The Digital Revolution
Transcription
The Digital Revolution
The Digital Revolution THE NEXT AGE OF HOLLYWOOD 2 “It’s equivalent to the beginning of cinema or the point when sound was discovered or colour. Digital technology is a new colour for an artist in cinema to expand their imagination.” George Lucas1 1 From a press conference at the Caserta Royal Palace in Italy, July 26 1998, during the filming of The Phantom Menace, a full transcript of which can be found at http://www.starwars.com/episodei/news/1998/07/news19980726b.html. 3 Contents Introduction Teaser Aims 4 6 Digital History Before SFX 8 9 Digital Industry Editing Archiving Filming Distribution 15 16 17 20 Digital Amateur The Tools CSB Digital Keena Films 25 26 27 Digital Evolution A Future Conclusion 30 31 Bibliography Illustrations 34 37 4 Introduction Teaser The moving picture has existed only since technology has allowed it. The written word and the still image have existed in varying forms since the moment a primitive human being scratched markings into a cave wall, hundreds of thousands of years ago. Cinema is barely a century old. Perhaps more than any other art, filmmaking is endlessly reliant on technology. The history of film is a history of inventions, each new creation heralding a new era of cinema and encouraging a gradual evolutionary shift in filmmaking techniques and aesthetics. It is the latest phase of this change that I will focus upon in this dissertation, as cinema enters its digital age. Movement had always been something of a Holy Grail for the visual arts. From the earliest drawings in the Chauvet-Pont-d’Arc cave to the roof of the Sistine Chapel and the 19th century Impressionism of Van Gogh and Cézanne and the camera obscura, artists have tried varying techniques to simulate the movement of real life. Some inventions came close, but it was the development of the film camera that revolutionised the art and entertainment worlds. The combination of a projector and a camera that could take many photographs a second created an entirely new medium, opening up new areas to be explored. The technology was still in its early stages, and audiences were easily satisfied by the new phenomenon. There is an often-repeated anecdote of people running from theatres in fear when watching the Lumière brothers’ L’Arrivée d’un train a la Ciotat,2 thinking that the projected oncoming train was going to plough through the screen into the auditorium. No matter the truth in this story, it illustrates that there was little idea of how far film would develop – nobody 2 This screening was on 28th December 1895, making it one of the earliest public exhibitions of a motion picture, if not the very first. 5 suspected it would grow into a huge industry at the very cutting-edge of so many technologies. Cinema is rooted in technology. Without sophisticated equipment, it cannot exist. There is always a search for more advanced systems, something that can push the audience experience to the next level. Just as silent cinema had comfortably established itself, companies started to develop sound technology. The end of the 1920s brought ‘talkies’ to the cinema, shifting the direction of film growth onto a more realistic and detailed path. Combining sound with the images resulted in an unprecedented level of involvement; film writers were now able to tell stories just as detailed as a stage writer might conceive. The next big switch was the introduction of colour film, again introducing a whole new aesthetic that could be used and manipulated. Changes have been less prominent and drastic since then, often driven as much by competition from the fledgling television industry as by anything else. Once people were able to be entertained by moving images and sound in the comfort of their own homes, luring them into cinemas became more difficult. Again, technology came to the rescue, delivering breakthroughs that television could not hope to match or beat. Some gimmicks, such as 3D films, did not fare well, quickly disappearing to exist only as a novelty in theme parks. Widescreen techniques were far more successful, very literally changing the shape of film, presenting a grander picture that dwarfed any other entertainment medium, particularly the primitive and small television sets. The ‘epic’ became popular in the 1950s, as it enabled Hollywood to show off all its toys in one movie. Whilst the history of film as an art is an international story, the history of film technology is very much centred upon the Hollywood system, for no better reason than the American studios are the only companies with sufficient resources to experiment and develop new equipment. 