Tag Archives: science fiction

ILM VFX Supervisor Roger Guyett on Star Wars: The Force Awakens – Studio Daily

Source: ILM VFX Supervisor Roger Guyett on Star Wars: The Force Awakens – Studio Daily

In the first Star Wars, when people watched the X-wing flying down the trench, did audiences think that was really happening? Did they believe it was a real X-wing flying? A model of an X-wing flying? What was their understanding of how real that was? Was it more real because the model was part of our world? Is that what people mean by real, a tactile thing? These are philosophical questions that you have to consider when you’re doing a visual effects movie.

[…]

I wasn’t interested in making a retro movie. That was not what I thought we should be doing and it would have had a limited shelf life. When you think of those movies, people were excited to see them, to go along for a great ride with amazing characters. Part of that world achieved a certain charm and authenticity because the filmmakers built sets and went to real locations. That part is fantastic. We wanted to hold onto the charm the original stories had but use the technology available now in a way that would make a more contemporary film.

How do you get the audience invested in the characters and willing to go along for the ride? Part of their brain says this is not a familiar world and what they’re seeing is slightly odd. How do you get past that? You want to convince the audience everything is happening for real by hopefully creating a world that’s a natural extension of the real physical world. My theory is that this is a bizarre extension of primitive storytelling. Think of how invested children become in simple puppetry. This is a crazy extension of that. The whole thing is a trick of some kind.

Clearly you were successful in making the digital effects believable. How did you achieve that?

Part of it was trying to photograph as much in camera as possible to help the actors understand the world they’re immersed in and as a better foundation for our work. We went to places and tried to photograph as much as we could. We tried to make each moment as real as possible and blend the line between real and imaginary as much as we could.

[…]

f you’re tasked to do something that by its nature undermines the concept, it’s hard to pull off. There’s a certain point, if you overexpose your hand … a film like this is so ambitious, so fantastical that no one could imagine it could have happened. The nature of filmmaking in a real space is that you see the place. You react to it. You design shots around that place. If you remove the idea that you’re really there, it becomes a different thing. We tried to show a real level of restraint to keep it in the charming category without losing a level of excitement, without ever being ludicrous.

[…]

In old-fashioned filmmaking, you didn’t go to Tunisia and then change it. You’d go there and that was in the movie. Sometimes, on other films, we might go to a location and then the director would want another version — taller buildings, a different sidewalk. They want their desert a different color. They don’t embrace what they have. This is the VFX era. Every blockbuster has big visual effects. People shoot and figure it out later. Maybe that’s why so many people shoot on green screen. We didn’t want to do that. We had a director who clearly wanted to go to the desert, and he was happy with the desert he went to.

[…]

When you have a ship that travels 600 to 700 miles per hour, it’s difficult to shoot plates, especially with the shot choreography we wanted, unless maybe you hire a jet fighter. So, in the Falcon chase, pretty much everything is digital. We could have just based it on the location and made up the rest, but we would have been in a place of guesswork. So we shot a lot of reference footage from a helicopter. It wasn’t directly usable, but it was incredible reference. You’d notice things about the way the desert behaved — dust coming off surfaces as we travelled. More importantly, the quality of the light on the sand, the geography of the environment. We ended up with 18 hours of aerial footage alone from one camera, and terabytes of photographs. We could see the nuances of colors of the sand dunes from photography based on the time of day and conditions.

The other thing we did was to survey the crap out of everything and everywhere we went. We researched and recorded environments as accurately as we could. We had a whole team on this. We had size and scale. We had stereographic views. This isn’t outside the bounds of what people do for visual effects movies, but we really wanted to be accurate.

When you see the little speeder moving across the landscape, it’s a completely digital shot. But because we’d been there, when we recreated that moment, we did it from a physically-based approach. I don’t know if J.J. [Abrams] knows how we constructed the images, but he was at the location and he knew how it looked.

The other thing is that we photographed these events in a way that I think did not cross the line of the impossible with complicated camera moves. We made sure if you had a Millennium Falcon, this is how you’d shoot it. We tried to photograph some kind of version of all these events to give us a point of reference even if we threw it away. One advantage I had in putting shots together in the final movie is that I shot second unit. If a shot involved visual effects, I knew what we’d need to achieve.

[…]

And our modelers had so much affection for these ships. Dave Fogler [asset build supervisor], who came to ILM from the model shop, was interested in rebuilding the Falcon in the way it should be built, with integrity and a referential quality. He had an inherent knowledge of the processes the model shop guys used. It was a very loving process in many respects.

