Film Blog Adventskalender – 6 – Gerold von “DigitaleLeinwand”

Gerold Marks schreibt seit 2009 auf DigitaleLeinwand.de über digitales Kino mit den Schwerpunkten 3D, Immersion und Filmmarketing. Als Weihnachtsgeschenke-Tipp empfiehlt er dem Filmfan ausnahmsweise ganz analoge Textilprodukte:

Wie unterscheidet man den Filmfreund vom Filmkenner? Der eine zuckt bei den Begriffen Nostromo, The Slaughteres Lamb, Kobayashi oder Quint’s Shark Fishing mit den Schultern, der andere mit den Mundwinkeln. “Last Exit to Nowhere” bietet mit seiner T-Shirt-Kollektion subtile Erkennungszeichen für wahre Filmgeeks. Als Motiv werden nicht die Filmplakate, sondern charakteristische Logos und Signets aus bekannten bis kultigen Filmen auf die Shirts gedruckt. Ihr habt die oben genannten Beispiele alle erkannt, es handelt sich natürlich um Referenzen aus Alien, An American Werewolf in London, The Usual Suspects und Jaws.

So gekleidet macht man auch auf Junkets oder bei Filmquizzes eine gute Figur. Neben T-Shirts sind auch Tops, Hoodies, Caps und ein paar Poster im Angebot (und das nerdige T-Shirt mit den Roboterfiguren aus Film und Fernsehen von 1927 bis 2012). Letzter garantierter Bestelltag für eine pünktliche Weihnachtslieferung ist Freitag, der 13. Dezember. In diesem Fall ein Glückstag für Filmfans.

© Screenshot Last Exit To Nowhere· Alle Rechte vorbehalten.

(Gerold Marks)

Quotes of Quotes (XVII)

When being bullied Keisha Blake found it useful to remember that if you read the relevant literature or watched the pertinent movies you soon found that being bullied was practically a sign of a superior personality, and the greater the intensity of the bullying the more likely it was to be avenged at the other end of life (…), and that this remained true even if the people in the literature and the movies looked nothing like you, came from a different socio-economic and historical universe, and – had they ever met you – would very likely have enslaved you or, at best, bullied you to precisely the same extent (…).
– Zadie Smith, NW

Ich habe bereits 56 Prozent von Zadie Smiths neuestem Roman NW gelesen, und obwohl ich diese erste Hälfte bisher nicht so prägnant finde wie ihre großen Romane White Teeth und On Beauty, die mich durch die Uni begleitet haben, findet sich in der Mitte des Buchs eine von einem besserwisserischen Erzähler wunderbar beobachtete Sektion über die Entwicklung einer Freundschaft vom Kindes- ins Erwachsenenalter, die genau das widerspiegelt, was ich an Smiths Büchern bewundere.

Geschaffen von den Underdogs, die ihr Underdog-Dasein überwunden haben, erzählen Filme, Bücher, Erzählungen von Underdogs, die ihr Underdog-Dasein überwinden, die gar dazu prädestiniert sind, ihr Underdog-Dasein zu überwinden. In jedem Mobbing-Opfer steckt ein Mensch, der zu großem berufen ist. In jedem stillen Außenseiter, steckt ein missverstandener Poet. Und wir identifizieren uns mit ihren Geschichten, egal wie wenig unsere Geschichten den ihren gleichen, und können gar nicht anders als unser Schicksal an ihres anzulehnen.

Werden wir angelogen? Oder inspiriert? Imitiert das Leben die Kunst? Oder verklärt die Kunst das Leben? Gibt es Statistiken, an denen man ablesen kann, wie viele unpopuläre Schulkinder später zu populären Inspiratoren werden? Wie viele zu neurotischen Wracks? Und sollten wir deswegen aufhören, solche Geschichten zu erzählen, oder erst recht damit anfangen?

The Rising

Steppefilm/Milagro

Zu den beliebtesten Klageliedern der deutschen Filmlandschaft gehört der alte Chanson “In Deutschland werden keine Genrefilme gemacht”. Das ist nicht hundertprozentig wahr, allerdings stimmt es, dass selbst unter den jungen Kurzfilmen die Anzahl der “Write what you know”-Familien- und Liebesgeschichten (meist dramatischer Natur) immer noch ziemlich hoch ist. Wird doch mal ein Genrefilm gemacht, bedeutet das meistens nur eins: Zombies (echt jetzt, das geht an alle: ist mal gut mit Zombies so langsam?).

