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Tuesday, August 16, 2011

Martin L. Mercer Monkeys Around With Cool 'Rise of the Planet of the Apes' Storyboards

British storyboard artist Martin L. Mercer has worked on some hot films: Mr. & Mrs. Smith (2005), G.I. Joe: The Rise of Cobra (2009), Predators (concept artist) (2010) to name a few.

He didn't start out as a storyboard artist though. In fact, he was originally a special effects artist working with George Gibbs and Clive Barker. He broke into storyboarding and has been doing it for over fifteen years.

He's done a bit of television, but recently worked on the blockbuster film Rise of the Planet of the Apes (2011). Mercer talks with me about working on the beginning and ending storyboards, has a great story about set etiquette and working on television versus film.

Plus, at the end I've got a gallery of exclusive storyboards from the film.

Q: Tell me a little about your involvement in the production of Rise of the Planet of the Apes?
(Image: Rise of the Planet of the Apes)
VFX [Visual Effects] producer Kurt Williams, whom I worked with on Medieval (2012), contacted me. I worked with him, the director and the animatics team at 20th Century Fox, along with fellow board artists.

My main focus was the opening capture sequence, and the ending in Muir woods, as well as very rough thumbnails for the escape.

Q: Was there a scene in particular that was especially challenging to board?
Just creating the layers needed for After Effects animatic work, resulted in some long hours

Q: What was it like working with director Rupert Wyatt?
Very nice bloke, he was calm and knew how he wanted the story to progress. He was open to suggestions and welcoming of ideas.

Q: Working on the storyboards early on, was there a big shift between what was in the script and the final film?
Well the ending changed a lot. Originally the lead would have been shot, which would have been great I think. Also, the opening was going to be much bigger. A lot of ideas and suggestions ended up on screen though.

Q: Do you prefer digital or traditional hand-drawn art? Do you have a favorite tool?
Miss my pencil,the texture. But, love my Wacom [interactive pen tablet]. Photoshop is my favourite medium now.


Q: When someone asks you "what's a storyboard artist do" what do you tell them?
(Image: GIJoe: The Rise of Cobra)
I tell them, at the best of times, its a way to communicate in a single 'voice' the look, tone and feel of a movie/or particular sequence. At worst is a roughly scribbled map that guides production through a thought process to reach choices.

Q: You worked as a production designer in the past. Has that role helped you work with production designers now?
I usually work with directors or VFX/Make-up guys, but it gives me an appreciation that what's drawn has to be considered carefully, as someone has to make it, or render it.

Q: You worked with Oscar-winning special effects artist George Gibbs at 18, what was the most important lesson he gave you?
On Labyrinth (1986) the Humongous monster (the city gates closed and he came out of them) was a fully operating 'robot', and had red eyes.

The cameras rolled and I noticed his eyes weren't on, I loudly pointed this out to George, in front of the whole crew. George taught me set etiquette which should not be underestimated.

It's more than drawing little pictures. Interacting with people, and knowing how a set works is important, and makes your work better.

Q: You've done a lot if work for television. What's the must surprising difference between working in television versus film?
Well, surprising? TV crews are more relaxed. The environment can be more fun.The biggest difference is pace. TV have no time usually.

Q: Where will we see your work next?
Silent Hill: Revelation 3D (2012). I worked for my good friend Paul Jones FX studio in Toronto creating concepts of the creatures, and make up fx. I designed for Paul also on the WB show Awakening some different kind of zombies.

Storyboard wise, I boarded action scenes for Rob Cohen's I, Alex Cross (2012), and just finished some work on The Muppets (2011).

Find out more about Martin L. Mecer from his IMDb page and visit his website http://www.martinmercer.com/.

Here's a gallery of two sequences from Rise of the Planet of the Apes. These are an exclusive. Thanks Martin!

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Friday, August 12, 2011

Exclusive: Claude Paré Talks About Designing 'Rise of the Planet of the Apes' and Working with Talented People

Claude Paré is a production designer on the move. He's worked on films as diverse as The Aviator (2004), Night at the Museum (2006), and The Day After Tomorrow (2004).

