{"id":6108,"date":"2016-03-11T22:42:30","date_gmt":"2016-03-11T22:42:30","guid":{"rendered":"http:\/\/www.icgmagazine.com\/web\/?p=6108"},"modified":"2021-06-01T16:43:29","modified_gmt":"2021-06-01T23:43:29","slug":"fire-on-high","status":"publish","type":"post","link":"https:\/\/www.icgmagazine.com\/web\/fire-on-high\/","title":{"rendered":"Fire on High"},"content":{"rendered":"<p lang=\"en-US\" style=\"text-align: center;\" align=\"LEFT\"><strong><span style=\"color: #000000;\"><span style=\"font-family: MetaPlusNormal-Roman;\"><span style=\"font-size: medium;\"><span style=\"color: #000000;\"><span style=\"font-family: MetaPlusNormal-Roman;\"><span style=\"font-size: xx-small;\"><span lang=\"en-US\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: large;\">Claudio Miranda, ASC, exploits real-world locales for <em>Destiny\u2019s<\/em> planet-hopping video-game series<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/strong><\/p>\n<p><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: large;\">When a trio of tough-talking, space suited soldiers turn up armed and dangerous on three neighboring planets in rapid succession, it doesn\u2019t take a big leap of imagination to make viewers think they are seeing clips from <i>How the Solar System Was Won<\/i> or a new installment of <i>Starship Troopers<\/i>. But, in truth, they\u2019re being treated to a promotional tease for <i>Destiny<\/i>, a gaming adventure by Activision and Bungie featuring the adventures of a Fireteam of Guardians (no relation to the Marvel variety) and their hovering AI Ghost (originally voiced by <i>Game of Thrones<\/i>\u2019 Peter Dinklage).<\/span><\/span><\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-6109\" src=\"http:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny1.jpg\" alt=\"destiny1\" width=\"1200\" height=\"497\" srcset=\"https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny1.jpg 1200w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny1-768x318.jpg 768w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny1-600x250.jpg 600w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny1-750x311.jpg 750w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: small;\"><span lang=\"en-US\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\"><b>This was the first of a series of spots directed<\/b><\/span><\/span><\/span><\/span><\/span><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: small;\"><span lang=\"en-US\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\"> by Joseph Kosinski [<\/span><\/span><\/span><\/span><\/span><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: small;\"><span lang=\"en-US\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\"><i>Oblivion<\/i><\/span><\/span><\/span><\/span><\/span><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: small;\"><span lang=\"en-US\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">, <\/span><\/span><\/span><\/span><\/span><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: small;\"><span lang=\"en-US\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\"><i>Tron: Legacy<\/i><\/span><\/span><\/span><\/span><\/span><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: small;\"><span lang=\"en-US\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">] for agency 72andSunny. \u201cI got my start in commercials doing video-game ads,\u201d observes Kosinski. \u201cThe first was for the game <\/span><\/span><\/span><\/span><\/span><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: small;\"><span lang=\"en-US\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\"><i>Gears of War<\/i><\/span><\/span><\/span><\/span><\/span><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: small;\"><span lang=\"en-US\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">, then right after, I did a spot for Halo 3. That past could have been in the agency\u2019s mind when they were considering directors, but I think it more likely that my feature work was a factor, because this was after <\/span><\/span><\/span><\/span><\/span><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: small;\"><span lang=\"en-US\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\"><i>Oblivion<\/i><\/span><\/span><\/span><\/span><\/span><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: small;\"><span lang=\"en-US\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\"> [see ICG April 2013] came out. <\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\">\u201c<span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">I find advertising to be an amazing test bed for features,\u201d he adds. \u201cThe methodologies are largely the same, but the time frame is just so different. It also keeps you on the floor and working, which is so important for directors, as it affords me the chance to do more work with my regular team while getting experience with new cameras and technology.\u201d <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"font-size: medium;\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\">For his key collaborators, Kosinski brought in veterans of his past feature work, including Senior VFX Supervisor Eric Barba and Claudio Miranda, ASC, who after winning the Oscar for <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>Life of Pi<\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"> (see ICG November 2012) had shot <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>Oblivion<\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"> on the then-brand-new F65 from Sony (which would again see action on the <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>Destiny<\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"> spots). <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\">\u201c<span style=\"font-size: medium;\"><span style=\"font-family: Garamond,serif;\">Joe\u2019s first work on <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>Gears of War<\/i><\/span><\/span><span style=\"font-size: medium;\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"> was pretty much just an elaboration on the game itself, but then he progressed to shooting live-action with actors in costume and using mocap, so the work becomes more sophisticated each time out,\u201d Miranda relates.