Showing posts with label 9. Show all posts
Showing posts with label 9. Show all posts

Sunday, January 12, 2014

New eBook: "The Animated Films of Tim Burton"


A new eBook has been published, Direct Conversations: The Animated Films of Tim Burton. Written by Tim Lammers, the 48-page book comes with a foreword by Tim Burton.

Description: Throughout his career, movie journalist Tim Lammers has talked with director Tim Burton and the key players who helped bring the stop-motion films The Nightmare Before Christmas, Corpse Bride, and Frankenweenie to life.

Now for the first time, Lammers has assembled the stories from Burton and his band of creatives all in one place. In Direct Conversations: The Animated Films of Tim Burton, you will not only hear from Burton, but Danny Elfman, Chris Sarandon, Allison Abbate, Martin Landau, Elijah Wood, Atticus Shaffer, Helena Bonham Carter, Alan Rickman, the late Ray Harryhausen, and more. The release of Direct Conversations: The Animated Films of Tim Burton comes as the 1993 classic The Nightmare Before Christmas celebrates its 20th anniversary.

Direct Conversations: The Animated Films of Tim Burton examines such films as The Nightmare Before Christmas, Corpse Bride, 9, and Frankenweenie. Physical copies are unavailable, but you can purchase the eBook for $4.99 USD.

Saturday, June 16, 2012

Interview: Burton, Grahame-Smith on "Vampire Hunter"



Flicks and Bits interviewed producer Tim Burton and screenwriter Seth Grahame-Smith to learn more about Abraham Lincoln: Vampire Hunter.

How did the genesis of the idea for ‘Abraham Lincoln: Vampire Hunter’ come about for you?

Seth Grahame-Smith: In every book store that I would go to around the country, no matter where it was, there was always the two tables in the front of the store. There was the Vampire books table, and there was the Abraham Lincoln biography table (laughs). I call it the chocolate and peanut butter moment, sort of subconscious inspiration. I started thinking, “People love this, people love Vampires and always have. And people love Abraham Lincoln, especially in the United States.” It just sparked an interesting question, in my mind anyway, which was, “Could you graft a genre story onto this extremely well known, iconic life story of Abraham Lincoln?”


Blending history and reality, iconic history at that, I can imagine that being a difficult task?

Tim Burton: Yeah, ’Abraham Lincoln: Vampire Hunter’ basically takes the story of Abraham Lincoln, which Seth really went through the history of the life of Lincoln, and linked it up to Vampire mythology. The idea that his mother was killed by a Vampire, how that shaped the rest of his life. The interesting thing about it is that it’s not as far fetched as it sounds. I mean, the idea, the events leading him to be a Vampire Hunter and all the deaths he had in his family, people close to him, it makes a lot of sense and it’s actually a lot more believable than the premise makes it (laughs). That’s what was interesting. We never wanted to make fun of anything, we wanted to treat it seriously and like a human story.

Seth, how did Tim get on board with this project?

Seth Grahame-Smith: Tim was interested in what I had next and he read the proposal for ‘Abraham Lincoln: Vampire Hunter.’ The next thing I know I get a call out of nowhere while I’m writing the book, that went, “Tim Burton wants to meet with you about producing your book as a movie.” That blew my mind wide open (laughs). And so I was like, “Yeah, I think I can fit that into my schedule.” (Laughs) The next thing I know, he had produced a film called ‘9’ with Jim Lemley and Timur Bekmambetov, so the three of them already had a working relationship. Then before I know it, I’m in a room talking to these three producers.

Tim Burton: I had first heard the idea even before Seth had written the book. I just heard the title, ‘Abraham Lincoln: Vampire Hunter,’ all of a sudden my mind just went into overdrive. It took me back to the era of films that I grew up in, in the 60s, early 70s, where there was a weird mash up of movies. I remember things like ’Dr. Jekyll and Sister Hyde,’ you got these weird mix-ups of horror films. It just sounded to me the kind of a movie that I wanted to see, it really reminded me of that era. It had a crazy energy to it, a weird juxtaposition of things.

What do you think Timur Bekmambetov brought to your story?

Seth Grahame-Smith: Timur challenges you to go further. No matter how far you think you’ve gone, Timur will think about it and say, “No, I think we can go further.” What that means is that we can go further in the layers of the story, we can go further in the meaning of a piece of voiceover, we can go further in the bigness of a set piece. Some people are “less is more” people, Timur is a “more is more” kinda guy (laughs).

There’s an interesting superhero-esque duality to Abraham Lincoln in this story?

Tim Burton: Yeah. We talked about the idea of it very much mirroring the classic, comic book superhero mythology. In some cases he’s not that dissimilar from Batman in the sense of him having a dual day job as President and a night job as a Vampire Hunter. The duality of those kind of characters, that again was something that was really important. To keep the human quality of him, but then explore the mythological, superhero nature of how we perceive Abraham Lincoln. Mix those two together and that’s what we have here.

How do you hope audiences will react to ‘Abraham Lincoln: Vampire Hunter’?

Seth Grahame-Smith: My hope is that audiences take away a couple of things. Number one, I hope they have fun and I hope they enjoy the craziness of it all. But beyond that I hope that they take away even the slightest appreciation for the things that the real man, the real Abraham Lincoln went through in his life. If anything I hope that maybe a few of them will be inspired to go and check out a little bit more about Abraham Lincoln. I think that they’ll be surprised that when they do, they will see that he was every bit the superhero we portrayed him as, only in a different way.

Monday, April 09, 2012

Video Interview: Bekmambetov, Grahame-Smith on "Vampire Hunter"

Comic Book Resources has posted a video interview with Abraham Lincoln: Vampire Hunter director Timur Bekmambetov and writer/executive producer Seth Grahame-Smith. They discuss how Tim Burton learned about the story and decided to make a film based on Grahame-Smith's original book, why Bekmambetov gravitated to the premise, and how Abraham Lincoln has a superhero-style origin story, among other topics:

Wednesday, March 03, 2010

Burton to Produce "Abraham Lincoln: Vampire Hunter"


Entertainment Weekly reports that Tim Burton and Timur Bekmambetov have reunited to produce a film about Abraham Lincoln -- but with an appropriately macabre twist.

On Tuesday, March 2nd, 2010, New York Times bestselling author Seth Grahame-Smith released his newest novel, Abraham Lincoln: Vampire Hunter. Grahame-Smith also wrote Pride and Prejudice and Zombies, a gory reinterpretation of the Jane Austen classic, and will adapt the Abraham Lincoln screenplay.

Tim Burton and Timur Bekmambetov (director of Wanted and Night Watch) recently produced the independent animated feature 9, which was released last year in 2009. Jim Lemley, another producer of 9, will also produce the Abe Lincoln alternative history.

Abraham Lincoln: Vampire Hunter warps history by telling the story of the 16th president's secret battle with the undead -- a battle that began during Lincoln's childhood as a way to avenge his mother's murder.

Here's the trailer for the book
:

Tuesday, December 29, 2009

"9" DVD and Blu-Ray Available Now


You can now purchase the post-apocalyptic animated thriller 9 on DVD and Blu-ray. Click the previous links to buy the film at Amazon.com.


