Visual Effects (VFX): Special Effects

“Special effects are a wonderful tool in the film industry. Some more obvious special effects use would be, as an example, in the Avengers films. However, many other films use visual effects that aren’t as easy to detect,” explains David Irving.
“These effects simply enhance the image—whether it’s adding elements to a crowd, a composite shot. This is all done in post-production.”
Some special VFX examples
You have to be careful about working VFX material in the film post-production process. If you’ve got a CGI-heavy movie, you’ll have a post-production budget to do all that work. However, post-production CGI can be very expensive, so you want to be very prudent with costs.
For example, in the movie Forrest Gump, the Gary Sinise character loses his legs in the opening reels of the film and spends the rest of the movie legless.
Obviously, we did not go to Sinise and say ‘we’d like to remove your legs surgically. We can put them back on later because science is so wonderful.’ Sinise would have said ‘no thank you.’
“Instead, we created visual images with the help of a green screen,” says Irving. “We put the actor (Sinise) in green socks against a green background and (using editing and VFX software) we erased his legs.”
But we only do that for three or four key shots, so that the audience, in their brain, sees him without legs. For the rest of the film, we have him in a wheelchair. We only show him from the waist up, but the audience believes that he has no legs.
VFX costs may be too much for most film budgets
Working post-production CGI or special effects is challenging. When Jurassic Park was made, Dennis Mirren—who later won the special effects Academy Award for that film—was told by director Steven Spielberg to make the dinosaurs ‘cross in front of the actors on camera.’
This had never been done before. Up to that point, it was either rear screen, where the actor would look toward the back, and go “awgggh,” or it’d be front screen, same thing. But before Jurassic Park, we’d never seen animated/CGI characters cross in front of a live actor. But Spielberg said, that’s what I want.
Dennis Mirren took a year to do the R&D necessary to create the special effects and software that allowed them just that. When he accepted the statue—this is the statue I hope you all get one day—he said, ‘from now on, no director ever has to compromise his or her vision.’
But that sentence should have ended with, ‘…if you’ve got enough money.’
“So just be very careful about CGI in post-production. It’s an expensive part of the filmmaking process. It looks wonderful, just make sure that you’re covered. And just don’t count on it too much,” Irving ends.
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Engaging the Player: Audio, Haptics, and Information: Accessibility

Adding accessibility features when you’re developing your game can help make it playable by a larger audience, even if they aren’t diagnosed with a specific condition. You may unknowingly be limiting your audience by not adding these features.
For instance, many high performing players will play with the colorblind mode on even if they are not fully diagnosed with color deficiency. Colorblind mode has a higher contrast which makes it easier for them to play.
Even for those that aren’t colorblind, when people get in a really stressed situation its harder for people to see color. It’s as if your brain goes into a high-octane mode and optimizes for moving quickly and efficiently. Color information is a lot to process, so you stop being able to see color clearly when you are pumped full of adrenaline. This is the reason why when people are in a situation where someone has a gun, they might not actually remember their shirt color, or if they were in a car accident, they might not remember the car color.
Another time when people can experience a lot of adrenaline is when they play video games, especially if they are in a stressful firefight or a large boss battle. Because of the adrenaline it might be harder for them to perceive color. Running colorblind mode can help in these situations.
Another area of accessibility that’s becoming more popular in recent years is around cognitive differences. People have differences in short-term memory. You might tell a player on one screen that you need them to do this thing, and then they move to another screen. There is a sizable percentage of players that might not be able to remember those exact words transitioning from screen to screen. This is important for game developers to be aware of so you don’t limit your audience from being able to play and enjoy your game.

