Creating a Sci-Fi Action Comedy: Max Reload and the Nether Blasters
Today we're pulling back the curtain on the world of indie filmmaking with our special guests, Scott and Jeremy, the innovative masterminds behind the sci-fi action comedy, Max Reload and the Nether Blasters. Embark with us on a journey that takes us from the spark of an idea for a small indie sci-fi film for Comic-Con, to the successful production of their own short film. Scott and Jeremy's passion and dedication to their craft is palpable throughout our conversation, as they reveal their unique approach to film development, their love for geeky cinema and how they have shaken up the firearms industry with their work.
Scott and Jeremy are not just filmmakers, but dreamers, and their audaciousness is evident as they discuss the ambitious project that is Max Reload. They brought together a skilled team of technicians, craftsmen, artists, and even collaborated with a London-based animator to create breathtaking pixel art sequences for the film. We explore their creative process, including their approach to animation and visual effects, how they've overcome challenges and tackled difficult transitions, and how they drew inspiration from 80s classics like Ghostbusters and Last Starfighter.
Our guests also open up about the invaluable lessons they've learned along their journey and how these experiences have shaped their future endeavors. They share insightful advice for aspiring filmmakers, particularly those interested in visual effects, emphasizing the importance of planning, openness to collaboration, and flexibility. From the development of the nether creature visuals, the creation of a realistic puppet, to the consistent look of the nether possessed characters, Scott and Jeremy have managed to masterfully navigate the challenges of indie filmmaking. Join us for this captivating conversation and let's together discover the inspiring world of indie filmmaking.
Offensive Marketing Group: https://www.offensivegroup.com/
Max Reload website: http://www.cineforgemedia.com/maxreloadmovie.html
More Max Reload: https://www.youtube.com/playlist?list=PLk8FNZ40x8GR4bLgAQVRkVEZnVTMmhh9t
Show No Mercy: https://youtu.be/opTYJ6IRitw?si=0GTMKvcgcQVjt8He
Transcript
[Paul DeNigris]: A long lost Colecovision cartridge imbued
with an ancient evil incantation releases
[Paul DeNigris]: the forces of darkness on an unsuspecting
populace, and humanity's only
[Paul DeNigris]: hope is a trio of video game nerds,
aided by genre legend Greg Grunberg and
[Paul DeNigris]: indie film icon Kevin Smith in Max Reload
and the Nether Blasters.
[Paul DeNigris]: This week on the VFX for Indies podcast.
[Paul DeNigris]: With me today are Scott Conditt
and Jeremy Tremp, the masterminds behind the
[Paul DeNigris]: indie sci-fi action comedy,
Max Reload and the Nether Blasters, which my
[Paul DeNigris]: team and I were privileged
to create over 500 visual effects shots for.
[Paul DeNigris]: Welcome to the podcast, guys.
[Scott]: Hey, thanks Paul.
[Jeremy]: Happy to be here, man.
[Scott]: Yeah, man. Pleasure to be here.
[Paul DeNigris]: Right on. It's been a while.
Haven't seen these guys in person in quite
[Paul DeNigris]: a while because they're busy.
I'm busy. They are kicking ass with their new
[Paul DeNigris]: company, Offensive Marketing
Group, which we will hear about. Why don't
[Paul DeNigris]: you guys give us a quick overview
of who you guys are individually and as a partnership.
[Paul DeNigris]: Tell us a little bit about
Cineforge and about your newest venture, OMG.
[Jeremy]: Kick it off sir.
[Scott]: Yeah I'm Scott Conditt, a 41 year old filmmaker, I like long
[Scott]: walks on the beach.
[Jeremy]: You're old dude.
[Scott]: I know I'm aging out man. No so I'm
[Scott]: Scott Conditt, I'm one of the
creative directors and owners here at Offensive
[Scott]: Marketing Group, filmmaker,
creative writer, huge fan of Foxtrot X-Ray
[Scott]: and Mr. Paul DeNigris,
and yeah one of the directors from Max Reload
[Scott]: and the Nether Blasters, a
fun little sci-fi action comedy we did. few
[Scott]: years back, which is now in
worldwide distribution.
[Jeremy]: Heck yeah, cool. Yeah,
[Jeremy]: I'm Jeremy Tremp. Little
bit of history, I graduated film school in
[Jeremy]: 08 and then just kind of jumped
right into the film set. Thankfully, when I
[Jeremy]: graduated film school, Michigan
had just passed, I think it was like 45% film
[Jeremy]: incentive. It was the highest
in the nation, which was absolutely crazy.
[Jeremy]: So tons of independent and
like lower Hollywood productions were. filming
[Jeremy]: there. And so that gave me
the opportunity to get on a lot of pretty big
[Jeremy]: sets as a assistant camera
and then camera operator as well on a few of
[Jeremy]: those. So I was able to really
dive in quickly. And then from there, I kind
[Jeremy]: of pivoted and wanted to start
my own thing and ended up directing and shooting
[Jeremy]: hundreds of music videos and
doing a lot of photography. And then we linked
[Jeremy]: up in about 2015 or so and
started to make some cool stuff and ultimately
[Jeremy]: led to Max Reload that we
started shooting in what? 2018 I think it was.
[Scott]: Yeah, winter of 2018.
[Jeremy]: Yeah. And now I'm also a co-founder, creative director
[Jeremy]: at Offensive Marketing Group,
which is the bread and butter day to day at
[Jeremy]: this point. Yeah. Where we
take our cinematic storytelling background
[Jeremy]: and put that towards marketing
the outdoor sectors. So.
[Scott]: And combining that
[Scott]: love of cinema, right? We've
had a chance to not only hit the hard edge
[Scott]: of the marketing side of the
firearms industry, but. We've got a chance
[Scott]: to work the cinematic side
of our life into it too, working with teams
[Scott]: like 8711 Action Design, the
John Wick Stunt team, and things like that
[Scott]: for higher end commercial
spots. So bringing that studio quality flair
[Scott]: to the firearms industry has
really been where OMG has been different from
[Scott]: most of the conventional marketing
in this space today.
[Paul DeNigris]: you're definitely tying in
your love of geek cinema. I remember a spot
[Paul DeNigris]: that you worked on not too
long ago that was very inspired by my favorite,
[Paul DeNigris]: Blade Runner. I know you've
done some recent stuff inspired by Predator.
[Paul DeNigris]: And it's very cool to see you
guys work the geeky cinema lover angle into
[Paul DeNigris]: the firearm space. And I'm
sure your clients eat that shit up. They
[Jeremy]: Yeah,
[Paul DeNigris]: must love it.
[Jeremy]: that's a lot of fun. It's
cool to see the audience reaction wanting more
[Jeremy]: asking for longer versions,
the full movie length, the video game version,
[Jeremy]: right? Like it's really cool
to service that, you know, which that's us,
[Jeremy]: right? We are those consumers
as well. So we're just trying to make cool
[Jeremy]: shit for people like us.
[Scott]: Yeah, that's kind of the unique thing too about like
[Scott]: our passion. It's sci-fi action.
What are those things all inherently have infusing
[Scott]: the Blade Runner? Cool guns,
man. So it's It's an inseparable part of Hollywood
[Scott]: that we found a way to bring
to the forefront of what we do every day here.
[Paul DeNigris]: Awesome. Well, before we dive
into Max Reload, give us some highlights, because
[Paul DeNigris]: I know Max Reload was built
on a series of steps, right? You guys were
[Paul DeNigris]: kind of working towards that
with some of the films that you worked on,
[Paul DeNigris]: some of the shorts and documentaries
and things like that. So just give us the quick
[Paul DeNigris]: highlights of kind of the formative
years of your partnership leading towards Max.
[Jeremy]: Yeah, man. When we first got
together and linked up, we talked about doing,
[Jeremy]: I think it was like a film
competition or something like that. For Comic-Con.
[Jeremy]: Yeah, and we were going to
do some like Metroid versus Halo or something
[Jeremy]: silly. And we just kind of
came to the conclusion that was way outside
[Jeremy]: of realistic, right? Because
you've got to get these costumes and all these
[Jeremy]: different props and whatnot.
And I think we scrapped that idea, and we decided
[Jeremy]: just to make a short film.
[Scott]: Yeah, and dude, Paul, you know us super well
[Scott]: having been in the trenches
with us for years and all the work we did on
[Scott]: Max. What started out like
with us going back to the drawing board saying,
[Scott]: okay, that's too, too grand.
Let's go back to zero independent filmmaking
[Scott]: mindset. Let's work with what
we've got. Let's be more realistic, quickly
[Scott]: evolved and spiraled again,
out of control into, well, we've got a loose
[Scott]: connection to Martin Kove
from Karate Kid. And now Cobra Kai is like
[Scott]: his revived fame. And this
concept that we had for what was supposed to
[Scott]: be a little short indie sci-fi
film for Comic-Con went way too big. Then we
[Scott]: went way small, scaled it
back and then spiraled out of control. And
[Scott]: we made a little film called
Show No Mercy that had a ton of VFX in it.