According to DVDTalk.com, DVD extras include:

Feature-length commentary track with director Shane Acker, animation director Joe Ksander, head of story Ryan O'Loughlin, and editor Nick Kenway.

U-Control PIP:
This picture-in-picture interactive feature takes recorded footage, some mentioned below in the special features and others recorded/taken at the same time, and pairs them within a green box at the lower-right portion of the screen. Interviews with Shane Acker, Tim Burton, Elijah Wood, Pamela Pettler, and others elucidate the process, while a sizable chunk of the dialogue recording footage mixes within raw concepts and behind-the-scenes footage.

9 -- The Long and Short of It (16:28, HD):
This feature discusses Shane Acker's process of assembling the short, and how it's adapted to the big screen. Discussion pops up about Acker's process of building the film as his college thesis, along with how earning an Oscar changed his life. It then shifts over into how the short film fell over into Tim Burton's hands as a producer. Then, Acker and screenwriter Pamela Pettler (Corpse Bride) guide us through the process of bridging that gap between his short to the feature length, as well as whether they wanted to include dialog or not in telling the story. Interview time crops up with Acker, Burton, Pettler, as well as with Elijah Wood and other members of the cast, taken from both original interviews and archive footage.

On Tour with Shane Acker (5:36, HD):
Shane Acker takes us through the Starz Animation workhouse for the construction of 9, illustrating each depart in great detail. He talks about editorials, the art department, modeling, animation, layout, effects work in "the dungeon", and lighting. Hearing discussion about the film itself is great, but the behind-the-scenes shots of the computer imaging and the concept sketches are the real draws to this featurette.

The Look of 9 (13:12, HD):

Composing the visual look for 9 falls into focus here, as Shane Acker and others discuss the time placement of the story. They discuss the "caution tale" elements of the film, as well as the Industrial Revolution look about the picture that slaps it in the middle between World War I and II. It also discusses the low-angle construction of the film, and how it allows for a lot of great up-glancing shots. They also discuss the beauty used behind the rust, garbage, and industrial grunge appeal to the film, and how the feel of the film reflects on its influences.

Acting Out (4:54, HD):
To round out the featurettes, this piece covers how the animators become actors themselves as they construct the burlap dolls in the film. It discusses how they have mirrors at their desk to see facial expressions, and the dual uses behind having the recorded dialogue footage of the actors for both lip sync and emotion purposes.

9 -- The Original Short (10:33, Letterbox 4x3 HD):
As a very special treat, Universal have also included Shane Acker's original short on the disc -- with a commentary featuring Shane Acker and animator Joe Ksander. The commentary is very dense, as they discuss the differences between the two features -- where elements of the short went into the feature, the dynamics between the two puppets, the lack of dialogue, etc. -- and the entire "guerilla" feel to the camera movement. What's a shame is that it's a letterbox HD version of the short; and, since it's in 1080p, most Blu-ray players and internal zoom televisions can't zoom in on it. Still, the simple inclusion of the piece itself is absolutely wonderful.

Also included on this disc are five Deleted Scenes (7:24, 16x9 SD), available in striking storyboard illustrations. This Blu-ray Disc has also been activated in order to hop onto Universal's online framework, as well as containing pocketBLU interactivity. However, the online functions weren't active yet as of this testing. It's also been incorporated with Chapter / Bookmarking of "favorite scenes", like all of Universal's other discs, and activated with D-BOX motion control.

Saturday, October 31, 2009

"9" DVD Details and Sweepstakes



The DVD and Blu-ray of Shane Acker's 9 are currently scheduled to be released in North America on December 29th, 2009 (though it's possible that it may be released earlier to maximize on holiday season sales).

The DVD will contain the following special features:

- Audio Commentary by Director Shane Acker, Animation Director Joe Ksander, Head of Story Ryan O’Loughlin, Editor Nick Kenway
- 9 (the original short)
- 9 – The Long and the Short of It Featurette
- The Look of 9 Featurette
- Acting Out Featurette

The Blu-ray version will include the same bonus materials, as well as:

- On Tour with Shane Acker
- BD-Live
- U-Control
- My Scenes Sharing


As part of the upcoming home video release of 9, there will be a massive sweepstakes competition: Universal Studios Home Entertainment will be offering fans the opportunity to win up to $100,000.

Starting November 18th and until December 29th, the distributor will be giving away numerous prizes, including HDTVs, Netbooks and Blu-ray players (two apiece to winners). Universal will also be distributing a $100,000 check to just one lucky winner. The intent of the prize is for the winner to use that money in some way to better the world, such as a donation to charities.

Friday, September 11, 2009

Burton on His Films and Art

The Wrap's Eric Kohn recently interviewed Tim Burton. The director discussed a myriad of topics, including his greatly anticipated Alice in Wonderland and feature-length Frankenweenie, the forthcoming exhibition of his artwork at the Museum of Modern Art, issues with the studio system, and his past classics:

The trailer for Alice in Wonderland leaked online a day early. How did you feel about that?

I didn't like that. Somebody f---ed that one up. It just shows you how easy … it's like, "Oh, sorry, I just pushed that nuke button." That's the problem. All this stuff is so available. I still come from the olden days where you like to see a movie and be surprised. Then you want to know something about it -- as opposed to getting everything front-loaded. A movie just loses its whole mystique.

The art of the trailer has become an entirely separate creative process.

Well, yeah. I've always had my theories, and my theories are always different from the marketing people.

At any rate, the trailer indicates an appropriately vibrant take on the story. Is this a palate-cleanser after the grimness of Sweeney Todd?
Yeah, it's a different palate. Also, the Alice imagery has been around. For me, it wasn't so much the books. I was aware of it from other aspects of popular culture, whether it was in music or other images. It was just about trying to tell it in a way so it's not a series of weird events, like in the book.

Are you staying away from the acid subtext?

No, no, not so much that. I'm just trying to keep away from the structure that the other [interpretations] suffer from, the episodic stuff. A passive little girl wandering around thinking everything is weird.

It's weird talking about Alice when I have so much left to do on it. It's a bit creepy.

Audiences tend to bring a certain baggage to the theater when the movie involves a familiar brand, which many of your movies do.

They're harder to do for that reason. Everybody looks at the white rabbit or the Cheshire Cat or the Mad Hatter and has an idea of what they should be. With known icons, you're always going to piss off somebody.

Like with Watchmen?
That's the thing: You never know what you're going to get. With something like Watchmen, it's known on one level. It's like a great novel. You have to leave something out, somebody's favorite part. Somebody will think the essence has been sucked out of it. That's just the nature of tackling something known.

Sweeney Todd was a quintessential example of your darker side. Why didn't it do better business?
I didn't know what kind of response it would get. It seemed to do OK. I don't really know. I never know. Every movie I've ever done, I never could predict a response.

But if anyone could turn such a morose story into a massive commercial property, you're the guy.

Yeah, but if you look at the “Harry Potter” movies, they've gotten darker. For 20 years, I’ve had to fight against the whole "dark" issue. Now it's the "norm." I've tried to keep my stuff in there.

Do you feel like studios try to dumb down your ideas?

