Posts tonen met het label ILM. Alle posts tonen
Posts tonen met het label ILM. Alle posts tonen

William Shourt | Camera and Mechanical Design | Star Wars | ILM

Wiliam Shourt
Camera and mechanical design (A New Hope)
Interview: June 2010

How did you get started in the movie business? And what triggered your interest in special effects?

I got started by doing electronics assembly for Doug Trumbull.

In the mid seventies you joined ILM. I’m interested how you joined them?

I worked with John Dykstra at Doug Trumbull and when Star Wars came up I had just finished working on Jaws and thought that it would be good to work near home for a while.

At ILM you got to work on Star Wars. Can you tell in your own words what you exactly had to do for Star Wars and which models you worked on?

I designed and built the motion control equipment and cameras along with several other people. Besides this I also designed and built the armatures and mechanicals for most of the large models and most of the model mounts.

The atmosphere at ILM those days is often described as relaxed, almost hippie-like. How would you describe those days?

Lucas called it the “country club atmosphere” and in some ways he was not far off the mark. We all got on very well.

What did you see as the biggest differences between working on Star Wars at ILM and all the other movies you worked on before, like Silent Running?

It wasn’t that different, It was just a much larger scope of work and we had to design and build the motion control and camera equipment as well as the electronics before we could start shooting.

George Lucas had spent a lot of his budget on effects, but it took quite some time before ILM had produced an effect that was usable. I read that at one moment the pressure became really high. How did you experience this?

We thought that the way we were going about the process was the right way, but it did take a long time before we could really start pumping out scenes.

In the book The Making of Star Wars there is a photo of you working on a model of the Millennium Falcon, possibly the most popular starship ever. Can you share some memories regarding working on that model?

We had finished the original Falcon which ended up as…slips my mind now, it was amazing but they didn’t like it so we had to rush to the new one which we called the pork burger. I never liked it as much as the first one.

What was your impression of Gary Kurtz, the producer and George Lucas, the director?

I thought that both Gary and George were really great. We re shot several scenes out in the desert with small crews the way you would on a low budget movie and they both dug in with the rest of the crew, probably not the same on the next Star Wars movies.

After Star Wars you left ILM and joined Apogee, the new company of John Dykstra who also left ILM. Why did you leave ILM?

We decided we were not really the major studio type of people so we started our own company and had a really good run no regrets. I am sort of retired now. I am still involved with some model making, but I think that it is just about a lost cause.

Phil Tippett interview | Stop Motion Animator | Star Wars

Phil Tippett
Visual Effects (Original Trilogy), Effects (The Force Awakens)
Interview: May 2010

You joined ILM in the late seventies and worked in the animation department. How did you manage to get this job?

I worked independently and was just hired toward the end of post production on Star Wars to help out on the cantina and chess sequences, got along with George and was rehired on the subsequent shows – also Dennis Muren worked there and was a big stop motion advocate.

In the first Star Wars you were responsible for the Dejarik Holoboard scene; the game played by Chewbacca. Can you tell something about how you created these scenes?

There wasn’t much time or money – just something George thought would open the film up a bit. I used an old puppet that George saw in our Cantina shop – then Jon Berg and I sculpted the chess pieces in a couple evenings and shot it during the ILM wrap party.

You are also featured as an alien in the famous Cantina scene. What are your memories from the filming of these scenes?

We cycled through a number of characters that we had created in a shop we set up under Rick Bakers wing – a bunch of unemployed stop motion animators. We shot for two days in a little insert stage in Hollywood. George directed and Carroll Ballard was the DP. George had fun putting slime on the creatures.

After the huge success of Star Wars the expectations for the sequel, The Empire Strikes Back, must have been big. Was this the case and can you tell something about your experiences when ILM was suddenly becoming THE effects company? How were the work circumstances for instance?

At the time, ILM was really the only VFX place other than Apogee – Dykstra’s reformulation of the place. I was one of about 15 folks that moved from LA to the San Francisco area and we built the team out from there. It was a great time – it was what we had all been preparing for and now we got to do it! George was a great boss and gave us a lot of rope to hang ourselves with.
Your best known effects for The Empire Strikes Back are the AT-AT’s and the TaunTaun using the stop motion technique, which later evolved in the legendary go motion technique that was invented by you. Can you tell something about this process and how you came up with this technique?

Folks had been trying to add blur to stop motion characters for years. Staravitch did; Jim Danforth experimented with it. It became clear early on that we should try attaching the puppets to the motion control equipment – we did – and it worked.

Regarding the AT-AT’s and the TaunTauns: when you did these effects what did you know about the story and the importance your effects would have in telling the story of The Empire Strikes Back?