Wie schön, dass einem immer mal wieder doch Alternativangebote gemacht werden. Ich mochte Tim Fehlbaums postapokalyptischen Film Hell, allein schon für die Chuzpe, mal etwas Neues zu probieren. In eine ähnliche Kerbe schlägt der Berliner Kurzfilm The Rising von Sebastian Mattukat, der 2012 mit Crowdfunding-Hilfe fertiggestellt wurde und seitdem schon auf mehreren Festivals, unter anderem in Köln, Los Angeles und Málaga gelaufen ist.

In der Zukunft von The Rising ist die Menschheit vor ihrer durch Umweltgifte verseuchten Welt in den Untergrund geflüchtet und hat ein diktatorisches Krisenregime aufgesetzt. Nur einzelne Personen werden ans Tageslicht gelassen, um dort Messwerte einzuholen. Diese haben jedoch die Anweisung, auf keinen Fall, von ihren vorgeschriebenen Routen abzuweichen. Als es einer doch tut, beginnt die Handlung des Films.

The Rising besticht durch drei Faktoren. Erstens, das mit den HD-Bildern der eingesetzten Red-Kamera perfekt in Szene gesetzte, karge Setting (keine Überraschung: Die deutsche Postapokalypse spielt in Brandenburg). Zweitens, die gelungene Inszenierung ohne Dialoge, was den Film zu internationalem Appeal verhelfen sollte. Und Drittens, ein paar clevere und subtile VFX, die The Rising den letzten Schliff geben.

Nun kehrt The Rising in seine Geburtsstadt Berlin zurück. Der Film ist am 16. Februar auf dem Berlin Independent Film Festival zu sehen. Einen ersten Eindruck vom Film und einen Trailer finden Interessierte auf der offiziellen Webseite des Films.

Offenlegung: Ich bin mit Produzent und Regisseur von The Rising freundschaftlich verbunden und habe einen kleinen Crowdfunding-Beitrag zum Film geleistet.

Die Niederlande verzögern Harry-Potter-Podcast-Fortsetzung

Schon seit ungefähr einer Woche war mir klar, dass ich es nicht mehr rechtzeitig schaffe, alle sieben bisherigen “Harry Potter”-Filme vor dem Start des achten und letzten zu besprechen. Heute hat sich auch ergeben, dass der vierte Podcast nicht mehr dieses Wochenende fertig wird.

In der kommenden Woche mache ich Urlaub – in Amsterdam. Die Woche drauf gibt es dann die zwei nächsten Podcasts, mit Simon Born von Negativ und mit Thomas Kieckbusch.

Auch Film 7.1 ist schon vergeben – aber findet sich noch eine Freiwillige oder ein Freiwilliger für “Harry Potter und der Halbblut-Prinz”?

RePotter: Collaborative Blog and Podcast Project about the Harry Potter films

I bought the box and I want to re-watch the Harry Potter movies and discuss them here before the last one is out – working title: “RePotter”. The form of discussion is not determined yet. I’m up for recorded phone or skype conversations, live conversations, Instant Messaging sessions, written reviews or anything else you can imagine. Who will join me? You don’t have to commit for all the films, a single one will do.

Reply in the comments or e-mail me at kontakt@alexandergajic.de.

Stuff I learned this week – #11/11

“We’re the intermediary” – An Interview with Craig Hanna from Thinkwell Design

For my article about movie tie-in theme park attractions, I interviewed Craig Hanna in June 2009. Craig Hanna is Chief Creative Officer of Thinkwell Design, one of the leading design companies in the amusement park world, who have designed and built attractions all over the globe – also in Germany. The interview was done via e-mail and has been slightly edited.

Real Virtuality: How does Thinkwell go about designing a new movie tie-in attraction?

Craig Hanna: We start by meeting with the owner of the intellectual property to understand what the essence of their IP is. What’s the heart and soul of that movie or animation or product. Often, the owner of the intellectual property isn’t the developer of the project. The developer often licenses the intellectual property from a studio. We then serve as an intermediary between the owner/operator and the IP holder. We have to create an experience that meets the business, financial, schedule and operational goals while ensuring the creative and production on the project remains true to the original IP.