Visual Effects (VFX): VFX production Arc: Pre-Production and Principal

“When I talk about pre-production and production in sci-fi or visual effects, I really should say sci-fi or visual effects world,” says Seith Mann. “Because now in film production, there’s much more visual effects usage. For instance, we used visual effects on The Breaks to recreate physical realities that no longer existed. To depict architecture of 1990s New York City, we removed modern day objects from our 2015 New York City shoot—any evidence we were not actually in 1990.”
“There’s a lot we can agree on, when talking about what that reality should look like (1990s New York), while trying to get as close as we can to it,” continues Mann. “But it’s very different in a sci-fi environment, you’re trying to create and present something as reality that doesn’t even exist in our world.”
For instance, something like the “Crooked Man” in Raising Dion, which was, on paper, this lightning monster, which is cool when you read it. But then it’s like, but what exactly does a lightning monster look like? This feels like it.
We went through many different drawings and concept diagrams of what this monster would look like. Once you have something, that’s great because you can share it with your actors, other crew people. Then they have a sense of what it is they’re imagining.
“That’s important because when we’re shooting, the monster’s not actually there,” explains Mann. “But I need people to be reacting to the same thing, even though there’s nothing there.”
I mean, there may be some lights up on stands that shoot lightning strikes for timing, something like interactive lighting that will work when everything’s cut together. “But my poor cast is tasked with imagining something that they’ve never seen before. They must react to it in a way that’s believable and consistent among these different characters,” says Mann.
I can’t assume that, because something’s not there, I don’t have to be specific. That’s a false assumption, even though there’s some flexibility.
I have to say to yourself, “OK, the monster’s over there and he’s hurting something now”, as far as camera composition and timing is concerned. “Not just for the cast, but for any interactive gags that are going to help sell the illusion once the visual component is laid in,” Mann ends.
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Engaging the Player: Audio, Haptics, and Information: Music and Experience

Audio and haptics play a vital role in creating a full, sensory experience in games. Genevieve Johnson explains how these senses can define a game – and even how gamers move through virtual spaces and engage emotionally.
“Besides the sounds, you want to think about the button clicks and the sound they’re making. Think about the music in your games – music is a huge deal. I happened to play maybe six different zombie games for a minor research project just a couple of days ago.
“In one particular game, it had solid gameplay – most of them had solid gameplay – but its music was mostly sort of soothing. So you felt sort of soothing, calm, like, alright, I’m getting ready to go to battle these zombies. And it was a long, long battle.”
That juxtaposition removed tension that would have otherwise made the game unplayable while setting a tone that still worked with the horror.
“There’s no difference between music in a game and music in life,” says Dan Shefelman. “If you’re working out, you want to hear a workout mix. If you’re trying to relax, you want to hear calm music. It emotionally creates a feeling in you.”
Haptics – the understanding of the world around us through the sense of touch – works similarly. Shefelman details how haptics shapes so much of modern gaming, and how it can change depending on the medium.
“My first experience with haptics, or, I should say, with the lack of haptics, was in virtual reality . . . I couldn’t tell how far anything was because I’m used to sculpting. I’m used to feeling something that I hit. Until they have developed haptics, you’re in a three-dimensional space and you’re not feeling it. It feels vague.”
Now that games are becoming more of a sensory experience, audio and haptics have become just as important as optics. When you’re immersed in a game, you want to feel something at the same time.

When Film Became the Real: “You make film in the world”

“After the 1920s and 1930s, the heyday of silent film and transforming into talkies, there was life going on,” Alrick Brown notes. He teaches his students, “you can’t make films outside of the world. You make films in the world.”
Two world wars happened in that time period. There was filmmaking that happened before World War I and after World War I. And then you have filmmaking that happened after World War II when the world changed a bit. A lot of lives were lost. This has a reflection on society and a reflection on storytelling in Alrick’s opinion.
As societies go through traumatic times, the art also changes and shifts. The Italians, Germans, and other people started looking at their stories and said, “let’s be a little bit more honest, a little bit more truthful, and not do this romantic storytelling that Hollywood is always doing.” Hollywood picked up on that. There were people in Hollywood who said, “yeah, let’s stop romanticizing. Let’s get a little bit darker and a little bit grittier.”
Alrick thinks that Snow White was one of the first color-popping films. Filmmakers had always tried to play around with color and different hues, even in the black and white era, to give a different feel of a film. But 1937 or 1938, when color started becoming this thing, another layer was added, he says.
Alrick thinks that no one can argue that you’re able to capture color now. You’re able to look at real life and think, “what is that real life that you’re going to capture?” But back then, filmmakers had this existential crisis that the world was getting a little darker, but the films were becoming more colorful.
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Engaging the Player: Audio, Haptics, and Information: Touch and Feel

“We’re saying something about something here,” says David Jaffee, “We’re saying something about the human condition.” Fundamentally, it’s what feels good when you’re holding that controller. That’s what most gamers love. Rocket League, Fortnite, PUBG– it’s fundamentally about mechanics.

Audio design is tricky. You know when you want the sound to show up and do a job. You know when you want to sound to evoke an emotion in the player-a reward– a warning specifically. Usually, it’s the audio and heads-up display that says, “Hey, a missile’s coming in,” or “a bad guy’s behind you or off to your right.”

