Appleseed Alpha Page #5

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
141 Views


I thought I couldn't add...

...any facial expressions to it,

so I asked them if it was okay...

...to change pretty much everything

around his mouth.

I basically remodelled it and sent it back

to the character department...

...and had them work on it again.

Much trial-and-

error helped create this character.

That was challenging.

To tell you the truth

I didn't think too much about...

...adding facial expressions

onto a cyborg's face.

I figured it would be funny

if his eyebrows move.

That was the extent of it.

But I saw so many detailed...

...expressions on his face.

I asked him, ''Are you sure you're...

...going to do that much to his face?"

He said yes, so I let him.

At the end he turned into

such an interesting character.

I think he's the funniest

character in this movie.

We worked on character models...

...mecha models

and background models.

They're tangible items...

...that actually exist...

...in the real world.

But when it comes to weapons...

...such as rifles

and pistols, for example...

...you can't actually shoot them...

...while filming the movie.

We create visual effects

later in CG and add them...

...to the picture, such as the muzzle

flash, the sparks that come out...

...of the gun muzzle...

...and/or car explosions.

That's called the effects.

Backgrounds...

...people, and so on look very

realistic in this movie...

...so the effects that go with them...

...must be as realistic as they are.

The director was striving for

realness in the effects...

...so I worked hard

to meet his expectations.

There's a scene

where the train explodes.

In order to make

the scene look real...

...as if it were happening right

in front of your eyes...

...the first thing I did was

gather references and materials.

The train blows up because of

the bombs that have been set up in it.

So I did the research on

how the bombs explode...

...and recreated that in the movie.

I guess the director is really particular

when it comes to...

...weapons like guns

and rocket launchers.

I spent a lot of time

on detailed things...

...such as the muzzle flash...

...or the sound of a bullet

landing on the target.

The muzzle flash...

...is the sparks...

...that come out of the muzzle...

...when you shoot.

I made sure those things...

...looked realistic as well as cool.

My job is compositing.

Compositing is...

...just like traffic control.

There are departments that are

specialised in the backgrounds...

...characters and effects,

and so forth.

Once they submit

the finalised materials...

...I take them and

combine them into one image...

...while emphasising what's to be

focused on in the particular shot.

I finalise each shot by

using various methods...

...such as blurring the backgrounds...

...or adjusting the colour saturation...

...brightness and atmosphere.

That's called compositing.

Mr. Matsumoto's job is to unify

the look of the entire movie.

He does things such as deciding

on the brightness for each scene...

...or setting the colour tone

of the entire movie.

He also worked as...

...a CG director for this movie.

He's been in charge of

the overall CG-related issues...

...including...

...technical issues...

...from the planning phase.

Things are looking very realistic...

...and the performance of the actors...

...have a lot of weight in this movie...

...so in that sense...

...I think he's been...

...the most appropriate person

for the job.

His way of handling...

...the camera is orthodox. He doesn't

move around the camera too much.

You see his camera work is very stable

so you can really see what's going on...

...in the screen, but towards the end of

the movie, the camera work gets...

...pretty crazy along with all the action.

We wanted to show off...

...the flashy camera work

towards the end...

...so the camera work in the first

half of the movie is calm.

I think it's well balanced...

...and came out nicely.

I can truly entrust...

...Mr. Matsumoto with everything.

I like how the iris looks here.

It really leaves an impression.

Mr. Matsumoto in the CG department...

...is in charge of compositing

visually.

I pretty much manage

everything else.

My title is compositing lead...

...and it basically means that...

...I manage and...

...oversee the scheduling...

...and resourcing.

My job is to make sure

to finish our work...

...as a team in a timely manner.

In order to run the production

effectively and smoothly...

...the tools that we use

play a big role.

We use the tool to

minimise the manual labour.

The tool automatically creates...

...the pictures to a certain point.

We send the requests to Jung...

...the technical director.

It took him...

...about a month...

...to create the tool for us.

There were so many textures...

...so managing them was challenging.

There's a thing called base comp.

You take it and

switch in the other shot.

Sometimes all you have to do

is switch...

...while in another instance

the user...

...can tweak it after switching it.

You can switch...

...textures by...

...pushing a button.

That's the tool I made.

Basically, we let the computer...

...do the work without any mistakes...

...which normally we would do by hand.

That's what the tool does.

Computers can do repetitive...

...or simple works with no problem...

...but they can't determine...

...which texture is good or bad

or contains errors.

So the designers have to work...

...on what computers can't do.

I worked on...

...compositing myself too.

Managing textures...

...was a hard task.

Well, I think Sola Digital Art itself...

You know, Aramaki and I and

our partner, Mr. Kawada, we kind of...

The three of us kind of thought,

"Well, look, I mean, let's start..."

We were frustrated with the fact...

...that there are titles we wanted to do,

films we wanted to do...

...but we couldn't really quite get other

studios to work with us 100 percent.

So I wanted to kind of set up

a system...

...where it, you know,

works for the director...

...rather than, you know, director

having to really persuade the studio...

...to move his way,

you know, to do his bidding.

We wanted to really form

a production around him...

...so that things will become

much more efficient.

And also, you know,

we will do our best...

...to always truly show

what he's able to do.

For... l mean, for example, this time

in Appleseed, we wanted the...

We wanted the production to try

as much as possible...

...to really realise his vision on-screen.

You know, whether

it comes to design, modelling...

...you know, action, camera work...

...anything, so that he would

actually have full control.

Now, for Appleseed, we did form

a system like that for the director.

But, I think, going forward,

we're also thinking that...

...you know, any director who comes in

to, you know...

To direct a title with Sola,

that's how we would like it to be.

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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. 24 Nov. 2024. <https://www.scripts.com/script/appleseed_alpha_3033>.

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