Tuesday, June 18, 2013

Worth a mention - 06/18/13

Sony to Make Two More 'Spider-Man' Sequels

(thewrap.com)          Sony will produce and release two more sequels to "The Amazing Spider-Man," the studio announced on Monday. The studio is already production on "The Amazing Spider-Man 2," which will open in theaters May 2 of next year.

The third "Spider-Man" film will open June 10, 2016 while the fourth will open May 4, 2018.

The first film in the reboot of the comic book franchise grossed more than $750 million worldwide last year and propelled Sony to more than $4 billion overall at the box office in 2012.

"Spider-Man is our most important, most successful, and most beloved franchise, so we're thrilled that we are in a position to lock in these prime release dates over the next five years." Jeff Blake, vice chairman of Sony Pictures, said in a statement.

Marc Webb directed the first and is directing the second film. It remains unclear if he will  return for the subsequent movies. Andrew Garfield stars as the titular super hero while Emma Stone plays Gwen Stacy.




George Lucas Says He Hasn't Spoken With J.J. Abrams About Star Wars

(Access Hollywood)            When it was first announced that more "Star Wars" movies were coming, and that George Lucas wouldn't be involved with the film, fans were quite ecstatic if not suspicious. Could Lucas really pass off the franchise to someone else without being involved? It certainly seems that way.

In an interview with Access Hollywood (via /Film) Lucas says he hasn't spoken with J.J. about the movie and doesn't appear to know much about the progress of the film.

"I have not spoken to J.J. He’s been busy with Star Trek, and I’m sure that he’ll let me know when he’s got some questions. So, you know, that’s all going well. Kathy tells me it’s working out great."

Star Wars: Episode VII will be directed by J.J. Abrams from a screenplay by Michael Arndt and is scheduled for a 2015 release. It is scheduled to begin production next year in the UK.




'Pacific Rim' Movie Early Reactions


(atinospost.com)            Guillermo del Toro's "Pacific Rim" is slated for release in less than a month and the reactions are slowly arriving.

Publication Movie Hole recently previewed the first 15 minutes of the highly anticipated film and revealed its opinions on the film so far. Writer Mandy Griffiths noted that she was unimpressed by the film's original trailer and had subdued expectations heading into the screening. However, she was ultimately floored by the result.

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"I came into this screening prepared to be unimpressed, but it had very much the opposite effect. Sure this film needed 'Transformers' to come before it, as that franchise has paved the way for many like it, but unlike 'Transformers' you can follow the action, it doesn't chop around to create motion sickness, they have attempted to create characters you can care about, and if you could ever describe robots and aliens as graceful in battle, this is probably it," Griffiths wrote. "It seems like they actually have a story to tell here and whether or not they can sustain this quality over an entire film is still open to judgment, but I'm excited to see more."

Griffiths notes that the film starts off by explaining the history behind a previous Kaiju alien invasion and its eventual annihilation by the world's defenses. Then the viewer is shown the world leaders' decision to create giant robots as its line of defense before catapulting into the story of the film. The writer indicates that the back story is revealed in the film's opening five minutes.

Aside from Movie Hole, Boxoffice.com screened the movie and expressed excitement. "Saw this recently. Action, visuals were awesome...monster versus robot fighting was quite the spectacle (though unfortunately the last big scene wasn't as good as the one before it). Otherwise this quote is right...characters were uninteresting and so was the story. Watch for the action, that delivers pretty well... It's got creativity in its design and style though more than some other blockbusters, but heart? Naa," wrote the publication. "Yeah, the movie is still fun. I mean, it's still giant robots fighting giant monsters. If that's what you want to see...that's what you'll get. And it delivers on that front."

Armann2000 also so the film and added, "For what it's worth, I went to a screening yesterday, and loved it. I haven't read the script yet, so I don't know how much has changed, but the action was absolutely incredible, and the greatest strength of the film was the pacing. There was never a dull moment, and aside from maybe two strange moments in the film, it was very fluid and enjoyable. There were a fair amount of cliche lines, Charlie Hunnam was so-so (my friends thought he was terrible, so maybe I was just easier on him), and Charlie Day was awesome as always. It's a big crowd movie. The big WOW moments play really well, and are extremely satisfying."

"Pacific Rim" hits theaters on July 12, 2013. It stars Charlie Hunnam, Idris Elba, Ron Perlman, and Charlie Day.




Sin City: A Dame to Kill For Moves to August 2014


(Dimension Films)             It's been a long, hard road for Robert Rodriguez and Frank Miller's Sin City follow-up to get to theaters. After many years of delays, the film began production last October and was slated for an October 4, 2013 release. This has now changed, as Dimension Films has pushed back the film's release to August 22, 2014 instead. No other film currently holds that release date.




Square Enix Cuts Half of Staff at IO Interactive, Cancels All Non-Hitman Projects


(mcvuk.com)           Square Enix has laid off almost half of the employees at IO Interactive as part of “significant changes” at the studio.

In a statement passed on to MCV, a spokesperson for the studio said the Denmark-based company was moving toward a sole focus on the Hitman franchise, and as a result would be cancelling a number of projects and initiatives at the studio. The developer is currently in pre-production on a new triple-A Hitman title.
IO Interactive production director Hannes Seifert will now take over the position of studio head.

The statement added that the publisher would try to relocate staff within the company where possible.

“We are making significant changes at IO Interactive as we align our business against a changing and challenging market," read the statement.

"Hannes Seifert, formerly Production Director for 3 years at the studio, will take over the position of Studio Head at IO. The studio will focus resolutely on the future vision for the Hitman franchise and is in pre-production on a new triple-A Hitman project.

"However we have taken the difficult decision to cancel other studio projects and initiatives at IO and reduce the workforce in this studio, which will impact almost half of the employees currently at IO, as we make internal adjustments to face the challenges of today’s market.

"For those affected, we are extremely grateful for the hard work which they have contributed, and where it’s possible and appropriate to relocate staff to open positions at other studios within the group, we will try to do so. We are also reaching out to other companies for outplacement opportunities. We sincerely wish them well in their future careers.

"Meanwhile, if you are part of a company that is looking for additional development talent, please contact us directly at info@ioi.dk.”

IO Interactive’s last game was Hitman: Absolution, but before that it had developed a number of other titles outside of the franchise such as Kane & Lynch and Mini Ninjas.





"Prometheus 2" Moving Forward - Scott To Direct

(darkhorizons.com)            Jack Paglen has been hired to pen the script for a sequel to Ridley Scott's "Prometheus".

Paglen was previously linked, but now comes word that Scott has agreed to his take on the direction for the sequel. As a result, negotiations are now underway.

Paglen would replace Damon Lindelof who penned the first film which scored $403 million worldwide at the box-office. It's expected this sequel will further distance itself from the "Alien"-related elements of the first film.

Paglen penned "Transcendence," the upcoming directorial debut of "The Dark Knight" cinematographer Wally Pfister, which stars the likes of Johnny Depp, Paul Bettany, Rebecca Hall and Morgan Freeman.




VFX & Animation Heavy Hitters Come Out For SIGGRAPH 2013 Final Lineup


(sys-con.com)              SIGGRAPH 2013, 21-25 July at the Anaheim Convention Center in California, released the final lineup of 15 Production Sessions to be featured at this year’s conference. These Production Sessions are part of the overall Computer Animation Festival, which is open to the public and accessible for as little as $150.
Warner Brothers Presents the VFX for 'Man of Steel' - (C) 2013 Warner Bros. Entertainment Inc. and L ...

Warner Brothers Presents the VFX for 'Man of Steel' - (C) 2013 Warner Bros. Entertainment Inc. and Legendary Pictures Funding, LLC

“There’s only one place where the world’s best creative and technical people converge for a week of exchanging industry know-how and ideas that helps everyone push the boundaries of what is possible forward,” says Jerome Solomon, SIGGRAPH 2013 Production Sessions Chair from Cogswell College. “These incredible production sessions are just one example of what is so great about SIGGRAPH and makes it so unique.”

The Computer Animation Festival, chaired this year by Jason R.M. Smith, is recognized by the Academy of Motion Picture Arts and Sciences as a qualifying festival. Since 1999, several works originally presented in the Computer Animation Festival have been nominated for or have received a "Best Animated Short" Academy Award. This year’s selections will be featured during the Computer Animation Festival through a series of daily Festival Screenings and the iconic Electronic Theater, allowing attendees to get a glimpse behind the making of computer generated effects, visualizations, and animations.

In all there will be 15 Production Sessions. Here is the full lineup:

Warner Brothers Presents the VFX for 'Man of Steel'

Tuesday, 7/23, 2:00 PM - 3:30 PM

The Visual Effects teams from MPC, Weta Digital, Double Negative, Scanline and LookFX will each provide a unique insight into their work on Man of Steel. This session is designed to highlight signature moments from the film and show how creative contributions came from around the globe to help deliver one of the year's most exciting films. The final Q&A with all five vfx studios is not to be missed.

Panelists:

    Dan Lemmon - Visual Effects Supervisor, Weta Digital
    Guillaume Rocheron - Visual Effects Supervisor, MPC
    Ged Wright - Visual Effects Supervisor, Double Negative
    Stephan Trojansky, President/Sr. VFX Supervisor, Scanline VFX
    Max Ivins - Visual Effects Supervisor, LOOK Effects

Blue Sky Studios Presents: The Fantastical World of Epic

Wednesday, 7/24, 3:45 PM - 5:15 PM

At Blue Sky Studios we have always taken inspiration from nature, and that is certainly true of our latest movie, Epic. For example, the armor of the Leafmen was inspired by the multi-segmented exoskeleton of crickets. Their costumes use iris petals instead of muslin fabric, and thistle down instead of tulle. Looking at real-world physics, Leafmen could jump more than twice their height, and their sense of time would be sped up by the change of scale, which was taken into consideration during animation. Along with that, the selective use of a wider-than-usual lens package helped us tell a story about a seemingly distant and fantastical world that feels right at your fingertips. We plan to show this process, along with portions of Epic, which demonstrate these points. We will show some of the reference material that designers and animators used as inspiration and how our cinematography was carefully mapped out in order to better serve our story-telling endeavor.

Panelists:

    Mike Knapp, Art Director
    Galen Chu, Supervising Animator
    Renato Falcão, Cinematographer


The Making of Pixar's "The Blue Umbrella"

Sunday, 7/21, 10:45 AM - 12:15 PM

A screening of Pixar’s "The Blue Umbrella" will be followed by a "Making-of" presentation with the director Saschka Unseld. He will retrace his journey from discovery of the idea all the way through the Pixar story process and onto the big screen. Get a behind-the-scenes look at the artistry and technology that went into every frame and then re-watch "The Blue Umbrella" with new eyes.

Panelist:

    Saschka Unseld, Director of The Blue Umbrella

Industrial Light & Magic Presents: The Visual Effects of "Star Trek Into Darkness"

Tuesday, 7/23, 9:00 AM - 10:30 AM

Visual Effects Supervisor Roger Guyett and the team from ILM discuss the visual effects challenges overcome for the intergalactic manhunt portrayed in J.J. Abrams’ “Star Trek Into Darkness.” From the on-set approach to the effects work to constructing a Starfleet and building and destroying future San Francisco and London, the panelists will cover the creative solutions developed for the film.

Panelists:

    Roger Guyett, Visual Effects Supervisor / Second Unit Director
    Paul Kavanagh, Animation Supervisor

Rhythm & Hues Studios presents: How to bake a Pi

Thursday, 7/25, 10:45 AM - 12:15 PM

Get a first-hand look at the story behind the stunning, Oscar-winning visuals of Life of Pi as Rhythm & Hues takes you on a journey from script to screen through a world of vast oceans, carnivorous islands, flying fish, bioluminescent jellyfish, whales and tigers. Leaders from the visual effects team will discuss in detail how they attempted to tackle the project, share the hard lessons learned along the way and explain the complex process used to seamlessly combine live-action with extensive digital environments and hand-crafted character animation in a fully-stereo pipeline that required a total rethink of much of the traditional vfx process.

Courtesy Rhythm & Hues Studios.

The Open Source Swimming Hole; C’mon In The Water’s Fine^h^h^h^h Murky

Sunday, 21 July, 2 pm - 3:30 pm

Open Source Software (OSS) has become an integral piece of the ever-expanding Animation and Visual Effects industry. With OSS firmly implemented into many studios’ production and development pipelines, what has been gained? Professionals within these fields will discuss the challenges and benefits of using OSS, reflecting on how the industry has changed as a result. They will look back on their own innovations that have become widespread within the community, in addition to revealing what future developments are in the works.

The panelists represent a community of developers and enthusiasts who encourage open collaboration, as they share their thoughts and experiences with the world.

Topics Include:

    What are some legality challenges that arise when implementing OSS into a company’s pipeline?
    The benefits and disadvantages between closed source and open source software
    The future of OSS in various studio settings
    Updates and new developments from the panelists

Panelists:

    Robert Bredow, Sony Picture Imageworks
    Andrew Pearce, DreamWorks Animation
    Bill Polson, Pixar Animation Studios
    Ton Roosendaal, Blender Foundation
    Kevin Gambrel, Disney Animation Studios

The Visual Effects of Marvel’s ‘Iron Man 3’

Wednesday, 7/24, 9:00 AM - 10:30 AM

In Marvel's “Iron Man 3,” from Director Shane Black, brash-but-brilliant industrialist Tony Stark/Iron Man goes on a harrowing quest to find the enemy who has destroyed his personal world. Marvel Studios, Digital Domain, Scanline VFX, and Weta Digital take SIGGRAPH audiences through their VFX journey as they created some of the movie’s most heart-stopping moments – the house attack sequence, the dramatic ‘barrel of monkeys’ sky rescue and the climactic final battle.