That's always the case, especially when you're dealing with a bigger budget. That's fair enough from the studios’ point of view. It's a big investment. I don't try to pay too much attention to that. It's a bit abstract anyway.

You'll have a huge exhibit at the Museum of Modern Art. Does seeing your entire career surveyed make it seem as though you've achieved your creative potential?
I hope not. We'll see. Am I going to go back and remake Pee-Wee's Big Adventure? I don't think so. I feel like I've been pretty pure about that. There's been a lot of pressure to do, like, a sequel to Nightmare Before Christmas. I'm just not going to do it.

But you've talked about turning your early short film Frankenweenie into a feature.
I might do a low-budget, stop-motion movie. Something I couldn't do in the short. It would be nice to capture the spirit of my original drawings.

Like Corpse Bride?
No, less than that. I'd do it in black and white.

What about all those Broadway musical rumors?

Yeah, I got approached to do a Broadway version of Batman. I couldn't quite bring myself to do that, either.


So, how did you find the time to help out as a producer on 9?
This was a few years ago. I got involved after I saw the short film [which was nominated for an Oscar in 2005]. I felt close to his design sensibility. It's different from mine, but I related to the characters and the world. Since I've been through the experience of making animated films, I just felt like I could help him keep all the outside evils away.


Do you still watch a lot of animated shorts?

When I was first in animation, it was like a dying art form. But if you're an animator, there are more opportunities now than ever. Also, it’s using all the media.

A few years ago, they declared cel animation dead again, but now I'm hearing about some cel-animated films. I think that whole thing, "Oh, now we're only going to do computers, or we're only going to do this or that"... those barriers have been broken through.

Wednesday, September 09, 2009

"9" Opens Today



9 is in theaters today. Check it out!

Tuesday, September 08, 2009

Shane Acker Talks "9"


The animated science-fiction epic 9 is hitting theaters on Wednesday. (I saw it a few days ago at a special pre-release screening, and I'd definitely recommend it.) In recognition of the film's release, director Shane Acker talks about his first feature, his influences, and what his next projects might be with Animation World Network's Bill Desowitz:

A new era in animated storytelling begins with the release of 9 on 9/9/09 (from Focus Features). Shane Acker, the celebrated UCLA alum, whose imaginative 9 short was nominated for an Oscar, has been hard at work for the last four years or so making his post-apocalyptic CG adventure into a feature. How 9 got set up is fascinating. It was first shepherded by producer Jim Lemley (Wanted), who got the short to super agent Mike Simpson, who then approached Tim Burton, who helped set it up at Focus. Then Lemley approached his directing partner, Timur Bekmambetov (Wanted, Night Watch), who was helpful with, among other things, recutting. Acker tells us in this exclusive interview about his experience making his feature debut with Starz Animation Toronto, as well as his recent artist in resident gig at The Gnomon School and two upcoming features he's trying to set up.


Elijah Wood (left) and Shane Acker

Bill Desowitz: How did you first approach making 9 into a feature?

Shane Acker: When I made the short, I really didn't have a longer form script or idea, but I did have a lot of ideas about the world and the backstory to help me design the short and the characters. We just kind of started there, relooking at all those ideas I had behind the short and how those characters came to be and what happened to the humans. And then started cracking the door open a little wider and tried to piece together a story from that. But this was my way of diving back into another four years of a project that had already taken me four-and-a-half, with the possibility of who these other characters are, who the other numbers are. They are just suggested in the short.

BD: So you got to unlock a lot of doors.

SA: Yes, exactly. And that's a lot of fun, both in designing the characters but then trying to figure out who they are, and their personalities and who their maker was: a Geppetto/Oppenheimer-like character connected to the downfall of humanity and how they represent a new beginning and vessels for the human spirit to carry on in this world. And that they're all facets of that one individual personality/identity. They're all inclined in different ways, so they all have different strengths and weaknesses. And through this coming together, they form the whole -- they put together the individual once again.

BD: And where did you set up your animation initially?

SA: You must know the story: It was Attitude Studio, which had a studio in Paris, but we set up in Luxembourg. And so we worked on the film for about seven months over there in Luxembourg before it became really apparent to us that we were never going to get the movie done with that studio. I mean, they have a lot of talented and dedicated artists, but the pipeline was just not set up [for our needs]. They were adapting a motion capture pipeline into a character pipeline; we sort of discovered through the process that we just didn't have the tools and wouldn't be able to get the tools together in time…

BD: So how did you end up at Starz?

SA: Yeah, so the thing was set up as a negative pick up, and when we had to go to the studio and tell them that we wouldn't be able to guarantee that we could get this movie done on time, then the bond company came in and did a whole audit. And, as part of that audit, they brought in Jinko Gotoh, who is an animation producer. She worked on Finding Nemo and a bunch of Disney projects, so she became a champion for the project. She wanted to find a way to keep it going, even though it meant setting it somewhere else and spending more money. So I really credit her for keeping the project alive and finding a new home for it at Starz Toronto, which turned out to be a wonderful experience with a really great team. And really smart artists who understood the vision and were really collaborative in finding ways to make it work and get the most bang for the buck on screen for a really modest budget. They come from experience where they're working with big studios, but they're up in Canada and finding ways to cut corners and tweaking and refining their pipeline all down the line.

BD: And obviously it stepped them up and prepared them to handle bigger features.

SA:
And we took a creative team there and just kind of vetted and bonded with the artists… and there's something about the material and the world that inspired the artists. They got to flex [new] muscles and that helped push the quality of the film.


BD: Talk about developing the look of the characters and the world -- the "Stitchpunk" that borrows from stop-motion.

SA:
When I was doing the short, what I felt was lacking in a lot of the CG projects out there were a real texture and grit, as well as a cinematic approach to the storytelling. And I was finding that in stop-motion films, whether it was the Brothers Quay or Jan Svanmajer. I drew a lot of inspiration from them. There's a kind of believability because they had to mechanically work the puppets and armatures that they created for their stop-motion characters. So there was a truth through materials and a grit and grime and texture on the world.

BD: Very tactile.

SA: Yes, very tactile, that drew you in and you believed it.

BD: And how did you make this work in CG?

SA: When I was first doing the short, I was thinking that I would do it as a stop-motion film, but found that it was very limiting in what you could do with the camera to tell the story visually, So I decided to take this sensibility, this interest, this design idea and bring it into the CG world where I can move the camera any way that I want. But at the same time, adhering to the cinematic language of how you move a camera, which, I think, is what Pixar has done.

BD: And the environments, which have a very Eastern European painterly influence?

SA: We wanted it to work on lots of different levels. So when you get close to the characters, there will always be more detail revealed to you. We knew that we would be spending a lot of time with our characters and so we put a lot of detail and texture into them, which make them believable. And then on the environments, we were able to take other liberties with them, based upon the camera and things like that. We did a lot of painterly things with that. But somehow it works because when you're close, the characters feel believable and tactile, and then when you're in the vista, it feels like they're moving through these paintings so it feels more romantic, lyrical, like a fable. It is this alternate reality world, this ruined "Stitchpunk" world, and it becomes a dark, urban, post-apocalyptic fairy tale. Plus you'll get there so much quicker by doing a painting then by putting all the details in for one rendering.

