Showing posts with label pamela pettler. Show all posts
Showing posts with label pamela pettler. Show all posts

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.

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

Sunday, July 26, 2009

LA Times Interviews Tim Burton


Photo: Tim Burton at "9" panel. Credit: Getty Images

Gina McIntyre of the Los Angeles Times gives us a thorough interview with filmmaker Tim Burton from Comic-Con, part of their "Hero Complex" series. (This interview was originally split in parts one and two.) Burton discusses 9 and producing the unique animated feature with fellow visionary director Timur Bekmembetov, how challenging and different Alice in Wonderland is from his previous works, Dark Shadows, his next project, in relation to the recent vampire craze, and much, much more:


G.M.: What's your Comic-Con experience been like so far?

T.B.: I haven't been here in many years. I came here as a student in the '70s and haven't been back since. It's quite amazing how big it's gotten. It's shocking really. It's such a positive energy, there's a lot of passionate people, so it's a bit daunting to show something but that's why you make movies. That's what's great about the environment here. People are very passionate about the environment here and that's again why you make movies so it's exciting to be around that energy. I love seeing people dressed up. It's surreal and amazing and beautiful. I just remember last time I was there, it was some booths and stuff, but the builds that they have, it's incredible.

G.M.: You mentioned during the Focus Features' panel on 9 that you felt you shared a certain sensibility with the film's director, Shane Acker. I can't imagine that's something you experience too often.

T.B.: I don't. Also, too it was different enough from mine, but I felt a connection to it. Having gone through this process myself trying to get films made and done and how much of a problem it is to have that happen, I thought I could help him with that, I thought I could help protect him from the forces of evil and let him focus on making his film.



G.M.: What specifically did you do to help him get the film made?

T.B.: I suggested the screenwriter [Pamela Pettler] who I'd worked with before. What I tried to do, I've been an animator, it's a very strange job. It requires a lot of focus and sometimes you can just get so focused on something, so I felt very lucky to not be in there every day and just be able to look at things and have a fresh perspective. Animation takes so long it's hard to have a fresh view of it especially when it's so in your head. It was luck for me and for [producer] Timur [Bekmembetov] that we could [provide] more of an overview, look at things from a fresh perspective and just kind of help that way. I didn't want to be one of those guys, I liked what he did, so there was no wanting to put my own stamp of approval on it. He could use us however he wanted, and he's very open, which is great. There was no weird ego kind of thing going on. I always felt that real artists don't have that kind of insecurity when it comes to taking suggestions or listening to somebody else's point of view. He was very open to it. That made it very easy to be involved. It was always for the benefit of the film. He took the notes he felt good with. But that's the way you want it. Otherwise, you shouldn't get involved with something if you're going to have to put your own stamp on to it.


Fellow 9 producer Timur Bekmambetov

G.M.: Did you know Timur before this?

T.B.: No. I'd seen his films. It's great to meet somebody like that. It just brought a whole other perspective too. It was a real international film in the sense. We were first looking to do it in Luxembourg and ended up in Toronto, Paris, London, all over the world.

G.M.: You've said that we're at an interesting creative point in animation right now. Does a project like this still need a name like yours behind it to help get it made?

T.B.: I don't think so. The technology has gotten to the point where people can actually do this, they don't need a studio to get involved. It also helps doing it for a budget where there's not that pressure that you get when you have a bigger budget film. The fact is the studio was fine on this. The kinds of fights I've had in the past on things didn't really manifest themselves on this. I think it helps that we did it and then went to a studio as well, so it was a different situation. I've been through it, Timur's made films, Jim Lemley, the other producer... I think it allowed Shane to just focus on the film, which I think is a benefit.

G.M.: Do you still have to have those kinds of arguments?

T.B.: Oh, yeah. Absolutely. At this point, I expected it to go away, but you'd be surprised. There's not a film that goes by where some major issue [doesn't arise]. I like to be a confrontational person. The movie industry it's a very negative aspect of it. They'll only listen if you go completely ballistic, and you just [want to say], 'Can't we not get to that place where you've got to go nuts?' Some are better than others, but you still have these issues because there's so much involved in making the film. It's not going to go easy. If there were no problems, just making the film is enough of a deal.

G.M.: How challenging has it been for you on 'Alice in Wonderland' since you're marrying several technologies to give the film its unique look? But also, how liberating has it been to utilize these new tools?

T.B.: I don't feel liberated yet, no, only because it's a very strange process and I like what I like. That's why I like stop-motion. On a live-action, you've got actors, you've got sets and that's what I like. This is almost the opposite of that. You've got a lot of pieces and not until very late in the game do you see a finished shot. I think I've yet to see a finished shot. It's quite a scary, daunting process. It's exciting but it's the opposite of what I'm used to. You see a piece of a shot and it's like a puzzle. You're trying to hope and make sure it gets to the right place but you're only seeing one piece at a time.



G.M.: Did the process change how you worked with the actors?

T.B.: No. Because it's such a long, big process, the key with that is to try to keep that as energetic as quick and moving as possible because otherwise you just get bogged down in technology. We just didn't worry about the technology to begin with and just started to shoot so the actors could keep their energy and their focus. With these kinds of things you're acting against an animated character or something that's not there, so there's a lot of that kind of stuff.

G.M.: The sets and the costumes that Disney has on display here are just beautiful.