Panelists:

    Victoria Alonso, EVP of Visual Effects and Post Production, Marvel Studios / Executive Producer Iron Man 3
    Chris Townsend, VFX Supervisor, ‘Iron Man 3’
    Guy Williams, VFX Supervisor, Weta Digital
    Geoff Baumann, CG Supervisor, Digital Domain
    Bryan Grill, VFX Supervisor, Scanline VFX

DreamWorks Animation Presents: A Journey to the Croodaceous

Wednesday, 7/24, 9:00 AM - 10:30 AM

A behind-the-scenes look at DreamWorks Animation's hit film "The Croods" directed by Chris Sanders and Kirk DeMicco. The session explores the artistic and technical challenges of bringing uniquely designed, appealing, gritty and at times dangerous prehistoric characters, creatures and environments to life, all with the ultimate goal of delivering an insightful emotional family journey set against a pending natural disaster. The artistic leadership of the film will talk about the aesthetic decisions made along with the technical and workflow innovations necessary to accomplish the film.

Panelists:

    Chris Sanders, Director
    Matt Baer, Head of Effects
    Mark Edwards, Head of Lighting
    Damon Crowe, Character Effects Supervisor

Walt Disney Animation Studios Presents "Frozen": The Craft of Character and Cold

Tuesday, 7/23, 10:45 AM - 12:15 PM

The team from Walt Disney Animation Studios gives a first-time, behind-the-scenes look at the their November 27, 2013 film, "Frozen." Attendees will learn how the team of artists and technologists created the film's characters through visual development, rigging, animation and advanced rendering tools and discover how the elements of cold - ice, snow and frost - were brought to life through new simulation techniques.

OLM Digital Presents the Anime Spirit: From Pokémon, Pac-Man to live action films

Wednesday, 7/24, 2:00 PM - 3:30 PM

Anime has gained great popularity in the world for its unique expressiveness in contrast to western animation. OLM Digital, a digital production company in Tokyo, keeps trying new anime styles, making the Pokémon movies over 15 years. This session presents the company’s various works in 2D/3D hybrid anime, 3DCG, S3D anime and live action films. The showcase focuses on how the anime spirit of OLM Digital is put into various visual forms. The brand-new Pac-Man animated TV series, which is a collaborative work with Sprite Animation Studios, is also one of the highlights of this session.

Panelists:

    Yasuhiro Mikami, CGI Director OLM Digital
    Masashi Kobayashi, CGI Producer OLM Digital
    Moto Sakakibara, CEO and Creative Director Sprite Animation Studios
    Ken Anjyo, R&D supervisor OLM Digital


LAIKA Presents: The Seamless Fusion of Stop-Motion and Visual Effects Technologies in LAIKA's Feature Films

Wednesday, 7/24, 10:45 AM - 12:15 PM

LAIKA, the Oregon-based animation studio behind the remarkable features ParaNorman (2012), Coraline (2009) and The Boxtrolls (in theaters 26 September 2014) has inspired audiences -- and industry professionals -- with an unprecedented visual artistry. Animators breathe life into meticulously hand-crafted puppets while visual effects artists seamlessly enhance the performance with cutting-edge technologies. This unparalleled fusion of stop- motion and computer graphics has garnered the studio two Oscar nominations and worldwide acclaim. In this session, Georgina Hayns and Brian McLean address the key interdependent and collaborative relationships between these uniquely different but critically important departments.

The presentation will address the following:

    The use of Maya and Zbrush to enhance practical sculpts;
    3D Printed material and subsurface scattering to allow puppet builders to break free of previous design limitations;
    The advancements in color 3D printing and the enabling of puppet builders to evolve beyond prior design limitations;
    The use of in-house developed silicones which enable character performance previously unseen in stop-motion animation;
    The utilization of 3D Printers to pre-vis puppet construction issues and control how practical materials perform;
    The use of laser cutting fabrics to enhance the design and functionality of the puppets costumes.
    Production puppets will be displayed during the presentation.

Panelists:

    Georgina Hayns, Creative Supervisor, Puppet Fabrication
    Brian McLean, Director of Rapid Prototype.

Sony Pictures Imageworks Presents: Take a Journey Down the Yellow Brick Road

Tuesday, 7/23, 10:45 AM - 12:15 PM

Sony Pictures Imageworks, under the direction of VFX supervisor Scott Stokdyk, created the majority of the visual effects for Disney's OZ THE GREAT AND POWERFUL. As a cinematic prequel to L. Frank Baum’s first book “The Wonderful Wizard of Oz,” the film explores the backstory of the wizard character. The goal of the film was to create a beautiful stylized environment for the land of Oz and bring to life computer graphics characters that accompany Oz on his journey, including Finley the monkey, the porcelain China Girl, and various creatures that surprise them along the way.

Walt Disney Animation and Pixar Animation Presents: Scare School 101: The Making of "Monsters University"

Thursday, 7/25, 12:45 PM - 2:15 PM

The filmmaking team will guide attendees through the production process of the summer 2013 Disney•Pixar film, "Monsters University." Twelve years after the original film, see how creators rebuilt the Monster world; updated familiar characters into college-age versions of themselves; designed, built and lit a campus fit for a monster; and populated the university with a student body of diverse, unique and terrifying monster types.

Full line up:      http://www.sys-con.com/node/2703412




COLLIDER Conference Town Hall Focuses on VFX


(cgw.com)             NEW YORK, NY — The just-concluded COLLIDER Digital Production Conference proved to be an energetic and, at times, impassioned forum for the exchange of viewpoints and attitudes about ongoing trends in the visual effects, animation and digital production arenas.

A key part of the inaugural conference, which included master classes, panels and keynotes on the latest trends and techniques, was the VFX Town Hall event that took place on Monday, June 10.

Dubbed VFX Town Hall: COLLIDER 2013, this was the first New York City-based town hall gathering for members of the visual effects industry. It was moderated by veteran 2D compositor and visual effects artist Mariana Acuña - known to many as @vfxchick on Twitter and moderator of an earlier VFX town hall held this last Pi Day, March 14.

The panel of speakers included Scott Ross, Co-Founder of Digital Domain; Eric Robertson, EP/Owner of Mr. X Gotham; Yana Lehman, Founder and Executive Board Member of Post New York Alliance (PNYA); Cecilia Fredericks, National Business Agent, IATSE 829; and Michelle Higa Fox, Founder and Creative Director of the motion graphics shop Slanted Studio

In addition to the experts on stage, VFX Town Hall: COLLIDER 2013 included a round-robin of viewpoints and reports from VFX pros from around the world, who were patched in via a Google+ Hangout session. This included people in Germany, the UK, Mexico City and Sydney.

The Town Hall comments from the various speakers ran the gamut, from Lehman's explanation of the benefits of tax credits and subsidies in New York that apply just to post production and visual effects to Robertson's belief that, despite what many have heard to the contrary, there is reason for visual effects artists to be hopeful. "There's never been so much visual effects work available in film and TV than right now," he said.  "I'm here to share a message of hope. The future is bright."

Ross, who appeared on a stand-alone session earlier in the day, updated the audience on his efforts, so far unsuccessful, to launch an industry trade association for visual effects companies, while IA's Fredericks discussed the benefits of unionization at length and explained how visual effects workers at individual companies could seek to organize and request recognition as a union.

COLLIDER also presented the results on an online study that it conducted in the week leading up to the conference.  On hand was Jay Van Bavel, Assistant Professor in the Department of Psychology of New York University, who developed the study for COLLIDER and interpreted its findings.

Van Bavel conducted a similar survey for the Style Frames conference, which took place in February of this year.  The Town Hall survey asked participants to rate their responses and emotions on a variety of topics, and to share their feeling about the current state of the effects industry.  They were asked what actions, if any, they'd be willing to take to bring about change.

A total of 327 people took the VFX Town Hall survey, of which 272 responses were analyzed, Van Bavel said.

Full article:      http://www.cgw.com/Press-Center/News/2013/COLLIDER-Conference-Town-Hall-Focuses-on-VFX.aspx





10 things you didn't know about Pixar Animation Studios


(uk.movies.yahoo.com)           It's easy to see the wonderful achievements Pixar Animation Studios have created on screen, but what about their antics off it? They've won numerous awards (including regular Oscars) and have broken Box Office records along with way, but what about the things we don't hear about? How did they start out? Who comes up with the great ideas? Where do they do it? Here is a compilation of 10 things that've gone on behind the scenes you might not have been aware of.

Fact 1: Since 1995's 'Toy Story', computers have advanced somewhat. Their 2006 effort, 'Cars', used technology that was an incredible 1,000 times faster than that of their debut.

Fact 2: In 2003's hit 'Monsters Inc.', an astonishing 2,320,413 hairs were created to craft the fur of the film's lead Sulley.

Fact 3: 'Finding Nemo' is the number one bestselling home release of all time, shifting more than 40 million copies on DVD. The previous record stood at 14 million. 'Finding Nemo' sold eight million on its first day of release.

Fact 4: Since hiring John Ratzenberger as the voice of Hamm for 'Toy Story', they've used him in every single one of their subsequent movies and is regarded as their lucky charm.

Fact 5: In its early days, the company used to be a hardware firm catering for American government agencies within the medical profession. The technology they were using was apparently ahead of its time, and didn't prove successful in this sector. John Lasseter made the bold switch, after creating adverts, to begin work as a film animation studio.

Fact 6: The name Pixar isn't an acronym as some believe. It actually derives from a fictitious Spanish word meaning "to make pixels" or "to make pictures".

Fact 7: It was in fact George Lucas and not Steve Jobs that initially created Pixar. The company began in the late 70s as part of the Lucas Arts empire. Jobs subsequently stepped in 1986, paid $5 million for total ownership, and built it from there. The company sold to Disney in 2006 for a staggering $7.4 billion.

Fact 8: As of 2010, their 'Cars' franchise had made a whopping $10 billion for its merchandise, which is more than the entire Pixar film catalogue have grossed collectively.

Fact 9: Over a single lunch one afternoon way back in 1994, 'A Bug's Life, 'Monsters Inc.', 'Finding Nemo' and 'WALL•E' were all conceived.

Fact 10: In order to inspire creativity and a positive working environment, the staff at Pixar were encouraged to completely design their own office space. It clearly worked!





Trouble at Newbreed VFX Cementing Montreal’s Bad Rep


(variety.com)         The word has gone out again in visual effects business: “There’s trouble in Montreal.”

Quebec’s new incentives are turning Montreal into a burgeoning hotspot for the global vfx biz. But the city has a bad reputation among vfx artists due to a history of bad management, bankruptcies and/or artists going unpaid at its vfx facilities, notably Meteor Studios, DamnFX, Red FX and Fake Studios.

Now history seems to be repeating itself at Newbreed VFX, whose prexy Josee Lalumiere is the former general manager of DamnFX. Newbreed employees tell Variety they have been paid late or have gone unpaid altogether for weeks of work. According to some of their accounts, most employees have quit and the vfx company is having trouble completing its work.

Newbreed was working on Mandalay Pictures’ “Horns,” starting Juno Temple and Daniel Radcliffe, and “Site 146” for Fox International. On its website, it lists among its credits “Piranha 3D,”  ”Mirror Mirror” and “Transformers: Dark of the Moon.”

Lalumiere did not respond to an email request for comment. A phone call to Newbreed went to voice mail.

Several artists provided Variety copies of bounced checks from Newbreed and other documentation of their claims. One provided email chains promising payment, adding that the promised funds have not been distributed. Most asked for anonymity for fear of retribution. However Mikaela Garcia, a former Newbreed artist, agreed in an email to go on the record.

Garcia said she had only two of four paychecks due her or agreed-upon travel expenses, and recounted a series of broken assurances from management, especially Lalumiere.

“To be honest, I was hesitant accepting the job at Newbreed when I saw posts by (vfx pros and pro-union activists) Dave Rand and Scott Squires. Seeing that the posts were from 2010 and 2011, I thought things had changed for the better. I was wrong. Horribly, horribly wrong.”

One artist, who requested anonymity, said he had never been paid on time since joining the company and when he was paid, checks bounced. According to his account, artists began quitting once they went unpaid, and production fell farther and farther behind. “Management just walked around with a devil-may-care attitude,” said the artist. “The blame of being behind schedule was of course put on the workers.” HR staff and the company’s secretary have all quit, he said.

Another said he had only just received payment that was due May 17, and is now owed for the pay period ending June 7, “including 120 hours of overtime.”

Montreal’s infamy within vfx circles began with Meteor Studios after it declared bankruptcy in 2007 and left more than 100 artists unpaid. Two years later the artists settled for 70% of their wages. The very name Meteor has since become shorthand for deceptive management in the vfx community. Other companies in Montreal began running business seminars to improve management practices there – but the Newbreed problems suggest that the problems continue.

Vfx artist Dave Rand, one of the most outspoken voices urging artists to unionize, became an activist on behalf of vfx workers’ rights and unionization following his own bad experience at Meteor.  In a blast pro-union email to vfx artists with subject “A Brief History of Montreal,” Rand asked them to walk out if they’re not paid promptly.

“There is absolutely no excuse for these practices to continue in that town or any town,” wrote Rand. “You did not sign up to share in the risk or the reward of that business, and you certainly did not sign up to be lied to and manipulated into doing free work for projects that American studios will do quite well with while you go broke under much duress. We are not picking bananas in Guatemala, we are creating very profitable imagery.”

However the financial problems of the vfx industry have come to extend to large and small companies alike, and to numerous locales. In Los Angeles, two of the biggest and most respected vfx companies, Digital Domain and Rhythm & Hues, have declared bankruptcy since last summer.




