. But for everyone else working on the set, especially the actors and the Director of Photography, it’s really helpful if you spend a little bit more time with them to explain what’s supposed to take place in the green screens around you, what it looks like, and create some markers on the screen to give an idea where several objects or points of interests are. It’s still hard for the actors to really jump into the green screen set, especially if the actors are more used to traditional sets, so printing out whatever concept art – or even just some reference pictures – you might have of the set is going to be extremely helpful for them. Even better, if you have a 3D-environment on your laptop of the set with you, it’s very good, especially when planning the shots with DOP and other heads of department.

Green around the Moon (Photo by Mika Orasmaa)

But sometimes it might also be a good idea not to describe in too much detail what there is around them. Because the problem is for the actors that if they don’t really experience the space around, see the things moving around that are just dots on green screen, they have to imagine it, and they have to play it out loud, sometimes too loud for the camera. Udo Kier, when I was explaining him one of the sets, said he didn’t want to know too much. The set we were in was a huge hangar in the Moonbase, but Udo wanted to play it like it was his living room. He didn’t want to know of the marvels around him – in the end, he was playing the Moon Führer, and everything around him was blatant, boring and way too familiar to be marveled by his character, and this – not looking around, not paying attention to huge Moon Nazi stuff happening around, provided a performance that had more nobility to it.

So, when working on a green screen set with the actors, be careful how much information you feed up to them, and in what form. Sometimes, less is more. But take the time it needs to place good markers to whatever things you need, otherwise you’ll find actors looking around into completely wrong directions at same thing, and that’s just stupid.

Green Men (Photo by Tarja Jakunaho)

WATCHING THE MATERIAL

The Monitors (Photo by Tarja Jakunaho)

One of the things you need to be extremely careful with is showing the material to the actors during the shoot. Many people would like to see what they’ve just shot, but it’s not always a good idea to show material – actually, the less they see themselves on the screen, the less they have anything else but you as the director to trust upon, and the more they trust you, the better their performances will be for your film. That’s the general theory which I found good to follow. The best way that I found working for me is to create an environment where the actors trust 100% on you, and no other reference, and if they require to see the material, do show them that only to grasp the continuity or a bit of action, not the performances.

SCHEDULES

First page of the last callsheet

Last, but not least – let’s talk about schedules. Although it might feel a bit strange to jump on and take part in the scheduling from the first draft of the schedule on – do that. I didn’t, I had never seen a proper schedule before, and I didn’t pay too much attention to it. This attitude will backfire. Also, when working with the schedule, don’t fool yourself. Things take a certain amount of time on the set, and there’s usually nothing you can do about it. You can’t rush a stunt coordinator to do his or her’s job faster – if they are pro, they will do things efficiently, but their main concern – and your’s, too! – is the safety. And it takes a certain amount of time. So if you – sitting before your computer months before the shoot, looking at the schedule – go like “naah, we can do at least 30 shots on this day” – you’re fooling yourself. It’s good to remember that normally, you’re able to do 10-25 shots, depending on various factors. If you’re doing a well-contained drama scene with few actors, only dialogue, you might be able to cover 25 shots in a day. If you have a bit of action – someone slapping someone, someone falling etc, – it’s probably around 20. But if you have anything more than that, the number goes down. 15 if you have action with harnesses, or stunt doubles (not because the stunt doubles wouldn’t be effective, but because there’s makeup- and costume change etc ahead) and so on, and 10 if you have anything big like explosions, fire or other practical major visual effects.

It’s good to keep this in mind when preparing for the schedules, because it helps nobody if you’re not realistic with planning. Because, in the end, what you need is the required coverage, the required action and the required takes – if it’s unattainable, you’ll go overtime. And if you go overtime, your producers will hunt you down with machetes and chop you to pieces. Not to mention entities like Completion Bonds and so on. So, whatever you do – take your time really being realistic with schedule planning with your DOP and 1st AD – and even after that rehearse, use all the possible pre-production time you can ever have as effectively as possible and then you should be on the safe side. If you’re an experienced director, and walk on the set without having done pre or rehearsals, you’ll fluke it up. Either you’ll compromise the coverage – which usually means the scene doesn’t work – or action – which means the scene is boring – or takes – which means the actors act badly. And none of these things are what you want to do. You want to do a good film, and the best way to do one is by being realistic, no matter how boring it is.