[…]

Probably about a third of the time BB8 is digital. This is a perfect example of riffing off something that exists. It’s another version of my desert analogy. If you don’t build BB8, where does the personality come from? The personality came from being there with the actors and J.J. directing BB8 just like another actor. When we created the CG character, we had absolute reference. Each animator had a template. People could comment about the droid’s performance just like they would with an actor because his personality was defined.

[…]

We did motion capture tests at Andy Serkis’s [Imaginarium in London], and then did motion capture on set. Ben Morris, who set up the ILM studio in London, was on set for the shoot, and Mike Mulholland supervised the London work. I’ve always believed that if you cast the right person, the rest takes care of itself. You have to believe in the actor; motion capture won’t save a bad performance. Maybe it might, but chances are it won’t. Casting is what it’s all about.

Andy’s character didn’t move around very much, but we needed a great face performance. We shot Andy and then re-mocapped his scenes once we got the edit. We went back and refined the shots in his studio. He can play anything — small, large, in-between. Lupita is way more restrained. She does a softer, nuanced kind of performance. For her, we used image-based capture and some keyframe work. Andy’s studio helped us out with that, but it was really about the face, and we used systems from Disney research. The face of the character she plays is very different, so we had to make sure that translation was successful. But again, like with BB8, she defined the character, the nuanced performance.

[…]

I think I’ve learned that maybe showing restraint is something we should do more of in the future. Restraint sounds negative, and that’s not the connotation I mean. Just trying to make sure the shots are focused. More isn’t necessarily better.

It’s interesting how much the work has advanced, even in the last couple of years, and certainly from Episodes III to VII. It’s a completely different lay of the land, and the people are capable of so much more. You don’t want to do things you’ve done before. You want to do something more challenging and exciting in different ways. Sometimes, by defining what the box is, you can have a more interesting problem to solve.

 

TBD Catalog – the story

TBD Catalog – the story.

How might the promise of what at the time was called an “internet of things” play out in the near future? What would the future look like in a world blanketed by advances in protection and surveillance technologies? If Autonomous Vehicle innovations continued its passionate race forward, what would it be to pick up the groceries, take a commercial airline flight, commute to work, have mail and parcels delivered, drop off the dry cleaning, meet friends at a bar across town, go on cross-country family vacations, or take the kids to sports practice or school? Would food sciences offer us new forms of ingestible energy such as coconut-based and other high-caloric energy sources, or caloric burners that would help us avoid exercise-based diets? In what ways would live, streaming, recorded and crowd-authored music and filmed entertainment evolve? How might advances in portable spring power hold up against traditional chemical battery power? How would emerging forms of family and kinship be reflected in social networks? How will Chinese migration to Africa shape that continent’s entry into the world of manufacturing, and how would that inevitability shape distribution and production economies? What is to become of open-source education and the over-supply of capable yet unemployed engineers? Would personal privacy and data hiding protocols be developed to help protect our families and businesses from profile pirates and data heists? What happens to our sense of social relations as today’s algorithmic analytic interpersonal relationship matchers get too good and algorithms effectively pre-pubscently “couple us off” before we have a chance to experience the peculiarities of dating life? Will crytocurrency disrupt today’s national currencies? What will become of coffee and plant-based protein products?

[…]

Ultimately though, our task was to decant even the most preposterous idea through a series of design procedures that would make it as normal, ordinary, and everyday blasé as, for one retrospective example, the billions of 140-character messages sent into the ether each day – a form of personal individual communication that must have, at its inception, seemed to most of the world to be the most ridiculous idea ever. The point being that the most extraordinary preposterous social rituals have often made their ways into our lives to become normal and even taken for granted.

A report (or catalog, such as TBD) offers a way to normalize those extraordinary ideas and represent them as entirely ordinary. We imagined it to be a catalog of some sort, as might appear in a street vending box in any neighborhood, or in a pile next to the neighborhood real estate guides or advertising-based classified newspapers near the entrance to your local convenience store.

[…]

Rather than the staid, old-fashioned, bland, unadventurous “strategy consultant’s” report or “futurist’s” white paper (or, even worse – bullet-pointed PowerPoint conclusion to a project), we wanted to present the results of our workshop in a form that had the potential to feel as immersive as an engaging, well-told story. We wanted our insights to exists as if they were an object or an experience that might be found in the world we were describing for our client. We wanted our client to receive our insights with the shift in perspective that comes when one is able to suspend their disbelief as to what is possible.

