Monday, April 5, 2010

Crash of the Titans.

Clash of the Titans released here in Singapore on the 1st of April. When I saw the initial trailers I knew it was going to be a visual effects reel of sorts but I had some hope thinking about the original and considering the backdrop of Greek mythology. Well, I hoped for too much. Let me split this into two - Film making Perspective & Technical Perspective.

Film-making Perspective.

The film starts off with a nice pace that lasts for just 20mins, after that you just don't know what hits you. It feels like a bunch of sequences placed next to each other and printed out to film. The story has so much in it that it could have been really epic. I felt nothing for the characters it didn't matter to me if anyone lived or died. The character development was shallow, considering how much of a personality and backdrops Greek Gods have. 
Sam Worthington as Perseus feels like he walked out of the motion capture sets of Avatar and into the sets of Clash of the Titans keeping Terminator Salvation in his mind. Liam Neeson as Zeus was cool but even he cant save the film from an adrenaline junkie. Oh whats with the gods wearing overly polished stainless steel armors that seems be stolen from the  English Crusades? The bling effect from the armor was ridiculous. The introduction of Io, played by Gemma Arterton, as Perseus's guide makes you think that Perseus has a hallucination problem for the first half of the film as she keeps popping in and out. The only character I liked in the film was Ralph Fiennes as Hades, who was my only solace in the film. Hades did come across as someone you don't want to mess with.
The reason for Perseus to go on his quest is to save Andromeda from being sacrificed to the gods and if am not mistaken in the original Perseus is in love with Andromeda which doesn't have an inkling of presence in the film. It seems more like Perseus and Io have something going.
Medusa was another disappointment, I thought she'd be scary and creepy enough to get you to jump off your seat. The scene had a lot potential for something like that, especially knowing that you couldn't look Medusa in the eye or you'd be turned to stone.
A lot of story time is wasted on un-necessary areas just to show off action sequences. I agree that for a film like this you need that amount of action, but what I feel is the battle in the desert with the Scorpions before Perseus & Co. meet the Djinn could have been shorter, and more time given to the fight between Perseus and Hades, which ends in a flash when you'd consider a big bad one there.

Technical Perspective - 

Nothing much to complain here, the film lives up to the expectations in terms of Visual effects, which looks like the sole reason the movie was made. The opening sequence, the prologue takes you through the stars giving you a nice three dimensional look to the constellations and gives you a brief on the Greek myths.The early shots with sea and lighting were nice but nothing to talk about as they seemed quite bright for a stormy setting. Olyumpus for some reason looked like a futuristic city with long spiked architecture it didnt feel like a kingdom in the clouds, but Zeus's throne room looked nice with the floor made of clouds and little mountains give you the sense of the large size the gods were. Like I mentioned earlier, the armor was disappointing. 
Hades was done well, he had a good entry and exit concept, dark smoke\clouds mixed with fire and ash forming his cloak  and the furies that spawned from his clothes were pretty cool, I personally thought it looked better than the Death Eater apparition effect in the Harry Potter films. On the same lines the Kraken was nice, the scale at which he was depicted was done well. The fluid simulation surrounding the Kraken was impressive, which is now a job well done in most films that require large scale water sims. 
The scorpions who attack Perseus and the men of Argos were pretty cool. The action in that sequence was well choreographed  and brilliantly composited. The dust and debris in the shot was fantastic and gave you the feeling that you were in the thick of it all. The Djinn which lived in the desert and controlled the scorpions were also handled well. I thought the blue flames used in the Djinn's black magic to help Perseus was nice but nothing you haven't seen before in Harry Potter.
Medusa, looked plastic. Though the animation was done well, reflecting her weight and numerous snakes on her head, she just didn't come across as a scary person. I wish she was given more love in terms of concept and setting.
Pegasus, Perseus's winged horse was handled well. A good mix between prosthetics and full CGI wings made is very convincing. Even the shots where Pegasus was entirely CGI was done really you just couldnt tell the difference and making a CGI horse isnt easy.

