Tuesday, April 2, 2013

Comedy One frame at a time. A look at the making of ROBOT CHICKEN


In one of Hollywood’s many industrial back streets sits a nondescript building. Inside that building is ShadowMachine Films, the home base of Adult Swim’s comedy mega-hit Robot Chicken.

Robot Chicken is the brainchild of actor/producer/ director Seth Green and producer and editor Matthew Senreich. Both are long time toy and action figure collectors.  For years Senreich was editor of the popular magazine Toy Faire, which utilized action figures to create comedy sketches fumetti-style. Green, being a huge fan of the magazine, saw its potential for an animation off-shoot and contacted Senreich about expanding the strip into a television show. Legend has it that the name for the show was inspired by a dish on the menu at a West Hollywood Chinese restaurant where Green and Senreich had dined several times.





The show itself diverges from the common format of most comedy shows. It has an uninterrupted 15-minute running time and the sequences are not usually linked together by any typical narrative device. Explains head writer Tom Root, “Our show set out from the start with a different format where it’s like channels being flipped on a television set. From the start we knew it was going to be short-form and that no joke was ever going to over-stay its welcome, and we knew that there were going to be many, many short little bits. Almost immediately we realized that it was maybe the hardest thing we could ask our set builders and puppet builders to do, because even though our show is a quarter-hour we are cramming it with 20 or 25 different set pieces.”










Robot Chicken’s non-stop content presents challenges for the writers and artists alike and both groups are required to make concessions to time and budget. Comments Root, “We make compromises in the script phase when we can, but mostly we just sort of write the scripts that we all think up and we don’t worry about how feasible it is until farther on down the road. That’s when we have to get into compromises and so forth.”











The show fixed its sights on spoofing anything embedded in pop culture, fusing cultural reference comedy with religious and social satire. Root explains the references are so diverse that not every reference made on the show will be understood by everyone, including himself. “The writers are all aged between late 20s and late 30s, and a lot of what we make fun of is just kind of what occurs to us from our backgrounds as being stuff that’s right to make fun of.  A lot of it comes from the late 1970’s through the 80’s and 90’s and because we are in our 30s, I find that we are kind of aware of things, the culture being the way it is in this country you can be well aware of what’s popular without actually having to watch it or be a fan of it.  So even though I am completely out of the target age, I know that Hannah Montana is huge, for instance.  So last season I wrote a Hannah Montana sketch and I just went to Wikipedia and tried to figure out what the show is about.  The gist of it was a girl in a blond wig who pretends to be a singer and by day she’s a brunette who’s in high school.  That was really all it took for me to come up with a story about it, because we were never going to get deep into those characters in the first place, we just wanted to violently kill the star and then watch the other characters run around and try to deal with it.  It turned into sort of a Weekend at Bernie’s sketch, where they were chopping up the Hannah Montana corpse trying to get her through a day so she could pass some sort of test in school, and the corpse ends up waterskiing.”








Walking through the corridors of ShadowMachine, one can’t help but think of the days before digital technology, when effects facilities were teaming with sculptors and the walls were lined with off-the-shelf model kits and bits of lumber and plastic. The company feels like a memorial to the effects houses of the past such as Boss Film Studios and Boston’s famed Olive Jar Animation Studios. The interior of the shop includes many cubicles where individual sets are positioned for photography and where the animators work their magic. In an adjunct building is the fabrication shop where molds and sets are constructed as well as the puppet fabrication area. The walls are adorned with sets from past shows and various stop motion puppets or action figures harvested for their vital parts.

Stop motion methodology seems like a natural for a comedy show utilizing modified toys and action figures. Production designer Ross Schuman came to the show with considerable experience in stop motion. “I got a call from the producers out in San Francisco.  I had done a project for the Klokeys, who did Gumby, and they had just done a re-emergence of the Davey and Goliath Christmas special.  I’d just come off that and I got a call randomly from the producer, and some of the key people involved. Basically less than nine of us had done an hour of stop-motion in a year and I was the only set guy.  So that work was really some high-end stuff, if you work for Art Klokey you’d want to bring you’re A-game, so I really worked hard on that.  And then from there I got the call and they showed me a clip.”