Designing a HUD is really hard for a game designer. Because the game designer wants to think that the player wants to know everything they know about the game. It’s like there’s so much stuff that the game is tracking.

And you want to throw all that at the player and say we have audio cues, we have visual cues, and we have heads-up display cues. Did you notice the player’s feet glow a little bit when he’s low on health because the eye tends to be looking lower than the center of the screen?

And you can get carried away with that. The average player might ultimately– when they get good at the game– want that data. But if you throw that at the player at the very beginning, they’re going to get overwhelmed. The game is going to end up looking like user interface porn. And you’re going to push people away.

It’s a really hard thing to do, especially when you’re talking mechanics-based games, to design something that’s robust enough to yield a play experience that the player can have a meaty, deep, intellectual, satisfying time with but without overloading what’s on the screen. Because the minute we went over the shoulder or the minute we went first-person, we lost that brilliant play mechanics space.

These are not movies. And they’ve become movies because they look like movies. But what we’ve lost in that is so much that is germane to great gameplay.

Closeup on TV Writing: Child Separation

When Yahlin Chang wrote about child separation in The Handmaid’s Tale…

she had no idea how much that subject would hit close to home. “Parents and children were being ripped away from each other at the Mexican border,” Yahlin recalls. “Refugees were being put in cages.”

Yahlin remembers writing similar scenes for the show. “There is a scene with rebellious women being put in these large cages, these holding pens,” she explains. “And they did look like the holding pens that we’re using to jail migrants and refugees.”

The show took the startling imagery even further in an episode called, “The Last Ceremony.” “I wrote the scene where June gets to see her daughter for 10 minutes,” explained Yahlin. “Her daughter has been kidnapped and is now living with new parents. This scene is both a hello and a goodbye.”

When Yahlin wrote this part, she couldn’t imagine that the same scene played out every day in the United States. “I talked to UN experts, psychologists, and international human rights activists,” says Yahlin. “We were talking about things that happen in Laos, Cambodia, the Congo, and Syria. We were talking about these incidents happening all over the world. But I never for one second thought that these scenes would be happening in America.”

The week that the episode aired, news broke that the United States was separating parents and children at the southern border.

“You’d see these scenes on TV of parents and children being ripped away from each other. This was happening in our own country,” Yahlin remembers.

When the uncanny episode aired, Yahlin got a lot of attention from reporters. “Suddenly, my phone was lighting up,” she recalls. “All these reporters wanted to ask me, ‘How did you know this was going to happen?’ And my answer was that we had no idea. We just spent a lot of time asking what would happen if you have the worst people in charge with the worst possible motives. What are the consequences of their horrible and cruel decisions? And so sometimes, our show interacts with the real world in extremely unfortunate ways.”

Learn from Yalin Chang in the online certificate course, Film and TV Industry Essentials. Grads get a certificate of completion from New York University’s acclaimed Tisch School of the Arts and learn from experts across the industry – including the pros at NYU, IndieWire, Rolling Stone.

Animation: 3D Modeling

According to Dan Shefelman, 3-D game design revolves around an important process: creating dimensional assets. This includes objects and environments but also characters.

“A 3-D CG character in gaming or animation is essentially a puppet,” says Shefelman. “Inside that puppet, you’ll find what’s called a rig. The rig is attached to the 3-D mesh defining the puppet’s geometry.”

The animator’s job involves manipulating the parts of a character and creating behaviors for different movements. Shefelman also points out some conceptual parallels between three-dimensional characters and real creatures. “The best way to think of a rig is as a human or animal skeleton. It has bones with joints that fit into sockets, and they can move.”

Shefelman further describes the existence of a hierarchy governing a rig’s joints. “One joint is parented to another. If a joint at the base of a finger moves, a child of that joint, like one at the tip of the same finger, might also move. The joints can also move independently, just like what happens in nature.”

According to Shefelman, modeling on the computer feels similar to working with clay. “You start with some kind of lump,” he says. “In a tool like ZBrush, this takes the form of a sphere. In Maya or 3D Studio Max, you generally begin with a cube. From there, you begin to extrude, or pull, the shapes outward one by one. After pulling out one shape, which we call pulling points, you’ll move on to the next. A typical workflow consists of pulling the points of a polygon and adding more vertices as you build the shape. Or you can focus on pulling complex forms, like a character’s limbs. With either approach, you’ll mold the starting shape into something that becomes your model.”

Animation: Introduction to Animation

Animation for film, TV, and linear storytelling is you controlling the character, creating keyframes for the posing, and carefully planning it out.