BD: And what was it like having Tim Burton and Timur Bekmambetov shepherding your movie?

SA: Tim Burton coming on the project when he did and validating it and putting his name out there and supporting the vision that we had, as well as finding the writer [Pamela Pettler] and getting the studio, too, to buy it. And then as we went, just having that support team there, where whenever we got a big mouth done or we got a new cut of the film, we would present it to them and they had this critical distance from the film, because I had been in the trenches for so long and could see it with fresh eyes and talk about the larger ideas or the big picture notes. This allowed me to step back and see it through their eyes and strategize and go back into the trenches and to know how to push from the inside out.

And in the end, they were both making films, but then Timur finished Wanted, so I got to spend more time with him, which was an amazing experience.

BD: What was he like?

SA: He's like this unedited stream of crazy and inventive ideas, so he's like this endless well, where, if you have a problem, and he'll constantly come up with ideas. Some work, some don't. But while some may seem crazy, when you step back, you realize there's something to it. And so it was fun having that crazy spirit. And then doing recuts with him, seeing how even in editing if you massage it a certain way, you can change the perception of the characters, you can make them stronger, you can make them more vulnerable as well as upping the ante and the excitement of the film.

BD: So, let's switch gears and talk about your becoming an artist in residence at Gnomon.

SA: Yeah, well Alex Alvarez and I have had a loose connection for a while and he approached me before I started 9 about being an artist in residence at The Gnomon School and developing short films with the students there, which I thought was an amazing opportunity. And then when 9 was wrapping up, I called Alex and said, "Hey, do you still have that position over there?" Because there's something very liberating and you always want to keep developing stuff and broadening your horizons as an artist. These feature films take years and years and they also take a lot of time to set up, so the opportunity to go and make a little short where the stakes aren't as high and you can take more risks and explore and push yourself as an artist was really appealing to me. So when he said that the position was still open, I leapt at the opportunity. You know, you always have these stories rolling around in your head and spending four years on 9, I certainly have a backlog of ideas for shorts. And I had one ready-made that I pitched, which fits the aesthetic of the school, so it felt like it was right up their alley.


A storyboard of 3 and 4 drawn by Acker himself.

BD: What can you tell me about it?

SA: Well, it's really short: I think it's going to be three or three-and-a-half minutes. And, again, it's returning to my roots as a non-verbal storyteller. It's real character-based. Gnomon is sort of known for their visual design and effects work but not so much for character animation, so it's bringing something new into the school. But it's this tale that takes place above the planes of hell in like this Dante's Inferno world. There are these two demons that are biding their time and they're caught in a struggle of miscommunication; they're both missing vital pieces of themselves, important for communication, but they each contain the piece in their possession that will complete the other. But somehow, because they can't communicate, it just turns into this terrible battle that ultimately leads to their fate, and you get the sense that this is something repeats endlessly, and that's their place in hell. It's a pretty neat little story with some interesting character designs, so I'm excited about working on it.

BD: And you get to collaborate with the students.

SA: Yeah, which is great, because I spent time as a teacher all through my education. At UCLA, I was a teaching assistant and I really love working with artists in general, especially young artists, and see what they bring to the table and how excited they are to learn and be a part of it. And, again, looking for this unfettered imagination that is not tarnished at all by production experience and all these kinds of things that can bog you down after a while and limit your vision.

BD: So, when do you start?

SA: It's happening now: I've storyboarded it and we've been cutting it and I think the end of September we'll start producing it.



BD: And what about any potential features in the works?

SA: There are two projects: a live-action that hasn't been announced that we're trying to get a development deal on, kind of a fantasy world, based on a young-adult novel series out of the U.K., which will be a lot of fun because it has this very interesting core of characters. And then there's an animated film that we're pitching to the studios right now that's based on a graphic novel -- a kind of Secret of NIMH meets Dark Crystal meets Lord of the Rings. It's all told deep in the unforeseen forest and it's a dark, dramatic, epic adventure film.

Bill Desowitz is senior editor of AWN and VFXWorld.

-----------------

IMDb.com lists the release dates of 9 per country:

France 19 August 2009
Canada 9 September 2009
Cyprus 9 September 2009
Czech Republic 9 September 2009
Estonia 9 September 2009
Greece 9 September 2009
Netherlands 9 September 2009
Russia 9 September 2009
Singapore 9 September 2009
South Korea 9 September 2009
USA 9 September 2009
Ukraine 10 September 2009
Belgium 16 September 2009
Brazil 18 September 2009
Poland 18 September 2009
Finland 27 September 2009 (Helsinki International Film Festival)
Iceland 9 October 2009
Portugal 29 October 2009
UK 30 October 2009
Argentina 5 November 2009
Spain 1 January 2010
Taiwan 19 March 2010
Australia 21 September 2010

Saturday, September 05, 2009

Win a Special Edition "9" Movie Book


Animation World Network has a contest for you to win a special edition of the 9 movie book. Focus Features only made 999 of these special edition books, and you could win one for free. Just enter your information on the website. If you are one of the nine lucky winners, you will be informed and will receive the book encased in a uniquely numbered burlap bag. The book features a special foreward by Ray Kurzweil, behind-the-scenes art, an extensive collection of stills from the film, commentary from director Shane Acker and producers Tim Burton and Timur Bekmambetov, and a DVD of the original short film by Shane Acker which inspired the full-length feature 9.

All legal residents of the United States (excluding Puerto Rico) who are located in the United States at the time the participate, and residents of Canada who are of legal age of majority in the province or territory in which they reside at the time they participate, are eligible to enter. The Sweepstakes runs through Sept 15th, 2009.
Void where prohibited by law.

Thursday, September 03, 2009

Q&A with Tim Burton

Metromix covers a lot in their Q&A with filmmaker Tim Burton. In the interview, Burton talks about the various films that he's working on (and even mentions the status of the stop-motion adaptation of Frankenweenie), his thoughts on the Oscars, the current state of animation in the film industry, and much more:


You came aboard 9 as producer after Shane Acker had made his short film. How'd that process work out?

I liked his short film, and he had a certain sensibility that I felt close to. Because I had gone through the process and made animated films…I always know what I wished I'd had, which was somebody to bounce things off of: first cut, the first draft of the script, some design notes.

What drew you to the story?
I liked the short film. It just seemed like a piece of a larger picture. It just needed to be fleshed out. The thing about a short is, you can keep the kind of mystery and the kind of personal quality to it. And I think the key was to keep that feeling, but on a bigger scale. You see a lot of personal films, but you don't see a lot of personal animated films.

Well, the number of Oscar nominees for Best Picture has now been bumped up to 10…

10?!

10!
Wonder why they did that? I had heard talk of it but didn't know they actually did it. Wow.

With more nominees this year, people are predicting that a film like Up could land a spot as the first computer-animated Best Picture nominee.
Animated films…they're films! I think it's good that now, most people are not looking at them as [just] animated. They're looking at them as films, like the Pixar people. You can categorize [animation], but it shouldn't be limited by that.

But the Best Animated Film category is still there. Do you think that ghettoizes these movies?
Maybe it does. But at the same time, most people recognize—certainly the studios recognize—the economic potential of animated films. Family films, animated films—[they're] much more of a sure thing than any type of film at the moment.