It was at this time that Schulman was introduced to Green’s early prototype of the show “It was called Sweet Jay initially, recalls Schulman.  “I think Fox owned it for the web and it never really made its way, and then all of a sudden the producers got it on Adult Swim and it became an untitled Seth Green project at that point.  What I saw from Sweet Jay was a whole lot of very crude puppets and crude sets, and I thought we could do that. But when I got down here and talked to Seth, they were limited by what they had in terms of the budget at their disposal.  But he wasn’t interested in making a really crude show.  They were interested in making a sketch comedy show that was funny.”

Soon Schulman would be joined by other talented artists who emerged not only from Los Angeles’ burgeoning effects scene but craftsmen, sculptors and photographers from around the world. One of the artists was set designer Scott Schneider, a veteran of dozens of visual effects projects, feature films and commercials including the Batman features, Down Periscope and The Shining. “First we get either the script or an anima tic that’s already been generated, basically just storyboards cut to the soundtrack, to the dialogue,” relates Schneider.  “Ross will actually start breaking it down as to what he wants to see and what he wants to build.  Then we’ll pull together a bunch of reference and go over what specifically we want to see.  And then from that point I take that information and start generating 3D models of the set at the scale that we’re going to build it at.  And we’ll put a couple of lenses on it in the computer and make sure that we’re covered for what we want to get in the shot.  From that point, I can take that 3D model and generate 2D construction drawings and put dimensions on everything, and then get that printed out for the guys in the shop to start building. “

To the untrained eye it may appear that the animators are manipulating off-the-shelf action figures, but there is a lot of modification and mechanical work done to create the puppets used on the show. Explains Schuman, “It’s articulation. That’s the key to making it work. That’s what we talk about in stop motion — how articulated can this puppet be?  And basically the process in the first season was taking action figures and modifying them.  But then Rob Browning, who’s a legend in puppet making, came into the company at a time when we had a crew chief who was leaving. Rob brought an understanding of puppet making that we could apply to this kind of; I like to call it slash-and-burn stop motion.”

Sometimes the overwhelming quantity of puppets needed for any given show can be a daunting task in and of itself. Explains Schuman, “The amount of puppets sometimes is 100 puppets per episode.  We’ve had as many as 70 sets for an episode. So it’s the quick thinking.  Rob Browning brought in the technique of molding the action figures and then doing a foam injection with an armature — armature wire and propoxy and creating these very simple armatures that are really effective.  And over the years, we’ve moved into silicone.  So they’re no longer toys any more; they look like toys.  But this is knowledge; it’s not anything that people can’t do.




“In the past traditional stop motion artists and photographers would use film cameras with stepper motors so the movement of the puppets could be photographed a frame at a time. Digital technology has now entered as a viable solution to the shooting component of the production. We started with digital cameras from the beginning,” states Schulman.  “Typically back in the day, it was a Mitchell/Fries [camera] that had to have perfect frame accuracy. And now everyone uses the digital camera for many reasons. You can buy the camera at relatively low cost and there’s very little expense involved except the upkeep.  A big bonus is you can then transfer this information directly to the editing system and see your shot immediately.  You can cut in the work and you can do rough comps on the set.  What’s better than taking all these different plates that you’ve shot, putting the puppet in there and looking at the relationship of the set and the perspective? So doing the rough comps enables you to really waste no time as to if this is going to work or not, or maybe we have to think about something differently. We line right up to that frame and then we’ll bring in trees, etc. So what we see is what we get the shot, the aperture, everything is right there in front of you.”