[Scott]: It had people getting sucked
into video game, old school arcade machines,
[Scott]: little shootout scene and
flying people in from Hollywood. And it was
[Scott]: still a very small little
short. But after that. and doing that the way
[Scott]: that we know how, which is
still super independent and scrappy and no
[Scott]: budget. Wearing many hats.
Wearing many hats, we're like, dude, I think
[Scott]: we can work together beyond
this because we survived this experience. So
[Scott]: it evolved from there.
[Jeremy]: Yeah. And then we jumped into Game Jam, the movie,
[Jeremy]: which was more of an opportunity
that we were given to produce for another company.
[Jeremy]: And we turned that into, again,
something way bigger than it initially was
[Jeremy]: scoped out as, but that was
cool. Cause that was kind of... a bit of a
[Jeremy]: passion of ours as well because
we were following independent game developers
[Jeremy]: as they did a 48-hour game
jam. And the winners of the game jam went out
[Jeremy]: to LA to IndieCade to network
with big brands. And one of them ended up meeting
[Jeremy]: with Oculus and that kind
of... It was pretty cool. So it was cool to
[Jeremy]: tell that story kind of as
it evolved in a more documentarian filmmaking
[Jeremy]: style rather than the narrative style.
[Scott]: And a benefit of that project, the Game
[Scott]: Jam, the movie documentary.
One of our producers, Ben Reichert, was a professor
[Scott]: at the institution where we
filmed the majority of that Game Jam, which
[Scott]: is where and how we met you,
Paul. So it all came full circle, man. Like
[Scott]: every project you end up finding,
it leads to something bigger and better, at
[Scott]: least. That's always been
our experience.
[Paul DeNigris]: Absolutely. I mean, a big theme
with successful independent filmmakers is finding
[Paul DeNigris]: your tribe, right? Finding
the like-minded individuals who are going to
[Paul DeNigris]: go on the crazy journey with
you to make something that you individually
[Paul DeNigris]: might not have been able to
achieve, right? So yeah, that's very cool.
[Paul DeNigris]: And I remember becoming aware
of you guys with Game Jam and being very interested
[Paul DeNigris]: in what you were doing and
then seeing Show No Mercy and being like, all
[Paul DeNigris]: right, these guys. They got
it going on. They're leveraging all of this
[Paul DeNigris]: stuff to make some really cool
shit. So yeah, at that point, my team and I,
[Paul DeNigris]: we were all in to work with
you guys. So give us the back of the Blu-ray
[Paul DeNigris]: cover synopsis of Max Reload.
[Scott]: Yeah, so Max Reload, the Blu-ray
synopsis, right? Small town video game store
[Scott]: clerk accidentally unleashes
the forces of evil from a cursed Colecovision game.
[Max]: I know it sounds nuts.
[Max]: I mean, I've been wanting to play
this game since I could hold a controller.
[Eugene]: I knew he'd be back.
[Eugene]: I just had no idea
there were no game cartridges left.
[Eugene]: I knew it was only a matter of time before
the Harbinger found his one player,
[Eugene]: the one man capable of truly unlocking...
[Reggie]: My boy! The chosen one!
[Eugene]: Uhh... Chosen pawn, pawn, chosen pawn.
[Eugene]: And we're not even sure.
[Eugene]: Maybe.
[Chuck]: Unless the store is on fire this weekend.
[Chuck]: I am not to be
bothered when I'm jacked in.
[Scott]: And this game was kind of an urban legend,
much like Polybius or some
[Scott]: of these games that if you're
really into gaming and nerd culture. are the
[Scott]: things that should not be
or the things that almost like ET the game
[Scott]: was kind of something we drift on...
[Jeremy]: It was so bad they destroyed every copy.
[Scott]: Yeah! We took a lot of inspiration
from like actual video game, real world lore.
[Scott]: And we said, well, what if
we do something kind of like Last Starfighter
[Scott]: meets Tron meets ridiculous
like Knights of Badassdom kind of absurd comedy
[Scott]: and culture and infused it
all together? And we did. And we did against
[Scott]: all odds we did with a lot
of help from yourself and your team, many
[Scott]: others. We pulled this little
indie film off for a song and a pittance and
[Scott]: did it against numerous odds
in how many days of shooting?
[Jeremy]: Ultimately 23, I think.
[Scott]: 23 all overnight
shots with the ridiculous and absurd 500 plus
[Scott]: VFX shots written in for an
indie film that had no budget. Yeah.
[Paul DeNigris]: And that's just the VFX that
my team and I touched. There was more beyond
[Paul DeNigris]: that, like the game imagery
and stuff, which we'll touch on. My next question
[Paul DeNigris]: was gonna be, what possessed
you to make a movie this ambitious as your first feature?
But you sort of answered that already. It seemed
[Paul DeNigris]: like the inevitable direction
that you were going, through all the projects
[Paul DeNigris]: that led you there.
[Jeremy]: Yeah, we just we can't we
can't do anything small. I mean, we start writing
[Jeremy]: something and then, you know, it's just...
[Scott]: We have this conversation all
[Scott]: the time. Like, there's
something wrong with us in our approach. And
[Scott]: and the funny thing is, man,
like blessing and curse, the capability and
[Scott]: the naivete mixed with stubbornness
and then the ability, like you said, to bring
[Scott]: together a very skilled. and
much larger tribe than the two of us to actually
[Scott]: have the technicians and the
craftsmen and the artists, for some reason
[Scott]: they jump on board and they
see the vision and help us bring it across
[Scott]: the finish line. Like looking
back over what ended up becoming a two year,
[Scott]: two and a half year process
of our life, dude, if you'd shown us that roadmap
[Scott]: when we started making the
film, I would've been like, nope, I'm out.
[Scott]: Like my wife would've been
like, yeah, you're out. But no, she was super
[Scott]: supportive the whole time.
But it was like... It's insanity when you look
[Scott]: at the amount of challenges,
hurdles, um, not just technically, but you're,
[Scott]: dude, you're checking your
own sanity. Like nightly, I remember there's
[Scott]: nights that I called Jeremy.
I was like, dude, what have we gotten ourselves into?
[Jeremy]: What if we show up sick tomorrow?
[Scott]: Hey Paul, you're up.
[Paul DeNigris]: Hahaha
[Scott]: I don't know if I answered the question, but yeah, a lot of, a lot of things to say
[Paul DeNigris]: No, that did answer the question.
I mean, you guys are obviously very ambitious
[Paul DeNigris]: and have a vision. And I think
that's what the people like Martin Kove and
[Paul DeNigris]: Greg Grunberg and all of the
actors that you brought on board, and then
[Paul DeNigris]: all of the crew and the behind
the scenes talent, the below the line talent that
[Paul DeNigris]: you brought on board. We all
saw the ambition. We all saw the reaching for,
[Paul DeNigris]: metaphorically reaching for
the stars and doing something that was really
[Paul DeNigris]: unexpected in the indie film
space, right?
[Jeremy]: I think there's a lot of gusto as well of
like, you know, like,
[Scott]: I like that word...
[Jeremy]: you know, it's like, if they can
do it, we can do it. It was, there was a lot
[Jeremy]: of like, you know, why not?
Why, why shouldn't we be able to do this? Why
[Jeremy]: can't people do this? Let's
prove them. Right. There was a lot of that,
[Jeremy]: just like, you know, let's,
let's do this and show people that it's a reality.
[Jeremy]: Um, I think we learned a lot
that, uh, that we were humbled many times,
[Jeremy]: but, yeah, um, through that
process of refinement. you know, I think that
[Jeremy]: was all a positive experience.
[Scott]: And that's kind of like the indie spirit, dude.
[Scott]: Sure. It was a union film,
right? We had, it was all union actors, we
[Scott]: had to go through SAG and
all that stuff, but it was still, I mean, it
[Scott]: was on the very cusp of what
would qualify for a, you know, ULB. Ultra low
[Scott]: budget. Ultra low budget indie,
and we wanted to make a film that didn't feel
[Scott]: like that. We wanted it to
feel like it had gone through a studio of some
[Scott]: sort, right? And... If it
wasn't for having that mindset, that indie
[Scott]: mindset, all of those moments
where like, well, no, you can't do it that way
[Scott]: for well, for a number of
reasons because you got 10 different people
[Scott]: looking over your shoulder
and, you know, no one's willing to do it that
[Scott]: way. That was not the case
on Max. Everyone's like, yeah, okay. We see
[Scott]: what you wrote on the page.
How can, how could that look? And that was
[Scott]: every step of the way.
[Paul DeNigris]: So what were some of the creative
touchstones for the film? I always look at it as being
[Paul DeNigris]: kind of a throwback to the
movies that we grew up on, right?
[Jeremy]: Absolutely.
[Paul DeNigris]: In the eighties, it's got very
much a kind of a Ghostbusters vibe in a way, where it's comedy, sci-fi, horror, action,
[Paul DeNigris]: and it thrives on the characters
and their interaction, not just on the effects,
[Paul DeNigris]: but oh yeah, the effects are
also really cool. And I know you guys had an
[Paul DeNigris]: experience where you brushed
up against Ernest Cline and Ready Player One.
