Name: Ben Snow
Company: Industrial Light and Magic - ILM
URL: www.ilm.com
What responsibilities does your job title hold?
As a visual effects supervisor I lead the team of artists who create
the visual effects for a film. Depending on the project this can be
anything from compositing an actor over a different background to creating
a CG character such as Yoda to creating a sandstorm to creating a whole
battle sequence where the environment, vehicles, soldiers and destruction
are all created with visual effects. As well as computer graphics artists
I work with traditional model-makers, motion control camera crews, pyrotechnics
teams and other traditional film artists. If the project requires a
lot of character animation, I usually work alongside an animation director
who is responsible for creating the acting and bringing the creature
to life. My team then makes the creature look real, integrates it into
the background, and surrounds it with any necessary phenomena, from
a dust hit to a tornado or crashing plane.
Often my job starts before a script is even written. Film-makers will
come to ILM for a discussion on what the state of the art is with visual
effects and to get an idea of what is possible, (and what is affordable
- "if I write this, will we be able to make it?").
Once on a project, I start working with the director,
art director, practical effects and makeup effects teams to work out
how we're going to create the images the director wants, what material
we'll need to shoot for background plates and effects elements, and
to work out what its going to take to get this all done.
During photography, I work on set with the director, DOP and other team
to ensure the material we film will be suitable for our visual effects
needs, and to brainstorm on solutions to any problems that arise. Back
at ILM, I work with Computer graphics and traditional modelmakers, painters
and other artists in creating the objects and more abstract effects,
computerised and otherwise, we'll need for the film, working to make
sure they fit what the director is after.
When we get into shot production, I work with the different technical
directors and compositors to create the final shots.
What training/experience do you have?
I studied computing and film at the University of Canberra, and then
worked as a programmer for a few years. I actually started in the business
as a runner for a small computer graphics company called Amazing Array
in London, working after hours to learn the animation software and graphics
techniques. Luckily I had enthusiastic support and help from the animators
and software people.
Do you work on other projects out of work hours?
I'm doing what I love, and I find the work both exhilerating and creatively
demanding. So while I have ideas for outside projects, I rarely have
the energy to work on stuff in my own time. I always think - "one
day I'll get to this" but it hasn't happened so far.
On Star Wars Episode 2, roughly how many minutes
was created at ILM and
how long did that take to create?
We did over 2000 shots on Episode 2, basically we touched very shot
in the film, including creating 69 minutes of animation. ILM shot projection
went for around 14 months, but there were miniatures and CG models as
well as R&D projects being created for months before shot projection
started.
How many artists were involved in this project?
ILM had around 550 credits on Episode II, the vast majority of which
were for artists.
Do you spend any time on location overseeing filming?
Not on Episode 2, but on my other projects I typically spend time on
location. On Pearl Harbor this included being helicoptered out to an
active aircraft carrier in the Pacific to shoot vintage planes taking
off; on The Mummy, I went to the massive sets they built in the UK at
Shepperton studios.
Do you use off the shelf products such as Maya and Softimage
or build your own specifically for a job?
At ILM we use a combination of off the shelf products and proprietary
software. We typically use Softimage for animation, Maya for modelling,
technical animation and tool building, and Renderman for rendering.
We use proprietary tools for setting up lighting, and for compositing
and rendering particles. We also have a comprehensive in-house facial
animation tool and a bunch of other software. We have a software team
constantly developing new tools for in-house projects.
What other studios work do you see as high quality?
ILM typically has several projects going on at once, and it's always
great to keep an eye on the latest work coming through here. In terms
of outside work, I like the commercial and TV work done by Framestore
CFC, and work by Duran Duboi company in France. In terms of Visual Effects
for film, I've admired BUF compagnie's work on several films, and am
delighted at the success of WETA in New Zealand (even 'though they beat
me and the Pearl Harbor team out at the Oscar's last year). I'm also
a fan of PDI's work in both effects and feature animation.
Do you see this industry as one that is continuing to grow in
population and in work load?
I definitely see this as a growing industry. Episode 2: Attack of the
clones really showed some of the potential for our industry - we created
so much of the film and some of the characters through visual effects.
It takes a lot of work by a big team to create all these environments,
sets, vehicles and creatures, and while we get faster all the time it
is kind of like when you get a pay increase - your spending goes up
as well! So our increased speed and efficiency seems to just feed film-maker's
appetites for bigger and more spectacular effects!
At the same time, I think we're changing how films can be made and providing
spectacle to smaller, less mainstream films that previously couldn't
afford special effects.
Your suggestions for colleges/education around the world?
We get graduates mainly from animation schools and computer graphics
programs. CalArts in Southern California, Sheridan college in Canada,
and Texas A&M are a few that spring to mind in North America. We've
also had some very fine artists out of Bournemouth Institute in the
UK. There used to be (and probably still is) a good course at Swinburne
in Victoria, Australia. I've also been very impressed by the student
work coming out of Supinfocom and the other big school in France. The
main thing to remember is that it is the creative tools and CG principles
(and problem solving for the more technical jobs) that you need to learn,
rather than necessarily be on top of the latest and greatest piece of
software. The powers of observation you pick up in terms of motion and
look are the most important.
Thanks Ben!