The pop culture mainstay of the show’s target audience are the Star Wars films, which have proven to be fertile comedy ground for the writers and artists at ShadowMachine.  Robot Chicken’s two Star Wars specials have been amongst their highest-rated shows and the crew members of Robot Chicken are big fans of George Lucas’ double trilogy. “The coolest part about our new Star War special is that there were over 40 original sets that I designed, which weren’t in the Star Wars legacy,” recalls Schuman with much pride. “So I did a lot of recreations, but the ones like the storm trooper apartment, which was so much fun because you get to take all these elements of the original films and expand on them. We had Jon Berg (stop motion animator of Empire Strikes Back) here as guest animator for the Star Wars II project, because I had met him at one of the celebration events and these guys created such a great universe to live in.  So creating the Sarlacc pit, making it animate-able and breathable, that’s a really cool challenge.  The barber shop sketch in the second special, where the emperor gets his hair cut, was a lot of fun.”





Was there a concern about upsetting the Lucas film empire? Schuman is quick to dispel any rumor that there was anything but harmony with Lucasfilm. “The thing about it is, they know that we are honoring it at this point.  When they saw the emperor sketch, they [Lucasfilm] called Seth and Matt and wanted to talk. They recognized that we honored them; we didn’t bastardize it. There were some things that he’s fought for, comedically, that were set up in the movies.  There’s nothing that we’re going to make up that’s some back story about Anakin and the sunflower sketch where he cuts all the sunflower heads off… that was in the movie.  He came in and all the little Jedi kids were slaughtered.  And that was something that Seth felt was really bringing humor to that, so it’s not played any other way than showing it for what it could have been.  He created an atrocity, killed all these kids, so how do you go about it?  Maybe he visualized Naboo and being in love and in the middle of all the sunflowers.  But we all have a respect for it, so when it comes to Star Wars, and we’ve been invited to the ranch twice and George has been there and has been super gracious and really cool.  And he knows that at this point we are the fans, so there’s no way we’re going to make these characters any more or less heroic than they already are.”





Although the Robot Chicken crew tries to remain faithful to the Star Wars universe in the look and tone of the photography, their resources are not nearly as grand as their Lucasfilm brethren.  “One of the tricks with Robot Chicken is we have very little time and usually very little money,” notes Schneider.  “You have to be very creative with what you use and what you get away with.  Of course, a lot of the materials we use are right from the local hardware store, because we don’t have time to do fancy silicone molds or anything like that.  Some material we have laser cut, but we don’t have time to do all of that.  On the [Star Wars] blockade-runner, that was one of the exceptions to the rule.  After I designed that, I had suggested to Ross that we actually have the main sections of walls wire cut out of bead foam.  The reason for that is because we could get nine feet of wall for $100-200, and it was already the shape of the wall and then all we’d have to do is add material and styrene to the surface to smooth it out.  And it got us there fairly quickly.  That took care of the main wall.  Model builder Logan Paine fabricated on wood the individual bulkheads. Those were made out of MDF and he just made up a template and cut out several of those. We had the actual doorframe and the door itself and the control boxes that are all mounted along the wall, those very pronounced kind of tapered boxes that are mounted on the wall.  Those components we had rapid prototyped.”





According to Schuman, the creative process emerged organically, often involving the director and Seth and Matt bouncing ideas off each other.  “Our director, Chris Mackay, will have meetings with Seth and Matt; they’ll chat about certain things that they were thinking the writers wanted to see happen or Seth thought of something he’s really psyched about. At one point during the Star Wars project, and even though it was Star Wars, Seth said, ‘This is a studio apartment in Studio City.’ And we would riff about the vertical blinds with the hibachi outside on the deck, and just start riffing that way.  But often, I will do preliminary sketches where I just riff.  You know, mostly for stop motion I have to make sure that there’s animator access, that you can get the shot that’s needed and that it’s appropriate to the genre or the parody.  For things like Batman, obviously there’s a lot of great stuff out there, so you can find reference and see every single angle. With Star Wars there’s something like 35,000 books written on the subject.”

The Robot Chicken crew didn’t limit themselves to what existed in the known Star Wars cosmos as seen in the films. Creative and comedic license allowed them to explore the fringe areas of the galaxy far, far away.  Although the Robot Chicken team had the blessing of Lucasfilm with their parodies, the artist learned to be autonomous in acquiring their own reference material. “We wouldn’t even ask them,” notes Schulman.  “It’s just the fact that we’re doing the project, so we can find our own reference.  And we’re always going back to the masters to try to get the truth of it.”