[Paul DeNigris]: Can you just talk about that
a little bit?
[Jeremy]: Yeah, yeah. Um, you know,
it's like always just reaching as far as possible,
[Jeremy]: right? Like never taking no
for an answer and just saying, what if, you
[Jeremy]: know, that's how we reached
out to Kevin Smith. And we did a very similar
[Jeremy]: thing for Ernest Klein. We,
we sat on a couch and we made a video appealing
[Jeremy]: to his nerd side, essentially.
And saying, Hey, we're doing this thing. Um,
[Jeremy]: it's very inspired by some
of your work and we respect the hell out of you.
[Jeremy]: And if you could help us promote
this in any way and or give feedback in any
[Jeremy]: way, you know, we would be
honored to, you know, just even be considered
[Jeremy]: by your time.
[Scott]: Yeah. And we'd run into him at a book signing that Arizona
[Scott]: State University hosted and
we were big fans of Ready Player One. And we
[Scott]: went down there and he gave
a talk and it was before, I mean, he actually
[Scott]: had announced at that reading
that he was doing the film with Spielberg and
[Scott]: they were actually through
Arizona visiting Spielberg's childhood home.
[Scott]: It hadn't hit mainstream news
yet, but they did a little walkthrough, get
[Scott]: your book signed at the end.
Right. And everyone's getting kind of ushered
[Scott]: through by the handler. They're
like, you know, we got 200 people plus here.
[Scott]: You got to keep moving the
line along. But we snagged the opportunity
[Scott]: for 30 seconds and hey, man,
we've got this mock up poster we did for the
[Scott]: film. We did this little arcade
short film called Show No Mercy with the guy
[Scott]: from Karate Kid, Martin Kove.
I'm sure you know, he's like, oh, yeah. So
[Scott]: we're working on this new
thing. Is there a chance we could reach out
[Scott]: in the future? And he's like,
yeah. So we sent him that and he loved it.
[Scott]: And we reminded him that we
met him at the book signing, which helped.
[Scott]: And yeah, man, it was a shooting your
shot, so to speak. Yeah. You see the opportunity, take it.
[Jeremy]: Yeah. And then like you
mentioned, you know, films from our childhood,
[Jeremy]: we wanted this to feel like
an E.T., a Goonies, The Last Starfighter, Ghostbusters.
[Jeremy]: You know, we shot it on anamorphic
lenses, which... obviously we shot on RED, but
[Jeremy]: we didn't want it to feel
like the super overly sharp, overly, you know,
[Jeremy]: sanitized movie. We want it
to feel like. there was character, you know,
[Jeremy]: there might be a shot that's
not super stabilized, you know, show that a
[Jeremy]: human being made this film,
right? And so that, yeah, we really wanted
[Jeremy]: it to feel like that. Like,
yeah, so you could relate to it more, whether
[Jeremy]: that worked or not, that was
the intention.
[Paul DeNigris]: Yeah, I mean, the anamorphic
lenses that you guys shot on definitely evoked
[Paul DeNigris]: again, those 80s action sci-fi
movies. You know, you had those
[Paul DeNigris]: beautiful lens flares that
we, my team and I, had to replicate in some spots.
[Jeremy]: Yeah.
[Paul DeNigris]: And it was just like, yeah,
you see those images. And I immediately takes
[Paul DeNigris]: me back to being 14 and watching Ghostbusters for the first time. And those beautiful lens flares when
[Paul DeNigris]: they fire up the proton packs.
[Scott]: Yeah man. I just saw on a podcast
yesterday or on a video yesterday, a vlog.
[Scott]: They had the Ecto cruiser around New York.
[Jeremy]: Oh, yeah, that was a nice that video.
[Scott]: Yeah, Casey Neistat. Yep.
We got stoked on that. We actually did a mock
[Scott]: up poster with a concept artist
and we reference the original Ghostbusters
[Scott]: poster. I think it's one of
the ones where they had the proton packs. It's
[Scott]: from the back and they're
looking up at the tower, you know, where the
[Scott]: gatekeeper is and we're like,
dude, do that, but with the Max Reload characters,
[Scott]: that kind of style, that vibe.
Because if you think about how absurd the films
[Scott]: were in the 80s, the premises
were ridiculous, like Monster Squad - ridiculous!
[Scott]: Ghostbusters - ridiculous!
[Scott]: But it's that suspension of
disbelief that I think that generation was
[Scott]: willing. They were willing to
go on those rides. And that's kind of what
[Scott]: we hope for viewers of Max.
Just come on this ride, man, for two hours
[Scott]: and be absurd with us.
[Paul DeNigris]: How long were the various stages of the film's
[Paul DeNigris]: development, pre-production,
production, post? You kind of touched on production
[Paul DeNigris]: being very short, what'd you
say, 23 days?
[Scott]: Physical, yeah, physical production
was 23 nights, all overnights on those.
[Paul DeNigris]: So what was the pre-production
cycle like? How long did you guys spend from
[Paul DeNigris]: when you started writing the
script till cameras rolled and then we'll segue
[Paul DeNigris]: into post.
[Scott]: Yeah, so correct me if I'm
wrong, because your memory on timelines is
[Scott]: much better than mine typically.
I think overall from writing through pre-pro,
[Scott]: actually turning our office
at the time into a production office for Max as
[Scott]: a dedicated focus, it was about nine months.
[Jeremy]: Yeah, probably. It was pretty
[Jeremy]: fast. Yeah. Yeah, no more
than that, I think. You know, we've obviously
[Jeremy]: been percolating the idea
for quite a while. But as far as like starting
[Jeremy]: to sit down and put pen to
paper and yeah.
[Scott]: Yeah, I think we wrote the
[Scott]: script over about three months,
right? Um, multiple drafts, of course. And
[Scott]: then, and then we started,
uh, you know, raising money and doing that
[Scott]: from within our camp and talking
to creatives. And it came together fast, respectively
[Scott]: fast. If you compare it to
like a studio picture that could take 10 years
[Scott]: to get something going.
[Jeremy]: And during, like during the writing process, we were scouting
[Jeremy]: locations and we were talking
to... So yeah, I think we were doing a lot at
[Jeremy]: the same time.
[Paul DeNigris]: Right on, and then 23 nights
of filming, and then we jump into post.
[Paul DeNigris]: How long was post?
[Jeremy]: Post was hard, man, because
it's like, you spend all this time making this
[Jeremy]: thing or, you know, writing,
producing, pre-production, then you kill yourself
[Jeremy]: to make it. And then all of
a sudden you've got to edit this thing because
[Jeremy]: we edited it as well. And
you're still trying to make a living. So you're
[Jeremy]: trying to do side jobs here
and there. And man, the post, that was a slog.
[Jeremy]: Just like the edit, the rough
cuts, the tightening up and all that. I feel
[Jeremy]: like we were, I don't know.
I don't remember how long we were.
[Scott]: Through VFX?
[Jeremy]: Just the edit mostly, right?
[Scott]: Just the edit took...
[Jeremy]: Cause once we were mostly locked, it was VFX.
And I think we were still tweaking here and
[Jeremy]: there where we could, but.
[Scott]: Yeah, the edit alone due to some limitations...
[Jeremy]: It was at least six months, right?
[Scott]: That much RED footage that we were working
[Scott]: with on that drive. I think
it took about six months. Yeah, five to six
[Scott]: months to get a cut that we
were really happy with, of course, with temp
[Scott]: score and trying to get. you
know it to a place where our composer could
[Scott]: actually start scoring it,
Jesse. And like you know that was a great lesson
[Scott]: too is on a feature, especially
one with 500 VFX shots, you coached us beautifully.
[Scott]: We're real renegade and like,
you know, let's just try this shot and let's,
[Scott]: uh, let's try some effects
on it. No, no, no. You're locking everything
[Scott]: before you give it to your
effects team because they don't want to go
[Scott]: back and do 20 different versions
on different plates and everything else. So.
[Scott]: Yeah, man, it was a process.
Overall, it took over a year, a year and a
[Scott]: few months with effects,
to get a cut, a deliverable cut down a bit.
[Paul DeNigris]: Right, and then as far as the
visual effects component, my team and I, we
[Paul DeNigris]: were responsible for things
like screen comps, the energy weapons, the
[Paul DeNigris]: Nether creatures, the glowing
eyes, some miscellaneous cleanup and stuff,
[Scott]: Yeah.
[Paul DeNigris]: smoke, fire, red lightning,
things like that. But there was more beyond
[Paul DeNigris]: that, right? A lot of the movie
really was crafted in post in
[Jeremy]: Right.
[Paul DeNigris]: a way. It really truly was
the final rewrite.
[Jeremy]: There was a lot of, yeah,
I mean the entire intro is, you know, there's
[Jeremy]: a few live shots, but most
of the intro is CG and the gameplay footage,
[Jeremy]: right? And then a big flashback
is a complete like G.I. Joe animated sequence.