Over all the effects are cool, but if I compare it to similar set films like Pirates of the Carribean (Seas, Storm, Kraken), Lightning Thief (Greek Gods, Underworld) - The effects in Pirates feels more organic and convincing but its definitely better than the Lightning Thief.


Conclusion - 

This movie is hard proof that its Visual Effects thats making ticket sales. Audiences\Directors\Studios are only looking at eye candy and are forgetting the art of story telling. It is disappointing mainly because a film like Clash of the Titans has so much scope to make it look epic. 
Looks like we'll have to depend on the likes of Ridely Scott and Christopher Nolan who know how to maintain the balance. Watch with film with lots of popcorn and truckloads of butter. It'll meant to be that way.


Saturday, March 20, 2010

Importance of Sound

Being a very Visual person that I am, I think in perspectives and colors but what I often forget is there is an underlying auditory process that happens that support my mental images. Though most of us don't notice or pay attention, sound plays a very important part in our lives. The audio engineers are some of the unsung heroes in a most productions. 
Big visual effects shots don't have any grounding without sound effects, any VFX shot is only at its 75% potential without sound. Even when there is nothing happening or what we think is silence, there is still some atmospheric sound that gives the scenario some dimension or we could call it 'the sound of silence'.
I don't think there is ever a place that doesn't trigger your auditory senses, unless you are in vacuum where you wouldn't survive in any case. To think of it, in movies to depict vacuum, they have an ominous sound that subconsciously tells you that there is nothing.

My brother, Varun is a sound engineer for a well known Audio company in Mumbai. Varun has been an audiophile from his young age he always had a knack with music and instruments, he recently gave a talk on 'Sound as a Storyteller' at the India Game Developer Summit Bangalore 2010, he makes some interesting observations and points through his talk. Below you'll find a summary of his talk, definitely worth a read.

'Sound as a Storyteller'


I make sounds for a living. I create sounds out of nothing and mix and record music for a variety of media. Over the past 2 odd years I’ve had the chance to work on games - on a variety of them. Although, I have been involved largely on a creative level. I receive the game and a brief and provide sound, music and dialogues. I’ve had very little to do with the technicalities of implementation. So what I’m going to talk about today is what I’m best at - being creative and telling a story through sound.

I’m going to talk on two topics. One - Communication. Using sound as an effective communication tool - to enhance game play and make the experience for the gamer all the more enjoyable. And second, I will briefly go over the asset structure and how we do what we do.

So starting with communication. We all know that sound is one of our 5 senses. Along with sight, smell, touch and taste it helps us understand the environment around us. From the beginning of time sound has played an important role in understanding our environment. Birds tweeting would mean a danger free environment, while silence or low rumbles could mean approaching danger or disaster. These ideas have trickled down even today. That is why a happy scene in a movie might have birds tweeting in the background and definitely not a scary rumble. So this tells us that there’s a lot our brain understands from what we hear - and many of these processes happen sub consciously. And if we understand these clues and implement them into a game such that we leave hints both on a sub conscious and conscious level - then, we can create an environment that is engaging to the player without him/her realizing it. And isn’t that what we all want as developers and publishers? A game that’s engaging and sells?

Lets start with a question. What is sound?

There are easy answers that can be found in a dictionary. The first one - ‘sound is a traveling wave which is an oscillation of pressure’..etc..etc which is a purely scientific explanation. The second one is what interests me. “The sensation stimulated in organs of hearing by such vibrations”. This is going back to what I was talking about. Sound is and can be used as a form of communication because it directly appeals to our brain.

If sound does communicate, how does it work? When we hear a sound - either consciously or sub consciously - our brain refers to a catalogue of previously learned information. It refers back to our past. These could range from memories, emotions, what we see and hear in the media - especially in today’s age - and also most importantly what we have learnt from society. We take clues from our environment and then make decisions based on our past. These responses could range from emotional to practical, total disregard or in most cases a mix of these. For example - when you hear an airplane pass over - you properly identify it as an airplane because you’ve heard it tens of times in your past. But on the other hand if you hear an alien spacecraft your mind might have difficulty making references because it might be a sound you’ve never heard before.

