Style city: A Dame to Kill For

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When Robert Rodriguez and Frank Miller’s Sin City opened in 2005, it hit a chord with audiences who latched onto the graphic novel come-to-life style. For the sequel – Sin City: A Dame to Kill For – the directors once again would film live action photography against greenscreen, only this time in stereo, and then orchestrate a mix of black and white, high contrast and coloring to tell their story. Helping to bring that stylized vision to the screen was Prime Focus World, which became an equity partner on the film and sole provider of the visual effects and stereo conversion work. We break down the steps in making A Dame to Kill For possible.

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Journey to The Hundred-Foot Journey

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You might not consider Lasse Hallström’s The Hundred-Foot Journey a visual effects film, and in a sense that is true, but some innovative effects techniques ranging from Klaus Cam helicopter plates to carefully selected shooting locations and reflective table-tops helped tell the story of two restauranteur families. We talk to visual effects supervisor Brendan Taylor about the film.

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How previs helped make The Maze Runner

Wes Ball’s The Maze Runner features complex maze environments and even more complex creatures – all requiring meticulous planning to bring to the screen. Previs and postvis would help the filmmakers prepare for the live action shoot in Baton Rouge, Louisiana and then aid Method Studios and other VFX shops in creating intricate visual effects shots involving the moving maze and the mechanical Grievers. We talk to John Griffith, who was previs director at 20th Century Fox on the show, and Jourdan Biziou, The Third Floor’s previs supervisor, about the film.

Griffith worked early on with Ball and his visual effects team on exploring ideas for the Glade and the Grievers, using a game engine approach. “It was the perfect film to put Crytek’s Cinebox software through its paces,” says Griffith. “I had been developing it for almost four years prior, having developed it on Dawn of the Planet of the Apes. By then the pipeline had become a very smooth process. It has sped up the process of creating previs and added a whole other level of quality and realism to the work we produce.”

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Digital Domain’s live action date with Destiny

The launch of Activision and Bungie’s incredible new game Destiny was accompanied by a live action trailer dubbed ‘Become Legend’, a spot directed by Joseph Kosinski for agency 72andSunny. The commercial made heavy use of real locations, practical costumes and effects from Legacy Effects and VFX by Digital Domain to show Fireteam taking on alien invaders at various game locations around the solar system. The game itself has stunning imagery, rarely seen before at this level in a game. Destiny takes full advantage of the new console hardware and so provided a high bar for the look of the live action commercial. We talk to DD visual effects supervisor Eric Barba about the work involved in bringing the look of the stunning world of Destiny to a live action TVC.

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THE MAZE RUNNER

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Wes Ball is incredibly knowledgeable for a ‘first-time’ feature director. Being a CG artist and animator himself, he knows what can be done and strives for the results he wants using real-world industry knowledge. The Maze Runner is a story brimming with visual opportunities for Ball to stretch the pixels.

Sue Rowe was brought onboard as VFX Supervisor for The Maze Runner at the very beginning of production, after leaving Cinesite about two years ago. Her history spans thorough some great work on The Golden Compass, John Carter, Troy and X-Men 3. Part of her job was to pull in some of the other key leads for the work at that stage being considered for Method as the sole vendor for The Maze Runner. There was another company that Method outsourced a number of cleanup shots but Method created the 530-odd shots that were in the movie.

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A VFX Knowledge Repository