[Scott]: Yeah and then we had the pixel art as well. Overall,
we had, I think, six, five or six different
[Scott]: animation styles we worked
in throughout the entire film. And those were
[Scott]: all tributes to our childhood,
like side scroller, video game, pixel art,
[Scott]: like Paperboy and the NES
games and Sega games we grew up playing. And
[Scott]: then the G.I. Joe style, that
era of 2D. Yeah, well, it was just very flat
[Scott]: line drawn animation. Saturday
morning cartoon animation was another. And
[Scott]: then we had literal game developers
who were working on video games use 3D, Unreal
[Scott]: Engine and different softwares to make.
[Jeremy]: They basically built like a World
[Jeremy]: of Warcraft kind of clone game that’s...
[Scott]: ... using the cameras in the game making
[Scott]: software as cameras and Jeremy
sat down with them as the DP and was like,
[Scott]: okay let's try these angles
as we fly through this level you've created
[Scott]: and they're animating the
characters they made to our specs to
[Scott]: look like they're talking
[Jeremy]: Yeah, it was it was a challenge though because
[Jeremy]: you're communicating like
film language and then to a video game, you
[Jeremy]: know, like language and so
it was... There was a lot of challenges getting
[Jeremy]: the vision. Because this isn't
what they do. They don't make cut scenes for
[Jeremy]: a living. They make games
that are played by people, not you push a button
[Jeremy]: and it plays a sequence of clips.
[Scott]: That's usually a whole separate team.
[Jeremy]: So it was a challenge just
communicating and getting the right, just really
[Jeremy]: getting the right stuff. But
at the end they nailed it. And it was really
[Jeremy]: cool to see it all come together.
It was just, it's just another challenge you
[Jeremy]: don't anticipate. You're like,
oh, just this game scene, it's gonna be an
[Jeremy]: easy little. You know,
[Scott]: Dude, there is yeah, anything you write on that page,
[Scott]: someone has to bring to life.
You know that intimately Paul. And the littlest
[Scott]: thing can be, you know, hours
and hours in post replacing something in that
[Scott]: shot, that composition.
[Paul DeNigris]: Yeah, and that whole sequence
where we're first introduced to Max and Lizzie
[Paul DeNigris]: and Reggie, and we're introduced
to Eugene, but we don't realize it right up
[Paul DeNigris]: front. That whole sequence,
it's happening on all these different levels,
[Paul DeNigris]: right? Because we're in the
game world, we're over their shoulders looking
[Paul DeNigris]: at their screens, we're seeing
their first person web camera as they're talking
[Paul DeNigris]: to each other, we're cutting
to their characters as if they're having a
[Paul DeNigris]: conversation. And it's all
very intricate and crafted. And I know you
[Paul DeNigris]: guys probably had, you know...
X number of frames that we possibly could use
[Paul DeNigris]: and one frame longer and the
game engine falls apart
[Paul DeNigris]: or doesn't work. And so you're having
to cut it all to the bone and make it all work.
[Paul DeNigris]: And I know there was a lot
of experimentation and seeing sequences like
[Paul DeNigris]: that where it was like, how
much do we see the game engine? How much do
[Paul DeNigris]: we spend on Max's face?
[Paul DeNigris]: How do we keep it moving from
shot to shot? Um, and keep the story moving
[Paul DeNigris]: forward and also not, you know,
show our ass when the game, when the game imagery
[Paul DeNigris]: doesn't work or the, uh, yeah,
whatever.
[Jeremy]: Right. Yeah, because the way that they had to do it, they didn't make like individual shots.
[Jeremy]: So I would get this file that
was like all the sequences in one file. And
[Jeremy]: the characters go from like
their T pose to like snap into this thing.
[Jeremy]: And the camera would like
snap here and then it would begin its sequence.
[Jeremy]: And then they would snap back
into like a T pose and the camera would snap.
[Jeremy]: So it was like trying to like
make sense of what on earth was going on.
[Scott]: Real surgery, man.
[Jeremy]: It was an interesting, it was fun. Yeah.
[Paul DeNigris]: Yeah. And then the animation
side of things, who was responsible for the
[Paul DeNigris]: cool 2D animated sequence?
Eugene's big origin story, if you will.
[Scott]: Yeah, so we had, so Dan Fusselman
worked with us. He was one of our, one of our
[Scott]: good buddies, you know, Dan,
who's a friend of yours as well. Amazing artist
[Scott]: and he helmed one of the animation
teams and they did most of the 2D style animations
[Scott]: and there was about four individuals
under Dan on that team who were just incredible
[Scott]: artists and they all handled
certain aspects of that pipeline. And then
[Scott]: we had...
[Jeremy]: The transitional...
[Scott]: So you're talking about Alexis?
[Jeremy]: Yeah, yeah, Alexis, I believe he's out of somewhere
[Scott & Jeremy]: out of the UK.
[Jeremy]: When did connect with him? You like found him somewhere.
[Scott]: Yeah, I saw on it
[Scott]: wasn't Kickstarter was some
project that he posted. And he
[Scott]: had teamed up with the one
of the game designers who did like the original
[Scott]: Shinobi games. And they were
doing some kind of a new project together that
[Scott]: was pixel art based. I was
like, I've never seen
[Jeremy]: Incredible pixel art.
[Scott]: pixel art like that before. And that’s the beauty
of the internet, man, and also independently spirited,
minded artists is you
[Scott]: can reach out to anybody nowadays
and find their Instagram handle or even big
[Scott]: directors man and just say
hey dude I love what you're doing here's kind
[Scott]: of what we have going on can
we chat and you'd be very surprised most of
[Scott]: the time a lot of them will
get back to you and say yeah man that sounds
[Scott]: cool let's talk.
[Paul DeNigris]: Yeah, and the pixel art thing
came about, that was a late edition, right?
[Paul DeNigris]: The animated sequence
[Paul DeNigris]: and all the game, the gameplay
sequences, those were all baked into the script.
[Paul DeNigris]: You knew that those were going
to be necessary right up front.
[Scott]: Yeah.
[Paul DeNigris]: But the pixel art stuff came
about from conversations that you had in post
[Scott]: It was a good fix.
[Jeremy]: Yeah, there was... Yeah, exactly. Because...
[Scott]: We screwed up
[Jeremy]: Well, there was a lot
of like... like there was a lot of things
[Jeremy]: that we just couldn't do very
easily. A drone shot of a city as a as the FFS
[Jeremy]: van was driving. You know,
transitions where he's riding his
[Jeremy]: bike at night, right? We don't
have these... a crane with 18K’s to light the street,
[Jeremy]: right? Like, so how can we
keep a cool theme? And save money and that
[Scott]: Those transitions were mostly like
Max on his bike to a lot of them.
[Jeremy]:They were
[Jeremy]: they were taken from scene to scene.
[Scott]: Yeah. Well, yeah, we were thinking,
[Scott]: okay, you know, Max wears
a hoodie. We'll just get a double and throw
[Scott]: a hoodie on him and we'll
go. We'll pick up all this stuff later. We'll
[Scott]: film it all later. Well, you
know, seasons change. Time goes on. And this
[Scott]: is one of those cool instances
where it forced our hand in a creative way
[Scott]: to go: What's an alternative
option for this? What's a cool way to show Max?
[Jeremy]: Filmmaking is problem solving.
[Scott]: This dude lives in a video game in his head space.
[Scott]: The movie's literally about
them getting sucked into a game at a point.
[Scott]: So let's show them through
the lens of transition cutscenes. Stuff we
[Scott]: grew up, you know, when you're
playing a video game and they're trying to
[Scott]: weave a story together. Well,
that's exactly what those scenes are in our
[Scott]: film. So let's do it that way.
[Paul DeNigris]: Yeah, and it dovetails really
well with the end where they get sucked into
[Paul DeNigris]: a game, but then it's... You
didn't CG animate that, right? You just filmed
[Paul DeNigris]: a game, but then it's... You
didn't CG animate that, right? You just filmed
[Paul DeNigris]: a game, but then it's... You
didn't CG animate that, right? You just filmed
[Paul DeNigris]: it. You art directed it and dressed them
in costumes and filmed it. And so the line
[Paul DeNigris]: between reality and game world
and Max's imagination and what he's really
[Paul DeNigris]: experiencing is constantly
being blurred, right? Like, literally from
[Paul DeNigris]: the first frame that we see him
[Jeremy]: Mm-hmm.
[Paul DeNigris]: after the ancient Egypt...
prologue, which of course these movies always
[Paul DeNigris]: start in ancient Mesopotamia... or, you
[Paul DeNigris]: know, just something
[Paul DeNigris]: like that. Right. I always,
I always wanted the opening title, you know,
[Paul DeNigris]: when we see that shot of the
pyramid to be like ancient Egypt. Duh.
[Scott]: We've seen this before.
[Paul DeNigris]: Yeah. And that was a fun sequence,
[Paul DeNigris]: transitioning into that amazing
[Paul DeNigris]: pyramid interior set that was
an absolute blast to film on.
[Paul DeNigris]: pyramid interior set that was
an absolute blast to film on.
[Paul DeNigris]: And then all the work there.
And then that holographic game table, that
[Paul DeNigris]: game table gave us quite a
challenge in post
[Jeremy]: That was challenging. Yeah.
