Archive for November, 2008

Specials and Side-projects

Posted: 28th November 2008 by Anthony van Winkle
Categories: Behind-the-Scenes Photos

On finishing our first episode, producing a guest comic, and keeping the website active

Well, they made it through. We’ve finished up the meat of the Episode One story, and the next week and a half will cover the ‘epilogue’ that sets the stage for the rest of the series. So in a way, we’re really just now getting to the good stuff. As I’ve mentioned previously on this blog, Episode Two is nearly complete with production, and we’re underway with the pre-production work on Episode Three. But just to mix things up a bit, we’re pursuing a few side projects in the winter lull, exploring new areas of our creativity and expression.

One of the ways we’ll be keeping the website fresh and interesting during the off-season (about a month between the end of Episode One and the beginning of Episode Two) is with other stories from the Night Zero world. We’ve already got some stories and photos from the book that we’ll be sharing with you, and our camera-man Forest Gibson is set to helm the production of a new vignette. Directed and shot in the “white space” between our regularly scheduled productions, this will be a short, independent story that’ll go online right around Christmas.
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Keeping it real in photography

Posted: 21st November 2008 by Anthony van Winkle
Categories: Behind-the-Scenes Photos, Episode 1 - "Ashes", On Location, Photography

On shooting a post-apocalyptic photographic novel without greenscreens or CGI, entirely on location

I’ve never been a fan of the (now standard) practice of “phoning in” set locations, props, and visual elements. Most likely coming from my theater background, when everything has to be real, I cannot stand when films opt for the easy, cheap solution of standing actors in front of green screens and faking everything else. While a film like Jurassic Park or Lord of the Rings benefits tremendously from the investment of shooting on-location, films like (the new) Star Wars and 300 come off as cheap hacks. I give credit to the actors that can manage to act in a bright green void, but loathe the directors and producers who take that cop out.

With Night Zero, I insist that all of our shoots be on location, all of our costumes and props real, all of our actors in the moment. Nothing in Night Zero is on a green screen, and we rely on post-production only for things that are impossible to shoot in HDR– splattering blood, for example, which would not hold still for three exposures. Action sequences are staged stationary, and given blur and speed-line enhancements to indicate motion. And sometimes, shots are broken up into multiple elements, to split focus between multiple entities.
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Lights, Camera, ACTION

Posted: 14th November 2008 by Anthony van Winkle
Categories: Behind-the-Scenes Photos, Digital Production, Episode 1 - "Ashes"

On the workflow for handling HDR images in Photoshop CS4

As promised, a little action and a little blood. These sorts of sequences are by far the hardest to coordinate and the hardest to produce, but they sure are a blast. Over the past year of creating Night Zero, we’ve shot four large-scale scratcher fight sequences, and those have been some of the most fun times we’ve had. From a freezing night in January to a scorching cloudless day in July, our scratchers have been real troopers, and I cannot emphasize enough how much they rock.

This week we upgraded to Photoshop CS4, primarily for its 64-bit compatibility. Previous versions of Photoshop (and most software) are only capable of understanding up to 4 gigs of memory, which is way more than most people would ever need, but is a difficult limitation for Night Zero. I’m a huge advocate of data redundancy and non-destructive editing, so every iteration of our photos is self-contained. The major advantage here is that nothing is permanent, and any change or alteration we make can be reversed at any time, without undoing everything that happened after the change. The disadvantage is that every progressive file contains all the data of all the previous files.
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On Zombies (Part II)

Posted: 7th November 2008 by Anthony van Winkle
Categories: Concepts & Development

On the creation of Night Zero’s unique zombie creatures, the ‘scratchers’

Continuing last week’s discussion on zombies and Night Zero, I’d like to explore how we moved from “zombies” to “scratchers”, how that’s different, and what it means for the survivors of our apocalypse.

A classic quirk of classic zombie films is that the characters never actually utter the word “zombie” in the course of the film, but the term is universally understood by the audience and the production team. For Night Zero, the word “zombie” carried with it a number of connotations that we wanted to separate ourselves from, which challenged us to stop referring to our infected as zombies and start calling them something new… scratchers.

For what is a zombie? A zombie is mindless, senseless, devoid of any and all cognitive function. Until recently, a zombie was slow, sluggish, and dead. A zombie is a threat much in the way an avalanche is– it’s not coming after you specifically, and doesn’t care what you do, but if you don’t get out of the way, things will end badly for you.

The first step to transform the zombie, as I mentioned briefly last week, is to shift from a living-dead style to an infection style. This change allows the creatures to retain the agility and dynamic of their former selves, presenting a much more dangerous threat at the cost of a (slightly) less pervasive one.

The second step towards the scratchers is to shift some of the brain-vacancy to a pack mind, adding intelligence and logic to a previously dumb-as-nails threat. What better way to balance the speed and agility of the infected than to give them hunting packs, ambush tactics, and the ability to learn and remember. Suddenly, the apocalyptic threat becomes less like toxic cattle and more like velociraptors.

Purists will then argue that the creatures in Night Zero are not zombies at all, and to a certain extent that’s true, and that’s exactly what we’re going for. When you think of the threat faced by the survivors, don’t think of the shopping mall from Dawn of the Dead. Think of the Reavers from the Firefly series (and film Serenity).

And much like Joss Whedon’s approach with Reavers in the Firefly series, the scratchers of Night Zero are not the focal point of the story, nor even a large percentage of it. They are the mechanism that sets the story in place, and they are the constant threat banging on the walls of the tenuous remnants of society. They are always there, yet rarely seen.

But when they are seen, count on it getting ugly.

See you next week!