Recently, he worked as production designer on the block-buster film Rise of the Planet of the Apes (2011).


Q: How did you approach the visual feel of the film Rise of the Planet of the Apes?
Over the course of time, I developed a personal process that can be resume in a few key words: references-illustrations-presentation/discussion-drafting-construction. References are the key to a solid statement. When short of ideas, I dive in the net and source out all kinds of visuals. It helps me funnel my vision and come up with an original idea. Brain storming with the director in the early stage of the preparation is crucial to understand his vision of his own movie. After all we are servicing a collective project.

Q: While this film is not in line with the original Planet of the Apes films, did you feel any pressure to imitate the work of the 1968 production designs?
Never. The subject matter, the time frame, the fact it is the prequel did not require any referencing to the original films other than wanted winks to the real fans. You can find them planted here and there if you pay attention.

Q: One of the final scenes is set on San Francisco’s Golden Gate Bridge in Vancouver. How much fun was it to create such a well-known landmark?
First, we went to scout in San Francisco and we figured out the geography and relationship of the bridge to the city. We then mapped out the whole bridge and the action on a model back at the office.

We built a portion of the bridge only and changed the graphics and street signs accordingly to where the action is meant to happen on the real bridge.

We did several test of color match. The orientation of the bridge was discussed to benefit the natural light and not having to deal too much with shadows moving around too much throughout the course of the day. It was walled in with giant green screens.

Fun? A copy is always a copy. I would rather design a new bridge if you ask me! But it is a strong and well-known landmark and hopefully, the audience will be on the real bridge when they watch the movie.

Q: What was the most surprising challenge of the film?
The most difficult set was the play atrium at the shelter for the apes. It is meant to have been built by municipal employees who put the craft at the service of a fake jungle in a sort of a Biodome.

It was difficult to stay away from making it look good. Every day, I was walking in and the sculptors and the painters were making it too nice. Despite having built a giant model and several illustrations, it was always too nice.

In the end it is believable but one of the most difficult set of the movie.

Also, the locking system of the cages in the shelter was crucial to the story and had I not been to a real sanctuary for research, I would have struggled more to come up with that locking system.

Q: What’s the first thing you do as a production designer?
First up, I want to read the script. I have been pretty lucky so far that I can turn down the violent bad stuff. I have read amazing scripts and did not necessarily have the job either.

Q: When did you know you wanted to be a production designer?
I did several drawing exhibitions years back and the film business gave me subjects and a new interest to illustrate different things, ideas. I did the job for a long time on smaller scale movies here in Montreal before stepping down and work as art director on larger movies. I always wanted to do big significant movies.

Q: Along with Elise De Blois, you won a Genie award for achievement in art direction for Barney's Version (2011). What did this award mean to you?
(Image: 31st Annual Genie Awards Gala, March 10, 2011 - Ottawa, Canada)
Elise was the set decorator and I wanted her to be nominated as well given her contribution to the sets of the film. No other nominee did that!

This is an important award in Canada and it was a great honor because it was based on a Canadian book written by Mordecai Richler. The script adaptation was one of the best scripts I have read so far.

The cast, the producer Robert Lantos and the art department were all fun to work with. Talented people are always fun to work with.

Q: What are your major influences? Who are the designers you admire most?
I have been working in the business for a while now and I have to say that I have my own star meter when it comes to ex-bosses! It is not really important anymore because you always learn something (good or bad) from every experience.

I started as a prop guy then moved on the set dec. (set decoration) then to art directing then design then down again to art director to trampoline back up to design on major movies. You have to know all aspects of this business to be a better designer and involve everybody together.

Tony Pratt and Nigel Phelps were a great source of inspiration. Attitude, respect and talent are a great combination! Dante Ferretti, Wolf Kroeger, were all good people to work with.