So this tells us: Sound is an effective communication stream. It can give us a sense of realness or fantasy. And if it communicated efficiently then it can help the player suspend disbelief easily. But also, sound is not king. We constantly refer to our visual stream for confirmation of what we hear.

How does this apply to gaming? We get to play God. We get to make decisions for the player and therefore have the power to steer the story and gameplay in the direction we want. We have control. We can make the player feel what we want them to feel  - either with strong sound effects or music. But does this mean we put in as much information as possible? No, our brain has limits. It can’t possibly take in infinite amounts of information. This brings us to the question - how do you find what you need?

To understand the importance of getting the right information out effectively, lets look at three scenarios. An ideal situation, then one of overload, and the third of underplay. Lets look an 
Ideal situation. Here we have the visual and sound or auditory information balanced out. They feed off each other, influence each other but don’t overload the player with information. They lead the player along. The results of such a scenario would be: enhanced story telling, game play and realism or surrealism - which ever you are trying to achieve. Now, lets look at a scenario that is very easy to accomplish - one where there is a lot of visual and auditory information. You have strong visual detail, a thousand sound effects, a heavy background score and dialogues back to back. Overload. This leads to confusion and there fore miscommunication which leads to less involvement which in turn makes it harder for the player to suspend disbelief and eventually leads to the player hitting the mute button therefore making my job - useless!

The third scenario - Underplay. Lack of enough information can lead to loss of interest and can make game play less immersive. This although is still better than overload and is definitely more workable.
So how do we avoid clutter and a scenario of overload? Planning, more planning and..eh..planning! It is important to get every body involved with the game early on. And yes everybody does include the sound team. We’re not the last minute guys! By bringing in everybody early on you have the chance for different departments to influence each other. How important is sound? Is it vital? Can it push game play in some ways the visuals won’t be able to? There’s a lot that can pre determined in the planning stage. But as we all know, plans are never set in concrete. Leave enough room and buffer for change. While planning you need to think of ways in which the streams can compliment each other. Predetermine what the scene/level/character/moment require both visually and aurally. Think if you need sound to convey things beyond visuals...can they underline certain moments? Can they take over from visuals completely?

So the point I’m trying to make here is that each department and stream cannot exist by itself. Maximum communication to the player can be achieved first if there is maximum communication between the visual and aural stream both during development and game play.

Next I’m going to talk about two real life scenarios. The first is called the cocktail party effect. We’ve all been in noisy environments and have found that we can consciously tune and focus on the sounds that are important to us. In a noisy party you can still manage to have a conversation with someone and tune out the noise around you. This is called the cocktail party effect. We can make conscious decisions. So what relationship does this have to game play? A game is not reality. It has fixed boundaries preset by the designer. And we want the player to follow the right clues into unraveling the story or understanding the game. As we have seen before we have to make the decisions for the player before hand. So the decisions in sound too have to be made. For example if its a war RPG we would want the player to first hear his own sounds - say breathing, communication, gun sounds or sounds in the environment that directly communicate with him - like ammo pick up sounds. Next in priority would be the enemy sounds - sounds of approach or gun fire. Third in priority would be the environment sounds - maybe distant gunfire..vehicles..etc. All three levels of sound are important in placing the character in the right space. But for example if the environment sounds are as loud or louder that the player’s own sounds it can lead to confusion. So it is important to simulate the environment for the player and lead them to make the right decisions.

Next is a little but important concept in avoiding clutter. It’s called the 2.5 rule. The 2.5 rule is something Walter Murch - a brilliant sound designer and film editor who’s worked on some ground breaking films - thought about. During his years in working with film he noticed that the brain could only understand two and a half themes at a time. The first two themes will have the audience actively involved, while the half theme gives passive information that is important in suspending disbelief. An example of this would be an intense argument between two characters. The visuals would occupy the first theme since it holds maximum active information, the second theme would be the dialogues since it gives information about what the scene is like. The half theme would be the music that would add to the emotional level of the scene. Other information like footsteps or environment sound might be ignored. This is when we go back to planning. It is important to make the right choices early on.