6 Aims The second half of the 20th century brought yet more advances in the technical arena, as Hollywood reconfigured itself during the transition from the studio era to the postclassical system we are familiar with today. This dissertation will focus upon this latter period, examining the technological developments since the 1960s that have led to what I call the ‘digital age’ of Hollywood. When referring to the ‘digital age’, or anything ‘digital’, I include all and any aspects that relate to the use of a computer or similar device; that is, anything that utilises the microchip. As I will demonstrate later, this can involve anything from DVD players to cameras to projectors to the internet. The first section, Digital History, will deal with the emergence of digital tools in filmmaking, focusing in particular upon the development of computer-assisted special effects, perhaps the clearest evidence of this new digital age. The time period covered will be from the 1960s to the 1990s, with a particular emphasis on the last two decades of that period, when the digital age began to fully establish itself. Digital Industry will examine the less obvious aspects of digitisation, exploring how gradually all stages of production have abandoned traditional, analogue methods of filmmaking in favour of new digital wizardry. This process is still occurring, of course, and I will examine what the future may hold. I will also investigate how digital technologies are opening up new areas for low-budget and amateur filmmakers. This will lead to Digital Amateur, which demonstrates how these new technologies have been harnessed by the independent and amateur markets in order to achieve previously impossible results. This will include an examination of a new company that is embracing the new technology to give more power to the amateur filmmaker, in the process democratising filmmaking to some extent, ending the tradition of Hollywood having all the best toys. 7 Digital Evolution is the culmination of everything I have explored in the previous sections, following the digital age’s natural developments into the future, and extrapolating a potential new era of filmmaking, in which the very concept of Hollywood will be entirely different, and in which the ‘digital age’ has truly arrived. A note about resources: Due to the contemporary nature of this dissertation, the resources will be a little unconventional. However, the extensive use of (carefully chosen) websites and DVDs helps to enhance the central argument that digital technologies are becoming evermore dominant. I have used traditional texts as well, but much of the sources will be more specialised and unusual due to necessity. A note about the CD-ROM: The CD that accompanies this dissertation contains supplemental material that may assist or enhance the understanding of the topics covered within the main text. For example, it contains Quicktime files of the short films mentioned in the Digital Amateur section, as well as the Star Wars trailers mentioned elsewhere. This dissertation is essentially about the moving picture, and the CD offers the opportunity to include some pictures that do indeed move. 8 Digital History Before Whether it be the robot from Forbidden Planet (1956, Fred M Wilcox) or HAL from 2001: A Space Odyssey (1968, Stanley Kubrick), computer technology has long been present in movies, particularly in the realm of science fiction. However, computers had little to do behind-the-scenes of a production; not least because they were still primitive machines – the microchip was invented in only 1958,3 and it was not until the early 1970s that the first pocket calculator was built, costing £70 a piece. Clearly computers and associated digital technology were still the preserve of the future, albeit an inevitable and fast-approaching one. The end of the classical era set the stage for the next major development that would lead towards increasing involvement of digital technologies in filmmaking – the establishment of the ‘blockbuster’. Two directors in particular would spearhead this new movement: Steven Spielberg and George Lucas. Their names would become synonymously linked with digital technologies in years to come, yet at the start of the 1970s they were effectively unknowns, barely out of university. Then, in 1975, Spielberg’s Jaws was released. Released during the summer to huge box-office success, the action thriller started new trends of production and marketing that would be consolidated two years later with Lucas’ Star Wars (1977). These two hugely successful films created a formula for high-grossing summer films that continues to this day. 3 The designer of the first microchip was one Jack Kilby, an employee of Texas Instruments who had been working at their laboratories for just four months when his research led him to arguably the most important and far-reaching technical development of the 20th century. 9 The blockbuster technological would innovations. drive Generally forwards action movies, and often in the science fiction or horror genres, the blockbuster demands a high level of technical expertise and budgetary flexibility. Each year studios want to increase the spectacle and grandeur of their biggest productions, meaning that technical wizardry has become associated, for better or for worse, with so-called ‘popcorn’ movies. The matter of the films’ qualities aside, there is no doubt that the blockbuster is the perfect testing ground for state-ofthe-art technology, giving filmmakers the resources to experiment and develop new equipment and techniques. Two films in particular raised the bar regarding special effects – the aforementioned Star Wars and 2001: A Space Odyssey. Effects had previously been very basic, particularly with regard to monsters and outer space. 