Posts Tagged ‘apocalypse’

Special Concept Delivery

Posted: 12th February 2010 by Anthony van Winkle
Categories: "Special Delivery", Behind-the-Scenes Photos, Concepts & Development

On the story concept for the “Special Delivery” vignette, and comparisons to past vignettes

Each vignette has its own origin story and purpose in the Night Zero world, and this newest is no exception. Jezebel was produced as a replacement for the untitled vignette (which was repeatedly postponed due to inclement weather), and its function was to tell a story of the night itself and how it changed the individual survivor’s world. The untitled vignette, in turn, was conceived and submitted by a fan writer, and was chosen for production as a means to introduce a zombie-centric story into our zombie-themed comic. Sisters was developed over many months as a full-scale endeavor and sought to broaden the relationship establishment and backstory of two known characters. The inception of “Special Delivery” was purely a matter of utility, and its purpose was to experiment with a brand-new production technique while throwing a different angle on the ‘messenger’ lore of the Night Zero world.
Read the rest of this entry »

Scratcher Catchers

Posted: 11th December 2009 by Anthony van Winkle
Categories: Behind-the-Scenes Photos, Episode 3 - "House Calls", On Location

On the anti-zombie truck, skullhunter costumes, and real fire that went into the “scratcher catchers” scene in Episode Three

As I mentioned in my previous entry, the leadtime between this scene’s first script appearance and it’s shoot date came to a few weeks over a full year. The challenges in staging an independent production at a shipping container yard were certainly hurdle enough, but the primary cause for this delay was just that we had so much else on our plates. In March I first proposed a shoot for this scene, aiming for the end of May or beginning of June (waiting until after the intense weekend of shooting at the skullhunters house). However, priority for those early summer dates was given to Claude and the Trio, who would have been needed online the same month had the premiere of Episode Three (and all shoots pertaining to it) not been delayed by the unexpected arrival of the Sisters vignette for the summer. By the time we wrapped Sisters we had no room for anything but the epic zombie-invasion shoot at the end of September, followed by a handful of low-key filler shoots in the wake of that exhausting endeavor. Fortunately we have Justin on the production team, who was able to hunt down and secure our location despite all these setbacks. And so, just a week before it would be needed online*, the Night Zero team descended upon the Seattle waterfront to shoot one of our wettest sets.

Read the rest of this entry »

The pieces start to come together

Posted: 16th October 2009 by Anthony van Winkle
Categories: Behind-the-Scenes Photos, Episode 3 - "House Calls", On Location

On decorating a house to create the “post-apocalyptic” look of the skullhunters’ domain

And with page sixteen, things have come full circle and the stage is set for the next act of our drama. Now we watch and see who’s after what, and how far they’re willing to go to get it. There is one more character we get to meet, and that’s something to look forward to next week.

The skullhunters’ house was shot over a grueling weekend, fighting against the sweltering summer sun and the nigh-impossible schedules of actors at season’s end. For the weekend, the Night Zero team took over the house of some good theater friends, a location known as “the Octagon” and famous for its themed parties and unkempt state. The first day of the shoot was spent simultaneously cleaning and dirtying the house, clearing out room and optimizing the interior for our needs while fabricating boarded-up windows and a chain-link fence around the perimeter. The construction of the window boards was handled by Eli and myself, while the amazing Steve painted (freehand!) the looming skull for the facade.
Read the rest of this entry »

A Tale of Two Sisters

Posted: 17th July 2009 by Anthony van Winkle
Categories: "Sisters", Behind-the-Scenes Photos, Concepts & Development

On the inspirations for the “Sisters” vignette, and the evolution of its story from concept to production

It’s my great pleasure to bring this brand-new vignette to the Night Zero community, and I hope you’ve been enjoying it. This flash into the past of the Nazarov girls is both groundbreaking and trend-bucking in many ways, which I’m happy to share with you today.

Immediately notable from the production side is the speed with which this vignette came to life. In early April the idea came to do a story about the sisters, and after a number of very different scenarios, the concept began to come together as you see it. Production was fast-tracked amidst a few large Episode Three shoots, a cast assembled from some incredibly talented local actors (who had been long waiting for such an opportunity), and then costumes, props, and a shoot location brought together in swift order.
Read the rest of this entry »

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!