Animation in gaming is about creating a character or an object that has certain behaviors assigned to it so that it will behave a certain way when you control it.

Animation in the gaming industry takes a cold, dead environment and breathes life into it. Animation is not just how your player moves through the world; it’s also the world interacting back with the player.

People tend to think about the obvious, walking around or dancing, but animation is so much more powerful than that.

For instance, you’ve got an ax that you’re swinging. If you go up to a tree and swing the ax and nothing happens, you’re probably going to think that you can’t knock the tree down. If, instead, the tree wiggles and shakes a little bit, you’re going to swing that ax again.

You feel like you’re engaging with the environment, and the environment starts feeling real. You’re also cluing players into the game mechanics and which actions they can take.

You swing the ax again. This time the tree shakes harder – you’re going to swing it again. You have positive reinforcement that swinging the ax does something, and you should keep doing it until the payoff.

There’s a huge team that works on all these projects within the esports industry. And at every level of gaming education and planning, they have to consider the gaming experience.

A character designer and a modeler work together to create the characters, make them look appealing, scary, or whatever the game requires.

Next, the rigger puts in a rig, a skeleton that goes inside the mesh, the skin of the character, and creates movement. Then, the character receives its texture. Textures give the feel of leather, skin, or cloth, and they create the mood, the sense of danger, or lightness, of comedy.

Animation in gaming is different from animation in television and feature films. Each step in the process must take into account the materials of the objects or characters.

For example, as online gaming education teaches, characters made of metal will move a certain way based upon the characteristics of the metal. A program (coding) will determine how a metal character will interact with its environment.

The environment must be specified as well. Is it metal, wood, or ground? Gravity is also critical; it’s the most important part of physics regarding how a character moves.

If you’re on Jupiter, you’re going to move very slowly. If you’re on Earth, you’re going to move like we’re used to seeing people move. If you’re on the moon, you’re going to move lightly.

All of these details get programmed into the game. Whether it’s an esports, 2D, or 3D game, these things give the character the performance that makes the game exciting.

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The Director's Eye: Developing a Color Vocabulary

Color theory is one of the things that a film director would do when they’re about to tell a story, whether it’s a pilot or a film. It sounds pretentious, but then again, there’s no way to say this without sounding pretentious.
But basically, you get together with your partners on the film, such as your cinematographer, production designer, costume designer, and discuss color with them. Sometimes, with one department, it could go into textures of clothing, the sheen of wallpapers, and lens selection.
Alfonso Gomez-Rejob explains, “It’s always nice to assign colors. At least, I like to do that to certain characters. For instance, Rachel in Me and Earl was yellow. And there was always a little something of that around her space. And sometimes you see it, and sometimes you feel it. And by the end, when she passes away in the hospital, my idea was always to hold on to the color yellow on-screen for five, six, or seven seconds — I forget how much it was. Hopefully, by the time you got to that point in the story, you felt her presence because you associate it, maybe subconsciously, along the way. Maybe, maybe not. That’s just how I think.”
In Hunter, Gomez-Rejob assigned colors to every world. But the colors were not assigned to characters but to feelings or ideas, like revenge, or blood, the Fourth Reich, honesty, or militancy. And the film creators would then avoid specific colors in some scenes and really saturate them sometimes in others.
Gomez-Rejob further emphasizes, “I think it helps the overall design of a picture. But it also helps make decisions along the way. For instance, if you’re choosing the right tie for a character, you may be presented with five ties. Only one is right because this is who the character is. Or you find a certain wallpaper that has color in it that is just right for this scene or the color carpet.”
Color vocabulary helps in decision-making for every department. It tells them what to avoid and what not to avoid. It also explains how to be a little bit more nuanced if you’re trying to keep someone from knowing that a certain person is a Nazi, which was always assigned red. Maybe the actor’s pocket square would have purple in it.
And it’s just a little something that also helps actors, depending on who the actor is. But it is an actor’s secret sometimes that they have a lining that no one else will see. But it means something to them.
Gomez-Rejob feels joy in using color vocabulary. He says, “And it’s just something that I truly enjoy in a fine arts way. You are never alone to do something because some of the best ideas are going to come from somebody else. And then see everyone take ownership of those decisions along the way and have a feeling almost of an arts and crafts camp that you’re the leader of. I mean, I own my title, but I also love the collaborative nature of making the film.”
For people entering the film industry or TV industry, it’s important to know that directing starts with these decisions way before you ever get to set.