Final Fantasy: The Spirits Within
Directors Hironobu Sakaguchi and Motonori Sakakibara,
producers
Jun Aida and Chris
Lee,
animators Andy Jones
and Remo Balcells
Interview by Serena Donadoni
For movies, 2001 has turned out to be a digital summer. Computerized
special effects are de rigueur in big budget action fare, providing the
visual thrills in phantasmagoric science fiction (The
Mummy Returns) and
historical epics (Pearl Harbor) alike. But it's two surprise
hits which point the way to Hollywood's digital future. The spunky, low-budget Spy
Kids is an example of the creative use of highly developed home
computer software, while the fractured fairy tale Shrek demonstrates
the viability of 3D animation beyond mere novelty status.
Final Fantasy: The Spirits Within shares with these films is technical
and aesthetic innovation fused with a defiant attitude. During interviews
and a series of software demonstrations in Los Angeles, the team behind
The Spirits Within elaborated on how they pushed existing computer technology
to new levels in pursuit of animation's holy grail: photorealistic human
characters.
The film's Japanese co-directors, Hironobu Sakaguchi
and Motonori Sakakibara, acknowledge they haven't reached that summit yet.
For instance, they point out that human beings sweat, a process they couldn't
replicate with their "hyperreal" characters.
"It's minor details that make realism," their translator explains, "they
both feel that it's only a third of the way there."
But Sakaguchi, the 38-year-old
creative mastermind of this project, is accustomed to diving headfirst
into the untested waters of new technology. In 1987, he created the Final
Fantasy video game, and each successive version (the ninth was released
in November 2000) has pushed the envelope of both computer graphics and
interactive storytelling.
"As we all know, the video game has really become
part of pop culture," says producer Jun Aida, "so when you
have that kind of dominating influence — and with the advancement
of the platform like PlayStation 2, where the animation is becoming more
and more real — think that would have a great deal of influence
on films [like this summer's Tomb Raider] and animated
features."
"Video game movies have sort of come of age," adds producer
Chris Lee. "Traditionally, they've been very low-budget affairs.
This is the first movie directed by the creator of the game in the medium
of the game."
"The larger story isn't so much that games are being translated
to films," continues Lee, "but how much games have affected films.
The Matrix [1999] to me is a game: you're going in and
out of different realities, it's non-linear structure, you have to learn
to fight before you get to the next level, you're trying to become The
One, which to me is equivalent to getting the best score. Something like Run
Lola Run [1998] has a reset button built into it. So kids
are growing up in a world of 360° environments, and Hollywood movies — particularly
this kind of big summer event — changing because of it."
Four years ago, the success of the Final Fantasy games
and the search for a new challenge led Hironobu Sakaguchi to build a
$45 million studio for his company, Square Pictures, in Honolulu, Hawaii.
(The Spirits Within is the first feature produced there.)
Strategically located between Japan and California — two world
centers for animation and computer technology — Square attracted
a team of animators who were looking to break new ground.
Those like Andy Jones, whose background
is in both traditional animation and live action special effects. After
working on the 1998 Godzilla (whose computer graphics
were seen as old-hat), Jones was ready to tackle something new as lead
animator on a film many of his peers didn't believe could possibly
achieve its lofty goal.
"It was really ambitious for Sakaguchi-san to take
this on," Jones explains, "and for every artist who worked
on it — including
myself — think it was a pretty ambitious move on our parts to commit
to it. Three years ago, when I first got hired, he's telling me what
he wanted to do, and I thought, 'It's crazy.' But part of me was up to
the challenge."
But now that computer graphics (CG) have evolved to the point where
live actors interact with imaginary dinosaurs and explosions can be created
using a keyboard instead of combustibles, why should animators even attempt
to create realistic human characters? Jones explains that Sakaguchi wanted
to develop not just a new animation style, but a different kind of world
for movie audiences to immerse themselves in.
"I feel that if we did shoot
humans," explains Jones, "then put them in these digital backgrounds,
you would have constantly been distracted. When you see live actors interact
with CG characters now, the believability for me is lacking quite a bit.
They just don't feel like they're the same environment. But because we
made the humans CG, everything blended, and you're not pulled out of
the story."
Andy Jones marvels at the perception that computer animation — immensely
complex process where every variable must be considered and continually
calculated — is somehow easier than drawing by hand.
"A lot of people have a misconception," he says, "that
there's an animate button: you just hit that and everything comes
to life. The computer's essentially a sophisticated paint brush. It's
a tool artists use to generate the images."
"Computers may be diligent," adds visual effects supervisor
Remo Balcells, "but they're not very smart."
© 2001, Serena Donadoni. All rights reserved.
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