Cleveland Thumbs Nose At Marvel’s ‘Captain America 2′ Privacy Plea

(deadline.com)          Uber-secretive Marvel got its comeuppance when it started filming superhero sequel Captain America: The Winter Soldier in Cleveland. The 2014 pic has been shooting in the city for a month – and for a month local newspaper The Cleveland Plain Dealer has stalked and live-blogged the film’s public sets, turning the age-old practice of stealing spy pics into a communal cultural event. The paper even put a Pulitzer Prize-winning photojournalist on the case to snap a shot of Chris Evans and Scarlett Johansson kissing in character that went viral. With set security this tight, can you blame the looky-loos?




Video Game Studio From Hell Investigated

(kotaku.com)            Seven-day work weeks. Sexist decisions. An office environment so toxic, employees are terrified to speak up for fear of losing their jobs.

That's the atmosphere at the Florida-based game development studio Trendy Entertainment, according to current and former employees. Trendy is responsible for a popular tower defense game called Dungeon Defenders and is currently working on the sequel. Over the past few weeks, I've talked to nine different people with connections to Trendy, and obtained a number of e-mails and Skype logs that show a studio filled with fear and dysfunction.

Current and former employees describe the company as dismal and unpleasant, painting a picture of Trendy president Jeremy Stieglitz as a dictatorial manager who publicly berates his staff and, according to four of the people I spoke with, allegedly makes salary decisions based on gender.

UPDATE: As a result of this investigation, Stieglitz is no longer managing the team on Dungeon Defenders II. Original article follows:

I first heard about the many problems at Trendy from one whistleblower. That source quickly became two, three, and more. Employees were frustrated. They were tired of a miserable status quo at Trendy and wanted to speak out. Soon they were sending along e-mails and chat logs, conversations between each other commiserating about working at the company, snippets of communications with management. Altogether, over the last week, the picture of this studio that came into focus was ugly.

Many staff at Trendy don't plan on putting up with the situation much longer: about a half-dozen developers have already left over the past two months, and according to the people I spoke with, an estimated 5-10 more junior and senior Trendy employees plan to leave once the first part of Dungeon Defenders II goes live in July. The company's higher-ups are aware of this—and Trendy has had a few meetings over the past couple of weeks in order to talk about morale—but some are unconvinced that anything will change for the staff, who currently number around 45.

Long hours and tough management are not unusual in the video game industry; it's common for development studios to subject their employees to periods of "crunch," during the last few weeks of a game's production, when staff will stay late and work weekends until that game is finished. But at Trendy, according to people who work and have worked there, crunch lasts all year round. Staff describe an atmosphere where everyone must work 10 to 12 hours a day for six or seven days a week, and some people fear losing their jobs if they question this arrangement.

Trendy president Stieglitz declined to address any of the specific allegations in this story, but the company sent over the following statement:

    Trendy is a fairly young indie videogame developer experiencing some of the unfortunate issues associated with new companies finding their footing: long hours, quick growth, and on-going challenges stemming from working in a highly creative environment. Our management is focused on continuing to grow and develop a positive workplace despite these challenges. We are excited for our upcoming release of Dungeon Defenders 2 and hope that consumers appreciate the results of our efforts.

Based on what I've seen and heard over the course of reporting this story, "unfortunate issues" is one hell of an understatement.
Men Vs. Women

Last year, according to multiple people I spoke with, a man applied for a certain position at Trendy. After some back-and-forth, Trendy offered him the gig at a starting salary of $3,850 a month, but he turned it down.

Not long afterwards, according to the people I spoke with, a woman applied for the same position. Trendy offered her $3,000 a month—non-negotiable.

That's a difference of close to $10,000 a year. I've seen the e-mails detailing both job offers, and while it's possible that gender wasn't the only factor here, one person close to the situation told me that both candidates had the same amount of experience. Others have said it's a trend.

"Artists have been hired (and very quickly left the studio) on the motto of, 'Hire a woman—we can pay women less than we can men,'" one person connected to Trendy told me.

Last week, a departing Trendy employee sent a letter to staff at the company, which I received from two different people. Although the writer declined comment—and asked us not to print what he had written—the note corroborates what others in the company have told me. One section, for example, says that upper management at Trendy pays women less than men. Another section of the letter accuses Trendy of publicly belittling employees and forcing them to work unsustainable hours.

Two different people told me that Trendy president Jeremy Stieglitz treats female employees differently than males. "He won't even look at women," one person said. "He would go [to] the room one was in and stand to the side and yell into the room... without ever going in."

This uncomfortable behavior toward females doesn't seem to be limited to the workplace: A Skype log obtained by Kotaku shows Stieglitz talking about one of the female characters in Dungeon Defenders II in terms that made at least a few employees uncomfortable. "Needs to be more like [a] Brazilian beach super model if you know what I mean," he writes. ""It'd also be nice if the ass was attractive."

Full article:       http://kotaku.com/investigation-a-video-game-studio-from-hell-511872642




Michael Bay to Direct His First Video Game Movie, Technically


(avclub.com)            Signaling his maturation as a filmmaker and a growing boy, Michael Bay’s interests are moving from action figures to video games, with the announcement that he’s pursuing an adaptation of Tom Clancy’s Ghost Recon at Warner Bros. As Variety reports, game manufacturer Ubisoft is currently meeting with screenwriters and—“should he spark to the script”—Bay will likely direct, leaving the giant robots of Transformers and Pain & Gain scattered on the floor as he plays with his video game military men instead. Ghost Recon tells the story of a fictional group of Special Forces agents who function as the President’s private team, taking down international threats that he can’t hit with drones for some reason, and doing their job with the kind of stealthy, surgical precision only Michael Bay can capture.

It’s the third major franchise adaptation Ubisoft has launched so far, including the Michael Fassbender-starring Assassin’s Creed and the Tom Hardy-starring Tom Clancy’s Splinter Cell (the latter to now be distinguished by its tagline, “This Is The One With The Goggles”). It's also the first of what could be several more years of Michael Bay playing with video games, before he enters his difficult teens and starts directing films about doing whip-its with that no-good Danny behind the Carl's Jr. Michael Bay, how many times have we told you to stay away from that kid?




Studio to Comb New Mexico Landfill for Bad Atari Games


(komonews.com)          A New Mexico city commission agreed to allow a Canadian studio to search a landfill where old, terrible Atari games are rumored to be buried.

Alamogordo commissioners decided last week that they will allow Fuel Industries to search the landfill for games, according to The Alamogordo Daily News. The company has offices in Ontario and Culver City, Calif.

One sought-after cartridge, the E.T. video game, is thought by some to be among the worst video games of all time.

Atari paid Steven Spielberg tens of millions of dollars to license the wildly popular 1982 movie's name, and the dud of a game caused the troubled company's worth to sink even further at the time.

The game has since developed a cult following.

The rumored Atari graveyard has long been a fascination of some who consider the commercial flop a part of video game history. It is believed that nine semi-trucks dumped the E.T. game and other Atari toys in the southern New Mexico landfill in 1983.

Alamogordo Commissioner Jason Baldwin says he played the Extra-Terrestrial game and it was horrible. There are listings for the game on eBay that run from under a dollar to more than $30.

Fuel Industries, a multimedia company, has been given six months to search the landfill. The company hopes to document the search.




-H        Every major actor on the set was required to read the original comics from the 60s before they could work on Spider-Man (2002).      -Moviemistakes.com

Friday, June 14, 2013

Worth a mention - 06/14/13

'Transformers 4': Fire Breaks Out On Set

(tmz.com)          A fire broke out on the Texas set of "Transformers 4" ... causing major damage to a 100-year-old home ... and officials believe it may have been caused by movie pyrotechnics.

A rep for the Pflugerville Fire Department tells us ... the fire started in the attic ... but emergency responders sprung into action and were able to extinguish the blaze before it had a chance to damage the rest of the home.

Unfortunately, the FD says the attic suffered "substantial damage."

The rep says, "There was one injury to a civilian who was transported to the hospital by Austin Travis County EMS.  We have no other information on this person or their injury. "

We're told ... officials believe burning embers from pyrotechnics may have caused the blaze, but they're not sure at this point.

So far, the fire is being ruled as "accidental."

The FD says the home has been released back to the homeowner.




George Lucas Predicts $150 Movie Tickets

(cnet.com)      Lucas and Steven Spielberg see a collision course as studios pile on mega-budget films, one that will make a movie outing like going to Broadway and put thoughtful pictures on Internet TV.

George Lucas (from left), Xbox exec Don Mattrick, USC School of Cinematic Arts Dean Elizabeth Daley, and Steven Spielberg all spoke on campus Wednesday.

Studios would rather pour $250 million into one movie to have a shot at a mega-blockbuter than invest in personal, interesting, or historical projects that can get lost in the hubbub of a entertainment-saturated world, Spielberg said Wednesday during a panel discussion at the University of Southern California, according to The Verge and the Hollywood Reporter.

Lucas' and Spielberg's comments -- alongside those of Xbox executive Don Mattrick at the panel on the sidelines of the E3 gaming conference -- come as the movie industry is starting a record season of "tentpole" films -- the mega-budget film that studios place all their bets on.

This year's slate has the most tentpoles in recent memory, stuffed with as many as 19 expensive action and animated movies coming to theaters through August. While that could tee up the box office for its best summer ever, it also makes gigantic flops an inevitability.

Spielberg sees the tentpoles buckling soon. He predicts an "implosion where three or four or maybe even half a dozen of these mega-budgeted movies are going to go crashing into the ground." That's what will upend the paradigm again, he said.

Hints that demand for films outside the tentpole model are already there. The first weekend of this month, Lionsgate scored a win as its modest magician heist movie, "Now You See Me," trumped Sony's mega-budget Will Smith vehicle "After Earth" at the box office their opening weekend.

After the tentpoles buckle, Lucas predicts a shift that makes going to a movie like going to a Broadway show -- an entertainment outing loaded up with bells and whistles that may cost you up to $150 per ticket. "Everything else is going to look more like cable television on TiVo," he said. In other words, pictures like Spielberg's "Lincoln" will run on television screens, not movie screens.

And they won't be on cable or broadcast, he said. They'll be on Internet television.




More VFX Artists Go Unpaid In Montreal Screwjob


(vfxsoldier.wordpress.com)          There is news that New Breed in Montreal isn’t paying their artists according to VFX Solidarity’s page:

    Just heard some disturbing news last night from a friend in Montreal. Seems New Breed has bounced the last two paychecks to its artists. So that’s 4 weeks no pay. They’ve considered a class action but the higher ups at New Breed don’t seem to concerned since the artists really seem to exhausted to follow through. Since I’m not Canadian nor is my friend, does anyone from our Canadian peers know what options they may have to fight this or know any good lawyers in the Montreal area?

Now The Animation Guild blog has posted a letter from Dave Rand urging them to stand together against this:

    Leverage is what ultimately runs everything in our business, and all businesses. Sadly it’s rarely about ethics or fair play. Almost every labor law was created because of labor unions and the exposure they gave to injustices like these. (Here’s the list.)

    Our government labor departments have been weak when it comes to getting lost wages. Bankruptcy laws protect owners from losing their “personal money”. Only your personal money is at stake. That is what incorporation is all about, their protection and not necessarily yours.

    Right now your leverage is evaporating every day you approach delivery without a paycheck. Given this history of Montreal, I hope I’ve enlightened you to your world.

Dave Rand took a lot of heat in BC for standing against subsidies as #savebcfilm tried to lobby for them. Yet time and time again whenever Canadian artists went unpaid he was one of the few who stuck his neck out publicly to fight and get them paid.

In a similar story, a huge ruling by a US Federal Judge concerning unpaid interns in the film industry.

Further details:   http://animationguildblog.blogspot.com/2013/06/a-brief-history-of-montreal.html





BOX OFFICE: MAN OF STEEL Now Predicted To Make $105 Million Opening Weekend


(comicbookmovie.com)           A few negative reviews will seemingly do nothing to stop Superman from demolishing the competition this weekend at the North American box office! The latest estimates ahead of Man of Steel's opening at midnight tonight have the reboot pegged as grossing upwards of $105 million.

While Warner Bros. and Legendary Pictures are sticking to their conservative estimate of an $85 million opening for Man of Steel in North America this weekend, tracking is currently at $95 million and many analysts believe that it will soar higher than $105 million over the course of its three day opening. $100 million would of course be ideal, especially as the movie would then join an elite club of only 24 other releases which have managed to hit that number on their opening weekend.

While it could be argued that a few million either way won't matter in the long run, the headlines and buzz this generates could ultimately lead to it grossing much more. With a sequel reportedly on the way and Justice League not too far behind, it's essential that Man of Steel does well. "Comic book movies can do that," Exhibitor Relations vice-president and senior analyst Jeff Bock said of the chances that it will in fact over perform rather than disappoint. "Because of the fan boys, these movies have more power behind them than most films, and this one really is highly anticipated."

 Its main competition (not in terms of hitting the #1 spot, but from how many screens and dollars it loses) will come from comedy, This Is The End.




New VFX Freelancers Shop In UK To Pay Overtime & Profit Sharing


(televisual.com)            Chris Hunt and fellow 3d artist Steve Roberts have set up new vfx studio Principal vfx, based in Bristol. The outfit will be a collective and sets out to redress some of the negative working practices in the industry.

"We've been at the sharp end of how the vfx industry has developed over the years, and like many artists, have worked untold hours of overtime for no pay and little job security, " says Hunt. "Like so many in the industry, we've done this as we are incredibly passionate about what we deliver to the screen."