2001 introduced audiences to convincingly realistic space scenes,4 although the technique was time-consuming and difficult.5 Blockbusters would continue to drive forward the desire for ever-more sophisticated visual effects, leading to the first major digital development in the filmmaking world – computer-generated images, or ‘CGI’. SFX Traditional special effects focused upon models. Whether it be miniature sets or the stop-motion creatures of Ray Harryhausen or the spaceships of Star Wars, it was always physical models that were filmed in such a way as to make them seem large and lifelike. Effects were entirely optical: they all involved using a film camera and photographing them using traditional methods. TRON’s release in 1982 was a turning point. The visuals were unlike anything seen before, involving as they did the use of computers. The film is set ‘inside’ a computer, where the games people play turn out 4 Astonishingly, the film was made before any good quality pictures of the Earth had been taken from space. Much of the film’s science is guesswork, being made as it was at the beginning of the space age. It is remarkable that the effects have aged so gracefully, both technically and scientifically. 5 For 2001, effect elements had to be filmed several times, each time adding in new sections (spaceship, then starfield, then crew moving about inside, etc), and each shot could take four and a half hours to film. Combine this with Kubrick’s legendary perfectionism and you have a lengthy postproduction. 10 to be terrifyingly real for the ‘inhabitants’ of the machine. The film mixes real actors with objects and locations created using a mixture of digital and optical effects. Audiences did not embrace the new technology, and the film did not perform well at the box-office. Hollywood itself also turned its back on the groundbreaking film, refusing to grant it a Best Visual Effects nomination, allegedly because the Academy felt that it had ‘cheated’ by using computers. However, the film’s influence would be huge, sending ripples through the effects industry. John Lasseter, director of Toy Story (1995), has said that “Without TRON, there would be no Toy Story.”6 TRON director Steven Lisberger describes the importance of his film as “It was a little like we were taming or dominating the medium – civilising it…In the case of TRON it was really about riding bareback and holding on for dear life.”7 Although the film features just fifteen minutes of CGI, in the early 1980s this was a major achievement – this was in the days before IBM PCs or Apple Mac computers even existed. There were few companies who specialised in computer visuals, and there was no such thing as the ‘computer artist’ at the time: those who worked on the film’s special effects were technicians. Disney did not capitalise on their accumulation of this new talent, instead choosing to let them all go when the film under-performed. John Van Vliet, an animator on TRON, laments that “[Disney] had a 10-year advantage. They could have been the studio that did Terminator 2. They could have been the first guys there with dinosaurs…They only saw that the show didn’t make money and they dumped it. At the end of the production, they flushed everyone away. We, en masse, were amazed. In terms of the moviemaking business, it was one of the dumbest decisions ever made.”8 Disney’s short-sighted, profit-induced decision-making would see the digital reins eventually handed to another company, Industrial Light & Magic. ‘ILM’ had been established by George Lucas to create the new effects techniques required for his Star Wars movies, although their digital prowess was still limited. Their first major foray 6 As quoted on Disney’s official page for the 20th Anniversary DVD re-release of the movie at http://www.disney.go.com/disneyvideos/liveaction/tron/tron01.html. 7 As quoted in ‘Revisiting TRON’, a retrospective by Stephanie Argy at VFXPro at http://www.vfxpro.com/article/mainv/0,7220,21407,00.html (registration required to view the webpage), p. 1. 8 Ibid., p. 3. 11 into the CGI arena was also in 1982 with Star Trek II: The Wrath of Khan (Nicholas Meyer), with their depiction of the ‘Genesis’ technology in a brief sequence. Whilst the film was an important milestone for the company, it was another, less-successful film that more ambitiously showed the future of visual effects a couple of years later – The Last Starfighter (1984, Nick Castle). A film truly ahead of its time, The Last Starfighter was the first to feature visual effects that were entirely created using a computer. Space sequences and even some sets were created ‘virtually’, then integrated into the live action footage. The company responsible was Digital Productions, and they improved the polygon-based computer techniques used in some sequences of TRON,9 enabling far more detailed visuals. The Last Starfighter’s director, Nick Castle, reflecting on the film’s visuals in 2000, said that “computer graphics allowed us to conceive our wider exterior space scenes in three dimensions, which opened up the possibility of different kinds of shots. I think everyone realised this was the future.”10 The Last Starfighter failed to truly capture audiences, and so CGI development was slowed once again. Other largely unnoticed advances would slip by, such as the stained-glass window knight in Young Sherlock Holmes (1985, Barry Levinson), a fully-articulated humanoid creature that interacted with the real set and actors. At the 1987 Academy Awards, a short film called ‘Luxo Jr.’ was nominated in the Best Animated Short Film category. Though it did not enter public consciousness to any great level at the time, it was another hint of what was to come. Directed by John Lasseter at Pixar, it was one of the earliest computer animations to be acknowledged by the Academy. It would be a further eight years before Pixar got everyone’s attention with Toy Story, the first feature-length 9 Digital Productions was set up by Gary Demos and John Whitney Jr., both of whom has once worked for Triple-I, one of the companies that worked on TRON. When Demos and Whitney realised that TRON was to use only fifteen minutes of computer effects, and the majority of the film’s ‘look’ would be achieved via more traditional animation and optical effects, they left to form their own company in 1981. 