Schuman and his team take incredible pains to capture the essence of the Star Wars universe and all the other pop culture icons they parody.  “Seth would bring everybody through the studio and he was excited by the fact that we had just replicated the blockade runner spot for spot. We had originally talked about making it shorter and doing all these things, and I said I had some ideas. Scott [Schneider] and I were working together in the computer and I laid out the blueprint and it was nine feet long.  It was a dream model, we came in on Saturday and cut all these shapes out and then when the builders came in that following week and saw what we were doing, everybody was on board, and we cranked this model out.”


Star Wars was one of Robot Chicken’s most popular pop culture targets, but the creative minds at ShadowMachine did not limit themselves to childhood fetishes.  “You name it, we’ve done it,” says Schuman.  “We’ve done Iron Man, Davey and Goliath and the Brady Bunch as well as political and religious satire. The greatest thing is you get people in here…we’ve had Christian Slater do some voices, and John Favreau as well. When Mark Hamill was here we were in the voice recording studio and it was a dream come true for me…and he sticks his head in and he goes, ‘Wow!  I remember this.’  He had just been looking through it at head-level, and he was like, ‘That’s the set, man.’  And that was just huge.  Our crew worked so hard and we just loved doing it.  That was a seal of approval, because Mark lived in it.”



It is the dedication of the artists and the tireless efforts of the writers and creative minds at ShadowMachine that have made Robot Chicken Adult Swim’s most highly-rated show. Now entering its forth season, Robot Chicken continues to be as popular as ever. In 2008, it was nominated for an Emmy for Outstanding Animation Program. It won Emmys for individual achievements in animation in 2006 and 2007. Thanks to the artists and writers at ShadowMachine, stop motion animation and miniature creation will still have a venue, making us laugh out loud along the way!


Special Thanks to Scott Schneider, Tom Root, Ross Schuman and everyone at ShadowMachine for their assistance with this article.

This article was originally published in Sci fi Fantasy Modeller

Interview transcribing and additional research by Kathie Louy

Saturday, March 30, 2013

Proposal : Film technology database


Enclosed below is my video proposal for my one line database to house imagery and data of film technology for historic and scientific purposes.

This database will be designed as a virtual on line museum of still, moving images, storyboards and conceptual art. In addition, scripts, treatments, call sheets and other historic documents will be digitized and stored for historic purposes.

Sunday, March 24, 2013

Elevator Pitch- Film Technology VFX Database

My proposal is to create a large on-line database of visual imagery and visual effects technology references to be used for historical purposes. The database will be free on line and supported by advertisement links and donations. It will be open to anyone and used as a sort of on-line museum for the purposes of information and historical reference and preservation.

Styled as a database, links will take users to pictures, jpegs and text information. User in the industry will be able to donate pictures and sketchs for historical preservation. the creators of the websites will seek cooperation from the major and independent studios in exchange for promotion of their content.

Saturday, March 23, 2013

Blade Runner Behind the Scenes (1982)

Few films in the science fiction genre have had the visual impact and lasting influence of Ridley Scott's Blade Runner (1982). Initially branded a failure due to it's lackluster box office performance (Released just a few week or so after E.T.) and bleak depiction of the future, the film went on to find a worldwide fan base due to its popularity on home video. It is often singled out as one of the most influential films due to its ground breaking production design and visual effects work (which were presided over by Close Encounters of The Third Kind visual impresario Douglas Trumbull, using most of the crew from that film). The resulting images are the most striking depictions of a sprawling modern metropolis since...well, Metropolis (1927)

below is the link to more archive photos...

http://www.facebook.com/media/set/?set=a.416152811808206.1073741846.394337563989731&type=3









Thursday, March 21, 2013

Behind the scenes pictures from "Jaws"

Just posted some new behind the scene pictures from "Jaws" which really gives you a good pictorial  insight into the complex mechanics of making the live action shark (Dubbed "Bruce" after Spielberg's lawyer allegedly.). These were taken on location in Martha's Vinyard nearly 30 years ago. Enjoy

Link Below:

http://www.facebook.com/media/set/?set=a.405834162840071.94332.394337563989731&type=1







Has Iron Man jumped the mechanical shark?

