Fundus was a collaboration between myself and Deanna Crisbacher, a short abstract film comprising images I’d produced for The Kick-About No. 30. Fundus has been selected for Motus Imago, a new film festival going by the subtitle, a ‘Showcase of Shapes, Puppets & Moving Things’ – which I’m very happy about. Fundus is indeed a ‘moving thing’, but what sort of a moving thing I’m not sure! This is from the festival organisers: “Motus Imago – Showcase of Shapes, Puppets and Things in Motion, operates in the scope of programming artistic projects that operate in a vast interdisciplinary field, in the scope of multiformat manipulation, from puppet theatre to moving image. Through works that move between current and traditional techniques, dramaturgies and animated forms and animation cinema. It values the experimental nature of artistic works for adults and children and is presented with a set of educational actions that will take place from October 2021 in Aveiro.” Sounds like fun! Thanks again to Dee for the wizardry, and to The Kick-About community for giving me the get-up and go to keep doing stuff and sharing it.
As a fitting book-end, I wanted to (re)share a past projects of which I’m very fond, not least because I got to work with a loyal team of generous creatives. If you’re familiar with Red’s Kingdom, you’ll recognise the likes of Emily Clarkson, Ethan Shilling, Deanna Crisbacher and kick-abouter, Simon Holland, all of whom worked on this short educational animated film about the provenance of some ship-wrecked Roman pottery. Let me also introduce you to production team members, Nat Urwin, Tom Smith, Charlie Serafini, Alan Postings, and Jeffrey Wang, whose time and talents this film absorbed so totally for so many weeks.
Commissioned by the trustees of the Seaside Museum Herne Bay and funded by Heritage Lottery, the film was also made with the help and support of the children and staff of the Herne Bay Junior School. I had the pleasure of meeting a whole bunch of the school’s exuberant pupils in our search for the ‘voice of Marcus’, a role that ultimately went to Lake Blumenthal, who auditioned for me so impressively – while dressed as a lion!
Though completely exhausting in only the way putting together an animation can be on a tight schedule and even tighter budget, Marcus & The Mystery of the Pudding Pans was a very happy, life-affirming collaboration. I was interviewed on local radio about the project, which you can listen to here – or rather, you can hear my answers to the interviewer’s questions about the development of the animation in this archive of my side of the interview.
The house I grew up in had no central heating, only the gas fire in the living room. There was no double-glazing either and it was quite normal to wake up and see your breath in the bedroom. It was also common to find ice on the inside of the windows – frost ferns of extraordinary beauty.
In response to this music, I wanted to capture those patterns of ice, but the weather here is stubbornly mild and ordinary. Undeterred, I set about recreating the sorts of photographs I might have taken, but had to rely on some digital transformations, taking an image of an actual frosted fern taken in my garden several winters ago, and pressing it against a window of my own invention. When the first of these images coalesced, I gave a small cry of delight – for yes, here they were again, those delicate veneers of ice, just as I remembered them, and for a moment at least, I was my small pyjamaed self.
Having produced these ‘fake frosts’, I wondered if I could develop things a little further – or rather, I wondered if CGI-whizz kid, Deanna Crisbacher, could help me in the attempt. After all, not so long ago, Dee had taken some landscape photographs of mine and turned them into an entire range of planets and nebulae! Fortunately, finding some time in her busy VFX schedule with The Flying Colour Company, Dee had a kick-about of her own, supplying me with a glistening array of computer-generated frost ferns derived from my digital collages.
Then it was back into Photoshop for a judicious crop or two and a sprinkling of tweaks, to produce this final set of frost ferns. Many thanks to Dee for helping me achieve digitally what I was unable to produce photographically. As I type this, the weather here remains drably wet and decidedly unpretty, my windows opaque, yes, but with condensation and a few chalky streaks of seagull shit. Fingers-crossed the depths of winter might still provide some real-world opportunities for nice ice!
When I needed someone to help me transform a series of digital photographs of local rural landscapes into a range of vivid far-off exoplanets for our most recent Kick-About challenge, I contacted my friend and former student, Deanna Crisbacher.
