Appleseed Alpha Page #2

Synopsis: Based on the comic book by the creator of Ghost in the Shell, a young female soldier Deunan and her cyborg partner Briareos survive through the post World War 3 apocalyptic New York in search of human's future hope, the legendary city of Olympus.
Director(s): Shinji Aramaki
Production: Sony Pictures
  2 nominations.
 
IMDB:
6.6
PG-13
Year:
2014
93 min
136 Views


So we wanted to simplify it.

We wanted a pure story

about the protagonists.

That's what we focused on.

I worked as a concept designer

for this project.

There's the original story

of Appleseed...

...so I focused on

how I could incorporate...

...the image of the original...

...into the lifelike 3D-CG world.

To tell you the truth,

I was conscious...

...about Hollywood movies out there.

You see many mecha-robots...

...in today's Hollywood movies.

Robot characters that emerged

from the Japanese anime culture...

...used to be our speciality

and signature, but these days...

...people overseas are producing

great stuff.

The director told us that...

...he wanted our robot designs to be...

...unparalleled to the ones overseas.

I've worked with him

on three to four titles so far.

He doesn't just design something...

...that looks cool in the story.

He's a designer

who's very capable of...

...designing things with...

...the actual technical

functionalities in mind.

Regarding some of the mechas

that appear in this new Appleseed...

...such as Landmates and Takyo

Houdaibig, the director asked me...

...to think how they would look

in real life...

...with the real mechanical details.

If you look at the shoulder designs

of a Landmate...

...you notice everything...

...inside the shoulders

are revealed rather than covered.

You can see the cylinders...

...or axis moving

and functioning properly.

The director and I discussed it

and decided to design them...

...with realistic mechanical designs.

I just let him be in charge.

He designed various mechas for me.

He's full of ideas.

He's very detailed when it comes

to mechanical designs.

There's a scene where that big

robot comes straight up out of...

...the ground to the surface.

I had a meeting with the animator...

...at the beginning of the project

and we discussed how we could...

...make it look like it's climbing

straight up on the wall.

We talked about stuff like how many

joints it should have...

...or how long its legs should be.

We discussed those things

before I created the robots.

Then I designed its details based

on the discussion we had.

Staff members communicated with each

other during the project.

What Usui designed

was sent to the modeller.

After the modeller worked on it

for a while...

...the modeller sent it back for feedback.

That's how they worked together.

How we worked together

in this project was very satisfying.

Once we know what the finalised

picture should look like...

...we determine how

the subject should move.

When you're making a 3D model...

...you have to think about

the rigs and layout and...

...the designs that

go into it all...

...at the same time.

So it's hard when you can't work

collaboratively with others...

...who are working on specific

elements of the 3D model.

I got to work side by side with

the character and mecha designers...

...the people from CG production...

...such as modellers, animators...

...the people who set up all the rigs...

...and composite at the very end.

So it was better than working alone.

We exchanged opinions

and ideas to make things look better...

...and characters came alive.

I was able to communicate with

CG designers who were in charge of...

...different areas,

so I think the quality...

...of the designs came out well.

I'm a production designer.

I mainly design the items...

...other than the characters...

...and mechas that Mr. Usui

and Mr. Yamada design.

The story is set in

the near future...

...so I designed them

with the idea...

...of technologies that

are slightly evolved...

...from today's technologies.

I've worked on the titles with

realistic looking pictures before.

This is a little different because

this title has its origin in manga form.

In this movie...

...we animated what we thought

it would look like in 3D...

...if the original story was

acted by real actors.

It's easy to take an object...

...that exists today

and put it in the movie...

...with a touch of futuristic appearance.

It could look realistic, but that would

stray from the concept...

...of the original story

and also not be entertaining...

...so I'd add some pieces...

...and different elements to it...

...which is challenging

and also rewarding.

This is Briareos' handgun.

As far as this handgun goes,

there is the original version of it.

I added some pieces to it,

but I actually designed it...

...to fit the silhouette

of the handgun that appears...

...in the original manga.

How convincing the design looks...

...changes the impression

of the movie itself.

If it looks too unrealistic...

...it gets criticised.

But at the same time...

...if it looks way too close to

the real thing, people think it's boring.

In that sense,

the designs can impact...

...the impression

of the movie significantly.

Many of the projects...

...I've worked on in the past

were cartoons.

Doing it for the cartoon

is actually a little easier...

...but personally

I like the lifelike look...

...so it was a lot of fun.

Sculpting the characters' faces

was what I was...

...most focused on,

and it was also very challenging.

A part of me wanted to

distort it a little more...

...but I didn't want it to stray from...

...the image the audiences had had

about Deunan.

I had an inner conflict over that.

You tend to be criticised

when you make the character...

...look too realistic. So it was a

challenge as to how far I could push it.

To me, making a character

look cool when it's...

...standing still is completely

different from making...

...a character look cool

when it's moving around.

Up until now, I was rather...

...making something that

looked cool in the still picture.

There's so much action...

...and movement in this movie,

so I figured that...

...the characters should

look cool...

...when they're moving around...

...so I was most focused on that.

Briareos' body looks

very different...

...from the one that appeared

in the first and second movie.

Up until the last movie,

he had this so-called...

...hero physique with

a small head and long legs.

But in this movie

he looks very burly.

I created his body...

...thinking how he would...

...look like in real life.

His upper body was...

...a bit exaggerated, though.

I focused on...

...his ruggedness...

...in creating him.

Iris was almost the secondary...

...main character in the movie.

I was a little worried...

...how this character would turn out...

...when we finished sculpting her,

but once she was animated...

...with facial expressions

she became an attractive character...

...so I was happy.

When they first approached me...

...with this project...

...they told me that the story...

...would be set in New York...

...so I felt somewhat at a loss.

I've never been to New York...

...so I didn't think...

...I, a Japanese person,

could create...

...something that feels like...

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Marianne Krawczyk

Marianne Krawczyk () is a screenwriter and video game writer. She wrote the screenplay for Appleseed Alpha (2014), based on the manga by Masamune Shirow and directed by Shinji Aramaki. She also is most known for writing all the God of War games. She won a BAFTA Game Award for Best Story and Character due to her writing work on God of War II (2007). more…

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Submitted on August 05, 2018

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    "Appleseed Alpha" Scripts.com. STANDS4 LLC, 2024. Web. 27 Jul 2024. <https://www.scripts.com/script/appleseed_alpha_3033>.

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