Let's face it this looks silly...

http://www.youtube.com/watch?feature=player_embedded&v=v8tUoZrdsts

Star Trek Into the Darkness international Trailer released


Monday, March 18, 2013

Proposal- Global archive for Visual Arts in Film/ Television/ Video Games

There has never been a successful archive/Museum to preserve the art of the moving image in the United States. I find it fascinating that for all the wealth in Hollywood no one has ever been philanthropic enough to create a museum to preserve the visual history of movies. I suspect the main reason is the cost to maintain and acquire exhibits and the logistics required to run such an endeavor.

What I wish to propose is an Online museum where the donations would be made by people within the community.

I want to expand that idea to include digital art work and effects from television shows and video games.

In relation to video games, most people tend to regard VGs with a certain amount of distain. It is widely believed that this form of entertainment cannot be considered art. I would submit that this judgement is incorrect. Just look at "Journey" a downloadable game on the Playstation 3 and you'll quickly see what I mean.

I have created a "prototype" through Facebook of what I had in mind. This is simply a visual effects archive but it gets across the concepts that I am proposing.

http://www.facebook.com/pages/Coolvfx-visual-effects-archive-page/394337563989731

These images stored here would be for educational and historic preservation and not for resale or distribution. They would be donated by studios, individuals and companies interested in preserving entertainment history.

Ultimately this would be created by a custom database designer and not on Facebook. People wishing to access it would simply have to auto sign an agreement stating they will not distribute the images for profit.

In addition to photos, illustrations would be scanned and scripts and digital files would stored as well.





Proposal- On Visual Effects Unionization. Absorb dont expand

If there is one thing the studios are afraid of is another union that could potentially shut down film and television production with the threat of a strike. Perhaps that's why there has been so little traction in the formation of a visual effects union. Many people believe that it will only chase the studios away from companies here in the United States, seeking lower rates in third world countries where no unions exists. Many supporters of the idea of unionization believe that once one country unionizes , it will create a domino effect and eventually they too will Unionize their workers. It's hard to say for sure what will happen but one thing is for certain, it wont come without great resistance.

One possible solution would be to absorb digital animators into IATSE locals in their respective states. VFX producers/coordinators could be unionized through the DGA. Their negotiations regarding contracts, wages and benefits etc could be handled by representatives through a special division of that local who specializes in digital animators salaries, etc.

This is not the first time this has happened. The video playback and video assist operators on film crews are unionized through the sound union division and their rates are determined by that section of the sound union.

This proposal helps alleviate the confusion and bureaucracy that will undoubtably occur with the quick creation of a new union within Hollywood which the studio heads will no doubt resist.

The unionization of these workers is inevitable but hopefully there will be a compromise that everyone will be able to live with.

global consortium for talent in technology

The recent meeting held by the visual effects community that was simulcast on line to every country in the world (via youtube) has brought attention to the struggling artists who work within the entertainment community. Several studio closures (The most recent was Rhythm and Hues which received the Oscar for Life Of PI) have brought this issue serious scrutiny. In addition to the need for a trade union which will negotiate fair labor practices and wages for every member of it's organization, I submit that a global database of talent is needed so that production companies can quickly locate talent and personnel all over the world when needed. Thus providing employers with quick access to the talent pool.



Beyond what the IMDB is capable of providing, a global database would provide information and availability of all individuals and contain information on the software and hardware they are familiar with. It would include cameramen, digital artists, pre-vis artists producers and coordinators, it people, and other high tech professionals who work in the industry. It should provide links to agent representation who can negotiate rates if necessary.

This database would be part of a global network which would allow producer to find talent in any country and link them to them directly.