What's your favorite animated film?

[Long pause] I'd have to pick something that had a lot of impact, which was Jason and the Argonauts [by] Ray Harryhausen. That really had an impact on me. The stop-motion animation and the kind of reality and scale of it at the time when I saw it was really amazing.

Would you ever want to remake that film? They're remaking Clash of the Titans.
[Chuckles] I know. Nah, I think it was good.

How are things coming along with Dark Shadows?
I haven't really started that at all. I still have to finish Alice. So that's a big job ahead of me. It's way too early. [Laughs] Probably in a year's time.

Any ideas that you've already been thinking up for it?
Well, just to try to capture the tone. It was a strange show, it has a strange vibe to it. And that's, I think, key to it.

Alice has been all over the place, with photos and trailers and you guys at Comic-Con.

Usually I don't talk about something before it's done. So it's been an odd situation because I [still] have so much work to do. I'm not scared of [all the special effects], per se, but I'm a bit daunted by the time and the unknown quality of it. But that makes it exciting as well.

What about Frankenweenie?

Still early. Like I said, the focus I have is Alice. It's hard to think of anything else that requires a large amount of work.

But that's on the table.
Oh yeah, afterward, yeah. Exactly. Slowly get started.

I saw the latest "Harry Potter" last night, which stars your partner, Helena Bonham Carter. She makes a pretty mean baddie.
[Jokes] Yeah, she's a good witch. She had a lot of practice. She's good at that.

Does she ever come to you for tips on how to channel all that darkness?

No, she keeps it all personal. She keeps it all for her own uses, yeah. Witchcraft uses. [Laughs]

New York's Museum of Modern Art is doing an exhibit on you later this year. That was a little unexpected.
I feel like it's a weird dream—I'm not sure that it's real. But it's very exciting. That's probably more scary than a film, in a certain way. It feels a bit more exposing. I'm trying not to think too much about it. I'm trying to remove myself a bit from it—a bit of an out-of-body experience.

Your films have such a consistent, dark vision. Do you ever wake up wanting to do something crazy like a romantic comedy?

[Chuckles] No. Well, I thought Sweeney Todd was a romantic comedy in my mind. So, I think I've already done it. [Laughs] But not the way you're thinking, because that would be scary. But some of those are so scary, they're like horror movies anyway. They don't need my help.

Tim Burton Answers Your Questions

Remember when MTV News said they wanted the fans to submit questions for Tim Burton to answer in an exclusive video interview? Well, the video is finally online.

Burton talks about a huge variety of topics in the five clips below, including his "bromance" with Johnny Depp, his opinions on computer generated animation and stop-motion, and his upcoming movies Alice in Wonderland and Dark Shadows, among other topics.



An except, while discussing his abstract dialogues with Johnny Depp:

"It's very nice to have someone that you can have a completely abstract conversation with and leave the room, feel like everything's fine, and then realize that if you pick it apart, you have absolutely no idea what either of you said."

Burton continued: "That's a sign of knowing somebody and connecting with somebody. I don't pretend to know [him]. If I don't know who I am — this sounds like a bad therapy session — but I don't pretend to know anybody else. That's what keeps it all cool."

Monday, August 24, 2009

Interview with "9" Composer Deborah Lurie



FilmMusicMag.com has an audio interview with Deborah Lurie. She talks about composing the score for 9, her collaborations with Danny Elfman (who provided themes for the animated movie), her musical background, synaesthesia, being a rare female film composer, and more.



You can hear a few audio samples from the soundtrack of 9 and pre-order the CD on Amazon.com (which will be available on September 1st).

Friday, August 07, 2009

"9": New Poster, NECA Figures, and Video Interviews (and "Frankenweenie"...)

Tons of stuff related to the independent animated feature 9 for you! (And a surprise bonus: a mention of Frankenweenie...)

Another poster for 9 from Russia is online:




NECA will release collectible action figures of the characters from the film, starting with "1" and "9". These will become available in September:







And last but certainly not least, we've got five video interviews from Comic-Con.

The following three videos are provided by MovieWeb:



Elijah Wood



Shane Acker



Tim Burton (and he mentions Frankenweenie!)

A video of Shane Acker and Elijah Wood from Comic-Con's official YouTube channel (with mild SPOILERS):



And the final video is from The Wrap:

Acker, Bekmambetov, and Burton Talk "9"



ScreenCrave spoke with director Shane Acker and producers Timur Bekmambetov and Tim Burton to learn more about the feature-length version of 9 at Comic-Con:

Tim, this is a very unique project. How did you get involved with this?

Tim Burton: Well I saw Shane's short film and it just blew me away. It was amazing. After going through stuff myself trying to get movies made and people complaining like "Why doesn't the character have any eyeballs?" and things like that, I think our goal was to just let Shane make his movie.

Did you get this financed as an independent film?

Shane Acker: Yeah, it was a negative pick-up. I mean, the idea was I guess Focus guaranteed the money to buy the film as long as it met X amount of criteria at the end which kind of gave us the creative space to make the film that we wanted outside of their direct input or involvement, although they were definitely involved in the process. We were doing it at such a modest budget that we were able to take the risks and do the things that we really wanted to do and explore in this medium that is typically a medium designed for more family oriented material.

How do you do an animated film with a low budget these days?

Tim Burton: We did it.

Shane Acker: Well, yeah. You just find the right creative team and you make the right decisions as you're going forward and just be really dedicated to the project and be conservative about your design but not let it be really... because we're making a world...

Tim Burton: You did your short pretty much in your basement or garage. Right?

Shane Acker: Yeah. I think the technology is in the hands of artists now. You don't need a whole studio like Pixar in place to do these films. You can take the software and put the team together and make these films yourself, and I think it's a pretty exciting time because it's not about the technological challenge now. It's just about the stories and what is the story that you want to tell.

Did you teach Tim that movies can be made for a lot cheaper?

Tim Burton: Oh yeah. I mean, it's great. It does allow a certain freedom that you don't get when you're dealing with big budget studio [films]. Fair enough. This was such a pleasure. They made the movie and it just was such a pleasure to see if he'd be able to do it and do what they wanted to do without any negative involvement with things. So, it was very liberating to see this process happen.

Where did you get the inspiration for this film?

Shane Acker: I got the inspiration from a lot of stop-motion filmmaking – the Brothers Quay, John Stuckmeyer and the Eastern European sensibility of stop-motion filmmaking as well as Tim Burton's projects in stop-motion. I just love that world. I love the tactile quality. I love the texture and the motion that that creates. When I was starting the short, a lot of the animated films were really clean, pristine, soft and pastel and it just doesn’t speak to me. It doesn't speak to that kind of quality and the tactile nature, the organic kind of decayed nature that I really saw that the world of this film would take. I initially started playing with stop-motion and then realized that with the facility at UCLA, I wasn't going to be able to do the kind of cinematography and the camera moves and the visual storytelling that I wanted so I quickly went into the CD world but I took with it all that quality of stop-motion. I even designed the characters as you would a stop-motion armature so that they'd behave — you know, metal behaves the way metal behaves and cloth behaves the way cloth behaves. I think that lended a kind of believability to the film. People often ask me "How'd you combine stop-motion with CG? How did you do it?" And I go, "No, it's all in the computer." It's just that attention to detail that makes it believable, I think.