Dee and I have worked together on a series of animation projects, including Red & The Kingdom Of Sound, Spectrogram and Marcus & The Mystery of the Pudding Pans. In all these instances, Dee moved heaven and earth in support of the projects, her work characterised by meticulous attention to detail, pristine visuals, expansive technical know-how, and a formidable work ethic.
In addition to inviting Dee to collaborate on the exoplanet project, I also took the opportunity to catch up with her for a longer conversation about her life and times and the continuing impact of the ‘new normal’.
The ten planets of Wanderer (2020), created by Deanna Crisbacher
Phil: It’s potted history time, Dee. So you graduated back in 2018… what happened next?
Dee: Things for me were extremely hectic post-graduation. I had begun applying for jobs a few weeks prior, so by early August I was attending interviews at a few studios around London. During this time I was preparing to fly to the US for my annual family visit, but that year I was also going to Vancouver to volunteer at the SIGGRAPH conference.
Phil: What’s SIGGRAPH?’
Dee: SIGGRAPH (ACM Special Interest Group on Computer Graphics) is a yearly computer graphics and technology conference that showcases the latest technology and computer graphics for film, TV, video games and more. This includes anything from visual effects software used to create films by Pixar, Marvel, etc. to artificial intelligence and 3D printing. A huge array of companies such as Google, Industrial Light & Magic, Disney, Nvidia, Microsoft, EA Games, Weta, Sony and many more participate to exhibit, share and educate others on upcoming technology. What is really cool about it is it’s not just about visual effects or films, but also video games, coding, hardware and more abstract art applications. There is SIGGRAPH North America and SIGGRAPH Asia that each takes place once a year in different cities around the world. As a student volunteer it was a great way to meet people in the industry, apply for jobs, get special insight into the developing technologies, and to get showreel feedback.
It was hard managing all of this at once, especially because I had several interviews at a company called The Flying Colour Company (TFCC) and the day before my flight to the US they offered me a job as a Trainee Visual Effects (VFX) Artist. I needed to head into London to collect paperwork that day on short notice. It was stressful, but very exciting. I then took a little time off with my family, went to Vancouver to volunteer and meet some amazing people at SIGGRAPH, before returning to London to begin my new job. Since then I’ve learned how to use Autodesk Flame, but also helped integrate more 3D work into TFCC’s workflow.
Phil: Autodesk Flame sounds like you were being taught how to use a military-grade flame-thrower or similar! Without getting too technical, what is Autodesk Flame and how does it fit into making tv shows and film?
Dee: Autodesk Flame is a compositing and VFX software. Flame gives VFX artists tools to blend live action footage with other pictures, video clips, artwork or 3D CGI assets to create the final image. For example, a VFX studio may be given footage that was filmed in front of a greenscreen. We will then use Flame’s tools to replace the greenscreen with whatever the director wants in the background…such as a cityscape. We can also use Flame to do things like remove safety wires, add gore, remove crew members from reflections, replicate crowds, adding rain, inserting television screens, adding 3D assets like helicopters, changing lighting and so on. The possibilities are almost endless really. The name is a little deceptive…although we can also add fire using it if we have the right assets for the job! It has been intimidating and overwhelming at times but very rewarding and fun. I’ve gotten to work on some amazing shows like Killing Eve, Peaky Blinders, Years and Years, Baghdad Central and more. I’ve learned so much during that time; I look forward to learning more in the future.
Phil: Ooh, Killing Eve – expectations around shows like that are immense. Do you have to sign non-disclosure agreements? And what is it like living with spoilers etc? Do people try and wheedle out plot points from you or try and trip you up? (Of course, I wouldn’t try and do that, other people I mean).
Dee: Yup! That was a pretty huge part of getting hired and all of the paperwork involved. I can get into major trouble if I leak anything, so I often don’t even talk about what I am actively working on. I tend to wait until it is airing on TV before I say ‘hey I worked on that!’. That can be tough with shows like Killing Eve, where we have worked on multiple series so when a new series is confirmed people assume we are working on it. I have had a few people try to get some spoilers out of me before. It can be tough especially if you’ve never watched a show that you are working on, such as Peaky Blinders for me, so sometimes what I see I don’t even know I’ve seen a big plot point. So it’s just safer to not talk about it till it’s been aired! But for shows I do watch, it does sometimes ruin the surprise… but it’s also fun trying to piece disjointed shots together. We don’t get things in chronological order so it doesn’t always make sense.