Moving on to sound assets and what they are about -
Our ways in working with sound does come from what we’ve learnt in the past in working in linear media formats like film. Sound is usually split up into three broad departments: Dialogues, Music and Sound Effects. I prefer to split up sound effects further into ‘Designed Sounds’ and ‘Real Sounds’.
Starting with Dialogues. They can be anything from in game character or NPC dialogues to those in cut scenes. They are important because they are a direct communication link to the player and can probably be most effective in communicating information when compared to any other stream. This too needs to go back to the planning stage where character sketches are built and scripts are written. This information is then used to cast the right voice. There is a lot our brains can understand from only hearing a voice. Therefore the more the voice matches the character in game, better will be the communication to the player. Once scripts and characters are written, the actors are recorded. After which, the correct ‘takes’ are edited and processed to what they need to sound like for the game.
Music is the most important emotional tool available to us. It can push the player to feel they way we want them to feel. For this too time needs to be spent planning and sharing ideas about the style/genre and expectations. Referencing can help communicate ideas better to the composer. Post which the score or songs will be written, recorded and mixed to the specifications of the game.


Monday, March 15, 2010

Am on a Horse..

I saw this Old Spice commercial a couple of weeks back and was totally impressed with the way it was made. For one, I couldn't, at first figure out what path the filmmaker would have taken to execute the commercial, as there were many ways to do it, secondly the mis-directions used in the commercial were very well handled and seamless and to top it all the talent does an amazing job at keeping you attention on him with a good delivery. I managed to find a 'making of' so posted it here. The commercial first, then the making of (the making is more or less an interview with the agency creatives on how they made it, you'd be surprised)

Am on a horse...

The commercial




The Making of 


Friday, February 12, 2010

Nuit Blanche

There are tons of high-speed footage lying around YouTube, clips of people bursting baloons, bullets going through apples etc. While they are nice to watch, it has nothing you can carry with you or get you so engrossed as "Nuit Blanche". Its an amazing blend of slow-motion, Visual Effects - great use of camera projections and atmospheric elements, and the Music (gotta love that music by Samuel Bisson).

Nuit Blanche is a short film directed by Arev Manoukian for Spy Films. Watch it, be amazed and catch the Making of too.



Nuit Blanche.



Making Of :



Making Of Nuit Blanche.

Sunday, February 7, 2010

Ed Catmull, Pixar: Keep Your Crises Small


Pixar, as a company has always inspired me. The way they began as a small computer graphics division in Lucasfilm, pioneering a lot of today's CGI technology and working on milestone effects in movies like Star Trek II and Young Sherlock Holmes, at the time when CGI was just being conceived. 
In 1986, Steve jobs bought over the Computer Graphics Division from LucasFilm, due some financial difficulties LucasFilm was facing and Steve Jobs had just left Apple Computer and he needed to invest his money in some company.

Pixar, with Jobs as CEO, Ed Catmull as President, started selling high-end CGI hardware. In the meantime John Lasseter's tiny animation dept. started creating animations to showcase at SIGGRAPH and started to gather a lot of buzz. Soon they started doing animation campaigns for TV commercials and grew stronger ties with Disney, to finally make Toy Story, just when the poor hardware sales threatened to close the company. The rest as we know is history.

Jan 2006, Disney bought over Pixar, making Steve Jobs one of the board of Directors in Disney with the largest share. This did not mean that the two studios were merging, in fact, additional conditions were laid out as part of the deal to ensure that Pixar remained a separate entity. Some of those conditions were that Pixar policies would remain intact, including the lack of employment contracts etc. Also, the "Pixar" name was guaranteed to continue.

Looking from where they have come from and the ride they have had, Pixar always impressed everyone with the way they handled themselves and the work they did, what makes the company tick?  

Ed Catmull answers them in this amazing 50 min talk at the Stanford Business School on how Pixar "keeps their crises small". 