How long did it take you to make your short film?

Shane Acker: (laughs) 4-1/2 years.

How long did it take to make your feature film?


Tim Burton: (laughing) 4-1/2 years.

Shane Acker: 3 years actually so it's shorter to make the feature.

What was it about the movie that made you spend 4-1/2 years on it? What did you learn about yourself during that process?

Shane Acker: Well I think that's when I discovered that I was a...

Tim Burton: (interrupting) You can't. The mind of an animator, you don’t have enough time to understand that.

Shane Acker: That's when I discovered that I was an artist because I could not, not do it. You know what I mean? It's like I could not walk away from it once I started. I had to see it through. I have all the best and worst qualities of an animator to be that venal and attentive. Around year 3 it started psychologically affecting me. It's like, "Will I ever get out from underneath this thing?" I was like, "Oh my God, I've got cancer. I'm going to die before this thing is done." All this psychological stuff really starts to affect you and you know your wife is like, "How are you going to finish that?" and everyone is like, "Are you still working on that film?" "I'm still married, yeah." But somewhere around 3 I just started telling people, they’re like, "When are you going to finish that film?" and I said, "Oh, two weeks." "Two weeks! Really?" And then a couple weeks would go by, a month would go by, and they’d come back and ask "Are you finished with that film?" and I'd say, "In two weeks, two weeks." "Really?" And then they finally got the joke and just stopped asking.

Tim, do you remember ever working on a project that drove you crazy?

Tim Burton: I got out of animation because I couldn't do that. To me, I just don't have the patience for it and I was a very unhappy animator. In fact, when I was working at Disney, I slept half of the day. I learned how to sleep sitting at my desk in case they walked in. That’s why I admire what he's done because it does take so much work. It’s an amazing feat for somebody to do this. It really is.

You and Timur are two very visionary filmmakers. What do you bring to the table? What do you offer Shane?

Timur Bekmambetov: I think you have to talk to Shane.

Shane Acker: Yeah, well what was great about it was that while the crew was working on it and we're putting the thing together, whenever we got to a major milestone or we got a cut of the film, we'd present it to the filmmakers and it was great because they had that critical distance from being away from the project to see it in a big picture kind of way and give us those notes and really kind of shape the direction and give those notes that really cut to the core, to the heart of it, and allowed me to kind of step back and say "Oh wow, I can see this from a different point of view" and then be able to go back in with that new awareness and try to reshape it in other ways. Also, they were just a great resource when you had questions and you needed feedback and ideas.

Are there going to be any moments in the film that we'll be looking at and say this is what Tim or Timur brought to the film? Are there any specific aspects or is it just a melding?

Shane Acker: I think it's a melding. I can't speak for Tim or Timur, but I think there's a certain crossover of all our instincts as filmmakers. We’re sort of in tune in some way.

Tim Burton: I think I wouldn't have gotten involved unless I didn’t really like what he did and I think that we all felt the same way that way. I’m not speaking for everybody but I think…

Timur Bekmambetov: Our role is just to protect him because as directors we know how...

Shane Acker: That’s right on the inside of your…

Timur Bekmambetov: Bodyguard.

Tim Burton: Let me give you a classic example. I had to argue. I had so many fights with Disney about changing the character’s, you know, Jack Skellington's eye balls. You know, nobody is going to relate to a character that doesn’t have eyes. They’re just like, "Ahh, shit!" You know, it takes a lot out of you. So, I think for us, it was just absurd. You have enough to deal with when you're making a film. You've got so much to deal with. You don’t need to deal with all that stuff.

If you’d like to do a film without all that interference, would you like to do an independent?

Tim Burton: I think making a film is a challenge in itself. No, I really enjoyed seeing this process. It really was a cathartic thing for me.

Was it fun being a mentor?


Tim Burton: I don't feel that way. I don't come into it like that. Again, for me, it was a very easy collaboration because we liked what Shane did so there was no controversy. Again, as Timur says, we were just there to kind of… If he wanted anything or to ask a question or show us something, whatever, we had that outside [perspective]... which is great in animation because you can get real tunnelvisioned in there and so it's nice...

Shane Acker: (interrupting) You were going to make sure it didn’t take 4-1/2 years.

Tim Burton: (laughing) Just for his own sake.

Timur Bekmambetov: Personally, I learned a lot from Shane. It was an interesting process for me and I learned a lot of interesting things for myself.

So, with short films, they can take years and be really tedious. What inspired you to want to make this into a feature film?

Shane Acker: Well, there's always an idea of the back story and the larger picture behind the short. I think what people were attracted to in the short and the solid potential of doing a feature is that it seems like a little slice out of some larger narrative. So, there were already ideas gestating about the back story and the world and how these characters came to be. It was really exciting to then get the backing to explore that – you know, expand that little idea into something much bigger and that territory that was already there when I was designing the short to see what was really there. There were these sort of broad strokes and gestures. And then, the idea of being able to see what those other creatures are like because in the short there's just '5' and '9' and then in the feature we can see all 9 of those characters which was really a lot of fun to explore who those characters were and where they came from. It's really a journey of self-discovery where they're trying to find out who they are and it is looking back on the past at what happened to the humans that they discover who they are and what their role is. So, there's just a lot of really fun territory to explore. So, I think that’s what reenergized me to keep going.

Will there be a sequel?

Shane Acker: '10'.

Tim Burton: That's right.

Timur Bekambetov: They didn't save the world, those dolls. They still...

Tim Burton: I think it'll be ‘9 Squared’.

You spent all this time on the concept and the idea for the characters. When you bring in actors to bring these characters to life, how does that change the story?

Shane Acker: What's nice about animation and also a little hair raising is that it's always a process. It always is. You would have a session with the actors and they would bring a lot of their material and we would leave it pretty open and we'd explore the character and dialogue and then you'd run back to your secret lab with that and then you start to play with that material and see what comes out of it and you make new discoveries and you go back and do the process over again. So, I think that was always really exciting because you collaborate on every level which is great and the film just kind of organically shapes itself. They brought a tremendous amount to the table and we actually sought the actors who had the characteristics of the characters that we were portraying. We wanted them to speak in a very naturalistic way and it's not as pushed as some animation and it's not as broad. You learn a lot from that. They're sort of the first round of the acting and they give you a lot of raw material and then you also work with the animators which do another level of acting on top of that so you're always fleshing these characters out.

Was it helpful having two people like Tim Burton and Timur Bekmambetov involved in the project. Did that bring you any sort of cache?

Shane Acker: Oh, I'm sure. Definitely. Tim was involved very early in the project and I think that's what really got the ball rolling and got people excited and interested in the project.

Tim Burton: These actors are all great. I mean, I was impressed by what they brought. The easiest thing with animation is to over... kind of broad... I think that's just the nature of it. They all did a really great job of making it really natural. That's one of the things that I really like about the film and the animation as well. It's got that stop-motioney kind of... but naturalistic. It's a film of power that I thought was really amazing.

