There
was an article in the January 2004 issue of 3D World magazine about
Kaze, Ghost Warrior and Timothy Albee's extreme quest to make the
film. In the article, Albee spoke at length about his microstudio
approach to developing films, an approach characterized by eschewing
full-time employment in favour austerity, focus, and full-time dedication
to making a film using hyper-efficient techniques.
OGDEN: What informed the film's Asian look? ALBEE: I've always felt a strong pull to things Asian. The ideals of Honor, and Duty are things I hold close and dear to my own heart. (The best any filmmaker can hope to achieve is done through adhering to the things of deep importance to him/her; by making the film that s/he her/himself has always wanted to see.) OGDEN: As a one-man operation, it's possible to do a lot less preproduction than larger studios with armies of people. How much preproduction work did you put in -- like design of characters and environments, and so on? ALBEE: After the script was locked in place, I did about four months worth of pre-production on "Kaze, Ghost Warrior." These four months encompassed doing the designs for the characters, dialogue recording, the storyboards, the Animatic (the storyboards after being scanned, timed and edited on video), character modeling, environmental modeling, surfacing/shading, preliminary lighting, software development and Pipeline Test (the trailer). There were many things that made the process much easier because the way the 3D and 2D tools I chose allowed me to be an artist, and not force me to be a programmer/technician. I field a lot of questions about why, after having used all the major software packages in production environments, I choose to use LightWave 3D. In short, it doesn't get in my way when I'm working. I've got a very short fuse for things that promise the sun, the moon and the stars and then fall short when it comes time to deliver. The only package that has come through for me under the intensity to which I subject my tools has been LightWave. Not
only does it hold together under intense pressure, but it also has some
streamlining built into it that without, I'd never have been able to
do "KGW." For instance, the way in which LW stores both its
Point Weighting and Morph Targets (as "Deltas" from the Point's
original position), I was able to "take my time" and get Itsua,
the innkeeper, completely built and Rigged in 1.5 weeks, and then use
his points to create all 16 other characters in a matter of half-a-week! OGDEN: How extensively did you storyboard the film? ALBEE: Every camera angle and change was drawn in storyboarding, every camera movement was animated in the Animatic. You've got to do this if you want to "Never Move Backwards." It's a problem, even (especially) with "big studios," that most want to get rolling on things before they're really ready to do so. But making sure that you've got everything all planned out beforehand, taking a few extra weeks, (or even months,) can save years and/or $M in production. (Anyone out there remember that Disney's Kingdom of the Sun was completely done in rough animation before it was re-done as The Emperor's New Groove?) There's no excuse for having an artist do something more than once, especially when it was just fine the first time, simply because management doesn't have its act together. This kind of mentality kills artist's spirits and results in artists not daring to put their hearts into their work, which itself results in scenes that are simply passable at best. The great masterworks of animation are such because the artists were allowed to fall in love with their Scenes and Characters, confident that should the animation be in-character and the scenes support the carefully pre-planned vision of the film, that their work would be respected and retained. With the skills I see in the artists I've trained, I know that my own skills as an animator and modeler will be surpassed in five to ten years. It is my goal to by then have created a studio that does for other artists, that which I always wished had been available for me. So, I guess in response to someone asking me how extensively they should storyboard their film, I'd have to answer, "How good do you want your film to be?" After the script was finaled, a shot-list was made depicting every camera change in the film. From the shot-list, every change in camera angle was drawn. Then, using the amazingly simple camera-movement tools within the VT[3]'s editing suite, I was able to animate all camera movements in real-time while cutting-together the animatic from the scanned storyboards. OGDEN: Why did you make the characters animals instead of humans? ALBEE: Partly for the sake of Myth. (You can make a stronger connection with the audience when they don't think you're talking directly about them.) Partly for the sake of beauty and allegory (poetry). And partly because that's just what felt right. In the end, that's the most important reason - doing something because it feels right. An artist may not be able to explain in a doctoral thesis why something needs to be the way it does, and that does not negate the importance of that being the way it is. Often times, artists discover years later, the reasoning behind certain aspects of their work that just felt right at the point of creation. Filmmaking
may involve a great many highly technical things... and at its core,
it must retain the creative focus, the artistic integrity of these bits
of wisdom that may be beyond the current lexical ability for the artist
him/herself to explain. ALBEE: The characters decided for themselves. I did sheets and sheets of sketches for several weeks, just getting down all permutations of ideas. Then, pulled elements that "felt right" from the sketches for each character. There is much significance in the "Primary" and "Secondary" species for each character. Non-human animals as we know them are archetypal, even though as individuals they have vast ranges of personalities. Kaze,
being a Tiger, must deal with things that are natural or reflexive to
tigers as we know them... the impulse to attack from behind, being solitary,
etc. Kaze's focus for Honor and reaching beyond these building-blocks
sets up the opportunity for great allegorical stories for us all to
reach beyond what is innate within our own personalities, but that which
may not be what we would wish to be. ALBEE: One creates the other. The stories have been with me since adolescence, existing in many different forms and against many different "backdrops." I believe that the best work comes through us, not from us. And so, I've let these and other stories play through me, making notes of the things that I feel are successful to my sense of storytelling. Eventually,
the stories are concise enough to be written down as their evolution
begins to solidify into a story worthy of the commitment of what it
takes to make a film. CONTINUED
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