Zitat des Tages von John Knoll:
I have three daughters who grew up while I was working on the special editions and the prequels. They got to be big 'Star Wars' fans. And, you know, I would see them identifying with a lot of the male characters, and I just thought, 'Star Wars' could use more good strong female leads.'
You have to do what the story demands, but inside of those constraints, I try to inject as much realistic physics as I'm allowed to.
Any tool can be used for good or bad. It's really the ethics of the artist using it.
I loved movies. In particular, I loved movies depicting places and events that obviously you couldn't have gone out and shot. It was obvious you were looking at something that had been manufactured in some way. I was fascinated by that.
As Lucasfilm is developing IP and we're working on our projects, we should be using those films to advance the ball further down the field and to make things better for the rest of the company and the rest of the industry.
There are things that I am nostalgic about from the 'good old days.' I loved motion control cameras, actually. I love the way they sound. I used to do a lot of miniature work, and it's still warranted, but it's done less often, largely for budgetary, schedule, and flexibility reasons.
The way that Lucasfilm used ILM was George never restricted his thinking to things that he knew could be executed with the tools at the time. He would write what he thought would be cool and what he wanted from a storytelling standpoint with the assumption that, 'Well, they'll figure it out!'
It's harder to get your second picture than it is to get your first one.
I don't have any particular loyalties to one technique or another. I'm just trying to use the best for the job.
Reacting is so important to the craft of acting.
Having been a cameraman, I think about, 'Well, if this was real, how would this be shot?' I try to inject as much realism as much as possible.
Part of the process is always, 'Is there a better way?' We try to think through if there's something we can do better creatively or technically, or just is more efficient.
A lot of filmmakers understand that the work is done digitally, and it's technically possible to change it late in the game.
ILM was the first company that I had worked at that had a computer-graphics division.
You can hardly turn around and not see something that was done in Photoshop.
'Baby's Day Out' is maybe not a great movie, but... No, I've enjoyed and learned things from every project I've worked on. That was an important step in my career at ILM.
Eighty percent of my job is to ask the question, 'If this were real, what would it look like?'
In animation, you can often defer decisions or make changes later.