How do you decide what kind of ride to design or is there often a wish from the client?

Sometimes the client knows what kind of attraction they want, but typically we start with the IP and decide what will be most appropriate to go with the IP and if the project is going into an existing park, we’ll look at the overall mix of attractions to ensure what we’re creating is complimentary to the other offerings. Obviously, making sure the attraction type fits perfectly with the IP is key. To understand our process, the best way to learn it is to to go to our website.

What makes a good (movie) attraction (whether it is a coaster, ride, show, etc.)?

When considering an IP for an attraction there must always be an inherent attraction or ride already residing within the IP. “Serious” films without action or dramatic stories with lots of dialogue don’t work very well for attractions. Animated films, action films, big sci-fi films and films with great chase, stunt or fight sequences obviously work great. Of course, the IP needs to be popular and known with the general public, otherwise, why bother?

Is Disney’s Imagineering still the big role model?

Disney is always going to be the role model, but Universal is as well. Universal have done more movie-based attractions in the last two decades than Disney has, bringing blockbuster films to life. When the Harry Potter land and attractions open at Universal’s Islands of Adventure in Orlando, it will be the culmination of all the work in creating IP attractions that has come before it.

How important is good Theming to a working theme park, especially when you get to build a whole park from scratch as in Korea? How do you achieve it?

Theming is expensive. So, you start with looking at the overall financial considerations for the park. How much can the client spend to build the park? That gives you a general rule of thumb in terms of overall quality. Most parks add theming for theming’s sake. There’s little correlation between this land and that, other than to provide some character and give visitors a chance to escape from the normal world. When we develop theme parks we look at theming as part of the storytelling of the park, what we call Environmental Storytelling. It is all part of a unique process we developed called Content Masterplanning. Just as an architect will develop a land-use plan and an overall park masterplan, we masterplan the content of the park. Every aspect of the park – every land, building, attraction, store and restaurant-must support and work synergistically with that story. Every element, visual and audio cue the guest experiences, sees, hears, touches or even tastes, must reinforce thet story. Anything else is extraneous and often contradictory to the message and must be discarded in design phases.

How important is it that an attraction ties in seamlessly with the existing intellectual property (i.e. shooting footage of the original actors, music etc.)?

Ideally, an IP-based attraction would incorporate all elements from the original film, but that’s often not the case. Typically, an IP is licensed long after the film is produced, because most clients don’t want to take a chance licensing something before it’s popularity is proven. Given that, being able to work with the original actors is a lot harder. A new deal must be made, oftentimes costing hundreds of thousands of dollars (if not more!). Most studios don’t include attraction rights and waivers in their contracts with producers and actors, so each IP must be vetted by legal and the appropriate deals made.

How does a ride keep up its appeal? When does it get obsolete?

A good attraction is timeless, often outliving the appeal of the original intellectual property. Take “Waterworld” at Universal Studios Hollywood and Japan, for example. That film was considered a “bomb” by Hollywood standards, yet the stunt show is considered one of the top-rated attractions at both parks. The Men in Black movies have been out of theatres for nearly a decade, yet the ride at Universal Studios Florida is still one of the most popular.

Could you explain, how the proceedings were when you were contracted to do the “Ice Age Adventure” in Germany? How did you develop the property, the ride, how did you expand the movie into the ride?

We were contacted by Star Parks because of our expertise in creating IP-based attractions. They had to remove the Warner Bros. intellectual properties because their purchase of the park didn’t include the WB IP. Star Parks had to remove the Looney Tunes attraction. We brokered the relationship between 20th Century Fox and Star Parks to bring Ice Age to the park. Star Parks was worried about the cost of licensing a blockbuster IP, but we convinced them it wouldn’t cost as much as they feared. The project was less than nine months from start to finish, which is about a third of the amount of time it would typically take to complete such an attraction. Fortunately, we kept the existing ride system and reworked much of the existing scenery from the old ride to work with the new IP.