Principal aims to offer the best deal that it can to artists, including paid overtime and also profit sharing, on a per project basis for freelancers.

"We are attempting to do something slightly different. Our aim is to establish a collective of artists from amongst the best in the business, and so far, support from our former colleagues has been very strong."

Between them, Hunt and Roberts have worked for many large and boutique vfx studios around the world. Their recent features credits include effects for The Great Gatsby, I Frankenstein, Total Recall and Snow White and the Huntsman.

They have also worked for a range of broadcast and commercial clients, such as The BBC (Dr Who, as well as documentaries), National Geographic, The History Channel, Saatchi & Saatchi and Discovery.

The business aims to develop original IP in different mediums, from short films, animations and installations.

"Profit will be put back into training, developing and nurturing the creative talent that is so often neglected in our industry," says Hunt.




George Lucas' Affordable Housing Project Suffers Setbac
k


The Marin Community Foundation has bailed out of plans for affordable housing at filmmaker George Lucas' Grady Ranch, saying financing for such a project appeared unlikely.

"After an extensive study, the Marin Community Foundation had to suspend their plans for facilitating the project due to the increasing uncertainties of obtaining the necessary state and federal financing," according to a statement issued jointly Thursday by the foundation and Skywalker Properties.

Thomas Peters, CEO of the foundation, said, "Though often and remarkably left out of most community debates about affordable housing, the central challenge of financing is a first-tier topic in determining what can actually be built."

A spokesman for Lucas said the filmmaker will continue seeking a developer willing to move ahead with housing at the site.

Angelo Garcia, president of Lucas Real Estate Holdings, pledged to "start immediately to engage in discussions" with some of the 20 developers identified during studies by the foundation.

"George Lucas feels that affordable housing is necessary so that people who are important in this community, such as teachers, home health care workers and nurses, don't have to live outside Marin," Garcia said.

"We're keeping all our options open," Garcia said in the press release issued Thursday. Garcia was not available to elaborate but Lucas spokeswoman Lynne Hale relayed word from him that "we are disappointed that
the Marin Community Foundation wasn't able to bring this project to fruition, but we are committed to building affordable housing and will start the process of finding a developer."

Peters said that after consultants examined the technical and financial aspects of a low- and moderate-income complex of from 200 to 240 "aesthetically beautiful and environmentally sensitive" dwellings, the foundation decided to drop out.

The decision to abort the effort came despite "the generous land offer by Mr. Lucas" because "other considerable costs of preparing the land and building the housing still needed to be covered," Peters said.

"I am disappointed that the economics are so challenging and sincerely hope that other models can be developed that will bring the project to fruition," he said.

The project envisioned by the foundation could have cost anywhere from $120 million to $150 million, he disclosed. Among factors making financing an all-affordable complex difficult, he noted, are the "downward trajectory" of government grants as well as the state's recent elimination of redevelopment agencies.

Peters said that Lucas was an "absolute gentleman" when told of the foundation's conclusion, but declined to disclose specifics about the conversation, saying only that the filmmaker was "very attuned to the principle and the need" for affordable housing.

Judy Arnold, president of the Board of Supervisors, expressed dismay but noted the site several miles from the freeway "was probably the least accessible property of all the ones" envisioned for housing. She added that Lucas "really thought this would be a beautiful place for moderate- and low-income people to live, so it is too bad."

Lucas last year scrapped plans for a huge film studio on the ranch, citing heated opposition from neighbors. A film studio project had been approved by the county in 1996, and when Lucas decided to proceed years later with a scaled-down version, he sought new permits. Neighbors, saying they were unaware of the 16-year-old plan, hired a lawyer who talked about a lawsuit and said state regulatory agencies had concerns about watershed improvements that were part of the plan. Lucas, at the time in talks about sale of his business to Disney, walked away from the project.

Liz Dale, former president of the Lucas Valley Estates Homeowners Association who helped rally opposition to the studio project, expressed surprise at the foundation action
, but added she was not an association spokeswoman and could not comment.




This Summer's Brutal CG Animation War

(hollywoodreporter.com)           In a normal summer, having Despicable Me 2 and Monsters University would be more than enough animated fuzzy-wuzziness to satiate audiences. But when you throw in Epic, Turbo and Planes (and Smurfs 2 for good measure), suddenly the high-stakes animation race has never been so crowded. By the time summer 2013 is done at the multiplex, Hollywood will have the answer to a billion-dollar question: Is there enough audience to go around?

The unprecedented glut of product points to a seismic shift in the animation business as new players such as Universal and Sony finally gain a stronghold and established companies like DreamWorks Animation, Fox, Disney Animation Studios and Pixar up their games. Family franchises can be incredibly lucrative if done right -- between global theatrical sales (particularly international), home entertainment and merchandising. Pixar's Cars franchise, for example, moved north of $10 billion in merchandise alone. If they don't work, studios can lose tens upon tens of millions, with hundreds of jobs at risk.

"This will be the strongest summer for animation ever," says DreamWorks Animation CEO Jeffrey Katzenberg. "Everybody tends to forget that it takes four to five years to make these movies, so with more companies producing these films, and some with much more regularity, there are going to be more summers like we are about to have."

For the past handful of years, there have been no more than four or five studio animated films a year, plus a handful of indie titles. There are eight releases this year and 10 next year.

This has sparked a fierce battle for prime release dates between Disney and Pixar on the one side, and DreamWorks Animation and 20th Century Fox -- now partners -- on the other.

Late last month, Pixar and Disney Animation chief creative officer John Lasseter essentially declared war on Katzenberg by dating a slew of untitled Pixar and Disney Animation Studios films through 2018, going so far as to claim June 17, 2016, even though DWA already had put How to Train Your Dragon 3 there. Never before have a Pixar and DWA movie gone up against one another. Katzenberg and Fox, where Vanessa Morrison heads up Fox Animation Studios, retaliated by flooding the calendar through 2018 with their own untitled films, even planting one on June 16, 2017, a Pixar date.

More immediately, this summer's slate includes five studio 3D toons, compared to the usual two or three that's been the norm since the late 2000s. The onslaught coincides with many parents now being more discriminating about how often they go to the multiplex with their kids because of rising ticket prices (particularly 3D tickets) and the soft economy. There's also Sony's The Smurfs 2, a live-action/CG hybrid that will compete for the same dollars.

The first 2013 summer title out of the gate was Memorial Day entry Epic, produced by Fox Animation and its longtime comrade Blue Sky Studios. The film has underperformed, grossing $189.3 million worldwide to date, but it can't blame overcrowding as it opened without any animation competition. Pixar prequel Monsters University doesn't open until June 21 (early reviews, including THR critic Todd McCarthy's, have not been overly kind).

Universal and Illumination's Despicable Me 2 hits less than two weeks later on July 3, in time for the lucrative holiday weekend. DWA's Turbo comes out July 17, followed two weeks later by Smurfs 2. Planes, a spinoff of Pixar's Cars franchise, opens 14 days after that on Aug. 9 after being diverted from a direct-to-DVD release in a move to boost toy sales, a backbone of the animation business. (These films also will have to compete with other family-friendly titles including Man of Steel, The Lone Ranger and Percy Jackson: Sea of Monsters.)

"There are 14 days between four films," Katzenberg says. "Is two weeks enough? If you look at the summer playtime, every day is like a Saturday since kids are out of school. So those 14 days between each are the equivalent of seven weekends during any other time of the year."

Not everyone is as Zen about the glut of product, particularly considering the financial risk. DWA and Pixar films often cost $150 million to $200 million to make, plus an enormous worldwide marketing spend (which ranges from $150 million to $175 million). "I don't think it's good for the industry," says one veteran film distributor. "There are too many films, and some won't fulfill their potential."

Adds Universal Pictures chairman Adam Fogelson: "I'm not concerned for Despicable Me 2. As someone who roots for the whole industry to have a good summer, certainly there are a lot of entries and a greater risk of fatigue. I think the bar for capturing the public's attention is higher than ever. However, if you have the goods, whether you are first in line or the last, you will succeed."

Many box-office observers are placing big bets on Despicable 2 and Monsters University, the follow-up to the beloved Monsters, Inc., which grossed $562.8 million in winter 2001. Planes is more of an unknown, since it won't bear the Pixar seal of approval. It was produced by DisneyToon Studios, the studio's direct-to-DVD label. The test scores were so high that Disney says that Lasseter and his team decided to go the theatrical route.

Some have questioned whether consumers will be confused by the absence of Pixar's name on advertising for Planes. And rivals say the theatrical run is a pure merchandising play. "Let's call a spade a spade," one producer says.

"Planes does take place in the same world as Cars, so it's not crazy to think there be may be some confusion," says Walt Disney Studios chairman Alan Horn. "But the bottom line is that it's not a Pixar film … ultimately it's about whether audiences are going to enjoy themselves at the theater, and with this movie they will."

The stakes are especially high for Turbo, the second DWA film that Fox is marketing and distributing after The Croods, which earned a solid $570.2 million this spring, the majority of it overseas. Turbo has the advantage -- and disadvantage -- of being an original film amid a sea of sequels and spinoffs. Producing and marketing an original animated event pic such as Turbo or The Croods takes incredible resources and know-how. When they work, they turn into mega-franchises and possible billion-dollar merchandising efforts. "Nothing takes more time, energy and setup," says another studio chief. (And when they don't work? No happy ending. DWA's Rise of the Guardians, distributed by Paramount, took in only $303.7 million worldwide and resulted in an $87 million write-down and 350 layoffs at Katzenberg's company.)

"Is the marketplace big enough to accommodate all of these movies?" asks Katzenberg. "Traditionally, the answer has been that success breeds success and that a good movie will make people want to return to the theater to see another movie."

Going forward, the most ambitious blueprint belongs to partners-in-crime DWA and Fox. Beginning next year, Fox is set to release three DWA titles annually instead of two. And in 2017 and 2018, Fox is on deck to turn out two or three animated films of its own for a combined total of five or six event movies, a never-before-heard-of number for one studio. Fox Filmed Entertainment chairman-CEO Jim Gianopulos -- who stressed the studio's growing animation prowess at CinemaCon, the annual gathering of theater owners -- says it was in keeping with this goal that the studio and Katzenberg dated so many untitled and undisclosed films so far after Disney did the same.

"Obviously, it makes sense to put down dates and plant your flag," says Gianopulos. "A movie like Alvin and the Chipmunks, or another broad family film, could ultimately take one of those dates. So those slots might not be devoted to a DWA or Blue Sky movie, but the great majority will be. We have some ideas of what those films will be, but we just aren't ready to announce them."

Disney is likewise emboldened. Pixar remains an unparalleled box-office brand, while Disney Animation Studios is enjoying a renaissance with Tangled and Wreck-It Ralph. Disney's refrain was similar in terms of why it took the unusual step of dating so many untitled films. Executive vp distribution Dave Hollis says consumers have come to expect a Pixar movie in the third week of June and a Disney Animation Studios title around Thanksgiving. "We felt like this was an opportunity to send a signal," he notes.

Horn sounds a humorous note in commenting on the animation arms race. "Obviously, the more crowded the field, the more difficult it is for everyone," he says. "But this is a competitive business. From my perspective -- and I do believe this is reasonable -- the clear solution is for Jeffrey and Jim to stop making so many animated films."




Mythbusting the Man of Steel With Adam Savage and Jamie Hyneman

(comicbook.com)    Mythbusters Interview PhotosAdam Savage and Jamie Hyneman might not have the same background in theoretical science that Mayim Bialik or Bill Nye do, or the long professional history with Superman that Kevin Smith does.

What they do have, though, is decades of hands-on experience  making the improbable happen–first as special effects artists in Hollywood and then as the hosts of Mythbusters on the Discovery Channel.

If you’ve seen their show, it’s arguably not surprising that theirs was the most hilariously clever of the four videos Gillette released earlier this month speculating as to how Superman might have got rid of his beard in Man of Steel.

VIDEO - Take a look:    http://comicbook.com/blog/2013/06/13/mythbusting-the-man-of-steel-with-adam-savage-and-jamie-hyneman/




Going Post Apocalyptic with After Earth


(awn.com)      Post apocalyptic movies are all the rage at the moment but each has its own distinct take and look. After Earth is an intimate father-son story starring the real-life father/son team of Will and Jaden Smith. After enjoying The Last Airbender, Will called M Night Shymalan to wish him Happy Birthday and to persuade him to make his movie, which is about a father and son growing closer together when they crash land on Earth 1,000 years from now after humanity has relocated to an alien planet. It's a rite of passage story in which the young military cadet must overcome fear and hone the special ghosting skill, like his legendary father, that renders him virtually invisible to a predatory alien.

After directing The Last Airbender, Shymalan was attracted to a more intimate story that's a throwback to his breakthrough hit, The Sixth Sense. And yet he approached the 800 VFX, including an assortment of oversized animals and creatures, as part of a naturalistic backdrop for his two-person drama. Jenny Fulle of The Creative-Cartel (Ted) served as VFX producer and Jonathan Rothbart handled production VFX supervision.

Fulle continues to successfully manage a VFX hub business model, which is fast and nimble during these turbulent times. Her latest wrinkle is Joust: new workflow software they beta tested on After Earth, which streamlines management of the digital workflow by tracking dailies, images, scenes, and meta-data, saving time and money and bringing greater efficiency to production.

"We were able to do all our own visual effects pulls, so on an 800-shot show, getting a plate pulled used to take five days," Fulle explains. "Joust can now do that in a matter of minutes for us. With the truncated schedules that we're given in post-production, every hour and every day we can save, the better it's going to be for the film.