[Paul DeNigris]: game table gave us quite a
challenge in post
[Jeremy]: That was challenging. Yeah.
[Scott]: Determining the look for that
man. It took a couple iterations and then you
[Scott]: nailed it and it was, uh,
yeah, it was, it was so again, so loosely written
[Scott]: on the page, you know, like
one slug line on a script can be like an astral
[Scott]: projection on top of a marble
table. Okay, cool. But what does that really
[Scott]: look like? Well, that can
take a few iterations.
[Paul DeNigris]: Right, right. Yeah. So we had,
we had quite a bit of a look dev that we had
[Paul DeNigris]: to do on that. Because you
guys had ideas about what you wanted it to
[Paul DeNigris]: look like. I had ideas and
we were trying to kind of meet in the middle
[Paul DeNigris]: and figure out what is, what
does quote unquote galactic chess look like?
[Paul DeNigris]: What, what is, what does it
look like that this, you know, Nether creature,
[Paul DeNigris]: the, the game master
[Paul DeNigris]: creature, you know, what is,
what is it that he would play? It's not chess
[Paul DeNigris]: because that's too much of
a cliche, you know, the, The Seventh Seal,
[Paul DeNigris]: Max Von Sydow...
[Paul DeNigris]: you know, that, that kind of
thing, but it's still same sort of concept
[Paul DeNigris]: they're playing for. They're
playing for fate, the fate of the village,
[Paul DeNigris]: the fate of
[Scott]: Exactly.
[Paul DeNigris]: the gamer, but it has to be
something that, you know, we can understand
[Paul DeNigris]: without... with no exposition
about how the rules work. It has to be completely
[Paul DeNigris]: visual. It has to obviously
be a game that has rules that are internally
[Paul DeNigris]: consistent. But oh yeah, the
actor is just sort of randomly moving this piece
[Paul DeNigris]: around this blank piece of
plexiglass and then we have to fill it out after this
[Scott]: It's a scene too, that was MOS,
like there's no dialogue. No one's telling
[Scott]: you, yes, we're gonna duel
now and play this game for the fate of the universe.
[Scott]: No, it was just silent with
looks between the actors, which they did brilliantly.
[Scott]: And then you coming up with
that visual, the graphic representation where
[Scott]: you can clearly tell, okay,
cool, there are pieces that are overtaking
[Scott]: and there's connective tissue
between these moves. And clearly they're playing
[Scott]: some form of, like you said,
galactic chess. It worked out, man. It was
[Scott]: a struggle, but it turned
out great.
[Paul DeNigris]: So that was one that took a
lot of look dev. The titular Nether Blasters,
[Paul DeNigris]: I have one of them over here
[Paul DeNigris]: on my shelf that you guys gave me.
[Scott]: From the set right there.
Yeah, man,
[Paul DeNigris]: From the set,
[Scott]: one of the the real ones.
[Paul DeNigris]: one of Eugene's actual screen used blasters. It's....
[Scott]: That's right. That's no replica Paul, that’s the OG Blaster
[Paul DeNigris]: Indeed, screen used and all
of that. But it took us a while to figure that
[Paul DeNigris]: out, to figure out what that looked like and how the blasters moved and all the different little elements of sparks and corkscrew, you know, electrons and all of that
[Paul DeNigris]: sort of stuff. You want to
talk about a little bit about, you know, sort
[Paul DeNigris]: of the inspiration there and
what we were after?
[Jeremy]: Yeah, it's kind of like a
Ghostbusters-esque, you know, I think that
[Jeremy]: was probably the closest comp
that we were thinking about that would look
[Jeremy]: like because it's ultraviolet...
[Scott]: That's my favorite!
[Jeremy]: white light or whatever
[Jeremy]: he says, spectral.
[Scott]: The inside joke was in that was in the dialogue right
[Scott]: there was like, again, going
back to absurdity and you know, in Ghostbusters,
[Scott]: they build up those characters
to be ultra brilliant, you know, particle physicists
[Scott]: and okay, it's kind of plausible
these dudes, they've got a nuclear reactor
[Scott]: in the basement of a fire
station. Well, the funny turning on its head
[Scott]: thing is we've got this ultra
brilliant game designer, who we never fully
[Scott]: explained like how we became,
you know, an energy weapon expert. And even
[Scott]: he kind of doesn't really
know clearly through his description of shit
[Scott]: that doesn't make any sense.
But we just say, again, go with us on this
[Scott]: ride. He's going to give these
kids a bunch of these weapons that are somehow
[Scott]: able to disrupt the evil Nether.
And dude, down to the color schemes too, that
[Scott]: we had talked about with you,
that was another throwback to kind of cartoons
[Scott]: of the 80s, like GI Joe, Transformers,
the bad guys, and you know, even looking at
[Scott]: Star Wars, red, you know,
they're always shooting red laser beams, the
[Scott]: good guys are shooting blue
or green. And so we kind of worked a little
[Scott]: bit of that into the approach
to tipping our hat to the genres we love growing
[Scott]: up when it came to the Nether
blasters.
[Paul DeNigris]: Yeah, because we had
then established early on that the Nether was
[Paul DeNigris]: going to be red and you guys
did a lot of red accent lighting and stuff
[Paul DeNigris]: on set whenever Nether energy
was involved. So yeah, we had set that tone
[Paul DeNigris]: right up front during production.
You guys used those Quasar lights to do red
[Paul DeNigris]: accents on things whenever
Nether creatures were visible, like the Nether
[Paul DeNigris]: Cragon, which we'll talk about
in a second. And when Reggie, when we first
[Paul DeNigris]: see the Nether Blaster guns
in action, Reggie getting zapped and the green
[Paul DeNigris]: eyes, you know, you're doing,
you did all those beautiful green accents with
[Paul DeNigris]: the lighting and that was a
really excellent case of we thought that out
[Paul DeNigris]: ahead of time,
[Paul DeNigris]: you know. Dan and I shared,
Dan Fusselman and I shared visual effects supervisor
[Paul DeNigris]: duties. So when I wasn't on
set, he was. Um, and. You know, we talked through
[Paul DeNigris]: that, that anytime we were
doing any sort of energy weapons, you know,
[Paul DeNigris]: energy creatures, whatever
that the, that you guys were going to help
[Paul DeNigris]: us a lot just by simply flicking
on a light,
[Paul DeNigris]: you know, and that really sells
the reality of, yeah, there's this green energy thing
flying across the room and it's creating shadows
[Paul DeNigris]: and highlights on. you know,
all the chrome and stuff in the video games
[Scott]: All that motivated lighting
[Jeremy]: Right. Yeah. Our gaffer Jacen Sievers with a green two foot Quasar on a stick and he was
[Jeremy]: running by as if that's where
the, you know, the light was going.
[Scott]: Simulating the contrail or the trail
of energy. Yeah.
[Scott]: Dude, Quasar Science came through
huge on this picture for us, man.
[Jeremy]: Tons of gear for us to use, which was phenomenal.
You know, for an indie to hit them up and say,
[Jeremy]: hey, this is what we're doing...
[Jeremy]: That’s amazing. Especially in like
the film industry, that does not happen. People
[Jeremy]: do not give you a free sandwich,
ever. Because they know you're gonna buy it,
[Jeremy]: you're gonna rent it, you
need it. There's no other option. So for them
[Jeremy]: to support us like that.
[Scott]: Well, I think it's because they knew we were indie
[Scott]: and we were starving and we
needed the sandwich. So they're like, all right,
[Scott]: you're not a big studio. We'll
throw you a bone here.
[Jeremy]: It seems like the people
[Jeremy]: that run that organization
are very similar to us. And I think they care
[Jeremy]: and their heart is where ours
is. And so it was cool for them to throw us
[Jeremy]: a bone like that. That helped a ton.
[Paul DeNigris]: Obviously the Nether creatures were another
big challenge, right? And we had to keep them
[Paul DeNigris]: consistent with the game art,
[Paul DeNigris]: right? So we established early
on what the Nether Specters and the Nether
[Paul DeNigris]: Cragon look like in the game
world. And then you wanted them to be in our
[Paul DeNigris]: real world. And...
[Paul DeNigris]: You guys made the smart choice
that most of the time the Nether Specters would
[Paul DeNigris]: just manifest as glowing red
eyes, right? So we weren't doing full CG photorealistic
[Paul DeNigris]: just manifest as glowing red
eyes, right? So we weren't doing full CG photorealistic
[Paul DeNigris]: characters because that's a
budget breaker. That's something that an indie
[Paul DeNigris]: film is just not going to be
able to pull off. And certainly not the amount
[Paul DeNigris]: of Nether possessed people
that you wanted on screen. I mean, you had
[Paul DeNigris]: three main characters who are
Nether possessed... Four, really, if you count
[Paul DeNigris]: the man in black, the Suited
Man, as he was called in the script.
[Scott]: Yeah.
[Paul DeNigris]: Yeah. And to have them as being
motion captured or just hand animated CG creatures,
[Paul DeNigris]: it just wasn't going to happen
at that budget level. So the smart choice was,
[Paul DeNigris]: well, when the Nether is in
somebody, they manifest as glowing red eyes.