[…]

During our workshop, we used a little known design-engineering concept generation and development protocol called Design Fiction. Through a series of rigorous design procedures, selection protocols, and proprietary generative work kits, Design Fiction creates diegetic and engineered prototypes that suspend disbelief in their possibility. Design Fiction is a way of moving an idea into existence through the use of design tools and fictional contexts that results in a suspension of one’s disbelief, which then allows one to overcome one’s skeptical nature and see possibility where there was once only skepticism or doubt.

There were a variety of tools and instruments we could put in service to construct these normal ordinary everyday things. For example, several canonical graphs used to represent trajectories of ideas towards their materialization would come in handy. These are simple and familiar graphs. Their representations embody specific epistemological systems of belief about how ideas, technologies, markets, societies evolve. These are typically positivist up-and-to-the-right tendencies. With graphs such as these, one can place an idea in the present and trace it towards its evolved near future form to see where its promise might end up.

We also had the Design Fiction Product Design Work Kit, a work kit useful for parceling ideas into their atomic elements, re-arranging them into something that, for the present, would be quite extra-ordinary. But, in the near future everyday, would be quite ordinary.

[…]

No. Not prediction. Rather we were providing thought provocations. We were creating a catalog of things to think with and think about. We were creating a catalog full of creative inspiration for one possible near future – a near future that would be an extrapolation from todays state of things. Our objective was to create a context in which possible-probables as well as unexpected-unlikelies were all made comprehensible. Were one to do a subsequent catalog as a reflection on another year, it would almost certainly be concerned with very different topics and, as such, materialize in a rather different set of products.

[…]

There were no touch-interaction fetish things like e-paper magazines, no iPhones with bigger screens, no Space Marine Exo-Skeletons, no time-traveling devices, not as many computational screen devices in bathroom medicine cabinets as one may have hoped or feared. There was no over-emphasis on reality goggles, no naive wrist-based ‘wearables’, a bare minimum of 3D printer accessories. Where those naive futures appeared we debased them – we represented them with as much reverence as one might a cheap mass-produced lager, an off-brand laundry soap, or an electric toothbrush replacement head. We focused on the practicalities of the ordinary and everyday and, where we felt necessary, commoditized, bargainized, three-for-a-dollarized and normalized.

What was most interesting is that the deliverable – a catalog of the near future’s normal ordinary everyday – led us in a curious way to a state that felt rather like the ontological present. I mean, the products and services and “ways of being” were extrapolated, but people still worried about finding a playmate for their kid and getting out of debt. As prevalent as ever were the shady promises of a better, fitter, sexier body and new tinctures to prevent the resilient common cold. People in our near future were looking for ways to avoid boredom, to be told a story, find the sport scores or place a bet, get from here to there, avoid unpleasantries, protect their loved ones and buy a pair of trousers. Tomorrow ended up very much the same as today, only the 19 of us were less “there” than the generations destined to inherit the world designed by the TBD Catalog. Those inheritors, the cast of characters we imagined browsing and purchasing from this catalog in the near future, seemed to take things in stride when it came to biomonitoring toilets, surveillance mitigation services, luxurious ice cubes, the need for data mangling, living a parametric-algorithmic lifestyle, goofy laser pointer toys, data sanctuaries, and the inevitable boredom of commuting to work (even with “self-drivers” or other forms of AV’s.)

[…]

The near future comes pre-built with the expectation that, being the future, it must be quite different from the vantage point of the present. This is an assumption we were trying to alter for a moment – the assumption that the future is either better or worse than the present. Quite less often is the future represented as the same as now only with a slightly different cast of characters. Were we to take this approach, which we did, it would be required that the cast of characters from the future would be no more nor less awestruck by their present than we are today awestruck by the fact that we have on-demand satellite maps in our palms, that the vapor trail above us is a craft with hundreds of souls whipping through the stratosphere at breakneck speeds, and that when we sit down at a restaurant fresh water (with ice) is offered in several varieties from countries far away, with or without bubbles.

[…]

It was important that the concepts be carefully represented as normal, rather than spectacular. Were things to have a tinge of unexpected social or technical complexity as suggested, for example, by regulatory warnings, a hint of their possible mishaps, an indication that it may induce a coronary or require a signed waiver — all the better as these are indications of something in the normal ordinary everyday.