We read the script and talked to the director and found out what it was we had to do – like normal for a movie.
For Return of the Jedi you headed the famous creature shop. One of the creatures you did was the Rancor. Originally, the Rancor was designed to be a ‘man in a suit’ instead of a puppet and the man that would wear the suit was going to be you. Can you tell something about the ‘suit tests’ and why a puppet worked so much better than the suit?

The suit was just too ungainly for the design. I had always imagined the thing as a stop motion character but George wanted a man in a suit. At the end of the day we compromised with a hand puppet shot at high speed, 72 frames per second.

There is a Return of the Jedi documentary in which you talk about Jabba the Hutt and show the viewer some Jabba models. Can you tell something about your work regarding Jabba?

Joe Johnston, Nilo Rodis-Jamero, Ralph McQuarrie and I all contributed ideas and George picked mine.
Both The Empire Strikes Back and Return of the Jedi had George Lucas on the set and at ILM a lot. I heard many times that he overlooked nearly everything. How was your relationship with him and what kind of advices and guidelines did he give you?

He was on set and in ILM dailies every day. He was clear with what he wanted, much of it worked out in storyboards and animatics. George was very inclusive and gave us a great deal of freedom as long as he got what he wanted. It’s the best relationship creatively because you always want to give more.

Why did you decide to leave ILM and set up your own studio in the mid-eighties?

There were no more projects that required the kind of work that I did anymore. I’d worked independently and kept up contacts and simply found other work.

Didn’t you find it risky to leave the biggest effects company of all time?

After three Star Wars pix it was time to move on. I would, however, go back from time to time and help out on other projects though.

In the early nineties CGI took over from the ‘old’ effects. You said just before Jurassic Park you had become extinct because of these new technologies. How did you still manage to stay a leading name in visual effects?

There was stuff I knew regarding the film making side of things that the computer guys were clueless about.
In the ‘old days’ there were a lot of techniques still to be ‘discovered’ or techniques that could be perfected. George Lucas and ILM were always way ahead of everyone in terms of effects. Nowadays, effects are almost always done by computers and it seems that nothing is impossible anymore and it seems audiences aren’t easily impressed anymore. What is your view on this?

It’s mostly the industry selling spectacle. Things are pretty bloated these days. I generally avoid the big VFX blockbusters unless the pic looks good or there’s something in particular that I should take a look at.

Also, what do you think about the fact the old craftsmanship (stop-motion and go-motion for instance) seems to have vanished and isn’t used anymore?

Folks are still doing stop motion – Henry Selick, Tim Burton and others – its being offered in college courses, I continue to make stop motion short films. So – it ain’t dead yet.

How do you look back at working on the Star Wars movies and working at ILM?

It was a dream come true and I look back with great fondness.

Your career spans over 3 decades and includes almost every blockbuster from the last 30 years. What do you regard as your own personal highlight?

My favorites were the Star Wars pictures, Jurassic Park and Starship Troopers. George Lucas, Steven Spielberg and Paul Verhoeven are all wonderful directors to work for – the word inclusive keeps popping up – those guys encouraged one to do the work they were hired for and good at. It was before the studios became overly corporate and we didn’t have the ‘help’ one finds these days.
We were able to work with one guy and one voice – that of a film maker not a business affairs guy.

Howie Weed interview | Creature Maker | Wampa | Star Wars

Howie Weed
Creature maker (The Empire Strikes Back: Special Edition), Digital Model Development and Construction Artist (The Phantom Menace), Digital Modeler (Revenge of the Sith)
Interview: May 2010

How did you get started in the movie business? I read that Steven Spielberg once brought you on board for one of your first movies: Gremlins?

My first professional gig was indeed on the first Gremlins movie back in 1983. I had been working on a low budget horror movie in San Francisco called Dracula’s Disciple, and through the connections I made there mixing gallons of fake blood, I was hired at creature effects studio Chris Walas (CWI). When I joined Gremlins I was 19 and still in college, so I decided to take a semester off and see how things went. I came on the Gremlins project just as there was a big push to build the dozens of background puppets for the movie theater scene. I had a great time learning how to make proper molds and cast foam rubber Gremlin body parts. While Mr. Spielberg himself didn’t actually hire me, it sure was a stroke of luck to be on that project, learn the trade, and then have the resulting film become such a landmark in the creature effects industry.

What got you interested into models and creatures in the first place?