We never want to simply recreate the original IP. That becomes too much of what you’ve already seen and offers no new surprises. We create what we like to call a “1.5 sequel”. Not really a sequel (we leave that to the Hollywood movie writers!), but something based on what you know and love from the original blockbuster movie, but then goes beyond it. That’s what we did with „Ice Age Adventure“. Fortunately, unbeknownst to us, our storyline was very similar to what Blue Sky Studios was developing for the sequel, Ice Age 2. We worked closely with Fox and Blue Sky to develop the story, got their approvals quickly and went to work completing the design and fabrication to make opening day for the new season as Movie Park Germany.

Blue Sky was very helpful. They provided their 3D computer models of the characters to us to allow us to do CNC carvings for the figures rather than traditional hand sculpting, which saved weeks, if not months, in production. I flew to New York and met with the producers and director of the films, got to meet the animators and understand the essence of the IP. Later, our designers worked with their animators to pose the characters from the film for our ride. It was a great process. In the beginning, to save time, we sent a team to Movie Park, where we worked on-site in temporary offices they provided for us. We quickly developed the initial concept and full presentation to executive management, complete with layout, storyboards, scene descriptions and script in one week. We nearly killed ourselves on that project! The night before opening, the last shipment of animatronics arrived from the United States and we all were in waders walking through the filled trough carrying animated figures through the ride to get them loaded in, installed and wired in time for the park’s opening the next day!

Was working in Germany different from working anywhere else?

Working in Germany was excellent. The people at the park in operations and maintenance were very helpful. The weather was extremely cold, which isn’t very familiar to a group of people from Los Angeles, but we work all over the world and are used to all kinds of cultures and climates.

Any other challenges you ran into during that period?

The cost to license the soundtrack from Ice Age was prohibitive, so we hired a composer from Cirque du Soleil and created our own that was reminiscent of the movie’s theme, but was actually a wholly-new piece.

We also had to hire German voice actors to do the voices of the characters for the ride. The ones that did the voiceovers for the movie in German were too expensive, so we hired other sound-alike voices. It ended up those actors were famous German comedians that were more popular than the people who did the voices from the movie originally (NB: The comedian who voices Sid the Sloth in the German version, Otto Waalkes, is something of a national institution in Germany, probably in the way the Pythons are in Britain, the other voices aren’t, A.G.)!

When the ride first opened we had a preshow scene where the cave paintings from the movie came to life and told the backstory of each character of the ride, just in case you weren’t familiar with the Ice Age movies. Not long after opening, Movie Park executives decided to change that scene to something with a live narrative. I miss those original “magical petroglyphs” because it was a special moment that wordlessly explained the entire backstory of the film. We spent a lot of time on original animation to do it and the folks at Blue Sky Studios really liked what we had done to expand the story.

This is one part of a four-part package on film tie-in attractions in theme parks. The other three are a feature article, a post on how the article came about, and an interview with Barry Upson (formerly Universal Studios).

“The days of of ‘Build it and they shall come’ are over – An Interview with Theme Park Veteran Barry Upson

For my article about movie tie-in theme park attractions, I interviewed Barry Upson in June 2009. Barry was the executive in charge of the concept, facility design, construction and operation of the original Univeral Studios Tour in Hollywood. For twenty years, from 1979 to 1999, he was executive vice president of Universal Creative. Among other things, he managed the Master Planning of Universal City Florida. He now works as a consultant in his own company. The interview was done via e-mail. It has been slightly edited.

Real Virtuality: Please describe your motivations and the steps you took back when you were creating Universal’s Studio Park. What did you consider back then?

Barry Upson: A little history. In 1914 Carl Laemmle, founder of Universal Studios, invited paid guests to view shooting of silent films from bleachers on the lot. The first movie studio “tour” was attended by 500 people per day. During the 1920’s through the 1960’s and beyond, several studios operated small, exclusive walking tours of their lots (Warner Brothers, Paramount, MGM, etc.). As you know, Disney used their cartoon and animated film, characters widely in the creation of Disneyland. Universal permitted Grayline Tour Buses to drive through the studio (for a fee) in the late 1950’s. Passengers saw film clips, a make-up show and ate lunch in the Commissary.

The Grayline experience convinced Universal management that there was a business in a working studio tour for several reasons: There obviously was a huge pent-up demand to go “behind the scenes”, see how movies are made, maybe see “stars”. The tour allowed for the promotion of prime time TV shows, of which a majority were being filmed at Universal at the time and offered the possibility of creating new revenue from an existing plant. A tram tour could be routed hourly to either expose or avoid shooting companies as circumstances demanded.