Q: What is your relationship like with concept and storyboard artists? Did you tend to be hands-on?
Very, very hands-on! I drive everybody crazy but in a fun way. Concept artists are extensions of my mind. I always come to the table with tons of references and a thumbnail sketch and we develop the idea farther together.

I have been spoiled to work with the same people over and over and we have a great work ethic and friendly relationship. I try to be as generous as I can.

Storyboard wise, there is so much pre-vis going on now that the movie is almost digitally made before we start shooting! We provide the entire visual environment for those early in the process.

Q: Would you say that you have developed a certain style?
I wish not. The beauty of this job is to deal with specialists in the different fields of the human activity. The learning curve is rocketing on each different movie!

You cannot get bored if you are involved.

Q: What's the next project you'll be working on?
I recently completed Underworld: Awakening 3-D. It was a fun experience and I really forward to that release. Kate Beckinsale is back and the franchise has a new twist which should launch another tome of the story.

To find out more, check out his IMDb and ADG page. Check out more of my interviews with talented artists here.

What do this of Claude Paré's work?

Main photo by Joe Lederer
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Wednesday, August 10, 2011

Alien Electicity Comes Alive in Shocking 'The Darkest Hour' Concept Art

If Jaws made people afraid of the beach, and Psycho made people afraid of showers, then The Darkest Hour could make people afraid of light bulbs.

Official synopsis:

The Darkest Hour is the story of five young people who find themselves stranded in Moscow, fighting to survive in the wake of a devastating alien attack. The 3D thriller highlights the classic beauty of Moscow alongside mind-blowing special effects.
The descriptions and images below are from Collider. I didn't see any reason to change it 'cause they're awesome.

Red Square
The iconic Red Square in Moscow is the scene of desolation in the post-alien invasion world of THE DARKEST HOUR.
Shredding
The aliens in THE DARKEST HOUR are unlike any depicted on screen. Composed of lethal wave energy, they have the ability to shred apart human life.

Subway Attack
An alien “seeker” emits a controlled lightning bolt to reel in its prey.

Seeker Bolt
A close-up of the alien seeker bolt.

Flamethrower
The aliens in THE DARKEST HOUR are virtually invisible.  They are detected only by the surrounding electrical systems they activate, making travel by day particularly dangerous.

Trolley Attack
A seeker alien attacks Olivia Thirlby & Emile Hirsch on a runaway trolley train.

Alien POV
Life forms are illuminated by the faint electrical impulses in the body’s nervous system.  This is a pre-vis look at how the aliens see humans.

Sergei’s Faraday Cage
The group of survivors meet up with an eccentric Russian scientist, who has outfitted his apartment as a giant Faraday cage, providing protection from the aliens.

Faraday Cat
Sergei’s cat is also outfitted with a mini-Faraday cage.

Matvei
The survivors meet up with a group of tough Russian soldiers on horseback, led by Matvei.


Submarine
A submarine in the heart of Moscow may provide temporary sanctuary from the vicious aliens.

Alien Tower
An alien tower, whose function is central to the mystery of the aliens’ motivation for taking over our planet.


Release date is December 23, 2011 (USA)
Director: Chris Gorak
Stars: Emile Hirsch, Olivia Thirlby and Max Minghella
Storyboard artist: Jonathan Gesinski
Concept artists are listed as Imery Watson and Stas Lebedev who I can't find anywhere.

Found out more at http://www.thedarkesthourisnear.com/
Via Collider
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Tuesday, August 9, 2011

Exclusive: Rodolfo Damaggio Talks About Storyboarding Captain America and More

Brazillian artist Rodolfo Damaggio grew up far from America, but moved to Los Angeles and started in the comic book industry before working in Hollywood. After working with him on "Green Arrow," legendary comic writer Chuck Dixon called Rodolfo Damaggio "one of the greatest natural draftsmen ever to draw comics."

You've seen Damaggio's handywork in Iron Man (2008), The Scorpion King (2002) and Star Wars: Episode II - Attack of the Clones (2002). Most recently he's worked on Captain America: The First Avenger (2011). He agreed to do an email interview and talks about working with Joe Johnston on Captain America, why all artists should draw comics and what's wrong with American comic books.



