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)