As a kid I always built stuff at home in the garage. I remember seeing Goldfinger on TV and then building a prop jet pack out of cardboard and tape. Around the same time I was tinkering with my Super-8 movie camera, trying to recreate special effects from Space 1999 or Land of the Lost.
My major movie monster influences were from master animator Ray Harryhausen. Movies like Jason and the Argonauts and Mysterious Island really fascinated me. Those films had an elegance of design and creatures that could be shown full view, interacting with actors. Star Wars‘ influence actually came much later, but was significant.
Right around the time I starting working professionally other Sci-fi / horror landmark films came out; The Thing, Blade Runner, and American Werewolf in London. It was a great time to be making monsters in the film business. We were a young, fun and eager group of artists trying to raise the bar with each movie we worked on.

How did you join ILM?

I had just returned from working in Toronto on The Fly for CWI. The shop had some down time so I gathered my meager portfolio and cold-called the ILM Model Shop for an interview. As it turned out, the timing was perfect. They had just completed Howard the Duck and were about to mount a major organic effects film called Inner Space. I was interviewed by ILM model shop supervisors Charlie Baily and Jeff Mann for the job of building half scale puppets of Kevin McCarthy and Fiona Lewis. That interview went pretty well and I started the next week. Really, I couldn’t believe my good timing.

In the mid eighties you worked on The Ewok Adventure and the legendary 3D movie Captain EO. I’d like to hear your stories regarding working on these two movies.

Working on the first Ewok Adventure was a fun experience. I was hired directly by Jon Berg and Phil Tippett. They had a small shop set up in Hercules, about an hour from ILM. Jon and Phil had taken on the project as independent contractors and needed a crew. So myself and co-monster maker buddy Jonathan Horton assisted in molding and casting creature parts. I was a huge fan of both Jon and Phil’s stop motion work for the Star Wars films, so just helping out was a thrill. Both my bosses were great to work for and very generous with both sharing the craft of monster building and making it a fun experience.
My time working on Captain EO was spent at FX makeup master Rick Baker’s shop in Los Angeles. I had just completed work on the horror/comedy movie House and was looking for the next job. I interviewed with Steve Johnson at BOSS Films and with Rick Baker at Boris. I was called in to work with Rick on a little film called Rat Boy, and then transitioned over to Captain EO. Mostly I worked on the little red fuzzball that was Michael Jackson’s mascot. Working on the little hands and feet. The film just reopened at Disneyland, believe it or not.

For the Star Wars special editions you were the chief creature maker. I’d like to know which creatures you were responsible for and how your workdays looked back then.

When the special edition work for Star Wars: The Empire Strikes Back came along, the first creature to be approved was the Ketwol. That’s the gray tusked creature with the small elephant’s trunk. I received artwork from Skywalker Ranch and started sculpting the head and shoulders out of water based clay the same day. It was a very fast project, with the final rubber and foam puppet being complete in just over a week. At the time, I was pretty much on my own doing this project. The full force of the special editions hadn’t started yet and the prequels were a year off or so from starting.
From the Ketwol creature I was also able to create another Cantina creature called Melas. Effects supervisor John Knoll noticed that the back of our Ketwol puppet’s head looked like a completely different creature, so we turned it around, redressed it with new clothing, and shot it as a separate character. Two monsters for the price of one!

The legendary Rick Baker and Stuart Freeborn were in some way your predecessors as they created various creatures for the original trilogy. Has their work influenced you in any way?

Rick Baker’s career had always been fascinating to me. Seeing his work was always inspiring. He has a great love for creatures, and a very naturalistic inspired design sense. His work is always derived from the aesthetics of real nature. That’s what sets his work apart from the pack. There’s a lot of discipline in his designs. An amazing sculptor, and a great guy too.
I would read about Mr. Freeborn’s work in magazines when I was a kid trying to find out more about the making of Star Wars. The sheer breadth of work he had to materialize for Star Wars was amazing. I have a great deal of respect for him and his work. In fact, I was part of the Yoda refurbishment team that helped make castings from the original Yoda molds made at his shop for The Empire Strikes Back. It was really something pulling the first casting out of those molds. As soon as I got the foam rubber head out of the original plaster mold, it was like looking at Yoda in The Empire Strikes Back, but in real life. This was “it”. The real deal.

In these Special Editions George Lucas wanted to add a new scene with the Wampa. You got to wear the suit for that scene. How did you get the Wampa-part?

At the time, I was working in the ILM Creature shop. I had just finished the Ketwol shoot when Wampa project came up. Sculpting and foam construction that creature suit took about six weeks and kept myself and three other ILM artists busy full time. I was heading up the team, building proof of concept studies and attending production meetings. A few weeks into the project, Dennis Muren and I talked about casting an actor to be inside the suit. Having worked with Dennis as a creature performer on Ghostbusters II we decided that I could perform in the suit. This made the whole construction process much easier and expedited the whole construction process. Anytime we needed a suit fitting I was right there, ready to try monster parts on. Plus, I have to admit, I really wanted to perform the character.