[…]

the near future may probably be quite like the present, only with a new cast of social actors and algorithms who will, like today, suffer under the banal, colorful, oftentimes infuriating characteristic of any socialized instrument and its services. I am referring to the bureaucracies that are introduced, the jargon, the new kinds of job titles, the mishaps, the hopes, the error messages, the dashed dreams, the family arguments, the accidental data leak embarrassments, the evolved social norms, the humiliated politicians, the revised expectations of manner and decorum, the inevitable reactionary designed things that reverse current norms, the battalions of accessories. Etcetera.

Also, concepts often started as abstract speculations requiring deciphering and explication. These would need to be designed properly as products or services that felt as though they were well-lived in the world. Predictive design and speculative design lives well in these zones of abstraction. To move a concept from speculative to design fictional requires work. To materialize an idea requires that one push it forward through the gauntlet any design concept must endure to become the product of the mass-manufacturers process of thing-making. To make an idea become a cataloged, consumable product in the world requires that it be manufacturable, desirable and profitable. Each of these dimensions in turn require that, for example, the thing be imagined to have endured regulatory approvals, be protected as much as possible from intellectual property theft, be manufactured somewhere, suffer the inevitable tension between business drivers, marketing objectives, sales goals and design dreams while also withstanding transcontinental shipping, piracy of all kinds, the CEO’s wives color-choice whims (perhaps multiple CEOs over the course of a single product’s development) and have a price that is as cheap as necessary in many cases but perhaps reassuringly expensive in others. Things need to be imagined for their potential defects, their inevitable flaws and world-damaging properties. A product feels real if it has problems it mitigates as well as new, unexpected problems it introduces. Things need names that are considered for certain categories of product, and naive or imbecilic for others. Things need to be imagined in the hand, in use in “real world” contexts – in the home, office, data center, one’s AV, amongst children or co-workers. They should be forced to live in their springtime with fanfare, and their arthritic decline on the tangled, cracked and chipped 3/99¢ bin. To do this requires that they live, not just as flat perfect things for board room PowerPoint and advertisements, but as mangled things co-existing with all of the dynamic tensions and forces in the world.

[…]

Ultimately, things are an embodiment of our own lived existence — our desires and aspirations; our vanities and conceits; our servility and humility. A Design Fiction catalog of things becomes an epistemic reflection of the times. One might read such a catalog as one might read a statement titled “The Year In Review” – a meditation on the highlights of a year recently concluded. This would not be prediction. It would be a narrative device, a form of storytelling that transcends naive fiction to become an object extracted from a near future world and brought back to us to consider, argue over and discuss. And, possibly, do again as an alternative to the old journalistic “The Year In Review” trope. Is there a better name or form for the thing that looks forward with modesty from today and captures what is seen there? What do we call the thing that stretches into the near future the nascent, barely embryonic hopes, speculations, hypotheses, forces, political tendencies – even the predictions from those still into such things? Is it Design Fiction? An evolved genre that splices together naive fiction, science-fiction, image-and-graphic mood boards and the now ridiculously useless ‘futurist’ predictions and reports? Something in between crowd-funding as a way to prototype a DIY idea and multiform, transmedia shenanigans?

[…]

We started receiving inquiries from individuals around the world who wanted to order items and provide crowd-funding style financial backing for product concepts. Some entities demanded licensing fees because a product the “catalog” purported to “sell” was something they had already developed and were selling themselves or, in some cases, they had even patented and so were notifying us that they would pursue legal remedies to address our malfeasance.

We found that products and entire service ecosystems we implied through advertisements actually existed in an obscure corner of the business world. Of course, there were items in the catalog that we knew existed already. In those cases, our task was not to re-predict them, but to continue them along their trajectory using one or a combination of our graphs of the future (see following pages). In these cases, it can be expected that an unwitting reader of TBD Catalog would naturally make contact with us to find out why they had not be made aware of the new version of the product, how could they get a discounted upgrade, or how they could download the firmware update for which they simply had not already been aware.

[…]

One could write quite didactically about innovation of such-and-so, or make a prediction of some sort or commission a trend analysts report or a clever name-brand futurists’ speculation. Or, one could start with the names of some things and fill out their descriptions at their “consumer face” and let the things themselves come to life, define the sensibilities of those humans (or algorithms?) that might use them. How would those things be sold – what materials? what cost? what consumer segment? Three-for-one? Party colors? Or one could do a very modern form of combined prototyping-funding such as the ‘Kickstarter model’ of presenting an idea before it is much more than a collection of pretty visual aids and then see what people might pay for an imaginary thing. Design Fiction is the modern form of imagining, innovating and making when we live in a world where the future may already have been here before.