AMA – ASK ME ANYTHING

So, here goes the first dump of random advice I mustered from my brains. I’ve done two AMA’s (Ask Me Anything) on Reddit, if you’re interested to hear more of my experiences, check them out. The first one is from the last night before the first shooting day in Frankfurt, and the second one just after the final wrap party of the whole shoot, in Gold Coast.

You can also ask questions in the comments section below.

Oh, and welcome back to Zombie Room. We’ve been silent for apparent reasons for quite some time, but now we’re back!

M. Night Shyamalan refuses to go away.

Thursday, October 21st, 2010

We had a long debate with Essi the other day about M. Night Shyamalan. I felt that the guy’s work is getting more annoying by every film he does, but Essi thought that although that might be the case, the guy has proven himself as a director, and just needs the right project to re-establish himself. I found myself standing corrected.

Well, One Thousand A.E. just might be that. It’s a film written by Gary Whitta (The Book of Eli), which makes it the first Shyamalan picture not written by the man himself. Maybe, just maybe that’s a good thing. My thinking, although, is that what Shyamalan needs is a budget restrictions – smaller, tighter budgets that would force him to really push his skills to the limit to deliver. A bit of belt-squeezing might be an essential thing to make him re-invent himself, and put him back as one of the directors to look out for. But, given that One Thousand A.E. is a scifi, and the name itself does sound quite epic, it might be another Airbender in the works.

Here’s an article about One Thousand A.E. on The Hollywood Reporter. It just leaves me wonder, where’s the twist? That it’s actually One Thousand B.C., but nobody knew it?

(Via Borys Kit / The Hollywood Reporter)

Cars 2 Trailer Looks Like Shit.

Thursday, October 21st, 2010

For the first time since I saw the original Toy Story (1995), my faith on Pixar’s excellency is wavering. In a way, it’s not really fair, given they’ve done only awesome films without any exceptions, but still, looking at the new teaser for Cars 2, I can’t but say I’m not completely convinced. Cars hasn’t been the best Pixar film, and I know to many it’s even considered as a bad film, but I have to disagree on that. I’ve been watching Cars over and over again with my kid since it was out, and I know it inside out – and I think it’s a fine film. It may not be as unique as most of them, but still – it’s a good basic small story with a lot of character, a good story structure and all that stuff.

But let’s see. Cars 2 seems to be some kind of an … agent film? What? Have I missed something somewhere? I mean I know the franchise quite well, having been exposed to it quite much as a dad of a 5-year-old, but I never knew about this angle. The only real explanation to it that this is one of Mater’s (Larry the Cable Guy) fantasies they’ve been pushing out as Mater’s Tall Tales, but I don’t know. It doesn’t feel like it.

So, I’m concerned. But, nevertheless, here’s the new teaser, and a bunch of concept art. We’ll see, it’s coming out in the summer of 2011.

Death of a CD/DVD/BluRay?

Thursday, October 21st, 2010

TechCrunch just wrote an article claiming today being officially the death of compact discs (basically in any format, be it CD, DVD or BluRay). Their reasoning was because the writer MG Siegler had realized he hadn’t used the DVD drive of his MacBook ever for anything. With computers, I’m quite confident that’s the future, and I couldn’t be more happier with it. But what about film industry? When do we get rid of the DVDs and BluRays, and do we even want to?

I’m all for digital distribution, all for the easiest flow of entertainment. But looking around my house right now, I’m unfortunately not seeing an easy way out when it comes to films. And again, unlike with those horrible computer program boxes filled with nothing but air, I do have a mental attachment to our DVD collection. It’s not huge, but it’s cute. In a bachelor nerd way. And compared to a collection of computer program boxes, that become historical relics after just one year when a new version of the program has replaced the earlier one, these are eternal. And by eternal I mean they last 15-20 years. But that’s ten-twenty times longer than a computer program. And even a computer game – watching a wall full of computer games, it’s not quite likely you find yourself in a sudden rush of nostalgia, pull out your old Amiga, set it up, install Monkey Island 2 and spend few hours playing it. It sounds great, but really for that to happen… I don’t think so.