Phil: Your graduate film, When, is largely autobiographical – tell us something about what it means to make such a personal piece of work.
Dee: I think it means being willing to explore yourself even if you do not like what you find…and being honest and transparent about it. It takes a willingness to be open and vulnerable to others, strangers and friends/family, about topics that are very deep, personal, and sometimes painful. I think there also needs an understanding that even though it’s personal to you, others may not be interested. They may not like it, not be interested in it, or just straight out reject it. I think it takes a willingness to face that sort of rejection but remain true to your goal. To me, it was worth feeling a bit uncomfortable to encourage people discuss these complex topics.
Phil: Were there moments when you thought, nope, I’m not going to share that? Did you have second thoughts at all?
Dee: Yes, anything that involved other people I either didn’t share or had second thoughts about sharing. Involving my family members, especially if I couldn’t ask for permission, made me wonder if they would want to be part of it or not. I never want to cross a line when it involves others’ privacy, since they may not want to have their part of the story told and it’s not in my right to violate that – also some of the more ‘serious’ stuff I decided to just hint at more than explicitly say, which I think is enough.
Phil: When has a very specific look. Can you tell us a bit about some of the creative decisions around the film?
Dee: One of the main things I wanted to achieve was the uncann, rather than horror. So I didn’t want to go for a standard ‘evil dark hospital’ theme. I wanted it to be recognisable, but not quite right. Realistic but distorted and fractured, like how it felt when I was ill. That also feeds into the sound design, where there are recognisable sounds, like fluorescent lights flickering or crowds of people, but to also take pieces of that and morph it into something very unsettling. The same goes for the narration vs the distorted whispers. I wanted there to be a thread of realism disrupted by the concept of ‘illness’ that makes it become unfamiliar.
The theme of hospitals also played into the graphic design of the project. There is an interesting similarity between medication prescription labels and nutrition labels. Numbers and nutritional information played a huge part in my illness, so including that obsession with numbers and a deep need for complete control was important to portray in the look of the project, to show how stark and life-draining that experience was.
The choice to use archived footage was an important one, because there needed to be a break out of that stark place to show the audience that it is a true story, with real people, feelings, and experiences behind it, that while it is not a horror film, neither is it a story that ends with a ‘happily ever after’. It was really difficult to figure out a way to incorporate them into the film, but I think it helps get across that fractured nature of it and the real lives behind it.
Phil: When went on to win many awards at film festivals; I know you were interviewed about it and did a few talks around mental health as a result. Were you surprised by the reception of the film?
Dee: I knew it had potential, since my second year film, Dysmorphia, seemed to strike people in a sort of similar way. I also knew it could totally flop, given how open I tried to be about everything and how untraditional the art direction was regarding animation. Depending on the situation, people cower away from these difficult topics when faced with them directly. I think if I had made the film a few years ago, perhaps it wouldn’t have gotten the same recognition since now mental illness is a more openly discussed. But the stories I started hearing from people about their experiences with eating disorders specifically surprised me. I find that while people are more open about mental illness in a general sense, eating disorders are still not talked about much. Given how abstract it was as well, there was a risk of people not ‘getting it’ so I’m glad that it made sense to people.
Phil: What is it about CGI/VFX that speaks to you as an art form?
Dee: I think it’s the world-building aspect of it. Granted, technically every art form is ‘world building’, but I find CG can bend reality in a way that feels more tangible. It’s a difficult medium to work with, but that is part of what makes it so satisfying when you achieve what you want, even if it’s somewhat of a compromise. Everything you do is a sort of puzzle; there are endless ways to create things using CG and VFX, and learning new tools is really fun and exciting. It’s a strange mixture having extreme control at times, but zero control at others. Sometimes the lack of control provides even better results, which is why I really enjoy simulations despite how frustrating it can be too.