Can you share some memories regarding the shooting of your Wampa scenes?

I recall when we were shooting the Wampa on our ILM sound stages, George asked if I could open the mouth wider. In the shot my arm had just been chopped off, so George really wanted to see an extreme scream. The mask’s mouth was opening as wide as my jaw could manage, so just before we rolled the camera I moved my free hand up the neck of the Wampa suit and into the mask’s mouth. On action I pulled down the jaw as wide as I could, which broke dozens of little elastic bands inside the mask. I could hear them popping as I tugged the mouth open. That got the result George was looking for and he called a wrap. The Wampa mask was broken for good, but we got the last shot.

I bet you saw The Empire Strikes Back in 1980 when it was released. It must have felt surrealistic, to play a part in a movie you had known for years?

I did see The Empire Strikes Back when it first came out. In fact, I slept on the sidewalk all night to get a good place in line, and nearly didn’t get into the first screening the next morning!
The whole experience of working on The Empire Strikes Back Special Edition was indeed a bit surreal. At one point we had the half scale Wampa head puppet that Phil Tippett built for the original movie in our shop, to help us match the proportions of our costume. Seeing that head, which pops up in front of the Tauntaun on Hoth, reduced us all to kids again. It’s looking right into motion picture history.
That said, that feeling vanishes pretty quickly when it’s time to “suit up” and perform on stage. Suddenly it’s all about blocking for the camera and finding the right speed for the Wampa’s movement (the camera was shooting at high speed to give scale to the moment). Just staying cool in the suit was a major concern. It must have reached well over 100 degrees at times.
So there was a lot to keep me from getting too lost in the bigger picture.

For Episode I and III you were in charge of digital model development and were a construction artist. Can you tell in your own words what you exactly had to do?

After The Empire Strike Back Special Edition, I did one more show in the ILM model shop; Men In Black. After that I made the transition to working on the computer for the CG department. That’s were I have been for the past 15 years.
For Episode I I modeled a good number of creatures and vehicles, including the STAP, Ben Quadinaros’ Pod, and the Colos Sea Killer. It was a great show, not just because it was the Star Wars universe coming back with a new story, but also because there was SO much to build for us digital modelers It seemed to be a never ending list of monsters and space ships.
On Episode III I worked on building Anakin’s robotic arm and vehicles that would attack the Wookiee planet. Also, I added some of the CGI architecture to Mustafar, the volcanic planet on the end. Again, a real satisfying show. So many planets, so little time!

You didn’t get to work on Episode II. Why was that?

Just when Episode II was about to begin, the chance to work on AI: Artificial Intelligence came around. I am a huge fan of the films of Stanley Kubrick, who was the original writer/director for that film, so I wanted to be part of that project. Taking that road allowed me to work on AI: Artificial Intelligence and then also Minority Report directed by Spielberg. Both projects were pushing the envelope of Science Fiction, plus interesting to me artistically. Of course I did have to quietly watch Episode II happen without me. It’s always hard to make those kind of choices.

I’m sure there have been fun or remarkable things while working on the Star Wars movies. Can you share some previously unknown stories?

While we were still in post production on The Phantom Menace, the Lucasfilm PR department gave an ILM tour to Ahmed Best and Ray Park. A group of digital artists were at our desks when suddenly in they walked. It was a real shock as we jumped up to shake their hands and then show them what we were building for the movie. Generally speaking we never ask for autographs from visiting actors, but we had all just been given teaser posters for the film, so we broke out the Sharpies and they were more than happy to sign for us. A real treat.

Over the last two decades CGI is taking over more and more. This could eventually lead to the point where ‘the old crafts’ of model making and creature making are over. What do you think about this? Do you think that’s a shame?

This is an interesting question. Every time I think we’ve reached a happy balance between CG and Practical VFX, someone innovates software or pushes the envelope in terms of CGI and we have a new game changer. In my view I don’t think “hand crafted” effects will ever disappear, but I do think they will be marginalized further and further as computer effects evolve and become cheaper. That said, blowing up a car or making great creature makeup will no doubt be around as long as we are still making movies with cameras.

You are listed as a character performer for Ghostbusters II. Since that is one of my personal favorite movies I have to ask: which character did you perform and can you tell something about working on that movie?