At the outset, and for several ensuing years (1964 to 1980), the studio tram tour and the tour guides were the “stars” and the tram special effects and shows were the “bit players” at Universal. Early tram impacting attractions (Collapsing Bridge; Red Sea Parting; Ice Tunnel; Flash Flood; Runaway Train, etc.) were themed and presented as 4-D film-like special effects – not necessarily tied to specific movies or TV shows. Early very simple effects demonstrations in the tour center were more directly tied to a title: “Creatures From the Black Lagoon”; “Frankenstein”. Original stunt and animal shows (and screen test theater) were generic “behind the scenes” presentations.

By 1980, Universal Tour attendance levels made Disneyland and Knott’s Berry Farm direct competitors. Larger, bolder and more recognizable attractions were needed to compete and build attendance. This is when “rights” (IPR’s) started to become a major issue. During the 1980’s, major attractions at Universal Studios Hollywood were based on the storyline or adopted the theme and/or name of major Universal IP’s. Examples are the “Conan Show” (live actor-animation), the “A-Team” live action stunt show, the “King Kong” Tram attraction with major figure animation, the “Earthquake” drive-through with major special effects and the “Castle Dracula” live theater attraction.

Even gaining these exclusive rights internally was often difficult and costly because of cast deals, partnerships, etc.

How did you walk the line between creating things that were both “real”, i.e. credible, and entertaining at the same time?

The most boring aspect of movies and TV is the actual filming process and even that can be overcome with the on-set presence of “stars”. Since most, if not all of Universal’s attractions are based on a final film product or selected compelling components of the process (stunts, animals, screen tests, etc.) there was never really a line between “real” and “entertaining” – the attractions had to be both. The studio environment is also always “real” in its own way.

Have any of these motivations or proceedings changed, esp. later when the park in its current form developed?

The motivation is generally the same. Theme parks want to create a compelling guest experience, they want to adhere effectively to a theme or storyline. They have to build attendance, beat the competition, keep to a budget and schedule and make a profit.

Possible proceedings to achieve this are: work on a grander scale, improve the design dteails, use more complex content or infrastructure, achieve a higher capacity and use more sophisticated operations and maintenance.

Securing exclusive rights to strong film properties from any source is more critical now to creating an attraction that cannot be duplicated competitively. Universal Studios Florida would not exist except for Spielberg Film rights. The same is true for Universal’s Islands of Adventure with Spider-Man, Dr. Seuss, Dudly Doright, etc.

Is it different making movie attractions then and now? What has changed, what has stayed the same?

A realistic evaluation of potential market size and composition and effective response to it is more critical today. The days of of “Build it and they shall come” are over.

Other than dealing with the design/development and business practice differences of producing attractions or parks overseas as opposed to the United States, I think the fundamental creative process is the same. At both Universal and Disney, the basic concept is created in-house with design extension done by highly experienced outside firms and fabrication/construction done by the most qualified companies worldwide.

What are the important aspects one has to consider first and foremost when creating a new attraction based on movies?

The most important factors in building a good movie attraction are exclusive I.P.R. Rights, a “pre-sold” successful movie or TV theme, a simple, powerful storyline or concept and a compelling, cohesive guest experience. Moreover you need an adequate schedule and budget, high quality consultants and purveyors, an adequate capacity for minimal wait times, effective experience set-up in the queue line or pre-show. You will want to minimize cannibalization of attendance at other primary park attractions and finally you will need xcellent marketing.

Many Theme Parks simply adopt a movie/t.v. title as a name for a standard iron ride or Show. Universal, Disney and Warners built their attractions around the basic premise of the film. There is a world of difference in these two strategies.

How do you decide which movie to turn into a ride or other attraction?

How to “decide” is based on any number of different factors depending on circumstanc: It’s having an appropriate theme within the park’s attraction mix and a key scene/storyline that will drive a compelling attraction concept. Rights availability and a need for a distinct competitive edge in the park’s market almost always influence the decision. Often the basic idea is market tested with consumer groups and the outcome of those tests can be the final decision maker.