To know more about Pixar's history I strongly recommend the book "The Pixar Touch" by David.A.Price




For those who cant see embedded videos - http://www.youtube.com/watch?v=k2h2lvhzMDc



Wednesday, February 3, 2010

Barclay Card : Rollercoaster

With all the flashy glizty glam filled motion graphics induced commercials we see today its so refreshing to see a simple idea yet complicated execution come to life in this spot for BarclayCard done by post power-house The Mill.
I simply love the idea and the straight forward execution of the commercial. From spider cams to mo-con rigs this one's amazing. Dont miss the advertising world's signature glints and flares in reflections. A good mix of practical plates and CG environment, props and matte painting bring life and energy to the spot. Its commercials like these that make me miss the ad world.

Dont forget to watch the 'Making of'




Wednesday, January 6, 2010

Alex Roman Strikes again - The Third & The Seventh

This is truly amazing. Its a visual symphony thats what it is. Amazing visuals, brilliant shot compositions and great play of DOF. This guy is something.

Check out his compositing breakdowns, oh and btw its ALL computer generated.



The Third & The Seventh from Alex Roman.



Compositing Breakdown (T&S) from Alex Roman.

Wednesday, December 30, 2009

My Decade in Visual Effects

This year end roughly marks my decade long foray in the Visual Effects industry. A journey starting off as a 3D-CGI artist doing animated titles for local TV stations and currently traveling through Industrial Light and Magic as a Visual Effects artist.

2000-2003 

I secured my first gig in 2000, for a paid job doing animated opening titles for a local television channel. It was amazing to look at my just-passed-out-of college work on the tele. I was still doing my diploma in multimedia when a director visited the institute, looking for someone to do his opening titles - I was recommended and the journey began. After doing a few freelance title jobs using 3D studio Max v2.5 and an ancient software called Infini-D, I took up a course that taught "a state-of-the-art 3D software called Maya" at a time when people hardly knew what Maya was.
My love for effects got me hooked on to Maya's dynamics, which got me my first full-time job as an effects artist in a start up company. Its at this company that I discovered the art of compositing through Combustion and slipped into full time Compositing.

2003 - 2005 

While working on my first commercial as a compositor I met up with some enthusiastic and creative guys - Osmand Lu and Vikram Puttanna with whom I made a bunch of really experimental films. I quit my full time job to pursue making digital films. Osmand and I made three films in 2003 out of which one of them - Darkness was selected as one of the top ten online films out of 3000+ entires. This was before "you tube" and "google videos". We were celebrities in the short film circles in India with our pictures in almost all newspapers and our films being screened at all the important films schools in India to showcase "digital film making".

2005 - 2007

Osmand and I decided to take a break from film making and go out and learn more about the art and science of it all. I took up an intensive visual effects course in London, which was aimed at people already in the industry and spent 6 months there understanding, un-learning and re-learning Compositing and Visual effects.
I got back to India and joined an established animation company who were interested in starting up a division that would handle post production for Commercials. I enjoyed my time there as I started getting to visit film sets and put my visual effects and short film making knowledge to use. I also got to work on an interesting panoramic stereo project, involving Indian Mythology with some scientists from the Swinburne University, called i-Cinema.

 After a year, in 2006, the company found the commercials division non-profitable and decided to close it down and at the same time I was contacted by a Screen Writer - David Elder who also ran a production company in LA, asking if I'd be interested in making a short film out of one of his scripts, after he saw 'Darkness' on an online film hosting site. I gave Osmand a call and we ended up making a film with a budget, which was exciting for us.
After the film was done, I managed to consult and freelance visual effects for a few commercial directors in India which meant that I would go on-set, supervise the shoot and after the edit is done take the entire film and sit with the director at his office and composite his film. I was a mobile one-man-effects studio. On saving enough money, I planned a budget trip to Singapore with just enough money to last me five days. My mission : find a job there.

2007 - Now.

Before traveling to Singapore I  made appointments with a few post houses in advance so that I could hit those places on landing. After visiting a few places, who said they weren't hiring at the moment, I was all set to fly back to India and get back to the unstable world of freelancing. A day before I was to leave, I decided to visit one last studio - VHQ Post and throw my cards in. To my luck, after talking to the guys there they offered my a job as a Post\Visual effects supervisor counting on my previous on-set experience and knowledge in computer graphics.