Appearing as an actor in Ghostbusters II was a call in the eleventh hour of production. I was working in the ILM model shop, helping to make green slime that would cover a library building, when we suddenly needed an actor to stand-in for Dan Aykroyd. These were for VFX shots when his character is transformed into Vigo the Carpathian. Aykroyd was not available and the stand-in actor would be deep under makeup. I had actually been helping to design that character, so when the need came up, I volunteered right away. By that afternoon I was in the makeup chair being given a full life-cast.
The makeup took about seven hours to apply, covered my whole head and even my ears, so I couldn’t hear very well. Monster dentures went over my teeth, with a concoction of purple Kool-Aid on my tongue. Then, glass contact lenses went into my eyes, covering even the whites of the eye. So I was pretty much deaf and blind by the time I was in full makeup. Someone had to hold my arm while I walked to help find the shooting stages. My legs had fallen asleep in the makeup chair, so that was pretty funny to watch.
When I got to the stage I was lead up to a platform covered in black plastic. I didn’t understand why I was on plastic until I saw the slime gun that was pointed at my face. On action, a solid column of thick slime was shot into my face as I recited the lines for the character. Those lines also needed to be recited at double speed, by the way, since the camera was shooting at double speed to give the character some scale.
Pretty much a dream job for me. It was a really fun experience. In the final film my head explodes like the Death Star, so that was kind of the cherry on top.

What are your current and future projects? Maybe the Star Wars live action TV series?

Ah, if only I could say. I’m working fast and furious on a new project, but right now I’m not at liberty to say exactly what. It’s that ILM security force field at work. Sorry!

No problem! I understand it completely.

Thanks for the questions. It’s been my pleasure.

And thank you for the great stories! I enjoyed them.

Kit West interview | Star Wars | Raiders of the Lost Ark

Kit West
Mechanical Effects Supervisor (Return of the Jedi)
Interview: May 2010

What got you into the effects business? Was it a movie, an experience or something else?

On leaving college my first employment was as a trainee camera assistant with a documentary film company, Realist Film Unit, producing Government and Military training films.
My national service (2 years) was spent in the army in Malaysia, and Singapore during which I experienced my first introduction to pyrotechnics, detecting booby traps and explosive devices.
On leaving the army, I was re-employed by the same company but by now they had a branch producing cinema and television commercials.
It was in the TV commercial world that I eventually became a DOP but also specializing in photographic effects.
Later I joined a company owned by a feature Special Effects Supervisor, Les Bowie, and for many years I was his in-house cameraman, photographing elements for matte shots miniatures, and in camera photographic effects for feature films.
It was whilst working at Bowie Films I took an interest in the practical and mechanical side of the special effects world, and started to learn the ‘tricks of the trade’.
I was in 1964 that I was first credited as Special Effects Supervisor on a feature movie.

How did you get approached to work for ILM?

I wasn’t actually ever directly employed by ILM. I had just completed working on Raiders of the Lost Ark and it was at the film’s end of picture wrap party that George Lucas approached me, and offered me Return of the Jedi.
I was directly employed by the movies production company – Chapter 3 Productions UK.

You were the mechanical supervisor for Return of the Jedi. What was your exact task and how did your days look?

After completing all the location reccees in Arizona and the Redwood Forest in California, I returned to my base at Elstree Studios in England and signed on most of my crew from Raiders of the Lost Ark. We prepared all the mechanical, atmospheric and pyrotechnic effects that were to be filmed on the sound stages in Elstree Studios, then concentrated on all the major mechanical rigs required in the States.
We built all the speeder bikes and their travelling and gimble mechanisms for shooting on location in the Redwoods, and the bluescreen shooting at ILM Studios in San Rafael.
Also built in the UK was the hover skiff which floated over the Sarlacc Pit, next to Jabba’s Sail Barge in the deserts of Yuma. This also included all the gimble support mechanism controlled by hydraulics.
The animatronic tentacle which rises up from the bottom of the Sarlacc pit was also one of my tasks.
The radio controlled R2-D2 and all the other robots made for the production were another of my responsibilities, both on the UK locations and in the States.

Which scenes from Return of the Jedi did you work on? If I’m correct one of the scenes you worked on was the speeder bike chase through the forest?

I worked on every live action sequence during the shooting of Return of the Jedi, both in the UK and in the United States. In the UK I was assisted by my usual English crew, and in the US I had the cooperation of Roy Arbogast and his LA team.

What difficulties did you experience working on Return of the Jedi? Was there any negative experience that stands out?

I suppose I could say the excessive heat of the desert in Arizona, and the constant downpours of rain in the Redwoods made working conditions rather difficult, but nothing that I have not experienced on other shoots around the world.
There were only maybe a couple of occasions when I found myself in between artistic difference from the director (the late Richard Marquand) and George Lucas the producer. As far as my memory serves me, the producers’ side usually won.