"It was the most spread out I've ever been," she adds. "Jon Rothbart was based in San Francisco, Night and editorial were in Philadelphia, my production team was in LA. We had vendors in Northern California, Southern California, Philadelphia and around the world." Tippett Studio and Iloura did the creatures and Iloura and Pixomondo worked on environments on Nova Prime and Earth, respectively. Other contributors included Incessant Rain, Ollin Studio, Pixel Magic, Spin VFX, Spy Post, Svengali VFX and Dive among others.

"But it worked out very well," Fulle continues. "All of us worked remotely and made it feel like a team and we even figured out a way to do 2K sync reviews for finals with Night watching on his 2K projector from the comfort of his farm."

This was a very different experience from The Last Airbender for the director, which was handled by ILM. "But he liked the idea of taking the best of everything and melding it together," Rothbart suggests. "Each facility has its own character and artistic vision so it was nice to work with different vendors and having it fit together."

The overall challenge, of course, was the concept of what Earth looks like in 1,000 years. How have animals and creatures evolved? "And then it was creating those creatures and creating those environments," Fulle continues. "We were at the upper end of the spectrum of the work."

Source with pics:         http://www.awn.com/articles/visual-effects/going-post-apocalyptic-with-after-earth




Aquaman And Wonder Woman Movies Being Considered For After Justice League


(bleedingcool.com)               I justice leagueI spoke to several of the people involved in making Man of Steel today and they all acknowledged openly that Warner Bros. would very much like a series of DC comic book movies. No surprises there.

But this masterplan, they unanimously claimed, was contingent on Man of Steel‘s box office performance.

I understand the caution, but I really don’t think they have too much to worry about. So let’s take it as read that Warners are going to forge ahead with more movies in their new DC Movieverse. Because they are.

And given this, you might assume that Batman would be high priority. He’s tried, he’s tested, and he’s been in more tentpoles over the last twenty five years than any other superhero.

But maybe the studio are looking to bench Bruce Wayne for a while. Maybe they just consider him a bit overplayed, or maybe they don’t want to mess with the memory of Nolan’s films just yet, but there’s been no credible info on a new Batmovie being in the works.

So who else might they turn to? Unsurprisingly, it would be members of the Justice League.

The Wrap have a report on how Warner Bros.’ hopes for a new, dependable franchise rest on Man of Steel. Here’s their take on the studio’s superhero slate:

    That includes kicking the tires on films for Wonder Woman and Aquaman. Warner Bros.’ plan would be to release two Man of Steel films before moving on to the Justice League, a project everyone at Warner Bros. unofficially acknowledges is being developed.

What exactly would “kicking the tires” entail in this case? I expect the studio are speaking to writers and listening to pitches. What else could it be?

I’d expect that the list of possible characters is longer, too. At least longer to the count of one Flash.

More on Man of Steel and the future of the DC Movieverse later.





Disney Hopes New Videogame Will Bolster Its Worst Performing Division


(variety.com)          Every three months, Walt Disney Co. regales Wall Street with its quarterly results. There hasn’t been much for CEO Bob Iger to worry about since each of his divisions, from cable TV to theme parks, has performed strongly, with even the film studio showing signs of a turnaround this year. One laggard, however, has remained : Disney Interactive.

SEE MORE: From the June 11, 2013 issue of Variety

The group, which oversees games and online efforts, spent 16 consecutive quarters in the red until posting its first profit in February. But a $54 million loss the subsequent quarter means Iger’s pledge to investors that the division would be profitable for the duration of the company’s fiscal 2013 year, which wraps up in September, is unlikely.

To say that Disney hasn’t truly excited the videogame industry in years is an understatement.

“We have always had successful things, but we’ve never had enough of them or our hit ratio hasn’t been good enough,” says John Pleasants, who serves as co-president of Disney Interactive alongside James Pitaro. “We haven’t been focused enough and haven’t executed as well as we should have, given the opportunity that’s unique to us. Our division is acutely aware of that.”

But heading into the videogame industry’s annual E3 conference in Los Angeles this week, Disney Interactive looks like an entirely different animal — one that’s generating positive buzz rather than rumors of its demise. While the spotlight will be put on the next-generation videogame consoles and tentpole games coming to market this fall, the Mouse House will be putting its promotional weight behind “Disney Infinity,” a game reliant upon toy figurines of popular characters from Disney’s films and TV shows. The toys are used to trigger avatars that can be played across an array of minigames and virtual worlds via consoles including Microsoft’s Xbox 360, Sony’s PlayStation 3 and Nintendo’s Wii U.

Full article:     http://variety.com/2013/biz/news/disney-hopes-new-videogame-will-bolster-its-worst-performing-division-1200495518/




Pacific Rim : Creating the Robots

(itsartmag.com)         Learn how the robots have been created for Pacific with VFX Supervisor John Knoll, Guillermo del Toro and Concept Artists in this special Pacific Rim feature.

Take a look:     http://www.itsartmag.com/features/pacific-rim-creating-the-robots/#.UbswKNnXRG5




Academy Award-Winning Creature Creator Tom Woodruff Jr. To Direct Fire City


PRLog (Press Release) - Jun. 10, 2013 - HOLLYWOOD -- Top creature designer, Tom Woodruff Jr., known for X-Files, Alien 3, and The Thing, now joins many of his predecessors in getting behind the camera as a feature film director.  Guillermo Del Toro comes to mind as a special effects creator who made the hugely successful leap to director with films like Pan's Labyrinth, Hellboy ,and Hellboy II.  On the independent side of the industry, the Strause Brothers directed their breakout box office hit, Skyline.

Woodruff takes on the first installment of a multi-platform franchise dealing with a non-religious demon mythology; more akin to Harry Potter or Lord of the Rings than Constantine. He teams with first-time producing partners, and creators of the world, Brian Lubocki & Michael Hayes, who made a splash at last year’s Cannes Film Festival with the promotional footage of their franchise Fire City (http://www.FireCity.com)

Touted as a non-studio made franchise, the filmmakers potentially take on big budgeted tent-poles, though there hasn’t been any horror franchises as of late, unless you count the endless run of remakes. Not since the Saw franchise, which was well within the studio system and packaged by CAA, have we seen a fresh new take on horror that promises to keep us entertained for more than just a sequel or two if we’re lucky.




George Lucas Receives Women in Film Honor

(foxnews.com)                    LOS ANGELES –  Once again Women in Film brought Hollywood's best together for the Audi-sponsored 2013 Crystal + Lucy Awards in Beverly Hills on Wednesday night to celebrate groundbreaking women in a notoriously male dominated industry.

But one recipient who received a standing ovation was actually a male. Legendary director and producer George Lucas was called to the stage to receive the Nora Zarky Humanitarian Award, and he looked somewhat humbled by all the attention.

"It's an important award to me... I've worked with lots of women in my company. I kind of like it," the famed "Star Wars" and "Indiana Jones" mastermind told the audience of the award, which is given to an individual "that has demonstrated enlightened support for the advancement of equal opportunity for all and devotion to the improvement of the human condition." "It is comfortable and less combative. I've now got a daughter embarking on this crazy [film making] world, now she's doing the struggle everyone does. It's hard in the film business. It’s hard in any business."

But in the video montage highlighting Lucas's humanitarian efforts throughout his almost five-decade entertainment career, another near and dear issue was raised: his devotion to mentoring and helping our veterans find work within the showbiz arena.

"We need to spend twice as much on veterans and helping them in the workforce," Lucas urged, blended with footage of him personally working to mentor a young veteran.

The Women in Film organization, which was additionally celebrating its 40th anniversary, also honored the actresses of "Mad Men" for Excellence in Television, and Laura Linney with the Crystal Award for Excellence in Film. The Kodak Vision Award was granted to cinematographer Rachel Morrison. The Women in Film Max Mara Face of the Future Award was handed out to Hailee Steinfeld and "Bling Ring" director Sofia Coppola went home with the Dorothy Arzner Directors Award.

However, the key theme of the glitzy and glamorous night was the struggles women in Hollywood face. The event focused on inequalities, salary discrepancies and lack of strong, leading ladies both in front of and behind the lens.

The night also drew on recent statistics from The Annenberg School for Communication & Journalism's annual survey of how women are represented in the 100 top-grossing movies. The study found that the percentage of female characters has declined to a five-year low to just 28.4 percent, women make up only 4.1 percent of directors, 12.2 percent of writers and 20 percent of producers.

"It is a problem, it's unhealthy, the slow pace of progress for women... The pay seems to be worse than it was 20 years ago. The stagnation of progress troubles me greatly," Linney said she addressed the audience, encouraging women to mentor other women, discuss money, fears and the aging process. "The politics of our business can be paralyzing, especially to an artistic soul."





MAN OF STEEL Already Breaking Records Internationally


(comicbookmovie.com)              Man of Steel opens in North America at midnight tonight, but the Zack Snyder helmed reboot has already started rolling out internationally and has broken records in one confirmed location so far. Read on for details on that and its predicted performance domestically this coming weekend.

Man of Steel opens officially in North America at midnight and will then be screened from Friday at an incredible 4,207 locations across the country. 850 of those are 2D only, while the rest will be a combination of 3D and 2D. In a bid to combat rival studio estimates of an opening weekend of $95 - $100 million, Warner Bros. are predicting a rather conservative $80 million for its first three days of release. However, it's thought that the added 3D ticket price may help it exceed these numbers, although a big part of that will also come down to word of mouth (Man of Steel may have received a mixed response from some critics, but the majority of fans who have been lucky enough to already see it have had nothing but good things to say). Advance ticket sales are strong and the film will also open at several key territories this weekend before debuting at an additional 26 next week. Ultimately, Man of Steel will be shown on 21,000 screens internationally. It has in fact already opened in the Philippines where it shattered their all-time box office record to become the biggest opening day ever with $1,657,532. Stay tuned to CBM for further updates!





Johnny Depp Could Potentially Earn $95 Million For Pirates Of The Caribbean 5


(inquisitr.com)         Johnny Depp is starring in Disney’s Pirates Of The Caribbean 5, and a new rumor suggests that his contract could pay out a whopping $95 million.

Sure, Depp was rumored to be earning upwards of $75 million from On Stranger Times, and that didn’t happen, but there is still the potential that he could rack up a ton of cash for the new film.

So how would Depp earn that cash? According to the The Sun, he will receive a portion of the movies gross returns alongside a massive payday just for appearing.

If Johnny Depp earns $95 million and he spends the same amount of time working on Pirates of the Caribbean 5 as he did on the last film, he’s earn $896,000 per day, $75,000 per hour, and $1,245 per minute. Forget an hourly paycheck: Depp would earn $20.75 per second.

First Showing points out that the average salary in the US in 2010 was $40,584. That means Johnny Depp would take home the average salary for Americans in just 32 minutes.

While Johnny Depp might not actually earn $95 million upfront, he’ll likely continue to earn millions from the franchise. Depp has already earned more than $350 million from his movie work, which includes four Pirates of the Caribbean films.

Even if Depp doesn’t earn $95 million, half that amount would still mean he earns in one hour what the average worker earns in a full year of 40 hour work weeks. And let’s be honest: Most of those workers are putting in plenty of overtime to earn their $40,584 paychecks.

Disney has earned billions from the Pirates of the Caribbean franchise, and, if it takes $95 million to keep Johnny Depp happy and coming back, it will probably happen. After all, Johnny Depp IS the franchise.

Such a high payday isn’t unheard of. Bruce Willis reportedly accepted a gross sales deal for his work on The Sixth Sense,




Lucasfilm fait appel à Doug Chiang et Iain McCaig


(hdnumerique.com)              Information importante délivrée aujourd’hui par Kathleen Kennedy, la présidente de Lucasfilm. Cette dernière vient d’annoncer le retour de deux artistes pour la conception des futurs épisodes Star Wars. Il s’agit de Doug Chiang et Iain McCaig.

Doug Chiang est connu pour avoir été ni plus ni moins que le directeur artistique de l’Episode I et II. Son influence sur la prélogie fut très importante.

“C’est merveilleux d’être de retour ! Cela fait 10 ans que je n’ai pas travaillé sur Star Wars mais ces racines ont touché presque tous les films auquel j’ai participé. C’est toujours un peu surréalistede revenir travailler pour un nouvel opus.”

Le second artiste, Iain McCaig, est une autre valeur sûre de Lucasfilm. Il fut concepteur artistique sur les trois épisodes de la prélogie Star Wars et à l’origine du personnage de Dark Maul et des costumes de Padmé Amidala.

“Je n'ai jamais pensé vivre cela un jour. C'est de la pure magie que retrouver toute la bande réunie de nouveau.”




-H            “Nobody has done movies more safely than Michael Bay”.  Paramount Exec on 'Transformers 3' Stunt Accident, 2010

Tuesday, June 11, 2013

Worth a mention - 06/11/13

VFX in Los Angeles – 100 Hour Weeks & Homeless

(fxguide.com)             This story is not about a company, it’s about a visual effects artist in Los Angeles who has been trying to make it in the visual effects world. We are protecting his identity, for the sake of readability we will refer to him using the name “Victor”.

Victor is in his twenties, just starting out in the business. His work already has almost 2 billion views on YouTube and it has appeared on major network TV shows. A lot of the work is invisible, done under strict non-disclosure agreements for actors and musicians who don’t want you to know that any digital work has been done. He is passionate about the work, has given up a lot to become a part of the visual effects industry, but that passion has had a price.

Victor graduated with honors from a for profit, private university in digital arts and design. Victor describes his school experience,  ”It was very intense, most didn’t make it due to its extreme nature. I would say 10% were hired in the industry of their degree program.”

After a brief time out of Los Angeles chasing a lead on a job, Victor returned for an interview, “I was hired on the spot for a laughable 13 bucks an hour, but with little to no options I took it.”  This was a short-lived gig, followed by others and at times as much as a month passed between gigs.