Q: When someone asks "what are storyboards?" what do you tell them?
I tell them storyboards are like a comic book adaptation of the script, suggesting the framing of each shot , what kind of movement the camera is doing, finding new interesting ways to tell the story and keeping a good pace.

Q: Your storyboards for Captain America: The First Avenger are some of the most dynamic I've ever seen. Explain how you plotted out the action and visuals in them.
I first sit down with the Director after reading the script and take his notes which often are enhancements of the script pages and also his overall take on the movie.

He might have some specific shots in mind too that he's committed on doing.

After that I'll talk with the Production Designer and get a feel of his artistic direction for the film, all the artwork done at that point as well as looking thru all the research material and location photographs if they have any selected .

I then go back into my office, if I have one, and start roughing out the shots and start pinning them to the walls.

Usually I'll have a sequence roughed out in a week and get the Director to take a look at it and get his reaction, see if I'm in the right track.

I've used a 3D program to help me lay out the street chase for Captain America, it's really time consuming to draw all the cars and buildings in a timely fashion.

Using a 3D program is also a great aid in finding your shots and getting the right angle, I might even rough out a 3D set in the computer to plot out the action.

Q: In your Captain America boards you have him using his shield a lot more than in the film. For example, using it as a sled and glider. Was this in the script and cut out or was it something that came up in the designs for the film?
(Image: "POW Rescue" Captain America: The First Avenger)
At the beginning Joe was a little reluctant about overusing the shield, maybe he didn't have a whole grasp on how to use it and make it work with the action early on.

The gag of him using the shield as a sled during the motorcycle chase was Joe's idea but somehow he decided to remove it, I don't really know if he actually shot that and later ended up cutting it out.

Sometimes it might look good in a drawing but not as cool when you shoot it I guess.

Q: While in your biography you say that you were more attracted to European comics like "Tin Tin" than Marvel. Did you have to do a lot of research to understand the characters for the films Iron Man, Fantastic Four and Captain America?
(Image: Iron Man (2008))
I know very little about most American superheroes and I learn a little bit throughout each production but is not something that should really be required, even other storyboard artists might not be familiar with a specific character.

We surround ourselves with all the information we can get and in most cases is enough to start boarding and there's always enough time to return to a sequence and add something new.

Q: Have working on these Marvel films, and comic books for DC, changed your mind about American comic books?
No, I still don't read them, except for the ones that I had to draw,  it's just that I was attracted to more realistic normal characters caught up on a fantastic adventure.

I have to be clear too that European Comics such as "Tin Tin," "Asterix," and "Blueberry" had an entire story in one book and a lot more written dialogue that could entertain a kid for hours.

Primarily, I buy comic books for the artwork and not the story, I study the drawings and try to learn something from it.

Q: You once said “If you really wanna know how to draw ..DO COMICS.” How did your artistic skills changed after working on comic books?
That is a fact, the guys who are real good today spent countless hours studying the human anatomy and striving to represent them in a convincing way.

On top of that you have the deadline weighing on your shoulders every month.

Now of course it might take years to achieve a high level of realism which only comes with a lot of practice and constant studying.

I made a lot of drawing mistakes on my first issues and I still make them today, but I think you can see a progression on the skill level from issue to issue.

I can't think of any other field today were you have to draw so much every week, back in the old animation days when everything was done buy hand was also a great way to polish your skills, today it's all in 3D, still terrific but the drawings are only for character development and concept illustrations.

It's just too bad that comics don't pay as much as it used to, but I still recommend  to any young artist in his or hers 20's.

I started as an animator, so my style evolved from cartoon to realistic figure drawing to get work in comics business and then more towards painting, then painting in Photoshop and now 3d.

It is a natural progression for an artist, you try learning everything you can but also you try to find the highest paying job.