Shane Acker: I think it really helps the audience begin to go past the abstract character designs and really start to see the humans inside these characters which is a big thrust of the film. It’s the concept of the film.

How would you say this film is different from whatever we’ve seen before?


Shane Acker: I don't know. This is just how I think. This is the thrust that I have, the interest I have in animation. For me, it's what I think animation should be. I'm just expressing myself. Hopefully, if people like and engage in it, it will open the door for other possibilities to explore and expand.

Tim Burton: You don't see many personal animated films. That's what makes it special. It's Shane's thing. It's really nice to see something [like this]. It's like when you go to see an independent film and it's got somebody’s stamp of their thing. You rarely see that in animation so that's good.

Shane Acker: Yes. Speaking of that, I didn't set out to shake the foundation of animation. I just kind of set out to tell the story that I wanted to tell and the world I wanted to tell with the characters and the way I see things. But also, it's exciting to see that something like this can come out and get the backing. I'm very excited.

Has this project opened up doors for you?


Shane Acker: It has. People are really excited by this. It was great because we were flying so low and under the radar and it just sort of bubbled up to the surface and people were really excited and they gravitated to it. Like, what is this thing and where did it come from? It’s fascinating. It's interesting. And I think it's generated a lot of excitement in the industry.

Tim Burton: That's a rarity too. And unfortunately, that won't happen again. Enjoy it because it's amazing to be under the radar. It's the best thing in the world. Enjoy it before it's too late.

Timur Bekmambetov: No responsibility.

Shane Acker: That's right.

What other projects do you have coming up after this? Will there be a Wanted 2?

Timur Bekmambetov: It's happening. I think the second movie will be in production soon.

Is Angelina Jolie signed up for it?

Timur Bekmambetov: We're trying to wake her up but it's difficult. She was wounded. We’re trying hard to wake her up.

Tim, have you ever been to Comic-Con before and how have you found the experience?

Tim Burton: I did come a long time ago. It obviously surprised me how big it is now. I mean, that really surprised me. But, it's still passionate people, still dressed in funny costumes. It's great. It really is a special energy here. It’s like the Cannes Film Festival. I saw the lines and I couldn’t believe it.

I'm curious if that community has reached out to this film or if you’re trying to reach out to them?

Shane Acker: They haven't reached out to me directly but I'm a big fan of that world. You can see there's a lot of inspiration from that kind of world in this film. I don’t know. I haven't seen any rag dolls walking around yet.

Will the short appear on the DVD?

Shane Acker: Yes. It will be packaged on the DVD.

Can we see it now online anywhere?

Shane Acker: I think there’s a bootleg on YouTube. I don’t really promote that. You should see it in full quality but I think that’s possible.

Be sure to check out the film, in theaters September 9th.

Thursday, August 06, 2009

Burton on "Alice," "9," and More

Cinematical has an extensive interview with Tim Burton:

Cinematical: At Comic-Con, it was informative to watch you first discuss a film which you're directing and then one that you're just producing. In the 9 panel you said that you were there to fight battles with the studio so that Shane Acker could focus on directing the film; when you're serving in a producorial capacity is that what you do or is there a sort of creative consultation?

Tim Burton: Well, yeah. I don't know if Shane said it, but I was an animator and I know what it's like; you have to be so concentrated and have to put so much thought into every detail. I had it easy because it's like you want somebody that's not looking at those every day and has a more fresh perspective on it, which is something I appreciate because when I make something, it's extremely helpful to have people that you trust who have been through it before to look at the big-picture kind of stuff, look at a cut or look at the script or look at the characters inside. Shane's an artist, and the good thing about an artist is that they don't have that ego; he was very open to things. I felt it was quite a good collaboration with everybody, because Timur [Bekmambetov]'s made films, I've made films, and we all liked what Shane did so there was none of this, like, "well I've got to put my stamp on this or that" kind of a thing. So it was kind of creating that kind of an environment to let someone do their thing; even without all of that stuff, just making the film, that's where you want him to put all of his energy.

Cinematical: Both in the program and on stage the film was referred to as "stitchpunk." Do phrases like that mean anything to you?

Burton: No. I mean, I always liked stitching, and maybe I'm a frustrated sewer, but no. I just like the look of it and the feel of it. Personally I think it's intriguing, and I like that fact that someone has given something a name like that, but I don't do that myself.

Cinematical: Even if you're the one inventing such descriptions or names, is that limiting at all in the sense that it creates a specific association? Or does that provide sort of a shorthand that gives people an immediate entry point for what they might be seeing?

Burton: I don't know. The thing I liked about this movie was that I couldn't quite categorize it. We've all seen post-apocalyptic imagery in films – it's not like it's new territory in that sense, although at the same time I liked it because I couldn't quite categorize it. There was an emotional quality, and after myself working on Nightmare and things where you're trying to take characters that are not necessarily perceived as attractive-looking characters, but giving it an emotion, that's what I liked about what Shane was doing, so I felt connected in that way. But I like the fact that you can't really categorize it; the very Hollywood sort-of way of pitching things is kind of like, "well, it's The Terminator meets Wall-E," you know, but you immediately get that's a kind of short-hand, but I was just kind of like, oh, brother. I think we're all lucky with a group of people like Shane and Timur and Jim [Limley] and myself, we all kind of like to avoid that stuff, so there was none of that going on and it was good.

Cinematical: Yesterday at one of the panels a fan asked if you would be interested in remaking The Wizard of Oz. As much as adaptations and interpretations of properties like Alice and Wonderland and Sleepy Hollow are in your wheelhouse, do the commercial opportunities of doing material like that limit you from doing things that are more original or specific to your appetites?

Burton: Well, yeah. It's true, because there are things like Nightmare or Edward Scissorhands, things that I really [put myself into], but I've enjoyed the other things that I've done. But yeah. Also, too Hollywood, it becomes a thing where it's, okay, which TV show haven't we done yet, and I understand it because it's an easy [choice], but yeah. I'm not answering your question, but it's a bit of a danger. Yeah, it is, but that's why I like getting involved with this, and what also was nice about this which you don't get these days is sort of flying under the radar; there's something about him, something new where you don't know a whole lot about it, and it gets made, and it's a bit more of a surprise, and that was really cool with this.

Cinematical: So when you do something like Alice in Wonderland that has a cache of familiarity, does that allow you to be able to do your own projects? For example, you did Big Fish, which wasn't as commercially successful as its follow-up, Charlie and the Chocolate Factory.

Burton: I don't think about that stuff. I mean, I'm aware of the fact that if you make a bunch of movies that don't make any money it's hard to continue to make movies. There is a certain amount of that, but I never sort of said, well, I'll do a big studio movie and then I'll do a personal movie. If you can really sort of maneuver that, because that's the problem – it's a hard way of thinking. I never want to think about making a movie to make money, because it's not an exact science. Things like Charlie and the Chocolate Factory, I know it's a known thing, but it's also a book that I loved as a child. So you make a personal connection to everything that you do; even Alice, there's been so many versions of it and there's never been a version that I really liked. So that's my attempt, to make a movie of Alice that's just more than a series of weird events.

Cinematical: How did the technology augment your ideas for that adaptation, both in terms of 3-D and in terms of conceiving these really amazing character designs?