Victor started volunteering for overnight shifts to have a couch to sleep on, sneaking into youth hostels in the morning to use their showers. Victor explains a harsh reality:

  “… the first law of being a modern day homeless, food and water are not your main need … it’s hygiene.”

Victor has been unable to find other work because he’s often working so many hours, frequently reaching 80 to 100 hours a week. The stress is so intense that he feels it is affecting his mental health and mild dyslexia is getting worse. He worries about legal remedies or going public because he needs to work and fears the company he works at the most would be put out of business.

Victor’s annual income is under $10,000. In Los Angeles the poverty level for a single member household is $11,490. He has healthcare because the Affordable Care Act mandates that he can stay on his parents plan, but that coverage is effectively limited to the Emergency Room.

Many questions remain. Are the schools doing enough to prepare graduates for the real world? How can artists deal with abuses and labor law violations? How can we fix an industry where a sort of Stockholm Syndrome exists where artists love the work so much that don’t seek available remedies because they worry the company they work for would go out of business if they had to pay properly or on time as required by law?

In terms of the overall state of the business, how do we stop the self inflicted spiral?  Impossible projects with not enough time or money appear on the radar and companies fight over them like hungry piranha. Sometimes they take these jobs for cash flow, sometimes for the “reel”, often just because they are not business people evaluating the real cost of doing the work. When the the work is being done under economically flawed conditions the last place left to squeeze is often the artists. This is when you start to see such things as eliminating provided meals on long days, not paying for every hour worked or ignoring labor laws regarding overtime, forcing vacations, mandating unpaid time off, taking months to pay… etc.

From YouTube to IMAX films and everything in-between the visual effects business should be on a dizzying high, instead we have allowed ourselves to be left fighting over scraps.  Someone is making record profits from our work… while we have artists in our ranks showering at a gym and sleeping on couches.

Full article:       http://www.vizworld.com/2013/06/vfx-los-angeles-100-hour-weeks-homeless/





JJ Abrams: 'I Haven't Shot a Film in Digital'


(digitalspy.com)          "I have not yet shot a movie digitally," JJ Abrams said at the Produced By Conference.

"Film is the thing I am most comfortable with. If film were to go away - and digital is challenging it - then the standard for the highest, best quality would go away."

Abrams chose film for his latest Star Trek installment in order to match the quality of his previous 2009 debut on the franchise.

"Also, with all the CG, it was important to me that it was as warm and human and analogue as possible," he said.

"It may not be obvious to many of the people who saw it, but I think it is more important than people know."

Abrams also revealed that he is planning to launch production on Star Wars Episode 7 in early 2014.





Construction Is Underway Downtown For 'Transformers 4'


(deadlinedetroit.com)                Workers are building what seems like a miniature city on a large vacant lot in the middle of downtown Detroit for the next Transformers movie.

Large machines -- not quite as large as in the movies -- are hoisting girders into place. Electric saws are buzzing, and the facades of buildings are taking shape. A truck emblazoned with the Paramount Pictures logo is parked on the lot.

The film is "Transformers 4," directed by Michael Bay. The cast includes Mark Wahlberg, Nicola Peltz, Stanley Tucci, Kelsey Grammer, Li Bingbing, Sophia Myles, and Jack Reynor.

The parcel sits between Washington Boulevard and Bagley south of Grand Circus Park, just east of the People Mover's elevated track.

A worker said the set soon will resemble a street in Hong Kong. Filming is set to begin in Detroit June 19, he said.

According to various plot summaries, "Transformers 4" will be a darker sequel to "Transformers Dark of the Moon," and will take place four years after that film.

    A plot summary of "Transformers Dark of the Moon, according to the website IMDb: "Autobots Bumblebee, Ratchet, Ironhide, Mirage (aka Dino), Wheeljack (aka Que) and Sideswipe led by Optimus Prime, are back in action taking on the evil Decepticons, who are eager to avenge their recent defeat. The Autobots and Decepticons become involved in a perilous space race between the United States and Russia, to reach a hidden Cybertronian spacecraft on the moon and learn its secrets, and once again Sam Witwicky has to come to the aid of his robot friends. The new villain Shockwave is on the scene while the Autobots and Decepticons continue to battle it out on Earth."

The first "Transformers" was partially shot in Detroit and used the city as a backdrop. "Transformers: Dark of the Moon" was shot in several locations in metro Detroit, including the old Packard Plant, Capitol Park and the Fisher Building. The DTE Conners Creek Facility on the East Side of Detroit doubled as Chernobyl.

The first film, "Transformers," was released in 2007, the second, "Transformers: Revenge of the Fallen," in 2009, and the third, "Transformers: Dark of the Moon" in 2011.

"Transformers 4" is scheduled to be released next summer.

Take a look:      http://www.deadlinedetroit.com/articles/5184/the_autobots_are_coming_construction_begins_downtown_for_transformers_4




‘Man of Steel 2′ Fast-Tracked


(screenrant.com)            Man of Steel 2 Coming with Zack Snyder and David Goyer Man of Steel 2 Fast Tracked with Zack Snyder & David S. Goyer Attached

As Superman fans everywhere wait with baited breath to see how well Man of Steel performs this coming weekend, it seems all but guaranteed – with trailers as action-packed and emotionally charged as this one – that we’ve avoided a Green Lantern-level disaster at the very least.

But regardless of the eventual outcome, it looks like Warner Bros. is supremely confident in the film’s prospects, as they’ve reportedly just fast-tracked production on Man of Steel 2 with Zack Snyder and David S. Goyer once again signed on as director and writer, respectively.

According to Deadline, Goyer’s deal is part of a three-picture writing deal that includes Man of Steel, Man of Steel 2, and the eventual Justice League – whether that’ll arrive in 2015 or later is yet unclear (but you can probably bet on later). MoS 2 will be the fifth DC movie – after Christopher Nolan’s Batman trilogy – that Goyer has worked on for Warner Bros.

Henry Cavill as Superman Man of Steel 2 Fast Tracked with Zack Snyder & David S. Goyer Attached

Speaking of Nolan, Deadline indicates that he’ll almost certainly have some involvement in the sequel, but it’ll likely be much diminished from the role he had on Man of Steel, where he sort of co-authored the story and got all the pieces together before Zack Snyder came on board.

For fans looking forward to Man of Steel, this is all presumably good news. Of course, it raises a lot of questions with regard to the (undoubtedly) forthcoming shared DC Cinematic Universe. What does this mean about the rumored Batman/Superman film? Could Batman show up in the Man of Steel sequel – or, indeed, have a major role in it? And what does it mean for the Justice League film and its (not very likely) 2015 release date?

Zack Snyder has vaguely talked about being interested in directing Justice League if all goes well with Man of Steel. But does Warner Bros. want Snyder in that role? And if so, does that mean Warners plans to wait until after Man of Steel 2‘s release to start production on their big tent-pole team-up film?

Supermans Rogue Gallery Man of Steel 2 Fast Tracked with Zack Snyder & David S. Goyer Attached

Then there’s perhaps the most important question of all – with General Zod out of the way, which Superman villain (or villains) will we be seeing in the sequel? You can pretty much guarantee that Lex Luthor will pop up at some point, but considering he doesn’t punch very hard, a more melee-oriented antagonist might also be in order. Metallo? Bizarro? Parasite? Brainiac? Mongul? All of the above?

Which villain would you prefer to see, Screen Ranters? Drop us a line in the comments.

Man of Steel hits theaters June 14th, 2013. There’s currently no release date for Man of Steel 2.





MARI Coming to the Mac This Year

(whatech.com)          Leading computer graphics and visual effects software developer, The Foundry is pleased to announce that MARI will be coming to the Mac later this year.

MARI is the most fluid and natural way to paint in 3D. It makes life simple for artists by allowing them to paint directly onto 3D models and is capable of handling super high-resolution textures and millions of polygons.

In March 2013, The Foundry launched MARI 2, a revolutionary version of the software, featuring a brand new, artist-focused layer system.

Staying true to MARI’s roots this major release focused on enhancing the painting experience for 3D artists. The addition of the new layer system means MARI is easier to use than ever before and will be a familiar working environment for users of Adobe® Photoshop® and other layer based paint tools.

"The Foundry has done an incredible job bringing MARI to the Mac," said Ron Okamoto, Apple’s vice president of Worldwide Developer Relations. “MARI’s high-resolution textures and 3D painting capabilities take full advantage of the incredible power and stability of the Mac.”

“Bringing MARI to the Mac is without a doubt our most requested innovation,” said Bill Collis, The Foundry’s CEO. “MARI will take full advantage of Apple's current hardware and we can't wait for the next generation Mac Pro.”





So How Exactly Is Cloud Computing Changing the VFX Industry?

(indiewire.com)            Would you rather render 10,000 hours of footage on 100 machines, or one hour on 1,000,000 machines? The cost is the same. Welcome to the cloud.

The cloud is one amongst many reasons the visual effects industry is in turmoil. We have recently seen protests at the Oscars:  Bill Westenhofer’s Oscar speech was apparently cut short by “censors."  There have been numerous layoffs and buyouts. Industry professionals are questioning the future. And for good reason.

READ MORE:   It Ain't Easy Being Green-Screened: One VFX Artist Speaks Out at Risk of Being Erased and Replaced

What’s clear: the tides are turning because of two related factors, globalization and technology. Advantages remain to continuing traditional VFX work– big companies, expensive render farms, consistent feature film contracts, but long-term economics dictate otherwise. Like in any scenario involving technology-enabled globalization of work, a number of forces contribute to a changing course for industry.  In the case of the VFX industry stuck with firms that haven't adapted, what is left is a group of talented artists in search of a way forward.

Industry Changes

“The system has been in an underbidding war for the last decade,” Julian van Mil, visual effects supervisor, told Indiewire. “ Look, ten years ago it was very specialized,” he said, “There is always the bleeding edge, but now hiring is very democratic.”

 “There’s a lot of buzz about how to fix the industry,” Kevin Baillie, principle at Atomic Fiction said. “I personally think that solutions are wrong, that really, instead of looking at how to save the industry, we need to look at how to transform the industry to be compatible with today’s realities.”

Within the last ten years the industry underwent immense changes – ironically pushing many of the very technologies that have enabled remote workforces to take on VFX projects, said Scott Squires, VFX supervisor,
 – although not the only factor contributing the changing VFX industry.

Full article:     http://www.indiewire.com/article/so-how-exactly-is-cloud-computing-changing-the-vfx-industry




Bioshock Infinite Ships 3.7 Million Copies In Less Than Two Months


(godisageek.com)           Take-Two Interactive have announced that their tentpole first person shooter Bioshock Infinite has shipped over 3.7 million units since its release less than two months ago.

The announcement was made by Take-Two in their fourth quarter and full-year earnings report yesterday.

Developers Irrational will be celebrating their biggest ever game launch and reports from Take-Two that there has been “solid demand” for the game’s season pass, which gives players access to three as-of-yet unannounced pieces of single player DLC.

Infinite was released on March 26th, dominating sales charts around the world.

Thanks to the enormous success of the game the publisher’s fourth quarter revenue doubled over the year before, from $148.1 million to $303.1 million. They also recorded a profit of $42.9 million compared to last year’s $50.9 million loss.

Take-Two also reported that the biggest contributions to their bottom line in the last fiscal year came from Borderlands 2, NBA 2K13, BioShock Infinite, Max Payne 3, Grand Theft Auto IV, XCOM: Enemy Unknown, and Red Dead Redemption.

Buy your copy today:    http://www.amazon.com/s/ref=nb_sb_ss_i_0_3?url=search-alias%3Daps&field-keywords=bioshock%20infinite&sprefix=bio%2Caps%2C134




E3 2013: EA Announces Star Wars: Battlefront


(ign.com)        It's back!

EA has announced a new Star Wars: Battlefront title. The title will be powered by EA's Frostbite 3 engine and showed an AT-AT stomping a vehicle in Hoth.

"As one of the world’s premier video game developers, DICE has the talent and expertise to deliver a Star Wars experience like no other, while pushing the boundaries of what is capable in a video game. The Star Wars: Battlefront series, which we know means so much to fans and gamers, is in good hands," a post on StarWars.com reads.

The post also advises that "Platform and release information will be revealed at a later date. Stay tuned to StarWars.com for more on the next installment in the Star Wars: Battlefront series."

This is the first title to be announced as part of EA's exclusive multi-year Star Wars licensing deal.





How Cinematographer Roger Deakins Helped Blur the Line Between Live-action and Animated Features


(jimhillmedia.com)            It wasn't a phone call that Roger Deakins had ever expected to receive. This acclaimed English cinematographer -- best known for his Oscar-nominated work for the Coen brothers and Sam Mendes -- had strictly been working the live-action side of the street. But when Pixar Animation Studios reached out in 2005 and asked him to come consult on a project that they then had in development, Deakins had to admit that he was intrigued.

"They were just getting started on WALL•E," Roger recalled during a recent phone call. "And Andrew Stanton, the director of that animated feature, had asked Pixar to bring me in because he wanted this movie to look different from everything that this studio had previously produced."

You see, because WALL•E was supposedly set in mankind's future, Stanton wanted this animated feature to look more like a conventional motion picture. For lack of a better term, he wanted the first act of this film to look realer than any of Pixar's prior pictures. And Andrew thought that Roger might just be the guy who could then teach the folks working at that animation studio the sorts of lighting styles and camera movements that would make WALL•E's opening scenes look more like live-action cinematography.