Besides the difficulties: what were the positive points regarding working on Return of the Jedi?

The positive side was of course that one was very aware that the production on which we were working on had tremendous potential with the success of the previous two Star Wars episodes. The crews in all departments were a joy to work with, meaning from the producers right the way down to craft services.

Before Star Wars, you worked on another Lucasfilm production: Raiders of the Lost Ark, for which you won an Oscar. Can you tell something about working on that movie? For instance: which scenes did you work on?

Once again, I supervised the physical, atmospheric, mechanical, and pyrotechnic effects, throughout the entire production. Again shooting the interiors on the sound stages at Elstree Studios in London, and the locations in Hawaii, France, and on the edge of the Sahara in Tunisia.
This was my first time working with director Steven Spielberg, and although I found it very demanding I always had the feeling that his demands and criticisms were well justified, and also had the feeling we were working on a product which was to be successful. How true that was.

You have worked with the legendary George Lucas and Steven Spielberg. What is in your opinion the one thing that really defines these two men?

One must remember that I only worked with George in his capacity as a producer and never as director. With Steven he is usually wearing both hats, director and producer.
They are both of course both Grand Masters of the movie business, and I have learnt so much from both men, taking knowledge and tricks of the trade with me on subsequent productions. I THANK THEM BOTH FOR IT.

Since the mid 90’s CGI is taking over from the ‘old’ effects. I am always interested what someone who is in the effects business thinks about this. Do you think it’s good or bad that the old effects crafts are disappearing and computers are taking over?

I would not say, for one moment, that the CGI industry is replacing the standard practical live action effects, if anything they are enhancing a lot of what I create.
I am finding more recently that producers are asking me if I could come up with some of my old techniques, to try and keep some of the CGI costs down.
The CGI departments on all shows I have been involved on have requested numerous practical ‘elements’ to include in their effects shots.
There will always be a need for a practical effects department, as long as the movie has live action artists in the show.

During your career you have worked with some legendary effects people: Joe Johnston, Dennis Muren, Phil Tippett, Richard Edlund….just to name a few. What are the most important things you have learned from your colleagues?

Of course working alongside the likes of Richard Edlund, Phil Tippett, Dennis Muren, and Joe Johnston was truly a pleasure, and I have always had a wonderful cooperation with all these ‘wizards’ of the CGI world. I would like to think that the assistance and cooperation has gone both ways.

What is your favorite scene of all the movies you did, and which scene was the most fun to do?

I think it has to be the opening sequence of Raiders of the Lost Ark. The rolling ball chasing Harrison Ford, and all the other mechanical and pyrotechnic effects are to me the most memorable and exciting in the publics mind.

What are you doing these days? Can you tell us something about your current and future projects?

I am at the moment budgeting and breaking down a script of a World War II movie, with lots of battle scenes, to be shot in Eastern Europe. Of course all will depend on the ‘green’ light’, with the money.

 

Paul Huston interview | ILM | Star Wars

Paul Huston
Visual Effects (original trilogy & prequel trilogy)
Interview: March 2010

How did you get started in the movie business?

I was hired as a story board artist to help with the first set of effects storyboards for Star Wars.

You have been at ILM since 1976 if I’m correct. How did you get started there?

I was hired in August of 1975. A teacher of mine at the University of Colorado had left to work as part of the group that formed the first ILM, and he told me to come by and see him after I graduated from architecture school. They were looking for people to help and at that time there weren’t many people in LA that were interested or experienced in visual effects, strange as that may seem today. I had worked really hard in this teacher’s classes and he knew I was interested in effects and graphics. I was in LA with my portfolio, looking for work, and I went by to see him at the warehouse in Van Nuys and luckily enough they were just crewing up and I got a job.

For A New Hope you were one of the model makers. Which models did you exactly work on?
And how did you approach the job of making models of starships?

I designed and built the wings of the TIE fighters, the Death Star Cannon, and the end portal of the trench that Luke’s torpedo goes in to blow up the Death Star, I worked on the Y-wing and X-wing fighters, the sandcrawler, the 3 foot white Star Destroyer, Luke’s Landspeeder and the Death Star surface. I detailed about 1/3 of the original Millennium Falcon that became the freighter that is overtaken by the white star destroyer in the beginning shot of the film. I detailed the main cockpit area of the Millennium Falcon. I built and prepped the exploding versions of the TIE fighters, X-wings and Y-wings.
My job was to add details to the basic form of the model to make it look as if it could be functional and be the correct scale for what it’s size was in the film. It involved making things out of plastic that looked like plating, mechanical systems, plumbing, landing gear, laser blasters, vents, injectors, ducts, fuel tanks etc. Some of the parts were scratch built and some were scavenged from plastic model kits.