Burton: Well, I'm still in the process, and that's the scary thing. I mean, usually I don't ever talk about stuff in these early days, but the jury is still out on that one. I haven't felt the sort of liberation of technology yet; it's actually a bit more sort of the opposite of the way I usually work, where you have sets and actors and you can see what you get right away. Here, it's the reverse – you've got all of these pieces of stuff and you see a finished shot very, very late in the process. So it's strange.

Cinematical: As must be the case right now with these two films, how difficult is it to juggle your producorial efforts with those that you direct?

Burton: Especially in animation it takes so long that it wouldn't do Shane, it wouldn't do anybody a service to be [controlling], because it's like watching paint dry. It's a long, long process, so again, I love it because especially when I'm thinking of something else, like when I'm on Alice thinking about it, it's actually a luxury to kind of take my mind away for a second and look at something here and have a fresh perspective on it. it kind of keeps my mind stimulated and going, so it's actually been quite good that way.

Cinematical: Has your evolution as a filmmaker been sort of concurrent with the technology you're using now? For example, Nightmare was stop-motion, and potentially 9 could have been as well, but you and Shane are using CGI. Also, Nightmare was retrofitted for 3-D and now you're using it during the production of Alice.

Burton: Each project you try to actually pick the medium for the project, and the thing I liked about 9 is Shane, his inspiration was all stop-motion and it actually has a stop-motion feel. The quality of the animation, it's got that like more naturalistic thing. Now, the reason he couldn't do it [stop-motion], which I understand, is for the budget and the kind of camera moves, the kind of action stuff that he wanted to get. He chose to do it that way, which I think he made exactly the right choice; you get the best of both worlds with that. For me and for things like Alice, it seemed like 3-D and Alice, the material and doing it that way just seemed appropriate with the project, just the mix of animation and manipulate the live-action so it's in a stranger way. But that's not something you pre-plan; you just kind of take it, you see where the technology is at that moment, is this possible, and then take it as it comes, really. Obviously technology is so rapidly changing and it goes through those spurts, doesn't it, and it's in one of those growth spurts at the moment.

Cinematical: Do you feel a sense of protectiveness coming from the world of cel animation? It seems to be used more and more rarely these days, although today at the Disney panel, they showed footage from their next film, which is being done with hand-drawn animation.

Burton: Yeah, that's great. Because I remember somebody, DreamWorks does a cel-animated movie and it doesn't make any money so they go, "we're not making any more cel-animated films." I think Disney even said that at one point. John Lasseter and the real animators know that's just a stupid concept, and Pixar has proven the fact that you just do a project, do it in the medium that fits it and do a good story, and it can be hand-drawn, hand puppets, whatever. It will connect if it's the right thing.

Cinematical: How far into production are you on Alice?

Burton: We shot all of the live-action, and now it's just a lot of animation, and a lot of compositing. That's the thing: you just see pieces of a lot of shots. But there's a lot going on (laughs).

Cinematical: For Alice, how did you arrive at the way these characters would be rendered? Because they are exaggerated but they do have a vaguely real quality.

Burton: It just came down to things in technology that I liked or didn't like. For instance, I'm not a big fan at the moment for mo-cap stuff because I just don't like it personally. A lot of people have used it very successfully, but it's personally not a thing that I like. That's why I decided to go with pure animation for some of the characters, and then for some, live-action, rather than it just being animation or live-action – to blur the lines a little bit. With some of our characters, we're just doing some manipulation with it, so it's their real performance, real faces, real heads, real bodies, everything, but just manipulate it so that it's kind of a weirder crossover into what Wonderland is. It just comes down to sort of things that you like or don't like, and I just find with animation, you're able to achieve more reality by just doing the animation than maybe doing mo-cap stuff. Although it's getting better, I know that; they're doing really good things with it. But it's just a personal choice to do something that way.

Cinematical: So would it be accurate to say you're looking for an artistic authenticity rather than realism?

Burton: No, I don't know. I'm not sure. I think it just really came down to the fact that I didn't want to do the mo-cap thing, and therefore, how do we blend it? Because also, you've got things where you've got animation and live-action, and it's obvious what's animation and what's live-action, so there's a few characters where we can blur those lines a little. I'm not sure how that will manifest itself or how it will turn out, but that's the goal.

Cinematical: At their Visionaries panel, James Cameron talked about the way that Peter Jackson's Gollum showed him that performance capture was at the stage that he felt he could do Avatar. Do you or have you seen films that gave you a similar sense that a technology or design element had made a step forward that would make you want to use it?

Burton: It happens all of the time. I mean, yeah, definitely. That's why, for me, I didn't want to use mo-cap, but it's getting better all of the time, and it's great that people are doing it. I think the more tools, the better; that's why people go, oh, how come you're not doing this this way or that way, and the fact is there's no right way or wrong way. Robert Zemeckis does his things because he wants to do a certain thing, and that's great, and other people have a different way they want to do it. But each one is great; there's no right or wrong way to do it, I think. It should just be open to whatever the elements are, whatever the project is, use those elements, and all tools.

Cinematical: At the 9 panel an attendee said to you, "I'm a huge fan, and not in a hot topic kind of way." Is there any consciousness either consciously ignoring it or being aware of it when you take on new projects, that there is an association between you and a certain persona of being dark, brooding, or this goth guy?

Burton: No. You know, it happens to you in school – once you get a reputation for something, no matter what you do or who you are, it's like it sticks with you. I don't know where that one really came from because I don't consider myself that at all. I don't know if this answers your question, but I try not to think about it too much; it's that kind of thing like, you're a human being, not a thing, you know! I find it nice when people are complimentary or like something you do, and that means the most of anything. That means a lot to me, and when that happens, I feel very grateful for it, but I don't think about any kind of labeling or how people perceive me, because it's a slightly disturbing thought to me (laughs).

Cinematical: How then do you find the projects you do? Do you sort of gravitate to them, or is it a matter of being in the right place at the right time?

Burton: It's a mixture of all of that. That's why I don't like to plan too far in advance, because you don't know how you're going to feel. Sometimes a project can come to you, like this, like Alice in Wonderland in 3-D, and I thought, ooh – that sounds intriguing. That's how that happened, but other projects like Nightmare or Scissorhands are things that you want to have and live inside you and you want to do, and sometimes they take a while to [happen]. Like Nightmare, from thinking about it took ten years to get made; Scissorhands similarly, Corpse Bride, similarly. But those are the kind of things that you know you're sometime going to do just because they're inside you and then there are the ones outside that intrigue you.

Wednesday, July 29, 2009

Cast and Crew on "9"

FEARnet spoke with Tim Burton, Shane Acker, Elijah Wood, Jennifer Connelly, and Timur Bekmambetov to hear their words on 9 while at Comic-Con. The cast and crew talk about the vocal performances of the cast and the overall edge of the film and the post-apocalyptic environment in which the story takes place:

Ask Tim Burton Your Questions


MTV News is going to be conducting an interview with Tim Burton -- and they want the fans to submit the questions. Questions about 9 are most encouraged, but feel free to ask about other films as well. Send them before the morning of Thursday, July 30th to tips@mtvmoviesblog.com !