<\/span><\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"font-size: medium;\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\">Miranda first shot virtual material when Kosinski hired him as a camera operator on the director\u2019s second <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>Gears<\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"> spot. \u201cI operated a monitor that was used like a camera for some shots, and found out how moving in the [capture] volume lets you change perspective very fluidly while framing the performers\u2019 actions,\u201d he recounts. Subsequently, the DP shot the first <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>Destiny<\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"> spot for director Jon Favreau before tackling the Kosinski-helmed spots <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>Become Legend<\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"> in 2014 and last year\u2019s <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>The Taken King<\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\">.<\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><img decoding=\"async\" class=\"aligncenter size-full wp-image-6114\" src=\"http:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny2.jpg\" alt=\"destiny2\" width=\"1200\" height=\"490\" srcset=\"https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny2.jpg 1200w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny2-768x314.jpg 768w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny2-750x306.jpg 750w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\"> <span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">For Kosinski, his initial idea was to get as much in camera as possible. \u201cThe agency seemed to like that idea,\u201d he recalls, \u201cand the beauty of doing so much with live-action is that the client can be there along with everyone else on the day, seeing the same things. That eliminates, or at the very least minimizes, any fiddling that might happen down the road, as that up-front agreement works against those kind of rethinks.\u201d <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">Eric Barba admits that there aren\u2019t many VFX supervisors who continue to work on commercials between feature-film projects. \u201cHaving done a lot in both forms right from the beginning,\u201d he explains, \u201cI find it super-fun and creatively satisfying to just jump right into a spot, especially when working with such great agencies and artists. If features can be likened to running a marathon, then these are sprints, and I like exercising my creative muscles in different ways; plus, it somehow engages me in a more immediate way when I go on to the next feature film.\u201d <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">The supervisor recalls that the team at Bungie was always a part of the creative process. \u201cJoe had his own color choice ideas and notions for guns,\u201d Barba relates, \u201cbut it was all pulling from the game itself and the world Bungie had built. Joe happily works with everyone concerned, right from the beginning, to get costumes and palette right in order to deliver a live-action-movie version of the game. After he sent his initial boards to my team and me [at Digital Domain], we got together to figure out how much previs was needed. Then he could plan with Claudio about what kinds of cranes and cameras would be needed for the live action.\u201d<\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><img decoding=\"async\" class=\"aligncenter size-full wp-image-6115\" src=\"http:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny3.jpg\" alt=\"destiny3\" width=\"1200\" height=\"495\" srcset=\"https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny3.jpg 1200w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny3-768x317.jpg 768w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny3-750x309.jpg 750w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/><\/p>\n<p align=\"JUSTIFY\"><img decoding=\"async\" class=\"aligncenter size-full wp-image-6126\" src=\"http:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny10.jpg\" alt=\"destiny10\" width=\"1200\" height=\"1200\" srcset=\"https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny10.jpg 1200w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny10-768x768.jpg 768w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny10-400x400.jpg 400w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny10-150x150.jpg 150w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny10-700x700.jpg 700w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">Kosinski\u2019s preference for previsualization does not include working out every single element, beat-beat-beat. \u201cEverything is going to change once you are into shooting the live action,\u201d he declares. \u201cYou find better angles or something unusual in the light, and each change has ramifications. In advertising, previs is often mostly about presentation, showing the agency and client a moving storyboard so they understand what we are doing. I\u2019d have been comfortable going straight from boards to live action for both of these ads, with previs being used in more of a tech-minded way, to determine what rigs will be needed or how big of a set is required to accommodate your vision for a certain shot.\u201d <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"font-size: medium;\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><b>Halon handled pre- and postvis duties, employing an array of tools<\/b><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"> that included Autodesk Maya, Mudbox and MotionBuilder, SynthEyes, Viewport 2.0, Adobe Photoshop, Premiere and After Effects, plus a NaturalPoint OptiTrack volume with Motive software. \u201cPostvis is especially important when shooting live action,\u201d acknowledges Kosinski. \u201cBeing able to rough-in the CG elements aids communication during editorial and lets everyone see the plan and how the shot is progressing.\u201d <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">The director\u2019s live-action\/in-camera approach meant finding earthly settings that could stand in for Earth\u2019s moon, as well as for Venus and Mars. \u201cThat was a very big order,\u201d he admits. \u201cBetween general scouts, tech-scouting and actual shooting, I logged 21 or 22 flights to nail down our locales.\u201d <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"font-size: medium;\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\">Mars was represented by Moab, Utah, while the moon was found on the border of Southern Utah and Arizona. Venus utilized two Mexican locales, a temple outside of Mexico City and The Cave of Swallows. \u201cThe only thing I\u2019d ever seen shot there was the <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>Blue Planet<\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"> documentary from ten years ago,\u201d Kosinski notes. Some base jumpers with GoPros on their heads have jumped there too, but it hadn\u2019t been exploited for narrative or ad work, so it was worth the trip, though very difficult for us to reach, as we had a three-hour drive after our flight. The cave was about 500 feet below the road, so we had to break the crane into pieces, hand-carry it down, then reassemble at the mouth of the cave.