How was the atmosphere at ILM back in the ‘old days’; especially before A New Hope (when everything was new) and after A New Hope (when ILM suddenly became THE special effects department).

Well it wasn’t really that different. Both places had very small crews, everyone knew each other, and everyone was very excited to be working on such fun movies. Most of the people were artists and technicians, everything was very informal and although everyone took the projects seriously, almost no one was very serious! There was a lot of joking and partying and playing around between the bouts of hard work.

After A New Hope came The Empire Strikes Back and Return of the Jedi. For these movies you were respectively model maker/camera assistant and chief model maker. For which models were you responsible and can you share your memories regarding your work on these movies?

For Empire I built the 8 foot white Star Destroyer, literally built the whole understructure, mounting, wiring and cooling systems, external skin, about 90% of the detail, and did the paint job. I designed and built the structure of Darth Vader’s Star Destroyer, designed and installed the neon and tungsten lighting systems and supervised the detailing. I translated Ralph McQuarrie’s painting of the Probot into drawings and built the animation size version of it with help from Lorne Peterson. I built the Cloud Cars with Tom Rudduck. I designed and built many of the space craft that were part of the fleet around the hospital ship at the end. For A New Hope I had been a camera assistant shooting TIE fighters and the Death Star Trench on the Dykstra flex with Doug Smith, and for Empire I continued on the camera stage as an assistant for Don Dow shooting Snow Speeders, cloud cars and matte paintings of Cloud City.

For Return of the Jedi I was in charge of the large scale Walker project which included the set on which it was shot. It was fun building an all-metal somewhat large scale (1″ to the foot) model and a set for it, complete with painted backing.
As far as I know, that was the first outdoor miniature set used in the Star Wars movies. We built and shot it outside in sunlight with a high speed camera. I had built a rig that would release two logs to crush the Walkers “head”, and since it was near Thanksgiving, we put a pumpkin in place of the Walker and smashed it, getting the whole thing on film.

If I’m correct you became a matte artist after the Star Wars trilogy. What made you decide to make the change from models to mattes?

I continued on in the model shop for many projects after the Star Wars trilogy, including Indiana Jones and the Temple of Doom, but I had formed friendships with Mike Pangrazio and Craig Barron on Empire and they kept getting me involved in matte department projects, which were always a lot of fun. The matte department was very small and frequently got to do entire shots from design to delivery. That really appealed to me as there was so much to learn that way that I could never learn just being involved in one part of the production process in the model shop. So I started doing matte photography and building models for matte shots. I have painted since I was twelve years old so of course I was interested in the matte painting part of it as well and as time went by I had the opportunity to do paintings.

You were responsible for the new Mos Eisley scenes and Ben Kenobi’s hut in the special edition. How big was your own input for these scenes?
And can you describe your work on the special editions? I read that you started 3 years in advance, in 1994?

Ben Kenobi’s hut was my design since there was no plate or original photography to start with. I built a model and photographed it, and photographed a model of Luke’s landspeeder to use as source material.
An art director, Ty Ellingson, drew a storyboard that I based the design of a shot of Mos Eisley, the one with the large crashed space ship in the center. The shot of the rearing creature with Mos Eisley in the background was from original photography, so it was more of a set extension with buildings made from various miscellaneous plastic and paper parts, including paper coffee cups. The shot of the land speeder going down the street was a complete 1/2″ to the foot model made of foam core. The buildings in the far background are a mix of things, some cg, and some painted trash cans. I worked with John Knoll to do the shot of the Millennium Falcon taking off from the landing pad. In all of these shots I built and photographed the models and did the matte paintings.

I didn’t start three years in advance to actually do these shots, but in 1993 I believe, we started working on the Indiana Jones Chronicles TV series for George, and tried out many techniques for working with digital matte paintings that I later used for the special editions.

You once said the following regarding working on the special editions:
“Doing million dollar work on a shoestring budget.”
What did you exactly mean with this? Was the budget really that tight? Why was this?

Prior to the advent of digital tools it was very difficult and expensive to do photography and compositing for motion pictures. On the special editions suddenly it was possible to do things much faster and consequently spend much less money. Or spend the same amount of money and do much more! Also, I like making dramatic statements.

When the Star Wars prequels came you were responsible for the digital mattes. How much was your work different than for the original trilogy and how did it feel to get back to working on movies that started it all?