Q: Working on Book of Eli, your concept art has a very dark, washed out look. What was the feel that you and the directors were going for? How did you achieve this?
(Image: The Book of Eli)
Yes, Albert Hughes was very specific about how he was going to shoot the movie, I tried to stay faithful to all his notes and I know if after a few revisions he's still not 100% satisfied he will take your illustration into Photoshop and a adjust it himself to his liking.

For the Book of Eli was just a matter of desaturating the colors and adding  some noise "Grain" to the illustration in Photoshop.

Q: You've done art for films for over a decade. Is there one job that you feel is the most memorable to you?
(Image: 13 Days)
Yes , my first film was 13 Days about the Cuban Missile crisis with Kevin Costner.

Not only was my first experience with an Art Department but also the Historical subject was very interesting to me, I love that more than fiction, it's more fun too because of the research part of the work  and how much you can learn about a new subject.

I love drawing period stuff, that's also why I loved working on Hidalgo.

Q: Who are the artists that inspire you every day?
(Image: "Paying homage to a great painter Jean Leon Gerome" Hildalgo)
Well there's a lot of different artists working around me everyday, from set designers, art directors, model makers and illustrators, I learned something new everyday, from each one.

I get inspiration from them not only in the artistic level but also in their professionalism,work responsibilities, respect to others and themselves and how they might handle some work troubles.

I tend to look at my conceptual artists friends and keep up with them, I get a lot of inspiration thru their work and also I have to stay competitive.

There are some great talents in the film industry and sometimes they are sitting right next to you.

Q: How does the work of European artists like Moebius influence your work more than American artists?
I just thought that Moebius and other European artists had a more realistic and natural way of drawing their figures and all the detailed research they put into their comics with the scenery, costumes, etc.

In American comics and artist is not allowed for such luxury because of the tight deadlines.

Now there are plenty of American artists today that influence my work , and some from the past, a good example  is the work of Alex Toth, although his style was so much more stripped down to the bare essential lines, contrary to European, he was capable of capturing it all , effortlessly....that's the hardest, to draw less and end up with more.

Q: Being from Brazil, how do you think your art is influenced by your multi-cultural background?
(Image: Star Wars III: Revenge of the Sith)
I think everyone is influenced strongly by their surroundings but you can only grow once you throw yourself out into the world and see other cultures too.

I have things that I bring from my background into my art but everyone has that too.
I just wished I was exposed to more artists at an earlier age, being in Brazil had many drawbacks , mostly getting my hands on some good books.

I only came to know Andrew Loomis, Dean Cornwell, Alex Toth, Robert Fawcett and others after I came to United States, I was 25 and that's too late already.

Q: Where do you see the industry in five years from now?
That's really hard to imagine, I think we are all waiting for the next big thing, we are probably drained out of the Super Hero genre, it may be reaching its end soon.

Is Video Games next? Perhaps.

I just think that the mentality of the studio executives have to change and give us some more original and smart material out there instead of these dumb down one week out movies that don't inspire us or makes reflect about our lives and our world.

I'm sure there's a lot of good scripts out there in some producer's office but they rather bet on a sure please all movie.

Thanks Rodolfo!
Make sure you visit Damaggio.com for more awesome concept art, storyboards and more!
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Monday, August 8, 2011

The Skeeters Almost Looked Like Predators in 'Falling Skies' Concept Designs

The TV series Falling Skies ended it's first season and I thought I'd share some of the best concept art I've found for the show.

The first set is by Jerad S Merantz for the "mech" designs.

This was the final design they went with. Notice that its a bit smaller than than the final design and incorporates the alien pilot's left hand.

Here are some really cool designs he'd come up with that are more humanoid in two cases and more alien in the middle design.


Producer Greg Beeman hosted some concept art by Todd Masters and its pretty cool.

This set of concept art featured current styles of heads for the aliens. They're nicknamed "skitters" in the show. Notice the alien headcrest looks very predator-like.


This concept design shows the inner workings of the costume. It looks really uncomfortable.