Does the technology inspire the art or vice versa?

Whether “art” or “technology” inspires attraction concepts can best be described by some examples. The “Back To The Future” ride was inspired by the DeLorean scenes in film. Its replacement, the “Simpsons” ride is character driven. The “E.T.” Ride follows E.T.’s film journey home. All the “Dr. Seuss” Attractions at Universal Islands of Adventure are based on original stories and the “T2-3D” Attraction at Universal Studios Hollywood is basically single character-driven. So you could say they were inspired by the “art”. However, “Earthquake”, as part of the Studio Tour, was made possible by very large-scale environmental animation. “Spider-Man” is a unique, complex marriage of 3-D film, animation and ride and has the vehicle at the heart of the attraction. With “Backdraft”, large scale, real fire effects are the show and the “Jurrasic Park Ride” was shaped by the only available hillside site at Universal Studios Hollywood..

How important is good Theming to a working theme park?

You will find many in our industry that think the term “theming” is really overused in almost every facet of our life and has become a cliché. However, true theming is still critical to successful park development and operations. Good park theming is seeing to it that everything in the park contributes positively to its central story line and to a compelling, cohesive guest experience: no jarring, non-thematic events, services or facilities are allowed. This is easier said than done, but it is vital to success. Disney understands and executes theming as well or better than anyone, yet I believe they would be the first to admit that the theme environment of California Adventure was mediocre at best and impacted attendance.

Effectively linking a film’s elements to its name-sake attraction through images, dialogue, sound effects, musical score, and special effects is always desirable because it grounds the guest more strongly in that specific entertainment experience. There are many good examples of these film/attractions linkages at Universal and Disney parks: “Spider-Man”, “Simpsons”, “T2-3D” among them. Universal has just installed a state-of-the-art A/V system in their Universal Hollywood trams that permits guests to view scenes from films while traveling through the sets where they were shot, as well as other visual materials.

Is the theme park business a struggle sometimes? Did you ever terminate a project because you had the feeling it didn’t connect well enough with the movie it emulated?

I actually have quite a few war stories about both winning and losing battles in the Park/Attraction development wars. They range from rocks bouncing into trams during the rockslide effect and a real earthquake at the “Earthquake” attraction that is part of the Studio Tour. At Universal’s Islands of Adventure, the perfect animation of a Triceratops was not good enough for the guests and in one case, an entire park concept had to be scrapped due to competitive gamesmanship: about 1979, Universal planned to move the Hollywood park concept of backlot tram tour and entertainment center to Orlando, Florida, which is Disney territory. In seeking a partner for the project, Universal made presentations to Paramount and a few other studios at the time. Shortly thereafter, Disney announced plans to build an MGM-Disney Theme Park at Walt Disney World…fundamentally the same park concept that Universal was planning. Universal elected to proceed anyway, dropped the tram tour component and created the first, true Movie Theme Park concept: Universal Studios Florida.

How does a ride keep up its appeal? When does it get obsolete?

An attraction keeps its appeal by remaining relevant to its market and to the primary entertainment mission of the park. It becomes “obsolete” when the original Film or TV. base drops from sight (e.g. “E.T.”), when the technology becomes passé or when we find that the site or facility is better used for a new attraction.

What is in stock for the future of theme parks?

Ah, the future. Ten years ago, I gave a speech at IAAPA (International Association of Amusement Parks and Attractions) entitled: “The Future Just Passed By…Did We Miss It?” The premise was that the basic ideas that will drive the future of the themed entertainment industry are already out there in some form. We just have to recognize them. I still believe that.

Can you think of a current example that embodies your philosophy about movie theme park attractions best?

I think the recent conversion of the “Back to the Future” attraction to the “Simpsons” attraction was a brilliant concept and has proved highly successful. The original concept for “Back to the Future” offered the opportunity to create new software for the existing facility and ride system and it worked.

The new Harry Potter Land at Universal’s Islands of Adventure should be a smash hit because of deep involvement by the original film makers, particularly its art director, and a commitment of land, budget and creative team by Universal to fully exploit the strength and appeal of the theme subject.

This is one part of a four-part package on film tie-in attractions in theme parks. The other three are a feature article, a post on how the article came about, and an interview with Craig Hanna (Thinkwell Design).