Hollywood Reporter on The Mummy Previs

The Hollywood Reporter spoke to Ron Frankel and I about the work Proof did on The Mummy for the Zero-G sequence. Of course there was even more impressive work we did than just this sequence. I’d like to add that although the LA office kicked off the project, this was largely done by the talented Proof crew in the UK. This was an exciting project to be a part of. I saw the film in IMAX 3D and it’s a lot of fun! Read the full article here: http://www.hollywoodreporter.com/behind-screen/mummy-behind-scenes-zero-g-stunt-1011921

DSM Mobile App: Storyboard

Alongside the art direction for this product demo commercial, I was working on the storyboards. This turned out to be the fun part. I recently bought myself a secondhand Wacom Cintiq. It’s been on my wishlist for a decade, but they’ve been prohibitively expensive until recently. It’s also hard to justify a purchase of a grand or more for something you’re not sure you’ll use regularly. I’d walk up to them every time I saw one in person and doodle to see how good they’d gotten. Usually I was disappointed with the disconnect between the tip of the pen and the actual line being drawn.. i.e. the space between the surface and the screen, and the lag in the responsiveness. That hasn’t been entirely solved but it has gotten better as computers get faster and the screens get better. Recently tablets have become popular (finally!), and Wacom has made a stand alone tablet with their pen technology in it. This is essentially the device I’ve been dreaming of for my entire career (seriously? it took that long?), but still…. it’s too expensive. It has, however, had the effect of driving more second-hand units out on to the market. So for […]

DSM Mobile App: Commercial

I spent a few weeks working on this interesting project. On paper it could have been a potentially dry product demo/commercial, but actually the script had a little spark to it and the client had an interest in keeping things engaging. So with the same spirit I took to creating the visuals. It was supposed to be two minutes or less. But when I got the script at two and a half pages long, I had to challenge the length and see if we could trim it. But ultimately this was about conveying specific information, rather than abiding by any fixed time slot. So the video ended up being 25% longer than it was originally planned for. Take note… one page of script is roughly one page of screen time. Of course it can vary wildly depending on how it’s written and what the content is. But if you start there you’ve got a good guide. I’ve been on other projects where the producers didn’t know this and it’s come back to bite them in the butt later when, for a fixed bid, they’ve found themselves producing a lot more screen time than they anticipated… for free. So be careful […]

Parkour for Layout and Previs

Some time ago I animated this Parkour piece as a one off exercise and it’s been in my animation reel for a while. You can read about it here. But as I was thinking about doing new pieces for my layout / previs reel I realized it would be a great piece to build on. Originally I kept the camera very plain so that the focus of the piece was the animation on the character. There were no cuts, as that could have been perceived as a way to hide cheats in the animation. But for this new piece that wasn’t important. So I could cut as often as I liked, explore angles and even use slow motion. It’s a work in progress and I intend to come back to it. I want to spend some time playing with the layout of the buildings, improve the textures, add motion blur, depth, focus, foreground elements passing the camera and possibly even light and render it. I had fun playing with Maya’s new Camera Sequencer to put this together which made speed changes very easy. It has a great tool for batch playblasting what ever shots you select in the sequence which […]

The Layout Sandwich

I started my first full time job in animation and, along with another person starting the same day (later to become a close friend of mine), we found ourselves being taken into a large room with a cinema screen high up on one wall. We were sat down and told we’re about to see what we’re going to be making for the next six months. What we saw was (for its time) a very impressive action adventure role playing game filled with characters and cut-scenes (FMVs or cinematics as many prefer to refer to them). It was my first day at Rare, a 200 strong, growing company with a very strong pedigree working under Nintendo’s wing. My friend and I were given an outline of what we’d be expected to start working on. He was a software engineer so we weren’t going to be doing the same things but we were going to be working together a lot. I was fully prepared to be doing in-game cycles, when the Director turned to me and casually told me I’d be making the cutscenes. I forget now if it was verbal, but I know that in my mind I went “Wahoooooo!”. It was more […]