There's a bunch of 'em. Not a huge collection, and a bit messy, but good stuff there is!

So DVDs and BluRays have more collecting value. But in addition to that, still looking around my house and the equipment I have, there’s absolutely no way a digital download of a film would be superior to a physical high quality BluRay, 1080p, 5.1 sound, the works. Connecting my computer through a display port to a HDMI adapter to my TV, then pulling out an optical cable and rigging it to my laptop, then downloading the 1080p file from a pirate site, watching it… It’s just too much hassle, a hassle which I can get around by just walking to Sokos next door, grabbing the desired BluRay, sticking it to my PS3 and kaboom, it’s on. It’s easily something I’m happy to pay 20-30 bucks, and then – I have the physical copy in my collection, available for watching quickly anytime I want. And more than that, just a glance on the wall of my room, and registering titles like Terminator 2, Citizen Kane, American Beauty, Big Fish – even unconsciously – makes me feel like I’m in a good place. Somehow, watching the same names typed on a computer screen with 10pt Tahoma don’t work the same way.

So, the reason BluRays (and DVDs) will live on for at least another 10 years are three:

1) As a physical item, they have a collecting and portability value.
2) As long as hooking your laptop to your home entertainment system requires even hooking one cord somewhere, it’s not working.
3) As long as there’s no reasonable online version that will provide the easiness, the enjoyment of collectibility and the quality of a BluRay.

The conclusion is: digital distribution is not killing the film business. It adds a new customer segment, that will merge *in the future* to the existing one, making it stronger. But as long as the digital pioneers are being punished for the mistakes the industry makes, there’s not enough synergy that this would happen. Hunting “pirates” should end, and we should come up together with the industry, the audience, the film buffs, the Internet and the filmmakers a distribution system that’s making sense so that the merging from physical units to digital distribution would be painless, productive, profitable and possible.

Ugh. Ramble off.

Night Visions Diary # 3: Picking Crispin Glover’s Brain Over Lunch

Friday, October 30th, 2009

crispin_glover_01_small

Yesterday we met with American film maker and actor Crispin Glover over lunch at a vegan restaurant Silvoplee. We ended up having a very interesting conversation about the future of collaborative film making, Internet distribution and of course Moon Nazis. The lunch was set to start at one, but after we passed the 45 minute mark and were still waiting in the restaurant, we started to get a bit worried. Was this going to be…

table_silvoplee

… The Invisible Crispin Glover Experience! :)

Well no. True that mr. Glover was a bit late (because his last interview ran longer than expected), but I was more than happy to wait and at two o’clock he arrived. To those of you who don’t know, Crispin Glover is “touring” with his one man show “The Crispin Glover Experience” and he will be performing tonight 7:00 pm at Maxim movie theatre in Helsinki. The show contains a screening of his film It Is Fine. Everything Is Fine!, a slide show, a Q & A session and a book signing.

You can read my full article about The Crispin Glover Experience here.

After a more or less formal start to our conversation, we begun talking about the future of collaborative film making and Internet distribution. Since Glover doesn’t sell his movies for commercial distribution, the only way to see his work is by attending his shows. Glover has some issues with the corporations in charge of distribution, and who can blame him. The moment you give your movie away to a traditional distributor, you are more or less bound to do as they say. You also loose all freedom of doing things your way and of course money-wise the distributor takes a big cut of the gross. Back in the day there were no other option to the traditional distribution model, but nowadays the Internet provides a market bigger that any other. Also when done right, it doesn’t cost a cent.

We told mr. Glover a little about ourselves and it seemed that after hearing the story of how Star Wreck was made by collaborating with the community and how it was distributed for free on the Internet, he became more open to the idea of Internet distribution. What we also discovered is that Glover has been looking for a new way of distributing his films, but felt strongly about still keeping the distribution to himself. He seemed very interested in all new possibilities of how to use the Internet and we were more than happy to give some advise.