10 As quoted in ‘Revisiting The Last Starfighter’, a retrospective by Stephanie Argy at VFXPro at http://www.vfxpro.com/article/mainv/0,7220,22938|1,00.html (registration required to view the webpage), p. 1. 12 computer animation. In the meantime, the digital focus would be firmly upon special effects. The breakthrough came with James Cameron’s The Abyss (1989). ILM fully embraced the new computer technology, using it to create the ‘pseudopod’, the watercreature that stalks the underwater base and mimics the facial expressions of actors Ed Harris and Mary Elizabeth Mastrantonio. The creature resembled nothing ever seen before on film; it was a true harnessing of the computer’s unique animation features. The Last Starfighter used CGI to mimic model effects in order to keep its budget low; The Abyss used CGI to show something that no other technique could achieve. ILM effects supervisor Denis Muren recalls the time prior to working on The Abyss: “Everything seemed like more of the same…Then Jim Cameron came to us looking for someone to do the pseudopod for The Abyss. I thought ‘Here’s a sequence you don’t want to use the old technology on.’”11 Rather than letting the technology wane as with previous CGI efforts, Cameron instead consolidated the advances made in The Abyss in his next movie – the hugely successful Terminator 2: Judgment Day (1992). The liquid metal T-1000 robot is a natural progression from the pseudopod, advancing every CGI technique. The digital age was no longer struggling to establish itself – at last it had officially arrived, and everybody knew it. A succession of films that utilised sub-standard CGI, coupled with a nostalgia for traditional skills, led to the technique earning itself a bad reputation. Its overuse and misuse led to the irrational conclusion that the computer methods were at fault, when the flaws were in fact with the individual filmmakers. Some films nevertheless managed to show the true potential of ‘going digital’, such as Jurassic Park (1993, Steven Spielberg) and Starship Troopers (1997, Paul Verhoeven), both of which showed 11 Ian Freer, ‘Deep Blue CGI’ in Empire magazine (#146 August 2001), p107 13 clearly the superiority of CGI over stop-motion, go-motion and other techniques that had previously been used to depict dinosaurs and associated monsters. History came full circle in 1999 when George Lucas released The Phantom Menace, the latest instalment in his Star Wars franchise. Embracing CGI more than any previous film, Lucas demonstrated that filmmakers are no longer limited by the real world; the only limitation now is the imagination. Released the same year, the Wachowski brothers’ dynamic visual style in The Matrix perfectly illustrated the potential of the computer to free the camera from its physical nature and transfer it to a partly digital area, delivering visuals that had been impossible before the introduction of computers to filmmaking. On a subtler level, computer-enhanced visuals now enable films to be ‘fixed’ if need be, altering the image in post-production – sometimes referred to as ‘digital janitoring’. This can be in order to gain a particular rating,12 or to correct an unfortunate mistake.13 This kind of alteration is impossible to spot, yet is vital to the current mode of filmmaking. Directors no longer need to worry quite so fervently about small, insignificant details; they can simply be tweaked and corrected in the computer.14 CG animation has also opened up new opportunities in television, allowing shows to be made on much smaller budgets. In 1993, Babylon 5 was the first television series to extensively use CGI, enabling it to depict vast and elaborate space sequences at a fraction of the cost of the traditional model work employed on the Star Trek series at the time. Now almost all science fiction 12 In the US, Stanley Kubrick’s Eyes Wide Shut had additional humans digitally added to the masquerade sequence, in order to obscure some of the more explicit sexual acts. This was Kubrick’s decision, in order to avoid having to physically cut out any footage. 13 During filming of The Perfect Storm, director Wolfgang Petersen realised that the docked ship was falling lower in every take, as the tide changed. ILM told him not to worry and, in post-production, they artificially raised the ship back up to ensure continuity between shots. 