Thursday, March 14, 2013

A look at Fantamation studios

Digital effects are here to stay but in the ever changing world of technology in entertainment there are still some artists who hold on dearly to the old ways. Such is the case with visual effects artist Jim Davidson, who founded Fantamation studios, a company he runs with himself as soul proprietor. Fantamation recreates the stop motion puppets of yesteryear in fanatical detail. His recent projects include an exacting replica of the original King Kong Puppet from the 1933 classic as well as the stop motion miniature of Luke Skywalker and his TaunTaun riding steed from Empire Strikes Back. Davidson builds these pieces from the ground up doing painstaking research into the materials used to make the originals. The final pieces are working stop motion puppets with metal moving armatures. His clients include directors Peter Jackson and Guillermo del Toro.

a link to his website can be found below











http://fantamationstudio.com/Fantamation_Studios/Homepage.html 

The Unseen VFX of Scary Movie 3





In the age of digital filmmaking so much gets left discarded. The great expense of film processing and printing unnecessary rolls of celluloid are long gone. So its hard to understand why in 2003, the producers and director of a popular film franchise would be so casual about what they shot, what they planned to shoot and what they would ultimately discard. Such was the case with Scary Movie 3, the third film in the Scream- spoof  megafranchise. A good deal of what was planned and what was thought up on the fly was very coldly discarded to the trim bin (or where ever digital edits go). SM3 was shot on film, the digital camera craze hadn't taken over yet but in spite of that many complex sequences were planned, or filmed but never used. The ultimate directive on the film was if it wasn't funny, it goes. It's understandable. After all, it's a comedy. You have to make people laugh. But so much of the SM series' basic structure relies on spoofing current trends and pop culture memes which change as the wind blows, not very conducive to the rigid schedules of most Hollywood productions. Several popular films including the highly anticipated sequel to The Matrix, Matrix Reloaded, had just reached the mega-plexes and the producers wanted to cash in on that newly minted comedy gold. They stopped production mid through the principal photography and drove the entire crew to a theatre in Vancouver to see the film so they could recreate many of the sequences in a comedic context. Most of the crew (and the whole world for that matter) couldn't make heads or tails of it. An extensive riff on the Agent Smith army vs Neo character was shot but also discarded. The Hulk (with Eric Bana) had also opened and they wanted to cash in on that potential goldmine of humor, going as far to paint up comedy actor Kevin Hart in green to test it's comedic potential. A large Hulk-suit was built and tested. That idea fell flat as well. The most extreme cut of all came when Academy Award winning make-up effects house ADI spent months designing and developing sophisticated alien suits (to spoof the creatures in the hit film Signs) but ultimately they did not make the final cut (footage of them appeared on the DVD, however). Not much remained of the extensive Matrix sequel spoof sequences except George Carlin's amusing cameo as the Architect. And nearly nothing remain from the planned Hulk gags which were deemed too complex to shoot on the film's modest budget. In what may be little consolation to the crew of technicians who labored for months on the film's excised segments, It was a huge box office hit and one of the most successful in the series. It remains a lesson, a cautionary tale for those who dream of making films. Dont get attached too much to the things you create. Especially when someone else is writing the check.

you can see some additional photos here

http://www.facebook.com/media/set/?set=a.420892478000906.1073741880.394337563989731&type=1


Wednesday, March 13, 2013

Great article on Canadian film tax subsudies


Check out this new article and video over at VFX soldier regarding pairing down film subsidies. Saskatchewan Premier Brad Wall proposes ending the program.
Will this put US companies on level playing ground with their much more economically competitive Canadian counterparts? That remains to be seen

check out the article here

http://vfxsoldier.wordpress.com/2013/03/12/canadian-premier-explains-why-film-subsidies-are-a-losing-strategy/

Tuesday, March 12, 2013

Robot Chicken vfx archive

I recently posted some new pictures from my CoolVFX facebook page tribute to Robot Chicken. Robot Chicken is one of the few shows that utilizes traditional puppet animation and digital technology such as composites and photography.

Enjoy these amazing behind the scenes pictures. Ill have some interviews with several of the key artists and writers on the show in the next few weeks.http://www.facebook.com/media/set/?set=a.411734532250034.95410.394337563989731&type=1