[Paul DeNigris]: ton of glowing red eyes.
[Scott]: Kind of a possession.
[Paul DeNigris]: And that was probably the bulk
of our comps, I would say, maybe more than,
[Paul DeNigris]: probably more than a third
of our comps were glowing red eyes. And we
[Paul DeNigris]: spent a lot of time
[Jeremy]: Yeah.
[Paul DeNigris]: on look dev on that. You know,
[Jeremy]: It's tough because
[Paul DeNigris]: we, picked...
[Jeremy]: the eyes are the window to
the soul, you know, and when you're messing
[Jeremy]: with the eyes, it's very easy
for it to look weird, uncanny, off. And yeah,
[Jeremy]: once we dialed it in, I think
you've absolutely nailed it. So it was cool
[Jeremy]: to see that come to life.
[Scott]: Yeah.
[Paul DeNigris]: Yeah, and we spent a bunch
of iterations on it, like trying to figure
[Paul DeNigris]: out, you know, what did Seth
and his crew look like as the mini bosses who
[Paul DeNigris]: had to have a little bit more
character. We had
[Scott]: Yeah.
[Paul DeNigris]: to get a little more malice
and a little more intent out of their eyes.
[Paul DeNigris]: Whereas like when Reggie is
possessed or when the just, you know, rando's
[Paul DeNigris]: walking on the street, I'm
one of the rando's.
[Scott]: You had a little cameo in
there, man. That's right, with your team
[Paul DeNigris]: You know, or the like the students
at the school when they when they waged their
[Paul DeNigris]: final assault on the servers
at the end of the movie, you know, they had
[Paul DeNigris]: to be more like the possessed
drones with no window into the soul, right?
[Paul DeNigris]: So there were definitely a
couple of different key looks and the Suited
[Paul DeNigris]: Man definitely had to have
his own his own mojo going on with his eyes.
[Scott]: Yeah.
[Paul DeNigris]: So it wasn't it wasn't just
a one size fits all solution. It really, you
[Paul DeNigris]: know, we had to kind of build
a system for it and I built essentially
[Paul DeNigris]: an eye rig for my team. So
you could kind of like dial, I want more pupil.
[Paul DeNigris]: I want less pupil. I want more
glow, less glow. It needs to be redder. It
[Paul DeNigris]: needs to be pinker. You know,
we could kind of finesse that from shot to shot
[Paul DeNigris]: And yeah, and that was a lot
of the early stages. You know, like the first
[Paul DeNigris]: maybe four weeks of post, of
VFX was, let's do all this look dev. Blasters,
[Paul DeNigris]: eyes. the galactic chess, figure
all that out. And then that's not even counting,
[Paul DeNigris]: all of the different screen
art. Every time they're looking at a computer,
[Paul DeNigris]: every time they're playing
a game, every time they're talking to each
[Paul DeNigris]: other on a webcam, those are
generally green screen, green displays on monitors.
[Paul DeNigris]: So there was a ton of that
work. Yeah,
[Scott]: Yes, there was.
[Paul DeNigris]: yeah. Of course, somebody decided
to have a green chair.
[Paul DeNigris]: on set for a lot of those.
[Scott]: That's bad. I know. I don't
know. I don't know where our VFX supervisor
[Scott]: was on that call. That's wild
because
[Paul DeNigris]: Hmm.
[Scott & Jeremy]: green, green chair
[Scott & Jeremy]: green screens.
[Paul DeNigris]: he must not have been there
that day.
[Scott]: You raise like a really cool
point too, though...
[Scott]: The cool thing for us was
like collaborating with you and
[Scott]: your team. And you being the
point man, that specifically we could share
[Scott]: a vision with and say, hey
man, here's kind of what we're going for, or
[Scott]: hey, we don't exactly know
what we want this to look like, but here's
[Scott]: some inspiration. What do
you think? And you’d throw back awesome ideas.
[Scott]: And I remember you jogged
my memory there. The whole thing with the eyes,
[Scott]: it was a very interesting
conversation because at one point I think we'd
[Scott]: envisioned after Seth and
the mini boss, his trio of bad guys, essentially
[Scott]: the mini boss kids who were
kind of the antagonists against Max and his
[Scott]: crew. We're like, yeah, after
they get possessed, you know, they have red
[Scott]: eyes the whole movie. Like
they're like demonically possessed. But then
[Scott]: we had this conversation with
you and based on the looks and the process,
[Scott]: you don't wanna steal the
window of the soul, like you said, from an
[Scott]: actor too, because so much
performance like Lukas Gage and those guys
[Scott]: just gave such good looks.
You cover up that with the glowing red eyes
[Scott]: the entire time, you're stealing
something from that performance, I think we
[Scott]: realized. So we're like, all
right, this possession is inside them. The
[Scott]: manifestation of it visually
is a little more transient. And it also, independently
[Scott]: minded again, at a point we
had this discussion and it was like, yeah,
[Scott]: it's also gonna save time
and money. So let's give them that better performance
[Scott]: moment. Let's let them have
those eyes.
[Jeremy]: And when those eyes come out, it
[Jeremy]: It means something. Yeah. It's
the intensity of that scene happens far more
[Scott]: Yeah. Absolutely. And
that whole process was a treat, man, especially.
[Scott]: working with you and having
you communicate options and being super receptive
[Scott]: to everything we brought to
the table, it brought better out of some of
[Scott]: those possibilities.
[Paul DeNigris]: I think it was a happy accident. There's one
[Paul DeNigris]: part where Seth is right up
in Eugene's face. You know, Eugene is sort
[Paul DeNigris]: of cowed on the ground and
[Scott]: He's leaning over him
[Paul DeNigris]: Seth is leaning over him. And
I don't remember if it happened by accident
[Paul DeNigris]: or it was something that we,
that my team internally decided to try. But
[Paul DeNigris]: there's one part where he gets
really intense and we decided let's make the
[Paul DeNigris]: eyes even brighter
[Paul DeNigris]: and flare up more and we were, manually painting in light on Eugene's face.
[Paul DeNigris]: So that it was as if the light
was coming out of
[Scott & Jeremy]: Yeah.
[Paul DeNigris]: Seth's eyes, like beams, and
hitting, hitting Eugene on the face. And we
[Paul DeNigris]: were like, let's, let's try
and let's hit this. When when Lukas hits this
[Paul DeNigris]: word, let's make those eyes
just like flare out. And, and I think it was
[Paul DeNigris]: like a, let's try it and see
and we liked it. And we pitched to you and
[Paul DeNigris]: you were like, Oh, my god,
this is the coolest. And so
[Paul DeNigris]: we then selectively found spots
for Seth and for the Suited Man, where we would
[Paul DeNigris]: do that sort of ramp up to
accentuate, almost as if the actor had control
[Jeremy]: Sure, absolutely.
[Paul DeNigris]: over that as part of their
body language. Yeah.
[Scott]: Yeah, yeah. That's the best
example of effects well done for me man is
[Scott]: that kind of, I mean of course
is the razzle dazzle. We're all fans of Marvel
[Scott]: films and all the wild sci
fi stuff we love but performance enhancing
[Scott]: moments like that where it's
like, that's just a nice little touch, a little
[Scott]: enhancement, a little flare.
[Jeremy]: Yeah.
[Paul DeNigris]: Yeah, yeah. I mean, it's all
about performance and story, right? When you
[Paul DeNigris]: when you're making an indie,
I mean, theoretically, when you're making any
[Paul DeNigris]: film, but when you're making
an indie where every dollar has to count. Every
[Paul DeNigris]: pixel that you're pushing needs
to be for a reason.
[Paul DeNigris]: Every pixel that's being manipulated
on screen needs to be for a reason. And it
[Paul DeNigris]: was always to help you guys
tell the story. And it was always to improve
[Paul DeNigris]: the performance, to motivate
the drama, to, you know, so that when when
[Paul DeNigris]: Max and crew are reacting to
something, what they're reacting to is legit
[Paul DeNigris]: and it feels tactile and feels
like it's in the space. To go back to our Nether
[Paul DeNigris]: and it feels tactile and feels
like it's in the space. To go back to our Nether
[Paul DeNigris]: creatures, the other choice
that we made early on, again, to try and avoid
[Paul DeNigris]: doing fully photoreal CG creatures
was that in our plane, the creatures manifest
[Paul DeNigris]: as energy. Right. And so we
ended up being able to leverage the game engine
[Paul DeNigris]: assets. So your game art designers
turned over their rigs to us
[Paul DeNigris]: and then we were able to use that to
[Paul DeNigris]: drive a particle sim. So they
became made out of, you know,
[Paul DeNigris]: ions or whatever that danced
around in the shape of the creature. And we
[Paul DeNigris]: didn't have to, you know, try
and create skin and subsurface scattering.