On Zombies (Part I)

Posted: 31st October 2008 by Anthony van Winkle
Categories: Concepts & Development

On the challenges and traps of using zombies as a plot device in long-term character-driven fiction

It’s the night of ghosts and ghouls, magic and monsters, and of course, costumes and candies. Let’s pray that it’s a night without the zombie apocalpyse, for the sake of those poor souls still unprepared.

This week wraps up the warehouse exposition segment of Episode One, so ready yourselves for some action and violence in the upcoming weeks as we begin to see more of what makes the post-apocalypse what it is. In preparation, I present the first of two parts on how the Night Zero team created its unique brand of zombie, and why turning the rulebook on its head created a new breed of faster, scarier, and more awesome terror.

… So the addition of an escape clause is pretty much unheard of in the world of zombie fiction, I’ll admit that. The idea that there is some counter-attack, that a bite or scratch is not a guarantee of infection, has very serious ramifications to the genre, in particular to the element of why zombies are scary. Over the past few years I’ve met with a lot of people, zombie fans and unprepared alike, and compiled a cross-section of why zombies are, in fact, a scary thing, and while it was rarely listed as a primary reason, the inevitability and irreversibility of infection plays a major factor in the other reasons people listed. Reasons such as “there is no way to overcome their numbers,” that “you may have to kill someone who loved you,” and things of that nature. Inevitability plays a huge factor in the speed and scope of the apocalypse, and that’s a serious precedent to fight.

From a production perspective, however, that manner of zombie is perfect for a one-time story (such as a movie or novel), but poor fodder for an ongoing serial like Night Zero. Now of course there are many, many zombie comic books out there, and some have been going on for quite some time. But two things happen in those series, neither of which I was wild about for ours. The first byproduct is that your character collection is always very small, a band of survivors that is constantly on the move and on the defensive. New characters have to be regularly introduced so that they can be killed off, or brought in as replacements for older characters that have died. The second byproduct is that, the longer the series runs, the less plausible it becomes that any one character has survived for so long without the slightest scratch, bite, or splatter, EVER. The longer they live, the less believable it becomes, even in terms of zombie-apocalypse believable.

For Night Zero, I wanted to have a wide cast of characters, each with their own histories and objectives, and I wanted the freedom to move between them and tell all their stories. This first serial episode, “Ashes,” focuses on two such characters, and their bosses and enemies, while other vignettes and short stories expand the world with tales of other survivors. Allowing the characters to have close calls, gruesome fights, and near-defeats, but still carry on to tell the tale, greatly improves the freedom we have to explore the world. But in order to do this, and do it right, the most important decision came down to how Night Zero was going to do its “zombie” thing.

Over the past few years, the zombie genre has exploded in films and comics, and new ideas and implementations have broadened the horizon that was once strictly a Romero/Russo landscape. I wanted to avoid the “living dead” aspect, and focus more on the primeval human elements that drive us to destroy. Why bother with a corpse, inexplicably driven to kill a human, when you can explore a human, driven by their most basic instincts, driven to kill other humans in a gruesome display of dominance and power. With that came the natural decision to build on infection-based zombies, rather than animated corpses. A curious side effect is the blurred line between an angry person and an infected one (which serves some delightful plot points later on). When dealing with a virus that selectively shuts off and hyperactivates various brain chemicals, you create a very gradual transition from emotional human to terrible monster, rather than the moment-of-death that a living-dead zombie requires before the changeover.

This new style of zombie, more ’28 Days Later’ than ‘Dawn of the Dead’, still keeps the overwhelming-numbers and could-be-your-loved-one terror of the classic Romero zombie, but adds the element of logic and process solving… not going to be driving any cars or programming computers, but able to open doors, climb buildings, and even (in some cases) set traps and coordinate attacks. At the cost of a percentage of numbers (only persons specifically infected become part of the mob, as opposed to absolutely everybody who has died), the scare-factor is bumped up tenfold by their ability to run after you, and run fast.

Next week… how we took this “new millenium” zombie and turned it on its head to create the SCRATCHERS.