So Deakins went up to Emeryville for what he thought would be a relatively short stint. Give the people at Pixar a quick master class on the principles of live-action cinematography and then return to the allegedly real world of Hollywood. Where -- at that time -- Roger had just begun talking with Joel and Ethan Coen about what his director-of-photography duties on their next production, No Country for Old Men, might entail.

Source with full article:   http://jimhillmedia.com/editor_in_chief1/b/jim_hill/archive/2013/05/14/huffington-post-how-cinematographer-roger-deakins-helped-blur-the-line-between-live-action-and-animated-features.aspx#.UbdJt9nXRG4




Watch Mila Kunis' Wicked 'Oz' Transformation

VIDEO - Take a look:     http://www.mtv.com/videos/movies/917466/watch-mila-kunis-wicked-oz-transformation.jhtml




Sad State of the Visual Effects Industry


(effectscorner.blogspot.com)            Did you read  "VFX in Los Angeles – 100 Hour Weeks & Homeless" ?   This is what our industry has come to. We who make the magic from nothing and we who generate the major profits for the studios. The studios have commoditized us and shipped jobs around the world to save pennies. Those who are experienced, talented and skilled are putting in long hours and are being forced to move to other locations around the world, away from their family and homes.

Those just starting out are being fleeced by anyone and everyone selling them on this fictional dream of fame, fortune and creative riches.

For profit schools are multiplying at an incredible rate and being funded by money machines such as Goldman Sachs to sell dreams to people, young and old. The problem is those dream don't exist. These schools are churning out thousands of graduates to an industry without jobs. The only selection process at these types of schools is can you pay or can you sign this student loan from the government.  Your aptitude and your potential talent is never evaluated. Guidance counselors never reveal the reality of the industry you're getting into or your odds. In most cases these diploma mill types of schools teach very little of value and even those that do now have cranked out so many others it doesn't matter. It's hard to stand out and even when you do it's hard to get a job. When you do get a job you will likely be working long hours and then have to move to find your next project.

All of these students are eager to go into tens of thousands of debt. They are eager to work for free or close to free. They are eager to be exploited, to lower their value and the value of everyone else in the future, to the detriment of their real future.

The student loan bubble is the next big bubble to burst with over $1 trillion in student loans here in the US.

Many coming to this website are searching for the salary of visual effects supervisors and other positions, eager to learn about making a fortune without pausing on some of the more sobering information.

Those just considering visual effects industry as a career, save yourself. Go into something with a future. Visual effects are being used  more than they ever have (every film from hollywood uses vfx and most independents) and the technical and creative challenges are increasing but the business aspects and control of the industry have turned the love of what we do into a mess. It certainly pains me to write this as someone who has been doing this a long time. Visual effects companies are collapsing while others fiddle.

Many in the industry, even those with experience, are bailing as quickly as they can. And with a visual effects only skill set, there's very few places you can work. There are few other industries that can take people who do animation, lighting, rendering, modeling, compositing, etc. Make sure if you do go to school you gain a broader base of knowledge than just visual effects.

There are plenty of visual effects companies around the world that have no problems exploiting recent graduates who have already been exploited and fleeced from the schools they attended. Overtime is the norm. Companies encourage it, especially since it hides the sins of poor management, and it is now such a mantra for workers that they accept it as the norm themselves.

The visual effects companies who take on many of these new graduates do so at the expense of other, more experienced workers. And why do they do it? False economics. They think that hiring people at a lower wage is how they can save money. The truth is the experienced worker is more productive, the more likely to solve the problems, and the one who can make sure the project gets done in the compressed time schedule. New people should be brought in as needed and mentored so they have a future. In an industry where experienced people are being dumped for the cheaper, inexperienced people - what do people starting a career in this industry think will be happening to them once they become experienced? It's an endless cycle.

With so many visual effects graduates eager to be exploited and companies willing to exploit them, the visual effects industry is dissolving from the bottom while pressure and other problems are dissolving the top. The end result will be an empty hull.

Now there are thousands and thousands of film school graduates every year as well. Likely many times the number of visual effects graduates. Why isn't the rest of the film industry having these same problems? Well the studios are smart enough not to hire too many inexperienced people. They know the value of experience. And everyone else working in live action filmmaking is covered by a union. This provides the studios with the experienced people they need and also protect the crews from being exploited. Visual effects is the only group not covered by a union and thus is able to be easily exploited.




Hollywood Lines Up for $100 Million in California Tax Credits

(hollywoodreporter.com)        But he wasn't trying for an early seat at a premiere. Instead, he was decamped in the middle of the ninth floor hallway of an office building, one  one of more than 50 producers, directors (and, this being Hollywood, interns) vying for $100 million in California Film & Television tax credits.

All of which will be determined by Tuesday, by lottery.

Rodriguez, who works for Atlas Entertainment, arrived at 6 a.m. to submit an application for the upcoming movie Winter’s Discontent, an adult comedy starring Billy Crystal.

“We’re trying just to keep it in California,” Rodriguez says. “It’s important for us to shoot in California—that’s where we’re at.”

However, he was candid about what would happen if the project isn’t one of more than 300 expected to apply that gets funded. “If this doesn’t go,” said Rodriguez, “if this doesn’t happen, we will definitely go out of state. It just doesn’t make economic sense to stay."

The production could consider Georgia, which offered $140 million last year — it's one of more than 40 U.S states that offers some kind of incentive program. Louisiana is expected to offer about $230 million, with even more in local incentives as well. Connecticut offers about $118 million — and New York will hand out around $420 million this year.

“Tax credits are really the only tool in our arsenal to keep production here right now,” said California Film Commission executive director Amy Lemisch. ”It is such a battle, and unfortunately, without the incentive, we don’t have really many tools to fight with. Ultimately, it’s a business, and [filmmakers are] doing comparison budgets. If they’re factoring in a big incentive from Louisiana, we need to offer something to keep these productions here."

RELATED: Hollywood Tax Credits Renewed in Fiscal Cliff Deal

Randall Miller, founder of Unclaimed Productions, Inc., went through the lottery process in years’ past with little luck. Like many in the entertainment industry, Miller isn't opposed to relocating his production again, he lined up this year in an effort to be closer to his family and to work in the city he calls home.

“I just think there are better crews here,” Miller says. “It’s not that there are bad crews [elsewhere], it’s just that there’s more of everything here. It would be better to stay.”

The tax credit program has been an annual lottery for five years. Each year, applicants come into the Hollywood Blvd. offices between 9 a.m. and 3 p.m. to apply.

At 3:30 p.m., a lottery is conducted, in which each application is given a number and their project is put in a queue. A California Highway Patrol officer draws the winning numbers at random.

By the following morning, emails are sent out to those chosen. Up to 70 applicants -- out of 300 entrants -- will receive funding; the rest are put on a waiting list.  Since projects drop out, some on the waiting list will get funding -- unless they've moved on.

Though the lottery is a prayer answered for many potential projects, the program is limited not only in financial terms but also as to what projects can apply. The state has tailored the program to retain TV and movie projects most likely to leave for a better deal elsewhere.

Independent films, for instance, are only eligible with a minimum budget of $1 million. Studio projects are also limited. They are restricted to a maximum budget of $75 million, so tent-pole blockbusters are off-limits.

Equivalent restrictions apply to television projects. All new basic cable series are eligible. Network and pay cable series are ineligible, unless they are an out-of-state production interested in relocating to California.

Steve Dayan, a CFC board member and business agent/organizer for Teamsters Local 399, says greater incentives with fewer restrictions need to be made available for California to maintain the top spot in the film production industry. Otherwise, he fears, the state will be number one only in film premieres and award shows.

“The problem with us is that we’re very shortsighted, and I think we should maybe be looking 10 years ahead,” Dayan says. “We really need to increase the amount of money if we really want to compete."

So which types of projects made the cut, and who won the lottery? Exact data for the number of 2013 applicants will be made available at 4 p.m. Monday, and the identities of the projects that get funding will be released early Tuesday.




Epic Tech

(cgw.com)         CTO Carl Ludwig of Blue Sky Studios discusses the latest technology used to render Epic’s rich environment and magical characters

In February 1986, six people who had worked in Elmsford, New York, at MAGI on Disney’s Tron, decided to form a computer animation company. The founders – Carl Ludwig, Dr. Eugene Troubetzkoy, Chris Wedge, Alison Brown, David Brown, and Michael Ferraro – named it Blue Sky Studios. Ludwig was an electrical engineer who had worked for NASA on tracking systems for the Apollo mission’s lunar module. Troubetzkoy had put a PhD in theoretical physics to work creating computer simulations of nuclear particle behavior. Wedge was a classically trained animator with a master’s degree in computer graphics from Ohio State University.

Working for months without pay in the early days, Troubetzkoy, Ferraro, and Ludwig developed proprietary physics-based rendering software called CGI Studio. During the next 10 years, the small studio survived as an effects house for commercials and feature films. Then, Wedge persuaded the Blue Sky team to work on a short animated film.

That film, “Bunny,” won an Oscar in 1998, and caused ripples in CG circles: Ludwig and Troubetzkoy’s software had made possible the first use of radiosity throughout an animated film. The physically based rendering gave the film a unique, natural look. And that film transformed Blue Sky Studios, soon after acquired by Twentieth Century Fox, into a feature animation studio now known, especially, for its Ice Age films. The studio’s most recent animated feature, Epic, sends the CG camera from the human world into a backyard as seen from the tiny characters who live there. (Read a Q&A with Chris Wedge in the May/June 2013 issue of CGW.)

CGW Contributing Editor Barbara Robertson spoke with Carl Ludwig, vice president and chief technology officer at Blue Sky Studios, about the innovative studio’s latest film, Epic.

Full article:       http://www.cgw.com/Press-Center/In-Focus/2013/Epic-Tech.aspx





Understanding Digital Domain and Digital Domes in Theme Parks

(micechat.com)                 In a previous piece, I wrote about how visual effects company Rhythm & Hues, whose work includes “It’s Tough to Be a Bug” at DCA and Animal Kingdom, filed for bankruptcy a week before winning the Oscar for Life of Pi.  Since then, the company has been purchased out of bankruptcy by Prana Studios, a computer animation company responsible for the film Hoodwinked and a number of the Tinkerbell movies distributed to home video.  For the time being, it looks like Prana is keeping Rhythm & Hues intact, but this is not always the case when a bankruptcy takes place.

Take for instance Digital Domain.  The company, originally founded by Avatar director James Cameron, makeup and effects wizard Stan Winston, and former ILM head Scott Ross, filed for bankruptcy (under different owners) this past September.  Once its owners realized the company was in trouble, they began selling off assets.  In the end, what remained of Digital Domain was sold to a partnership between a Chinese and an Indian company.  One of the assets put up for sale was the In-Three patents, and this had Disney so concerned that the Mouse House actually filed in Federal court to prevent their sale.

In-Three was a Los Angeles area company that had developed a method for 2D to 3D conversion for films and television that they called “Dimensionalization.”  In March, 2005, their work was introduced to the National Association of Theater Owners at the annual ShoWest conference.  They had already produced work for one film released – James Cameron’s IMAX documentary Aliens of the Deep – but this was bigger.  As part of Texas Instrument’s launch of digital 3D cinema, George Lucas came on stage and introduced a series of clips “dimensionalized” by In-Three.

The clips that I and more than a thousand others saw at this event were the speeder chase from Star Wars Episode II: Attack of the Clones, Top Gun, Disney’s Lilo and Stitch, and the entire first reel of Star Wars Episode IV: A New Hope.  I later met the owners of In-Three the following month and they invited me to visit their screening room in Agoura Hills, CA.

I brought along my friend and colleague, the late 3D historian and advocate Ray Zone.  In addition to the clips I had previously seen, they showed off some more dimensionalized work: a collection of six to eight clips from the original The Matrix, including Neo waking up in his incubation pod and the helicopter crash into the building at the end of the film, the motorcycle game of chicken from Mission Impossible 2, the “Greased Lightening” song and dance segment from Grease, the opening of Disney’s Treasure Planet, a poolside scene from Disney’s Tuck Everlasting, and the ending of the original Spider-Man, with Spidey flying through buildings and landing on top of one grasping the American flag.  Ray was impressed, writing “placement of the stereo window, where the left eye and right eye images coincide, was handled with great sensitivity.”

Considering this was May 2005, what we were seeing was quite remarkable for the time.  Outside of a few specialty and IMAX theaters, there were no commercial 3D cinemas at the time, especially digital 3D.  In fact, the day we visited In-Three, we also visited REALD, who were in the process of installing their very first theater system. Now, eight years later, REALD provides 3D on more than 22,000 cinema screens worldwide.

Disney’s Chicken Little became the first film to be widely distributed in digital 3D, although “widely” in this situation refers to only 86 screens.  However, it almost wasn’t that way.  Although never officially announced, In-Three was hard at work dimensionalizing a film to be released in 3D along with its original 2D counterpart.  That film was Peter Jackson’s 2005 film King Kong.  The 3D version of the film was eventually scrapped by the studio as the movie went extremely over budget.  At the same time they were taking on this gargantuan project, IMAX, who had become the leader in 3D cinema, licensed a fifteen year old 3D conversion patent  and sued In-Three for patent infringement

It should be noted that in 2005, In-Three was not the only company doing 3D conversion for movies.  Disney was sending the digital files of Chicken Little to ILM’s San Francisco offices to be converted into the third dimension on a daily basis in order to meet the film’s opening deadline.  And executives from Disney have told me that another company, Creative Logik, converted scenes from the 1985 IMAX film Chronos that were included in the opening scene of Aliens of the Deep.  But by the time that digital 3D was starting to become the norm and the IMAX lawsuit was settled in arbitration, practically every company doing digital visual effects had entered the business of converting 2D footage to 3D using off-the-shelf software.