[Paul DeNigris]: And, you know. proper deformations
and try and do Gollum on an
[Paul DeNigris]: ultra low budget film and do
that for multiple creatures throughout the
[Paul DeNigris]: ultra low budget film and do
that for multiple creatures throughout the
[Paul DeNigris]: movie. In particular, the one
that I always point to
[Paul DeNigris]: as my biggest point of
pride is that reveal of the Nether Cragon
[Paul DeNigris]: when Seth comes walking in
with it on a leash
[Scott]: it's in super slow mo. Yeah,
lightning's going off in the background, highlighting
[Scott]: them from behind. And yeah,
dude, we geeked out to when you showed us that
[Scott]: particle sim, you know, look,
because huge Predator fan, you know, and it
[Scott]: was like, okay, cool. So these
things are kind of, they're breaching their
[Scott]: way from the game world into
real world. Well, what is that? What are games,
[Scott]: data and digital and energy?
And, and so that, you know, that representation
[Scott]: of it visually just worked.
But yeah, that shot in particular of the Nether
[Scott]: Cragon, dude. That was the
show style. It was a trailer moment. We saw
[Scott]: you putting that together
like that's going in the trailer for sure.
[Paul DeNigris]: That was a fun night on set. That was that
[Paul DeNigris]: was one of the nights that
I was able to hang with you guys through the
[Paul DeNigris]: through the entire shoot day.
And of course, I was geeking out talking to
[Paul DeNigris]: Greg Grunberg, right? heroes alias.
[Scott]: Oh, and there's Lin Shaye, come on.
[Paul DeNigris]: Oh, and Lin Shaye. Yeah, I
had a blast talking to them and getting to
[Paul DeNigris]: know them. And so that was
awesome. Like that's one of those pinch me
[Paul DeNigris]: moments. Like here's a dude
who's in Star Trek and Star Wars and all this
[Paul DeNigris]: other stuff. And he's just
like, you know, just bullshitting with me on the
couch in between takes.
[Scott]: He's a good dude, man.
[Paul DeNigris]: Yeah,
[Paul DeNigris]: pretty awesome
[Scott]: also a producer on this film, a star and a producer. Yeah.
[Paul DeNigris]: Yeah. Yeah, it was awesome.
And it was great to meet his son. His son played
[Paul DeNigris]: the younger version of his
character. And
[Scott]: Jakey!
[Paul DeNigris]: yeah, and that was a blast
just to see that and see how much he supported
[Paul DeNigris]: the film. But being on set
that night, one of the things we had discussed
[Paul DeNigris]: ahead of time was even though
the Cragon is made out of energy, it needs
[Paul DeNigris]: to feel dangerous. It needs
to feel like it can actually influence
[Paul DeNigris]: our world. We need it to attack
Steve. We needed to feel like Max and company
[Paul DeNigris]: are in danger when it's...
It comes into the garage. We need Eugene to,
[Paul DeNigris]: Eugene is scared witless out
of it at a certain point. We need to motivate
[Paul DeNigris]: that, right? It has to feel
dangerous and real. And we needed a reference,
[Paul DeNigris]: you know, like Jeremy needed
to know where to point the camera. Where's
[Paul DeNigris]: the thing's head?
[Paul DeNigris]: So we made this really ridiculous
puppet. It's just a green
[Paul DeNigris]: ball on a stick with two little
LED lights for where the eyes are supposed
[Paul DeNigris]: to be. And, you know, and the
S&M gimp collar on.
[Paul DeNigris]: bound by a chain. Yeah.
[Scott]: I can't tell how many people
wore that damn thing on set. It’s in like half
[Scott]: of the Behind the Scenes photos
from that night.
[Paul DeNigris]: Yeah, it was a lot of fun.
And in that big reveal shot, Scott, I think
[Paul DeNigris]: you were the puppeteer for part of that,
for the big reveal.
So you come walking in the behind the scenes
[Scott]: Yeah, that's right.
[Paul DeNigris]: footage, you know, carrying
this thing and trying to evoke your badass
[Paul DeNigris]: self to give us some reference
for how the Cragon should move. And then I
[Paul DeNigris]: had to, of course, jump in.
Right? What's the point of being visual effects
[Paul DeNigris]: supervisor if you can't be ridiculous on set?
[Scott]: you killed it. Yeah, it was awesome.
We got to dig up that behind the scenes footage
[Paul DeNigris]: into the show here. But then the other
thing we did was we wanted the Cragon to charge
[Paul DeNigris]: down the hallway and knock pictures and stuff off
the wall. So, you know, production designer,
[Paul DeNigris]: Jennifer Nesbitt, she put up
all these pictures on the wall and then you
[Paul DeNigris]: guys just rolled a long time
and I went one by one and knocked things off
[Paul DeNigris]: the wall. And then we combined
all of that so that as it barrels down the
[Paul DeNigris]: hallway, pictures are flying
off and there's little sparks, little arcs
[Paul DeNigris]: of energy coming off and all
of that stuff. Again, to try and make it feel real.
[Scott]: It totally yeah it sold it
man and that was Jen's house too wasn't it?
[Scott]: Yeah it was. God bless her
she let us destroy her house for that
[Scott]: couple of days too. Yeah.
[Paul DeNigris]: Right. And then the last the
last bit that I love and it's just a it's such
[Paul DeNigris]: a simple thing when the when
the Cragon gets vaporized right by the what
[Paul DeNigris]: did you guys call it again?
He hits the button... the vortex.
[Jeremy]: Some... Vortex... Something Vortex.
[Scott]: It was a really long name. Yeah, it
[Scott]: was some kind of disruptor, some kind of EMP pulse type in theory. Yeah. I don't know
[Scott]: what it was.
[Paul DeNigris]: Yeah, the EMP vortex, right?
So Max slaps that button and it zaps the
[Paul DeNigris]: mini bosses away and it vaporizes
the Cragon. We had the, so now the digital
[Paul DeNigris]: mini bosses away and it vaporizes
the Cragon. So now the digital
[Paul DeNigris]: Cragon is wearing a digital
collar that is a replica of the real Gimp collar
[Paul DeNigris]: that we had on set. And then
I think I begged you, I was like, please...
[Paul DeNigris]: just give me a shot of the collar hitting the floor.
[Paul DeNigris]: And you're like, all right,
if there's time, and I was like, come on, just
[Paul DeNigris]: put it on the floor and just
drop the color in the shot. And you did it
[Paul DeNigris]: and it's in the cut because
you see the thing vaporize and you see the
[Paul DeNigris]: digital color kind of fall
through it as it disappears and then you cut
[Paul DeNigris]: to the practical color falling
and there's little red wisps coming off of
[Paul DeNigris]: it. And the collars, they don't
really match. It's one of those like, if you
[Paul DeNigris]: really investigate
[Paul DeNigris]: the cut, yeah, it cuts from
this big to this big.
[Scott]: His neck was stretching it out.
[Paul DeNigris]: But it's... I mean, it's but
it makes it feel like that thing was really
[Paul DeNigris]: there. It really had a chain
around its neck. It really had this collar
[Paul DeNigris]: on and it all ties together.
It's just these stupid low budget little
[Paul DeNigris]: tricks, just like 60
[Paul DeNigris]: seconds. Jeremy, just give
me this shot, please.
[Scott]: gonna make all of our lives
easier. Just trust me. Yeah, and it did, man.
[Scott]: It sold it.
[Paul DeNigris]: what's... What's something
that you took away from Max Reload, from the
[Paul DeNigris]: VFX process in particular,
that has kind of changed the way you do things
[Paul DeNigris]: or maybe has influenced or
informed how you approach future projects or
[Paul DeNigris]: how you might tackle a future
film.. ahem, sequel.
[Jeremy]: Pre-production,
[Jeremy]: planning shots, you know,
planning everything. That's become a huge part
[Jeremy]: of it. You know, that's something
that we've heard, especially when you're running
[Jeremy]: a business, time is money.
And if you don't put in the time, you will
[Jeremy]: spend more money. So making
sure that we're planning more, making sure
[Jeremy]: that things are dialed in
more, having conversations about how things
[Jeremy]: will look, how they should
be shot, how to support the CG in camera. Practical
[Jeremy]: versus CG. Yeah. All that
stuff is heavily influenced how we've adjusted
[Jeremy]: and changed and grown.
[Scott]: I agree, man. Yeah, conversations are cheap, right?
[Scott]: But they can be very valuable.
You know, it's like having those pre-production
[Scott]: conversations with yourself
and talking with our team through exactly what
[Scott]: we want things to look like
and pull taking the time to pull references.
[Scott]: I think it's an easy trap
to fall into, particularly if you have a skilled
[Scott]: team to say that phrase that
everyone jokes about and everyone hates, oh,
[Scott]: we can fix it in post. And
the greatest wizards in the world, they can,
[Scott]: at great expense and at great
cost in terms of time. So, you know, don't
[Scott]: rest on the skill of your
team in that way, but leverage that time and
[Scott]: pre-pro if you've got it,
to communicate with your team and make sure
[Scott]: you're truly on the same page
and do pre-vis, man. Storyboards, even if
[Scott]: it's a napkin sketch, all
the way up through putting together cool look
[Scott]: books and textures. We do
all of that now, which I'm sure it makes you
[Scott]: happy to hear when we rope
you into the next, you know, feature, Paul,
[Scott]: those things will be in place
where we had some of those things on Max,
[Scott]: but certainly a lot of them
were like, ahh we’ll figure it out. We'll figure
[Scott]: it out after we shoot it.