As far as the work, it wasn’t a dramatic change since the tools and processes evolved over a period of years. The big change for me came in 1990 when I started working with Photoshop on commercials and Young Indy. By the time we started on Phantom Menace it was an entirely different approach with seemingly endless possibilities. It was very exciting. One of the biggest opportunities was to do matte paintings with almost unlimited camera movement. I was able to exploit this possibility extensively in the Pod Race, where Jonathan Harb and I did 70% of the backgrounds.

At the time, and still today there is controversy concerning the quality of digital techniques versus the so-called “traditional techniques”, which is kind of ironic since visual effects has always used the most current technology to solve imaging problems. Imperfection is a characteristic of early attempts, perfection comes later with further development and more widely diffused knowledge. Personally I love the excitement and feeling of possibility of the first invention.

I liked the “used future” concept of the first trilogy where everything is old and beat up. The prequels exist in a shinier and newer world that to me is less interesting visually, but perhaps more suitably conveyed using the cg techniques of the time.

You have been in the effects business for more than three decades. You have witnessed the evolution of effects, from models and stop-motion to CGI. What is your own opinion regarding this evolution and where will it go the next 10, 20 years?

What is happening right now is very interesting in that we are moving into an integrated virtual world where there will be less and less awareness of the processes that the computer does and more direct creation without being concerned with disk space, file compatibility, rendering times, color space, memory, processors and processes etc. Cloud computing, unified simulation environments, simulated virtual lighting and massively parallel processing along with advances in input modes and standardization of file formats and programs that allow for cross program and cross platform translation will allow the artists to concentrate mainly on the forms and textures and colors that they are trying to create without worrying about technical limitations that will become obsolete. Of course they will have to worry about other problems that will come with the new solutions as they always do! I expect that there will be a trend towards more practical photography as well at some point when 3D printing becomes cheaper and more widely available, allowing people to create costumes, sets and props of very high quality and low cost. Increases in resolution and transfer rates will make media much more dynamic, believable and exciting. Graphics will follow Moore’s law along with the computer chip to more, better, faster.
I have been expecting for some time that individual artists or very small groups of artists would be able to make their own films, much as James Cameron made Avatar, but with the help of thousands of computers and sophisticated programs verging on artificial intelligence rather than thousands of other artists.

There is criticism on CGI sometimes. People often say that the old effects with models, mattes, stop-motion etc were more realistic than CGI, which can sometimes look like a videogame. This was said for instance about the Star Wars prequels. What do you have to say about this?

This is not an inherent quality of CG, that it looks like a video game. It is only at this stage in its development that people can recognize the difference between real photography and CG. As research continues and solutions and awareness develop, CG will become indistinguishable from actual photography. Some product and architectural visualization still images are at this stage now, and it is only a matter of time before this will develop in film. The Star Wars prequels were at a very early stage of use of cg in films, that by the way was investigated by George Lucas and Gary Kurtz for A New Hope. They commissioned the rendering of a still image of an x-wing fighter that had all of us in the model shop quite scared for our jobs. Gary saw the looks on our faces and said “Don’t worry, it’s hideously expensive!”

How is it working at ILM these days? You are one of the few that is still there since the seventies, are you a mentor to the younger crewmembers?

ILM for me is all about learning and expanding my skills. That’s why I love it. Nothing has changed. You go away for a week and come back and there are ten new things to learn. Thirty years ago it was blue screens, film stocks, industrial tools and materials, photo-electric gadgets, today it is lighting and physical simulations, compositing painting and 3d software, rendering and asset management. The thing that is constant is the concern for a cool image and that drives everything.
As far as being a being a mentor to the younger crew members, I like and try to be if they want it, although most of them think of me as an ancient relic from a distant past! A long time ago in a galaxy far away if you will.

You have a really incredible list of movies you have worked on. Which movie are you most proud of? And why?

I’m really proud of everything to tell you the truth. I have been incredibly lucky to be part of the golden age of visual effects and I have to pinch myself every day to make sure I’m not dreaming.

Regarding your work on Star Wars: how do you back at the movies?

All the Star Wars and Indiana Jones films were fantastic to work on. It was a very special time to be working in effects. The first trilogy was particularly exciting because it was new to me and everyone else. It was a very small group of people and we had incredible amount of freedom as long as we could solve the production problems and get things done on time. I had to invent things literally every day. I would wake up in the morning thinking about how I would solve the things I had in front of me that day, how I would direct people in the direction we needed to go, how I would overcome logistical and mechanical and artistic and communication problems. At times it seemed impossible, but now I look back at it as a wonderfully dynamic, exciting and rewarding time.

What are your current projects? And will you be working on the Star Wars live action series?

The next projects I’ve worked on to hit the theatres are The Last Airbender and Iron Man 2. I did a little work on Avatar.
We’ll see about the Star Wars live action series.