A break-down of some of the key shots Dee created for Red & The Kingdom Of Sound (2018)
Phil: Okay – so you’re going to have to talk a little about what you mean by ‘simulations’ and where they fit in terms of VFX etc…
Dee: When I talk about simulations, I’m referring to anything involving particles or volumes (smoke, fire) but it can also involve liquid, shatter/destruction and cloth creation. These sort of effects need to be simulated by the software, meaning they take in a math formulas based on real-life physics such as gravity in order to create a realistic outcome. For example, when simulating an explosion Maya takes into consideration the temperature, velocity, and density settings to calculate the colour, luminosity, speed, transparency and movement of the explosion. You can also add wind, turbulence and other factors to further art direct the look of a simulation. The beauty of it is that it is totally random, it needs frame 1 to calculate frame 2 and so on… but that also means it can be unpredictable and time consuming. You can tweak things, like making gravity more or less intense than in real life, but it is largely a guessing game. But that is how you get more realistic results since it uses real-life calculations and formulas!
Phil: What has been your experience of COVID-19 so far, and likewise, the ‘new normal’?
Dee: It’s been a struggle. In one respect it’s been nice not having to commute…it ate up 3 hours or more of my day during the week and was also pretty expensive. So having that extra time and saved up money has been nice. However I find it’s been difficult in other regards… I miss being able to discuss work with my peers. Sat at home, it’s not as easy to ask for help or feedback when you’re alone. It also takes a lot longer to share work back and forth and feedback can be confusing when no one is there to point at the screen and go ‘there is the problem’. I really miss seeing how other artists work and what they are working on. I do admittedly feel I get more done though, since those sorts of conversations don’t happen now. It’s also more of a struggle to remember to stop working…it’s very easy to say ‘just one more shot’ and before you know it, it’s 10pm or later…but it has little consequence because you are already home. But in the long run with overworking like that, I’ve found burnout sets in very quickly if I’m not careful.
Phil: Lockdown meant the end of lots of film and tv productions – what has the impact been on your sector: you can only produce VFX sequences for stuff that has been filmed and made available to you, right?
Dee: That is correct. Luckily at the time lockdown first happened, the productions we were working on either had finished filming or had enough material to fill in the gaps. So once we finished doing the VFX for those productions…that was it really. We are still waiting on shows to get back to filming so we have stuff to work on but until then it’s just a waiting game. I know some other VFX and games studios are up and running again but it depends on what is being made. Some commercials for example are pure VFX/CGI… and same for games I suppose. It’ll be interesting to see how filming adapts to this new post-COVID world to ensure everyone stays safe.
Phil: Who and what inspires you and recharges your creative batteries?
Dee: Several people I met at SIGGRAPH I follow on sites like LinkedIn and Artstation inspire me, I like seeing where people go and how their careers and talents progress. Seeing art in general encourages me to create my own art. Ryan Barry is a good friend of mine now, we share art with each other regularly and have also began experimenting with ‘style mashups’ between his drawings and mine. He also does 3D work, more so for video games rather than film and TV so it’s interesting to see the process he goes through vs me.
Here are a few other talented artists I met at SIGGRAPH and try to keep in contact with/follow:
Regarding other artists that I follow online, here are a few:
I’ve had more time to do some reading during lockdown and I enjoy taking different characters, worlds, or ideas and imagining what they’d look like or personify as. Normally I’d get a lot of inspiration from my co-workers and the different productions we are working on…but during this pause I’ve tried to keep up to date with what developing software and technologies are out there, which makes me excited for future learning. I also really love seeing any behind-the-scenes footage/articles about film and games. I really miss going to movie theatres though. Regarding specific films that comfort me…I’d definitely say Lord of the Rings. Lord of the Rings is what got me interested in art and filmmaking in the first place. So times where I feel I am struggling to feel motivated I watch those movies or the behind the scenes features. I find it exciting and fascination how much goes into making a film, and how much love and dedication is poured into some productions. The same goes for the original Star Wars trilogy. The innovation and creativity that was needed to problem solve makes me feel inspired and hopeful. Especially since “we didn’t know how to achieve this, but we tried our best to figure it out” is a common theme from junior artists to the directors. I know I often feel that way, so knowing that pretty much everyone in the industry feels this at some point is comforting.