I had a great time working at VHQ Post, where I supervised and completed 75 commercials for the Asia - Pacific market. At VHQ, I gained more on-set and production experience that got me traveling up to the far corners of Egypt. In time, at VHQ I learnt more about dealing with people and selling one's visual effects to a layman. I grew more a creative artist by writing scores of treatments and ideas for different agencies and Directors. In April 2009, I won the award for the Best Visual Effects in a Commercial, in SE Asia at the Goa Adfest, with Ravi Udyawar Films. The commercial was a uniquely designed Samsung ad, which was by far the most fun job I have ever worked on from start to finish.

Way back in 1998, I was watching a "making of" documentary on 'The Lost World' and I told my cousin that some day I would work in George Lucas's Industrial Light & Magic. In July 2009 I got a call from Lucas Film Singapore and after a few rounds of interviews I am now working as a Visual Effects artist with Industrial Light & Magic, Singapore.

These 10 years, I consider it just a prologue in my book. A long way to go lots more to come.


The things I have learnt in the last decade - 

Dedication - Love what you are doing and give it your best there is no place for second best.

Perseverance - Be patient, things will unfurl if you have the right atittude and put in your best. Rome wasn't built in a day.

Compete with yourself - Beat your own records and set a higher bar for yourself, remember you are not the best, some one somewhere is working right now to beat you to the finish.

Learn - Learn all you can, you'd never know where and when it will come to use. Just because you are an animator it doesn't mean you should not know about the other disciplines.

You dont need contacts to get a job - You need a good, solid showcase of work thats all. You dont need to know someone to get a job, you need your own dedication.

Work work work like the devil's after your soul. Strive to be the best and nothing else.

Sunday, December 13, 2009

Design & Evolution

Man has seen evolution through different ages. We've had different eras where man has witnessed discoveries and life changing inventions. What's really interesting about the last couple of decades is the amazing evolution in design.
To start off, think about the amazing things Digital Technology does to us and how it has altered our lifestyles and how dependent we have become on it. Imagine one day with out your cellphone. I can't. I can't imagine a week or two of not being connected to the world wide web. Digital technology has in turn boosted the Design factors of our lives. As time passes, design becomes simpler and sleeker.

Look at the cars from the 1970s or even the 1980s and look at the cars manufactured now. Not only has the outward sense of design changed but also the inner workings of your car. Cars can now give you choice of traction, speed and other location based options. Like the Nissan GTR, that car detects when you are on a race track and turns off the speed limiter and at the same time the cars look like what people from the 60's thought would be alien ships from the another planet.

Another interesting factor in all of this is, the evolution of human thinking. The designs and concepts that are made today could not even be dreamt of as a concept a few decades ago. If you asked a product designer to make a concept of something he\she imagined 20 years from now it would be out of the world amazing for us. But 20 years from now that design would be prehistorically outdated. Our thinking process and perception evolves by the minute not by the years. At the same time, designs become simpler and more user friendly. People are bombarded by information from all directions now that the simpler things are designed the easier it seeps in our daily eco system. For eg. I over heard a person buying a cell phone at a store the other day and on making his final decision he asked the store owner if the phone had an "iPod". iPods have become the synonym for an Mp3 player. The buyer didn't ask if the phone had a "Zune" or a "Zen", he said "iPod". Why? because iPods became the most simplest and tactile gadgets to play music and it continued to make a significant progression, just like the iPhone became THE multi touch benchmark. On the similar lines, one doesn't say "can you search for this on the internet?" "Search" has been replaced by "Google". I know a lot of people, and myself, who are guilty of it and wishes we had a "google" in our daily lives.

The reason Apple's products and Google are so popular is because of the ease of use - simple user centric interface. This is a major step in Design Evolution. Design dictates strongly if your product is going to be a runaway success or if its going to drop down the abyss of criticism. The more the eye candy, the simpler the usage. Always keep the user in mind and look back and remember what we have evolved from.