In 2008, In-Three was chosen as one of two companies to handle 3D conversion on Disney’s G-Force.  They converted the film’s live action scenes while Sony Imageworks converted the computer animated segments, which they had also animated.  This led to In-Three again joining forces with Sony Imageworks and a third company, Sassoon Film Design, whose visual effects and 3D conversion credits include numerous IMAX films, on Tim Burton’s Alice in Wonderland.  In-Three then converted an Air Force ad in 2009 to run before Avatar in 3D, and then in 2010, In-Three was sold to Digital Domain.  And that’s where the trouble began.

Digital Domain’s CEO John Textor used the In-Three patents in much the same way that IMAX used the one they they had licensed.  He accused anyone doing 3D conversion of patent infringement and threatened to sue them for license fees, even if they weren’t using In-Three’s patents.  And if they refused to pay, he threatened to use the courts to shut them down.  In a conference call, he said, “Who is infringing? Everybody that has an interest in a 3D film.  From the content creators to the production companies to the distributors, the exhibitors, the projector companies … the theaters, down to the television sets and the video games.”  He disputed Disney’s allegation that the license to use In-Three’s technology granted under their contract for G-Force was an open one.  As he saw it, that agreement was made with the prior owners of the patents.  If Disney wanted to continue to use the technology, they would need to strike a new agreement with Digital Domain.

And in 2012, this visual effects house, whose legacy of work included Titanic and Apollo 13, went bankrupt.  Before the new owners – China’s Golden Horse and India’s Reliance Mediaworks – purchased the company, Digital Domain began to sell off a number of assets.  One of those was the In-Three patents and in December 2012, it was announced they would be sold for $5.45 million to REALD, the company that installed all those digital 3D systems in theaters around the world.  It hasn’t been disclosed what REALD plans to use the technology for, but they’ve been investing heavily in 3D for home entertainment and one of my colleagues believes they intend to use this technology for real time 2D to 3D conversion on 3D televisions.

Disney filed with the federal court to halt the sale of the patents (separate filings were done by Lucasfilm, who had received license from In-Three to use their technology on The Nightmare Before Christmas, and Marvel, who “dimensionalized” Thor, The Avengers, and Iron Man 3).  Their concerns were many: the new patent owners might sue them for infringement.  They might not be able to use the existing licenses from G-Force and Alice to convert other films, both new and in their library.  They might be prevented from distributing their existing films in 3D in cinemas or for home entertainment if those films used In-Three’s technology.

So now REALD owns the In-Three patents and Disney has let 3D conversions of “Star Wars” Episodes II – VI (all being converted by Prime Focus, another company that licensed and objected to the sale of the patents) and The Little Mermaid slide away into obscurity.  If you ask, the official company line has something to do with poor performance of the films’ predecessors that were converted.  But it does make one wonder.

I, however, am one who prescribes to the belief that the best 3D is 2D . . . . on a dome.  What started as planetarium and giant screen film technology, has now become a staple at theme parks and attractions around the world.  Universal uses digital dome technology on its “Spider-man,” “Harry Potter,” and “Simpsons” rides.  At SeaWorld, it can be found on both coasts, with Orlando’s “TurtleTrek” theater and San Diego’s “Manta” launch tunnel.  And the digital mapping technology that’s used to make a flat image round and fill a dome is also used to project images on Disney castles, Small World’s, and even put monsters on giant geodesic spheres (appropriate as the tallest point of Spaceship Earth is itself a planetarium dome).  Next time, I’ll introduce you to three organizations – IMERSA, the International Planetarium Society, and the Giant Screen Cinema Association – that are at the forefront of changing what we see on domes.

In the meantime, I want to leave you today with a look at three digital domes you can visit where the artistic experience is king:

    In Santa Fe, NM, the Institute of American Indian Arts uses a 24’ wide dome to teach Native Americans new ways to interpret their culture.  What’s unique is that the dome, installed in a black space, can tilt a full 90 degrees, creating an effect similar to the Omnisphere on Epcot’s old Horizons ride.  The IAIA explores interactivity in unique ways with a number of different interfaces, all under a grant from the Department of Defense, and often has public showcases of student works.

    In Montreal, QB, Canada, SAT, the Society of Arts and Technologies, features the 60’ wide,  43’ high Satosphere on its roof.  The space is used for everything from video and film presentations to fashion shows and concerts.  On select evenings, it becomes a dance club.

    The 46’ wide, 19’ high Vortex Dome in downtown Los Angeles is becoming an integral part of the city’s arts scene.  Events, many produced in conjunction with the Center for Conscience Creativity, have ranged from symposiums to laser shows to live ballet and Bollywood-themed performances.






Realtime CG: a Game-changing Fusion of Hollywood CG and Video Game Tech

(guardian.co.uk)          Computer-generated (CG) characters are taking on lives of their own. Compare the Market's meerkat is now a celebrity in his own right, having hit the big time on ITV's This Morning. Similarly, in America, the GEICO gecko has become such a widely-loved figure that he's moved beyond promoting insurance to launching a book and meeting Chelsea Clinton.

This trend stretches beyond the CG characters given the oxygen of publicity through advertising. Charlie Brooker's Black Mirror series featured an animated character, Waldo, who became a global political star by using his animation-led anonymity to tear apart politicians. Although it's a hypothetical story, it's nonetheless prescient and illustrates how animated characters can get away with metaphorical murder.

Even book publishers are getting in on the act. At this week's Book Expo America, Penguin and Razorbill lifted a character from the page and into reality. The Creature Department is a soon-to-be-released 'trans-media' children's book that takes literature one-step further by creating its characters as CG entities; one of which will receive their worldwide debut during the Expo.

But what links these characters? And what's so new about CG? The answer lies in realtime CG rendering.

These characters don't merely exist as pre-recorded animation sequences, like traditional CG. The secret to their success is that they have been given the ability to react instantly to the world around them. Whereas traditional hi-res CG animation is a lengthy process that has to be slowly rendered, frame-by-frame in powerful 'render farms'. This inevitably entails a time delay and means that CG narratives have to be pre-determined.

However, we are experiencing an exciting evolution in the world of computer graphics: 'realtime CG'. It's a new breed of Hollywood-worthy CG that can be controlled in a 'live' way via a 'game engine' (the underpinning technology that gives video game animation its player-controlled immediacy).

By hanging high-end CG animation on a game engine, CG assets can be 'puppeted' and controlled in a live way via a console. Coca Cola became an early adopter when its 2012 Super Bowl reinvented the brand's polar bears as CG creatures that were puppeted live across social media channels via a standard Xbox controller.

In principle, this ability has been around since the advent of video games. But the Internet's arrival gave us an immediate distribution network and advances in technology mean that game engines are becoming increasingly adept at handling much higher resolution assets. This has opened up a whole new world of opportunities for traditionally created, Hollywood-style CG and conversely means that video games are beginning to look more like feature films.

Complex performances and intricate facial movements can be further enhanced using off-the-shelf movement-sensitive technology such as Kinect and more bespoke film and television techniques like motion capture. This means every detailed movement, including lip synch, can be controlled remotely but instantly via the console – providing someone talented is squirreled away in the background to sync the CG rig to characters' muscle movements.

This combination of hi-end CG and sophisticated game engines is creating some remarkable developments. Realtime CG characters will soon become indistinguishable from the real thing. As illustrated by Activision, who recently released a realtime CG human character demo that's causing seismic waves of excitement throughout the CG community.

Activision's research and development is at the cutting-edge and requires a significant amount of time and funding. In contrast, the techniques being used to create live versions of the UK's favourite meerkat, the GEICO gecko, Waldo and Razorbill's book characters are based on widely available video game technology and so mark another step in the democratization of technology.

Game engines theoretically allow Joe Public to have a stake in the brave new world of realtime CG, be it as a participant or a creator. Whichever way you cut it, realtime CG is a genuine game-changer for anyone involved in using or producing content.




Fox Dates ‘Frankenstein,’ ‘Alvin and the Chipmunks 4′


(slashfilm.com)        20th (or is it 21st?) Century Fox went on a release date rampage over the weekend, planting a stake in the ground for a few upcoming tentpoles as well as animated films through 2018. Ridley Scott‘s star-studded The Counselor has been moved up to October 25, a non-Pixar Day of the Dead animated film called Book Of Life will be released October 3, 2014, Frankenstein, starring Daniel Radcliffe and directed by Paul McGuigan, is now set for October 17, 2014 and a fourth Alvin and the Chipmunks film will be released December 11, 2015.

Fox Animation, DreamWorks Animation and Blue Sky Animation will then have five films between them released in 2017 and five more in 2018. That’s in addition to the previously announced dates through 2014. See the full rundown below.




How to Build a Collaborative Office Space Like Pixar and Google


(99u.com)            When the Second World War ended, universities struggled to cope with record enrollments. Like many universities, the Massachusetts Institute of Technology built a series of new housing developments for returning servicemen and their young families. One of those developments was named Westgate West. The buildings doubled as the research lab for three of the greatest social scientists of the 20th century and would come to reframe the way we think about office spaces.

In the late 1940s, psychologists Leon Festinger, Stanley Schachter, and sociologist Kurt Back began to wonder how friendships form. Why do some strangers build lasting friendships, while others struggle to get past basic platitudes? Some experts, including Sigmund Freud, explained that friendship formation could be traced to infancy, where children acquired the values, beliefs, and attitudes that would bind or separate them later in life. But Festinger, Schachter, and Back pursued a different theory that would go on to shape the thinking of contemporary prophets from Steve Jobs to Google’s Sergey Brin and Larry Page.

The researchers believed that physical space was the key to friendship formation; that “friendships are likely to develop on the basis of brief and passive contacts made going to and from home or walking about the neighborhood.”¹ In their view, it wasn’t so much that people with similar attitudes became friends, but rather that people who passed each other during the day tended to become friends and later adopted similar attitudes.

Festinger and his colleagues approached the students some months after they had moved into Westgate West, and asked them to list their three closest friends. The results were fascinating—and they had very little to do with values, beliefs, and attitudes. Forty-two percent of the responses were direct neighbors, so the resident of apartment 7 was quite likely to list the residents of apartments 6 and 8 as friends—and less likely to list the residents of apartments 9 and 10. Even more striking, the lucky residents of apartments 1 and 5 turned out to be the most popular, not because they happened to be kinder or more interesting, but because they happened to live at the bottom of the staircase that their upstairs neighbors were forced to use to reach the building’s second floor. Some of these accidental interactions fizzled, of course, but in contrast to the isolated residents of apartments 2 and 4, those in apartments 1 and 5 had a better chance of meeting one or two kindred spirits.
Westgate West as Inspiration for Pixar

Half a century passed, and the Westgate West message began to infiltrate office culture. Steve Jobs famously redesigned the offices at Pixar, which originally housed computer scientists in one building, animators in a second building, and executives and editors in a third. Jobs recognized that separating these groups, each with its own culture and approach to problem-solving, discouraged them from sharing ideas and solutions.
Pixar's office via >a href="http://www.fubiz.net/2010/05/17/pixar-office/">
Fubuz

Pixar’s office, designed to encourage collaboration - via Fubuz

Perhaps the animators could introduce a fresh perspective when the computer scientists became stuck; and maybe the executives would learn more about the nuts and bolts of the business if they occasionally met an animator in the office kitchen, or a computer scientist at the water cooler. Jobs ultimately succeeded in creating a single cavernous office that housed the entire Pixar team, and John Lasseter, Pixar’s chief creative officer, declared that he’d “never seen a building that promoted collaboration and creativity as well as this one.”
Google’s “150-Feet From Food” Rule

Google’s New York City campus capitalizes on many of the same ideas. The growing campus already has a massive footprint, occupying an entire floor (and part of some other floors) in a building that covers a city block in Manhattan’s Chelsea neighborhood. The elevators that link these floors are notoriously slow, so instead of forcing workers to wait, the architects built vertical ladder chutes between adjacent floors. Workers are encouraged to “casually collide,” an aim that echoes Jobs’ encouragement of “unplanned collaborations.”

When I visited the campus in March, my guide explained that no part of the office was more than 150 feet from food—either a restaurant, a large cafeteria, or a micro-kitchen—which encourages employees to snack constantly as they bump into coworkers from different teams within the company. Even if Google workers aren’t constantly generating new ideas, plenty of evidence suggests that they enjoy their work, and that this enjoyment feeds into motivation and eventually greater productivity.

Festinger and his colleagues were right to focus on physical space when they explored how friendships form—but what made their investigation doubly impressive was how deeply their insights influenced the corporate world’s smartest thinkers fifty years in the future. People with similar attitudes are more likely to get along, those with diverse backgrounds are more likely to generate novel ideas, but none of those interactions exist without the primary ingredient of casual encounters and unexpected conversations.

The key features that make for a collaborative office space:

    An open plan and other design features (e.g., high-traffic staircases) that encourage accidental interactions.
    More common areas than are strictly necessary—multiple cafeterias, other places to read and work that encourage workers to leave confined offices.
    Emphasis on areas that hold two or more people, rather than single-occupancy offices.
    Purpose-free generic “thinking” areas in open-plan spaces, which encourage workers to do their thinking in the presence of other people, rather than alone.

Source with Pixarific office layout image:    http://99u.com/articles/16408/how-to-build-a-collaborative-office-space-like-pixar-and-google




-H          - "In light of ongoing delays in the setting of a start date for filming The Hobbit, I am faced with the hardest decision of my life . After nearly two years of living, breathing and designing a world as rich as Tolkien's Middle Earth, I must, with great regret, take leave from helming these wonderful pictures."         -Guillermo del Toro , 2010