T.B.: We had some reality to hang onto there a little bit. It helps, believe me. This is the first time I've dealt with a lot of green screen and it drives you nuts. After a while you start to get kind of jittery and crazy. It's a weird phenomenon. I'd never really experienced it to this degree. The thing is, you can't really deal with Method actors in that scenario. They're in trouble. That was part of the thing, you're going to be working in a void and you're going to be dealing with people who aren't there and you try to suss that out before you work with somebody. You can kind of tell when you meet somebody if they're going to go for it and I like those people anyway. I worked with some new people that I hadn't worked with and they were all great.

G.M.: There's so much 'Alice' material. How did you go through and select what to include in the film.

T.B.: Linda [Woolverton] the screenwriter, that was the thing I thought she did well and it was a hard thing to do. As books, [the story], it's very episodic, this story, that story. She ended up kind of using a lot of the vibe of the Jabberwocky poem, the weird language, that figures into it. You can't have every character but we tried to keep the few iconic ones, the Hatter, of course, and the Cheshire Cat and the White Rabbit and the March Hare and Red Queen, White Queen, that fit within the story that Linda wrote. Obviously there are a lot of characters that aren't in it. It was more important to take that material and try to make it a movie. Every other version I've ever seen I've never really connected to because it's always just a series of weird events. She's passively wandering through, [meeting] this weird character, that weird character. It's fine in the books, but the movies always felt like there wasn't anything underneath them. That's what we tried to do. Instead of the Hatter just being weird, is get some kind of underneath him, some kind of character underneath him. That's the goal is to give the Alice material a little more weight to it.


Tim Burton on the set of Alice in Wonderland with Mia Wasikowska

G.M.: That notion of making her less passive is very interesting. Was that something that you talked about with actress Mia Wasikowska?

T.B.: What I liked about her is she's not a big demonstrative actor. She's got that old soul quality, somebody you can see has an internal life and intelligence and a gravity to her and kind of a slightly disturbed quality, which fits into the material. You've got to believe that she's got an internal life. That's what a lot of these stories are, characters kind of working out their issues or problems. You like to find somebody and they don't have to say anything or do anything, but you look at them and you know there's something going on, they have some kind of gravity.

G.M.: Was that a difficult quality to find in a young actress?

T.B.: I met lots of good actresses but [Mia] just had something different about her that I liked. She's very quiet. It's not even something that you can put into words. I like those kinds of things were you can't necessarily identify it in a verbal or specific way. It's more of a feeling.

G.M.: How long is the post-production process, one year?

T.B.: Well, it comes out in March, so that's when it will end. It will go all the way up to that. It's the kind of project, most of these that use this kind of technology take probably a couple of years longer than we have. I don't mean that as an excuse. In some ways there's something kind of good about just having to do it, but in reality I wish there were more shots done than where we are at this moment. It's been daunting. If you saw how much was missing, you'd be nervous, too. [laughs]

G.M.: Would you do something this technically complex again?

T.B.: Right now it's hard for me to say. Usually you talk about a film, even at the end it's hard, I don't like it. But at this stage all I can think about is how much I've got to do. It's hard to say. I don't really know what the outcome's going to be. Any film you do, you just kind of finish and you wish you could spend a little bit more time on this or that. I don't yet know how much at the end of this I will have felt that I've compromised or not. It's a hard call to know. I don't even think I'm that much of a perfectionist, but it's hard to let go of anything. It's tricky. This one could be pretty rough way I don't know.


An image from the original "Dark Shadows" television series

G.M.: You've talked about doing "Dark Shadows" next. Is that still the plan?

T.B.: I think so, yes. That's the plan. There was something very weird about that, it had the weirdest vibe to it. I'm sort of intrigued about that vibe. It's early days on it, but I'm excited about it.

G.M.: We seem to be in the midst of vampire-mania, what with "Twilight" and "True Blood" and other projects. What do you make of that?

T.B.: It happens. You look at the history of film and whether it's vampires or witches or wizards or whatever, it's like any great fable or fairytale, it's got a power to it. I think that's why people keep going back to it. There's something symbolic about it that touches people in different ways. It's symbolic for something, I'm sure with everybody it's slightly different but it's still powerful. All great stories, there are about five different variations. I grew up on monster movies and it wasn't until later that I realized it's all the same story basically, but the monsters are great and they're all different and it makes it feel like it's all different. The monsters have more personality than the actors around them a lot of times.

Wednesday, December 24, 2008

"9" Teaser Trailer Released


The teaser trailer for the upcoming computer-animated film 9 (based on the Academy Award-nominated short of the same name) has been released (view it in HD on Apple's website).

Tim Burton and Timur Bekmambatov (Nightwatch, Wanted) are producing the film, which will be directed by Shane Acker (who directed the original 2005 short).

The official plot synopsis included Elijah Wood as the character 9, Jennifer Connelly as the warrior 7, Martin Landau (who was in Burton's Ed Wood and Sleepy Hollow) playing the role of the aged inventor 2, Crispin Glover playing the visionary artist 6 (who will be in Burton's Alice in Wonderland), Christopher Plummer as war veteran 1, and John C. Reilly as 5, the mechanic.

Danny Elfman will also be composing music for the film, according to the official synopsis on Apple's trailer website. Pamela Pettler (co-writer of Corpse Bride) co-wrote the screenplay.

The epic science-fiction action-adventure was originally intended to be released at the end of this year. Instead, Focus Features has pushed it back to September 9th, 2009 (9-9-09, get it?).

You can also watch a (slightly) lower quality version of the HD teaser trailer on YouTube: