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Digital
Light
Originally hailing from Limerick, Simon Brown
is a technical director whose credits include The Matrix
Revolutions (ESC Entertainment), Van Helsing and
Star Wars: Revenge of the Sith (Industrial Light &
Magic), and Robots (Blue Sky Studios). His most recent
credit is as special effects senior technical director on
Ice Age: The Meltdown. Simon talked to Paul Farren
about the pros and cons of computer graphics in motion pictures.
Paul: So tell me, what is a technical director?
Simon: Well, the job description
would be 'creative person with a strong technical background'.
Sometimes they' be people from engineering backgrounds and
pure science, but also people from fine art backgrounds. With
computer graphics you're using very technical software to
do very creative things. That's a high level description.
Technical directors would usually do things ranging from looking
at the lighting of a scene to doing the effects to figuring
out how a character might respond to animation.
How did you fall into this line of work?
After my maths and physics degree I was wondering
what to do high art or science. Then I learned about
computer graphics, animation and computer games, and thought
'that sounds fantastic'. So I went off and got a masters in
computer graphics and went to work with Sony; from there I
managed to get work with the Moving Picture Company in London.
I started off writing some software tools for the artists,
then I got my foot in the door doing some rain for Harry
Potter and the Philosopher's Stone, just a few seconds
worth of work up on the screen, but the first job that I could
say I did.
Your most recent work was on Ice Age 2,
is there a difference for you in terms of doing CGI for animation
opposed to working on live action films?
Yes, there is a difference. With the live action
you have a plate, some photography has been done, and you're
looking to fill in some details. You have a pretty strong
reference of where it's supposed to go and how it's supposed
to look. When you're doing computer animation every tiny detail,
from a puff of dust when a characters foot hits the ground
to a tiny leaf in the background, requires a lot of thought
beforehand. You can't just expect the details to be fleshed
out, so that's the biggest difference.
Do you think the development of CGI is as
much because of the gaming revolution as it is to do with
film?
That's a good question, I'm not really sure.
For me the games were a stepping stone into movies, they kind
of a go along a parallel path; there's not too much crossover
of technology, but on some of the bigger films you are starting
to see some crossover. A lot of the crowd-based stuff, such
as the battle scenes on Lord of the Rings, they'd use
similar rendering techniques that games use. The computer
graphics industry as a whole has taken off over the last ten
years, it's very fresh and new.
Have we really come that far in terms of
effects? Terminator 2 was, of course, the first CGI
mindblower, then we had Jurassic Park; but CGI in live
action certainly seems to have plateaued, even the likes of
Spiderman have produced some ropey FX.
You've a very good point there. The way I see
it, back then you would devote an entire studio's resources
to doing a single Terminator effect, or the dinosaurs,
and get the very best people involved. Nowadays I like to
think that places like Blue Sky are still keeping that high
bar. What's happening is, if last year you do one dinosaur,
then this year you do a hundred; and now that we've done it
once, instead of getting the best experts in the field, we'll
try using this regular software. There are pros and cons to
it. What you're talking about is where they do these movies
and the budget isn't enough or it's overly ambitious.
But even, say, King Kong was a mixture
of ropey CGI and fantastic CGI. Kong himself was an amazing
creation, but alongside it were some unconvincing dinosaurs
notably the brontosaurus.
When I am listening to directors or other creative
people at the beginning, it's not so much 'can we do it',
it's 'how long is it going to take us to do it?' Because anything
is possible; the problem with that is that someone like me
doesn't have a huge amount of control over that. Your imagination
is the limit, and that's not necessarily the best thing. But
yeah, with Kong you're right, he was a benchmark, you
really got lost in the character.
Which raises another issue, the ability to
put such huge spectacle on the screen affecting storytelling:
it's often the case that the spectacle outweighs the story.
Definitely people do tend to lean on it a bit.
There is something about spectacle in movies that goes right
back, but the problems come when it doesn't have any story
to support itself and it falls flat. It needs to be in
addition to a good story, I use Indiana Jones as
an example: there's no computer graphics but there is a strong
spectacle. My personal feeling is that it gets a bad name
because of the few. When it doesn't work, even a twelve year-old
can see it. But what a lot of people don't know about is that
even non-spectacle movies, like one of the recent Jane Austen
adaptations, you'd have a lot of computer graphics involved
not in a big way but these days computer graphics
touch everything. When used well it can be very effective.
I think that effects all have their sell-by
date; what was state-of-the-art twenty years ago is going
to look patchy today, even something like the original Star
Wars.
The audience's eye changes. A good example is
what happened to Blue Sky a few years ago. They did an ad
for Braun, a computer animated shaver; they put it in for
competition and got refused because the organizers thought
it was real. The problem now is that when people see something
fantastic they think it's CGI even if it isn't! People nowadays
are not surprised by effects.
Do you think you're spoiling the audience
too much?
Maybe there's a bit of that, but I'd like to
see how it evolves over the next few years.
Ice Age: The Meltdown is release
to buy and rent on DVD on the 23rd October 2006 by 20th Century
Fox
See review here.
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