14 Of course, this does somewhat beg the question as to why a small white delivery van can be seen driving past in the background at one moment during The Lord of the Rings: The Fellowship of the Ring. 14 television shows use primarily computer effects, as they have been proven to deliver cheaper and better results. Even documentaries have started to take advantage of the technology, most notably the BBC series Walking With Dinosaurs, which took the advanced visuals of Jurassic Park and applied them to what would otherwise be a traditional wildlife documentary, seamlessly combining CG dinosaurs with real, filmed locations. Gary Demos, who had worked on The Last Starfighter, said in 2000 that, unlike the huge modern effects companies like ILM, he “had a vision that you could have a smaller team – 10-20 staff members, not 50-100…That model remains to this day an untapped frontier. I predict that if anyone can do it, that will be the next revolution.”15 Framestore, the company that provided the effects for Walking With Dinosaurs, crossed that frontier, with director of animation Mike Kilne explaining: The BBC wanted three hours of animation and had a limited budget. The producer had been to ILM…and they quoted him something like ten thousand dollars per second of animation! So it was a question of ‘who can think of a way to do it?’ – and we could…We started with a skeleton crew of four and worked like that for a few months. Then, eighteen months before the deadline, the whole crew came on. We had between thirteen and fifteen people, which is very small compared to Hollywood.16 Any story can now be told, in any way the filmmakers desire. Budget-permitting, for the first time in the history of cinema, there are no boundaries. When used appropriately, the computer is a tool that allows writers to be as outrageous and expansive as they wish, and enables directors to visualise scripts without having to compromise for practicality. 15 16 ‘Revisiting The Last Starfighter’, p. 2. Interview with Mike Milne at http://www.bbc.co.uk/dinosaurs/tv_series/graphics.shtml. 15 Digital Industry Editing Everybody is aware of computer special effects, but what is less evident from the finished films is how digital technologies have contributed to the less spectacular areas of filmmaking. One of the earliest developments was editing on a computer – also called ‘non-linear editing’. Traditional methods of physically splicing together reels of films is referred to as ‘linear’ because the frames are pieced together in chronological order using actual film. With non-linear editing, NLE, the film is scanned into a computer, where it exists as digital files. These files can then be manipulated and edited together in a ‘virtual’ environment, without ordinary physical limitations. The editing process is made vastly quicker when a computer is involved. Simple cuts are effortless, requiring only a couple of mouse-clicks. Complex sequences can be achieved more easily, with frame-accurate precision. Complex filters and image correction can be applied to visuals, and sound can be carefully controlled and perfectly synchronous. Most important of all, everything is easily reversible – nothing is permanent. If a mistake is made when editing with the traditional, analogue method, you may find yourself with several feet of ruined film. As the original digital files are never altered, and all the editing and alterations take place virtually, it is always easy to change your mind; consequently it is less of a risk to experiment in the editing room, in theory leading to the possibility of more original and interesting finished movies. Working with digital files also means that there is no physical interaction with the actual film itself, ensuring that the film quality remains at its best throughout the process. 16 With regard to special effects, digital editing also enables digital compositing. Whereas composites used to be achieved via optical filters, a computer can now be used to achieve far more advanced final images, in which the defining line between separate elements is no longer visible. In the pictures above, taken from the forthcoming second Star Wars prequel, Natalie Portman is seen on the left acting against a blue screen with a minimal set. The completed shot, on the right, has hundreds of added elements, from the more detailed walkway to the machinery and dust. Using traditional optical compositing, this shot would have been impossible to achieve. Digital compositing not only makes it possible, but blends the line between reality and non-reality to such an extent that it is no longer possible to tell which parts of the set are real, and which are not. In this instance, it also allows Natalie Portman to perform her own stunts in a safe environment, adding to the overall experience of the sequence. Archiving A natural progression from digital editing is digital archiving. The fully edited movie can be exported as a single digital file, which can then be carefully stored in its digital form on a material that will not quickly degrade. Copies of this digital file can also be made without any loss in quality; it is exactly the same concept as copying a text document or an email. Traditional methods of film archiving are deeply flawed. Information is stored on film via a photochemical process, a natural side-effect of which is that the film degrades as the chemicals age. This degradation is made even worse if the reels are not stored and maintained carefully. Hundreds of films have been lost due to this; indeed it is inevitable. Each subsequent copy of the film to a fresh storage medium will cause degradation, as some information will be lost with each copy generation. Digital technology offers, for the first time, the chance to safely store versions of films in such a way that they will be preserved indefinitely. 