Official Synopsis
Falling Skies is an exciting new series from DreamWorks Television and executive producer Steven Spielberg. Noah Wyle (ER, TNT's The Librarian movies) stars as a former college professor who becomes the leader of a group of soldiers and civilians struggling against an occupying alien force. Moon Bloodgood (Terminator Salvation) co-stars as Anne Glass, a therapist who works with the surviving children to help them cope with the traumatic situation. The series also stars Drew Roy (Lincoln Heights) as Hal and Maxim Knight (Brothers & Sisters) as Matt, Tom's two sons; and Seychelle Gabriel (Weeds) as Lourdes, an orphaned teenager who helps run the group's commissary. Will Patton (Armageddon, TNT's Into the West) will play a recurring role as a fierce resistance fighter.
Read more about the show on the official page here or follow the artists Jerad S Merantz and Todd Masters.
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Friday, August 5, 2011

Artists of 'Rise of the Planet of the Apes (2011)'

Here are the fine men and women who helped bring you the film Rise of the Planet of the Apes (2011).

Official Synopsis:
A single act of both compassion and arrogance leads to a war unlike any other — and to the RISE OF THE PLANET OF THE APES. The Oscar-winning visual effects team that brought to life the worlds of Avatar and Lord of the Rings is breaking new ground, creating a CGI ape that delivers a dramatic performance of unprecedented emotion and intelligence, and epic battles on which rest the upended destinies of man and primate.
Starring: James Franco, Freida Pinto, John Lithgow, Brian Cox, Tom Felton, and Andy Serkis

Directed By: Rupert Wyatt

Written By: Rick Jaffa & Amanda Silver

Produced By: Peter Chernin, Dylan Clark, Rick Jaffa, Amanda Silver

Studio: Twentieth Century Fox

Estimated Opening Date: 5 August 2011 (USA)

Production Designer
Character designer
Concept illustrator
  • Brian Cunningham
  • Warren Flanagan
  • Milena Zdravkovic
  • John Dale
Graphic Designer
  • Brian Cunningham
  • Adrian Hrytzak
  • Jack Gauvreau
Illustrator
  • Kirsten Franson
Model Maker
  • Michael Toby
Previsualization
  • Slavik Anishchenko
Set designer
  • Bryan Sutton
Storyboard artist
All information taken from IMDb. Updated as necessary.
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Tuesday, August 2, 2011

Why Ralph McQuarrie Should Do An Interview For My Blog

The biggest concept illustrator ever is Ralph McQuarrie who did designs for Star Wars and other films. He's a rock star in the industry and here are the main reasons he should do an interview for my blog.

My blog is the only one devoted to science-fiction pre-production Art.
When I first set out to design the blog I decided instead of focusing on all concept art I'd have a narrow focus. I wouldn't cover game concept art. I'm not going to cover pre-production art for every movie ever made. I'd only focus on science-fiction.

This turned out to be a real boon since the most interesting art is produced for science-fiction films. These are usually very visual concept and stretch the imagination. Ralph McQuarries concept art was the key to getting the movies made at all.

My blog is the only one out there like that.

Ralph McQuarrie inspired many of the artists I've interviewed
Many times in interviews with concept artists I've interviewed. It would complement them nicely to link to an interview from him.

The Dude Worked on the Infamous 'Star Wars' Holiday Special
I'd love to ask him what went wrong. It couldn't have been as horrible as the final product. Could it..?

I Have Cookies
Who doesn't love cookies? I have a selection of homemade chocolate chip cookies. Yum. He can have some if he does an interview for my blog.

It would be his 1001st interview
He's done literally hundreds of interviews, but my blog would take it over the one thousand mark. That would make a nice bookend.

So, there you have it. Ralph, if you're out there reading this, contact me and we'll set up an interview. You won't regret it.

Check out his amazing website at RalphMcQuarrie.com to see designs for films as diverse as Star Wars, Masters of the Universe, Star Trek and The Golden Child.

Why do you think Ralph McQuarrie should do an interview on my blog?
[Image Source: RalphMcQuarrie.com]
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