After lunch I did some digging around in the net and found that Glover has been using the Internet quite well. He has his own website, but also a Facebook and Twitter account to promote his tour. This is more than I can say for most film makers. My only suggestion to mr. Glover would be to take it one step further. It would be great if there was also a tour blog and/or twitpics on Twitter. For example the director of Juno, Jason Reitman, (@JasonReitman) does this very well.

crispin_glover_timo_vuorensola_small

Timo with Crispin Glover

I’m going to see the show tonight and will be posting about it tomorrow. So stay tuned.

For more info visit Crispin Glover’s official site http://www.crispinglover.com

How To Transform Into a Zombie 101

Monday, October 26th, 2009

Since we are getting closer and closer to Dead Snow Zombie Walk, I thought it would be good to go over some basic tips and tricks on how to actually transform yourself into a zombie. I will tell you a little what I will be doing and then some tips from all over the internet. Keep in mind that I’m not an expert, so if I can do it – so can you!

COSTUME

Start by choosing what kind of zombie you wanna be. We are going as nazi-zombies, since that’s what they have in Dead Snow, but it can be anything you like. After deciding your character, you need to think how did you die. Was it resent or have you been roaming the streets eating brains for decades? So dress accordingly. The present day is of course the easiest since you can use some of your old clothes and just zombify them.

What you wanna do is take those clothes you’ve chosen and just give them a feel of them being under ground as zombies usually have been. So just dirt them up a bit. The most important thing is of course blood, but by adding mud and ripping your clothes to shreds, you get a bigger effect. Flea markets are the best place to find clothes cheap and they might be a bit torn already. Here’s an example of what I did today to a shirt I just bought.

zombie_walk_shirts_01

zombie_walk_shirt_after_05

This is only one part of my look, the rest is still under development. But you get the general idea.

MAKE-UP

All you really need is a white face paint for the base and some black to define your eyes and cheek bones. And of course a lot of blood. A good place to buy this stuff is Punanaamio in Helsinki.

Here’s a great video on the most basic and traditional zombie make-up. This is the direction we are taking with our look.

And here’s a couple of more advanced tutorials. The first one shows you how to get that “fresh dead look”.

And here’s how to do the rotten flesh effect. It’s actually quite simple.

And remember to have fun, this is not in any way serious and it doesn’t really matter what other people think, as long as you are having fun. I would also like to remind everyone that you can of course come to see Dead Snow even if you weren’t going to be dressing up as a zombie. This is a movie you don’t wanna miss!

Dead Snow Zombie Walk 28.10 20:00 from Rautatientori, Helsinki (RSVP to the Facebook event here)

Dead Snow screening 28.10 21:00 Maxim 2 (buy tickets by pressing this link)

Read my previous article about Dead Snow Zombie Walk here.

Hope this helped and see you at the Zombie Walk!

New And Improved Zombie Room – Zombies Get A Facelift!

Tuesday, September 29th, 2009

zomrom

The Zombies are proud to present you the cool new look of the site, one we’ve been dying (literally) to get it online – and here we are now!

You are looking at a completely new site design provided by our friend Brian Chirls in his infinite wisdom and mad skillz, added with the hyper-cool Zombie Room artwork by Jussi Lehtiniemi, also known as the guy behind the Iron Sky concept art.

So, to many this might be first time you visit here – so let me tell you in brief what this site is about:

1. We complain about movies. You know, rate them, share our thoughts etc.

2. We write some news. Well, usually it’s some old shit that’s been around the internet for minutes, but we add our own flavor to it. Kinda.

3. We do lists.
Different kind of lists – like what films are cool etc.

4. We do fights. Like how bad a film kicks ass compare to some other lame-ass shit film.

5. We complain about how fucked the film industry in general is. And it is. In distribution and production, and how completely lost the industry is with the Internet.

6. Also, we write about festivals. We tend to be around at film festivals quite a lot, and we like to get free badges by writing about them. A fair deal, right?

7. And we write about zombies. We kinda think they are cool.

All in all, we write about stuff we think is interesting.