Phil: When you’re not producing CGI work, what other creative outlets do you have? I know from your Twitter feed that you paint, for example…
Dee: So I do create some CG work on my own, more experimental stuff or things that I want to make in order to practice. However, behind CGI I also do like to draw both traditionally and digitally. I often find I prefer the basic structure of my traditional sketches and doodles so I’ll bring them into Photoshop and paint over them. I’ve mentioned as well that I have begun doing some style mash-ups with my friend, Ryan Barry, so that’s been a fun side project. I also try practicing some traditional clay sculpting, basic needle felting and baking if I don’t feel like drawing. I used to write short stories and poems as well, but I sadly haven’t done that in a long time now. But my creative interests are always changing so maybe I’ll get back to that!
When Marcy Erb over at Illustrated Poetry offered up an actual planet for the Kick-About 11, I had an idea I knew I couldn’t achieve alone. In recent months, I’ve littered Red’s Kingdom with photographic evidence of my multiple escapes into impressionist landscapes, often characterised by the contradiction between their sensorial splendour and their utter ubiquity. Local fields, meadows and scrublands have yielded other-worldly imagery.
Much has been written by many about the ways in which the shrinking-powers of the pandemic have heightened the sights and sounds of the natural world; I’m tempted to call it the ‘Dorothy effect’ after that wonderful moment in The Wizard Of Oz when Dorothy Gale first leaves her tornado-tossed farmhouse and enters Oz for the first time, sepia giving way to the sugar rush of Technicolour.
As I write this, the UK is having its expectations managed further regarding the continuing effects of the COVID on our spheres of activity and interaction. Our respective worlds look set to shrink a little more. The idea I had – but couldn’t accomplish – was to literalise the idea that my various escapes out into the landscape had indeed been welcome journeys to other worlds. Anyway, the word ‘planet’ derives from the Greek word for ‘wanderer’; how apt, considering my own wanderings through these gauzy landscapes of vivid vegetation and gaseous colour.
But how to turn a high-resolution digital photograph of an East Kent meadow into a planet and its accompanying nebula?! Fortunately, I knew just the person to help me realise this cunning plan, VFX whiz-zkid, Deanna Crisbacher, who I had the pleasure of teaching and working alongside back when Dee was an undergraduate, and again afterwards when I roped her into a bunch of other ‘impossible things’.
My email conversation with Dee went like this:
Me: I’ve got this idea of wrapping some of my photos around some ‘planets’, so producing my own constellation of ‘strange new words’ presented similarly to the one in the prompt image… tell me if this is a thing we could do without it being too much work?
Dee: Hey Phil, sure I’m happy to play around with some alien planet-like objects! I love that sort of experimental stuff, as you know…
You have to know what I’m about to write next in no way gives credit to the hours and hours and hours of time, energy and perseverance it has taken Dee to be able to do the stuff she can do using the technology she does. When I write ‘So, Dee took my photographs and plugged them into her CGI-dream machine to produce a bunch of digital planets’, I’m explaining nothing at all about the actual process or acknowledging the breadth and depth of Dee’s skillset. Simple to say, she’s a bit of a magician (only it’s not magic, it’s knowledge and experience). Dee and I tried it a few different ways at first, with one test resulting in these rather wonderful-looking artefacts!
A few more attempts later, and Dee was able to use one of my later Boughton Scrub photographs to produce this planet (below), with the details in the image driving all the implied topology. Dee and I were very happy with this result. You’re also looking at lots of decisions around lighting and rendering – but those decisions are Dee’s; my role was just to say ‘yes!’ very delightedly when it started to look cool!
I asked Dee to grab a few screen captures from her computer when she was developing the planets. I don’t think it’s important that non-3D literate visitors understand what they’re looking at here. What’s important is understanding nothing here is happening automatically or at the hands of ‘the computer’, but rather at the hands of an artist with a very powerful tool at her disposal!
With huge thanks to Dee then, I can now present a collection of ten planets and corresponding nebulae, all of which originate directly from photographs taken while I wandered through the fields and meadows of the ‘new normal’.