\u201d <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><img decoding=\"async\" class=\"aligncenter size-full wp-image-6124\" src=\"http:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny11.jpg\" alt=\"destiny11\" width=\"1200\" height=\"1200\" srcset=\"https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny11.jpg 1200w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny11-768x768.jpg 768w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny11-400x400.jpg 400w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny11-150x150.jpg 150w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny11-700x700.jpg 700w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/><\/p>\n<p align=\"JUSTIFY\"><img decoding=\"async\" class=\"aligncenter size-full wp-image-6116\" src=\"http:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny4.jpg\" alt=\"destiny4\" width=\"1200\" height=\"900\" srcset=\"https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny4.jpg 1200w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny4-768x576.jpg 768w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny4-80x60.jpg 80w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny4-533x400.jpg 533w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny4-933x700.jpg 933w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">Miranda recalls that getting a camera down inside the cave for the looking-up shots was an adventure unto itself. \u201cThat was the most labor-intensive aspect of getting in-camera imagery,\u201d says the cinematographer, who shot on the Sony F65 for its resolution, which allows flexibility for repositioning in post without image degradation. \u201cOne of my operators went down a line inside this cave that looks like it could hold the Eiffel Tower. We had twelve guys taking turns hand-lowering him down, so for all the high-tech aspects, there was still a real down-and-dirty feel to getting that shot. It took a half-hour for him and his guide to be lowered to the bottom. There wasn\u2019t any way to arrest the spinning motion during descent, and his guide threw up; fortunately he was twelve feet below my operator at the time!\u201d<\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"font-size: medium;\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><b>When shooting the moon, the team encountered<\/b><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"> the one thing our natural satellite lacks \u2013 weather. \u201cIt was overcast when we shot, but while there is either extreme brightness or total darkness on the moon, there isn\u2019t really an in-between setting!\u201d Miranda laughs. \u201cSomebody made the call that by this time in the future, the moon has been partly terra-formed and has atmosphere [laughs again], so we just got on with it. We rigged a dolly to follow the assault team at full speed as they charged down a grade. Then we built a rig that let the camera circle the three characters as they fired off round after round at the alien attackers. We could make a complete revolution in just over one second, with the arm 15 feet from the platform, rotating on a turntable, while shooting at 120 frames per second.\u201d <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"font-size: medium;\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\">Surprises for the <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>Become Legend<\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"> promo on the VFX side were kept to a minimum, owing to Barba and his crew on location acquiring set data. \u201cWe knew what was going to be handled practically beforehand,\u201d Barba shares, \u201cand if something didn\u2019t work out just right during the shoot, then we would take that on as well, using what was shot as a guide. <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><img decoding=\"async\" class=\"aligncenter size-full wp-image-6117\" src=\"http:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny5.jpg\" alt=\"destiny5\" width=\"1200\" height=\"498\" srcset=\"https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny5.jpg 1200w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny5-768x319.jpg 768w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny5-600x250.jpg 600w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny5-750x311.jpg 750w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\">\u201c<span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">We also do a lot of VFX planning in the postvis phase \u2013 after editorial can get stuff to cut, as the battle scenes progress pretty rapidly,\u201d he continues. \u201cOn a feature there is time in preproduction and during shooting for look development, so the whole machine is oiled and rolling along, which makes the hundreds of shots needed more manageable somehow. With commercials there isn\u2019t time for reflection \u2013 that first one had a three-week backend after we received plates, and the second one had maybe four-and-a-half \u2013 so you have to plan more tightly with a smaller crew on this compressed schedule.\u201d <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"font-size: medium;\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\">Barba\u2019s role on the follow-up spot, 2015\u2019s <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>Evil\u2019s Most Wanted<\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"> (promoting <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>The Taken King<\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\">), required more time because of the extensive and close-up interaction between live-action and animated characters, which included mocap work.<\/span><\/span> <\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\">\u201c<span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">In the first spot we were augmenting locations,\u201d he elaborates, \u201cadding CG work in background to make things look like another world. The second spot required us to figure out fight choreography and provide editorial with versions to evaluate how it all fits together and whether we\u2019d need to add two frames to one cut or reposition an element so that it seems that everybody is seeing and fighting each other with the right eyelines.