And a quick word about who we are. Well, there’s two of us – Essi and Timo. Essi is the hot movie nerd chick who actually cares about films and actually knows about them. And Timo is the big guy with a loud voice and likes to mouth-breath quite a lot on films. Together, we form a team – like Mork and Mindy – called the Zombies.

We are both in film. Essi is a filmmaker, working in a company called Bronson Club here in Finland, and her coolest job so far is a Finnish horror film called Sauna, directed by AJ Annila.

Sauna_movie(2)

And Timo is a filmmaker who has done so far only one film, called Star Wreck: In the Pirkinning, but is working on the next one – called Iron Sky. He is also working on a collaborative filmmaking website called Wreckamovie, hoping to help filmmakers to get their heads out of their asses sooner than later.

So this is who we are. In addition to Zombie Room blog, you can reach us via Twitter and Facebook:

Timo on Twitter; Facebook

Essi on Twitter; Facebook

ZombieRoom on Twitter; Facebook

Thanks for checking us out, now go away and do something productive.

What’s going on with David Lynch?

Friday, April 10th, 2009


It’s hard to talk about David Lynch without sounding like a complete fresh-out-of-filmschool-douchebag about to end up in development hell with your completely ununderstandable 3-hour feature nobody wants to see – not to mention, to fund, but then again, that’s me deep down.

What I love about Lynch’s films is the one thing that annoys and drives away most of the audience: the focus on the atmosphere instead of the story. His work tells me that film can be so much more than just a series of pictures that tell a story of a character or two. It can be a painting where you have to guess parts of the story, maybe stop for a while to just admire some brushstrokes and beautiful details and suddenly find yourself decoding the entirety all over again.

Let’s take a quick look at what Lynch is doing right now. I’m referring to Wikipedia and IMDB mostly (since most of the Lynch websites are quite as informative as his films are easy to follow..), so please excuse me in advance if some of the information is either outdated or wrong.

Lynch’s latest feature film was INLAND EMPIRE (2006), and after that he has completed a deleted scenes/extended storyline of INLAND into a 73-minute film More Things Happened (2007). He has also contributed a segment into a French film called Chacun son cinéma ou Ce petit coup au coeur quand la lumière s’éteing te que le film commence, a “collection of 33 shorts directed by different dierctors about their feeling about cinema”, and did a short film called Boat, about – well, David Lynch on a boat.

Lately, mr. Lynch has also contributed a lot of effort into production of films not by himself. Surveillance (2008) is a film by his daughter Jennifer Lynch, a thriller of sorts, and right now he’s working with Werner Herzog‘s horror drama My Son, My Son, What Have Ye Done (with Willem Dafoe, Udo Kier & Grace Zabriskie in the cast). The film is going to be released next year, and tells a story of a man who starts to experience mysterious things, and ends up killing his mother. Another production on IMDB’s list related to Lynch is called King Shot, a film by Alexandre Jodorowsky with Nick Nolte, Udo Kier and Marilyn Manson (!) on the cast. Lynch has just recently also filmed three commercials for Gucci, and is said to be working on a road documentary too.

Lately Lynch’s main interest has been – at least that’s where he’s been most active about in the public – is a form of meditative thinking called the transcendental meditation, of which he seems to be quite deep in with. He’s been travelling around the world having seminars about the meditation, which he believes can bring the peace to the world. He actually visited here in Finland as well, but frankly, I’m not interested in meditation so I felt that no matter how big a fan I am, I wouldn’t want to take the place of somebody really interested on his current topic and stayed home, watching INLAND EMPIRE instead.

So, the man is still going strong. We just don’t know what exactly is his next, real, feature film going to be. And most certainly, there’s no way trying to guess it – just remember Straight Story. It can be anything.

Tomorrow, a follow-up article Top 5 Lynch Films here on ZR. Stay 2ned.

The Zombies would like to wish you all a great Easter. The Lynch Rabbits are having one, too.

 

- Timo.

Pixar vs. Dreamworks

Thursday, April 2nd, 2009

This, I think, very well describes the main differences between the two animation giants :) (Click the picture to actually read it).

Related Posts with Thumbnails