We know we need to shoot so you can have it
[Scott]: as a canvas, but and you know,
[Jeremy]: Devil’s advocate. We wouldn't have made this
[Jeremy]: movie if we didn't have that
spirit. We would not have, because it's, it
[Jeremy]: takes a lot of work. it's
very daunting and you start to quickly realize
[Jeremy]: that you cannot actually do
what you had set out to do. But when you just
[Jeremy]: throw yourself in, you will
figure a way out. So the
[Jeremy]: devil’s advocate is the naivete
of going into this, that the world's our oyster
[Jeremy]: is the only reason we made this film.
[Scott]: Indie film spirit, man. If you let
[Scott]: the lawyers and accountants
approve everything before they let you do anything,
[Scott]: you'll never make anything.
But if you go into it like a knucklehead like
[Scott]: we did with a willing
team of badasses, something cool can come out
[Scott]: of it. That was the case with
Max.
[Paul DeNigris]: So planning, planning and pre-production,
but not so much that you paralyze yourself
[Paul DeNigris]: with planning.
[Scott]: Right. Well said.
[Paul DeNigris]: Yeah, I think that's the thing.
A lot of, the other thing you said was, when
[Paul DeNigris]: it's a business, you're burning
money, right? A lot of independent filmmakers
[Paul DeNigris]: don't necessarily, when they're
first getting started, they don't necessarily
[Paul DeNigris]: treat it like a business. They
treat it as art first and business second,
[Paul DeNigris]: and it's really, they're hand
in hand. One doesn't happen without the other.
[Paul DeNigris]: You know, everything moves
on time and money, time and money is always
[Paul DeNigris]: the enemy. And you have to
you have to respect that. And the only way
[Paul DeNigris]: to do that is to approach it
as a business. We may not all be making money
[Paul DeNigris]: on it. Right? It's an independent
film. It's ultra low budget. Nobody's getting
[Paul DeNigris]: rich at that budget level.
But at the same time, money is a finite resource,
[Paul DeNigris]: right?
[Scott]: Absolutely. Yeah, people aren't
going to show up when that money runs dry for
[Scott]: even with the most ambitious
artistic crew, you know, and when you're working
[Scott]: with OPM, man, other people's
money, you better damn well have good justification
[Scott]: for how you're spending it
and that time.
[Paul DeNigris]: Right on. So a young independent
filmmaker comes to you and says, I have this
[Paul DeNigris]: idea. I watched Max Reload
and I was inspired and I want to make a movie
[Paul DeNigris]: that relies heavily on VFX,
but I have no idea where to start. What do
[Paul DeNigris]: you tell them?
[Scott]: We just give them your card.
[Jeremy]: And then we tell them to not.
[Scott]: Don't do it!
[Scott]: No, I mean, it's a healthy
conversation.
[Jeremy]: Yeah, I mean, the thing is, we
[Jeremy]: had, I mean, both of us a
decade of experience before we even, you know,
[Jeremy]: it's like you get out of film
school and you're like, I'm the director. I
[Jeremy]: want to be the director. I
want to make movies. I want to make another
[Jeremy]: Star Trek movie. And it's
like, yeah, dude, no. Like, how about make
[Jeremy]: a narrative film that has
zero VFX and learn how to tell a story.
[Scott]: Dude, if I could go back and
have this conversation with us five years ago,
[Scott]: I'd be like, look, let's do
our Reservoir Dogs first before we go do, you
[Scott]: know, Ghostbusters on our dime.
[Jeremy]: Well, yeah, it's, you know, it's, um,
[Jeremy]: I always looked at it when
I went to film school as, okay, what can I,
[Jeremy]: what do I absolutely know
that I can do well? Good or well, right? There's
[Jeremy]: a lot of ideas that I have
that I'm way more passionate about, but I could
[Jeremy]: not pull them off, right?
It's going to be bad. So if I just continue
[Jeremy]: to stick with the things that
I can do well, I will learn enough and over
[Jeremy]: time I'll get to the thing
that I actually wanted to do in the first place.
[Scott]: Midget porn.
[Jeremy]: Obviously. Paul, I don't know
why you have this guy in your podcast.
[Scott]: We’re hitting that mark.
[Jeremy]: But no, you know,
[Paul DeNigris]: You just got me demonetized.
Thanks.
[Jeremy]: It's, it's baby steps, man.
I mean, everyone wants to make their best idea
[Jeremy]: first. And that's oftentimes
not going to pan out. You know, it's that's
[Jeremy]: just the reality because of,
of skill, time, money, many, many factors. Start
[Jeremy]: small and just perfect your
craft until you are at the point to where you
[Jeremy]: can really do that thing. You're extremely
passionate about.
[Scott]: Dude. It sounds trite,
[Scott]: we talk about this all
the time. We talk about it with our team who
[Scott]: a lot of them are very, they're
all very talented, but they're all younger.
[Scott]: For the most part on the content
creation side, it's like you got one of these
[Scott]: in your pocket. You got a
studio that we didn't grow up, none of us did,
[Scott]: having. And it's not about
the gear. It's not about having star power.
[Scott]: Show me what you can do with
that. If you can't show me something with that,
[Scott]: who's going to give you money
to make that big thing that's inside of your
[Scott]: head? Why should they? That's
a good question for every up and coming content
[Scott]: creator, right? Particularly
aspiring filmmakers.
[Paul DeNigris]: Great advice, great advice.
So where can people find Max Reload to watch?
[Paul DeNigris]: I know it's out in distribution
and lots of places, but where can they easily find it?
[Scott]: Yeah, man. It's on Amazon.
If you go through any of the Amazon channels
[Scott]: or if you have a subscription
to Prime, it's on there. You can get it through
[Scott]: Tubi, Peacock, Redbox, still
has it on the Redbox digital. It was in their
[Scott]: machines for a while, which
was a trip. I mean, who's using physical media
[Scott]: anymore, but some people were.
And it's on a number of other streaming platforms.
[Scott]: The only one that we didn't
sign a deal with was Netflix and pretty much
[Scott]: everywhere else. It's available, man.
[Paul DeNigris]: And is it available outside
the US?
[Jeremy]: Yeah, it's distributed, distributed
physically in Japan
[Scott]: Spain, Germany,
[Scott]: is coming up
[Jeremy]: and then Europe somewhere.
[Scott]: Europe, Taiwan. Yeah, the UK.
[Jeremy]: We have like a Japanese version
and a UK version, it’s pretty cool.
[Scott]: Dude those posters are rad.
[Paul DeNigris]: Where can people find out more about what you guys are up to?
[Jeremy]: Yeah. www.offensivegroup.com.
That's our website. That's the handle
[Jeremy]: for most of our Instagram stuff.
[Scott]: @offensivegroup.
[Jeremy]: We've some cool stuff coming up. We're trying to
[Jeremy]: bring more of the narrative,
um, storytelling to marketing in a, in a really
[Jeremy]: unique way. Um, so that's,
yeah, we've got some stuff in the works. We've
[Jeremy]: done some really cool things.
Some, some more narrative things, some more
[Jeremy]: action oriented things. We're
just trying to ramp that side up.
[Scott]: Heavy on
[Scott]: the sci-fi tactical action.
Shorter format content lets us experiment more.
[Scott]: So we're doing a lot of that.
And then there's Jeremy's OnlyFans.
[Jeremy]: It's OnlyFeet
[Jeremy]: though. So, you know.
[Jeremy]: It's actually, I'm working
on OnlyGrans. There's a lot of grandmas out there
[Scott]: OnlyGrans.
[Jeremy]: They make cookies, come on dude. Like it's like a cooking thing.
[Scott]: I'm sorry, Paul. This is what
[Paul DeNigris]: Alrighty.
[Scott]: you get. Dude, we haven't
seen you in long enough.
[Paul DeNigris]: All right. Well, with that,
I don't know. There's no way to follow that
[Paul DeNigris]: up. So I'm going to thank Scott
and Jeremy for being part of this episode.
[Paul DeNigris]: Love you guys. Loved working
[Scott]: Love you brother.
[Paul DeNigris]: on Max Reload. Can't wait to
do it again. Let's do that Max Reloaded sequel
[Paul DeNigris]: one of these days.
[Scott]: Let’s party, let’s party,
brother.
[Paul DeNigris]: Thanks so much for joining us
[Paul DeNigris]: on today's episode of the VFX for Indies
podcast.
[Paul DeNigris]: You can find transcripts, images
and other cool stuff at our website.
[Paul DeNigris]: VFXforIndies.com.
[Paul DeNigris]: If you enjoyed the show, please subscribe,
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[Paul DeNigris]: On behalf of everyone at Foxtrot X-Ray,
I'm chief pixel pusher
[Paul DeNigris]: Paul DeNigris and we all thank you so much
for your support of the show.
[Paul DeNigris]: See you next time.