\u201d<\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><img decoding=\"async\" class=\"aligncenter size-full wp-image-6118\" src=\"http:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny6.jpg\" alt=\"destiny6\" width=\"1200\" height=\"259\" srcset=\"https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny6.jpg 1200w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny6-768x166.jpg 768w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny6-750x162.jpg 750w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/><\/p>\n<p align=\"JUSTIFY\"><span style=\"font-size: medium;\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\">Filming for <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>The Taken King: Evil\u2019s Most Wanted <\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\">took place entirely on stage in Culver City, where Miranda shot the human-monster live-action using a Mo-Sys Lambda remote head. A practical full-scale floor was custom built for the sequence, along with a partial interior for a spacecraft approaching Saturn\u2019s Titan moon. <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\">\u201c<span style=\"font-size: medium;\"><span style=\"font-family: Garamond,serif;\">I added the shot of the cockpit, which wasn\u2019t in the original script,\u201d Kosinski recalls. \u201cIt felt like we needed to establish who they were talking to down on Titan. So building a seat and partial dash with controls to hold was enough to give the cockpit a sense of reality that you can never quite get with CG [characters]. I find the wear and tear on cloth costumes as created by talented artisans carries with them a presence that is hard to match no matter what kind of digital asset gets developed.\u201d For both spots, costumes and weapons were built by Legacy Effects. [See <\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><i>Creature Features<\/i><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\">, ICG March 2013.]<\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><img decoding=\"async\" class=\"aligncenter size-full wp-image-6119\" src=\"http:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny7.jpg\" alt=\"destiny7\" width=\"1200\" height=\"493\" srcset=\"https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny7.jpg 1200w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny7-768x316.jpg 768w, https:\/\/www.icgmagazine.com\/web\/wp-content\/uploads\/2016\/03\/destiny7-750x308.jpg 750w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\"><span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">Kosinski says 90 percent of combat was derived from live action. \u201cThe alien makes a big jump that was CG, because if you tried doing that with wires it would be slow and tedious,\u201d he states. \u201cBasically, when he defies physics or conventional stunt abilities, you choose CG. We had a stuntman performing the alien character so our heroes had somebody to react to, and then a digital creature whose movement was driven by mocap done on a different shoot day replaced him. We had the same actors in the roles, but sometimes they would be playing live-action characters and other times they would be doing motion-capture in a volume, and Eric was able to meld those two worlds together.\u201d For both spots, Digital Domain employed their usual toolset for animation and particle effects, which included Houdini, Maya, ZBrush, NUKE and V-Ray. <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\">\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\"> <span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">The director\u2019s final thoughts concerning his approach to marketing the game reflects a filmmaker\u2019s mindset. \u201cIt\u2019s not just about introducing gamers to a game,\u201d he insists. \u201cYou\u2019re introducing every potential viewer to a new universe, a piece of IP that could grow well beyond that. If you\u2019re only trying to sell the game itself, you can just run some footage to make your point. <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><span style=\"color: #000000;\">\u201c<span style=\"font-family: Garamond,serif;\"><span style=\"font-size: medium;\">The live-action approach was a good way to get people outside of the gaming community interested enough to want to know more about the property. To me, this broader reach is preferable, and what made both spots exciting. I\u2019ve heard talk that the game could be developed into a feature; it has been over a year since its debut, and it continues to get more people playing, so you could make a good case for it to the studios.\u201d <\/span><\/span><\/span><\/p>\n<p align=\"JUSTIFY\"><strong>by Kevin H. Martin \/ photos courtesy of Digital Domain\/Bungie\/High Moon Studios\/Activision<\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Claudio Miranda, ASC, exploits real-world locales for Destiny\u2019s planet-hopping video-game series When a trio of tough-talking, space suited soldiers turn up armed and dangerous on three neighboring planets in rapid succession, it doesn\u2019t take a big leap of imagination to make viewers think they are seeing clips from How the Solar System Was Won or a new installment of Starship Troopers. But, in truth, they\u2019re being treated to a promotional tease for Destiny, a gaming adventure by Activision and Bungie [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":6110,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"om_disable_all_campaigns":false,"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[2],"tags":[],"class_list":["post-6108","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-features"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.4 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Fire on High - ICG Magazine<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.icgmagazine.com\/web\/fire-on-high\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Fire on High - ICG Magazine\" \/>\n<meta property=\"og:description\" content=\"Claudio Miranda, ASC, exploits real-world locales for Destiny\u2019s planet-hopping video-game series When a trio of tough-talking, space suited soldiers turn up armed and dangerous on three neighboring planets in rapid succession, it doesn\u2019t take a big leap of imagination to make viewers think they are seeing clips from How the Solar System Was Won or a new installment of Starship Troopers. 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