17 The transfer of information from the film reels to the computer is not always a simple one, however. Even once the film is found and scanned, the quality may already have become unwatchable. When George Lucas began work on the special editions of the original three Star Wars movies, he discovered that the original negatives had already badly degraded – and this is from a relatively recent film made at the end of the 1970s. The footage was cracked and covered in all kinds of debris, and the colours had faded badly. Once again digital technologies came to the rescue, and the film was painstakingly remastered, using computers to remove the dirt and damage frame-byframe, and correct the colour. Curiously, the result was that the prints of the special editions that went to cinemas in 1997 were of better quality than the originals that were released in 1977.17 The BBC are also attempting to convert their archives, beginning a £20 million project in 2001 to recover lost material and preserve it digitally.18 With responsible maintenance, there is no longer any reason for films to be lost or damaged. Even low-budget filmmakers, lacking the resources of Lucasfilm and the BBC, can archive to a digital format quickly, easily and cheaply. Modern technology is helping to retain the history of film and television; no longer need the work of many films and television programmes be lost due to bad storage or the inevitability of time. Film history and film studies will eventually owe much to digital technologies, without which all materials would eventually disappear. Filming Digital developments have occurred in something of a reverse order. First came the special effects, then the archiving and editing – all parts of post-production. Digital cameras have been a long time coming. The delay is all to do with compression. Standard film stores images optically – each frame is imprinted upon the lightsensitive film negative, which can then be processed to deliver the final moving 17 Further information available in the ‘Making Of’ documentary on the VHS editions of the Star Wars trilogy. 18 Further information available at http://www.bbc.co.uk/cult/treasurehunt. 18 images. Therefore one physical frame of film stock is all you need to store one image – the same concept as taking several photographs and then stringing them together for projection. Digital files do not work this way; instead, the information is stored as millions of ones and zeros. Digital files are not a pre-determined size – whilst a 35mm film frame will always be the same size, a digital file alters its size from frame to frame, depending on many factors such as the range of colour and movement in a shot. Compression is a technique whereby the size of the file is offset against the quality of the image, in an attempt to maximise quality whilst minimising storage requirements. Cameras were required that could photograph scenes and store them simultaneously, in a practical format that would not require endless media reserves. Unusually, developments in digital photography began mostly with the home user, with digital camcorders becoming available around 1997 – albeit at a high price and with questionable image quality. Television was the next to embrace the new format, discovering quickly that digital cameras were robust enough to survive the harsh conditions experienced by news and documentary crews, and able to store information more safely and with better visual quality than video cameras. Working in a digital realm also enables footage to be sent by satellite quickly and easily, without having to convert first from the analogue source. During the recent war in Afghanistan, new cameras were seen for the first time which enabled journalists to send live video images using an ordinary phone and internet connection, allowing them to remain mobile and unobtrusive. Digital cameras are frequently used in dramas now, as the quality far surpasses other television formats. However, it took a little longer to develop cameras that were capable of photographing at a high enough definition to compete with professional, studio-quality film cameras. George Lucas, again riding the crest of the digital wave, pushed forward advances in digital photography, hoping to shoot his new Star Wars trilogy entirely digitally. The new Sony cameras were not ready for The Phantom Menace, although a few shots were achieved using prototype cameras. However, episode two, Attack of the Clones, has been shot entirely digitally, using a format elaborately called ‘digital 24 frame progressive high definition’. Producer Rick McCallum explains some of the advantages of shooting digitally: 19 For the kind of films that George makes…we are ostensibly in the digital arena from the first day that we actually start working…Every single frame, every single shot has a digital effect…So for us to shoot in film, and then scan it into a computer is a ridiculous process. Right now we can shoot on high-def and fifteen minutes after we shoot a fifteen-minute cassette, it’s inside the computer.19 Jason Ballantine, second assistant editor on Attack of the Clones, elaborates upon the practical and speed benefits: “There’s no more laboratory. It’s now on tape. Sound and picture are on the same recording device, synced automatically for us to put it on the computer. It’s all on this one thing.”20 Of course, not all productions feature visual effects on quite such an intensive level as the Star Wars films. Whilst the cost of digital filming is still prohibitive for smaller-budgeted productions, it will inevitably become cheaper as the technology is miniaturised and streamlined. At that point, digital cameras will offer a cheaper, safer and quicker way of filming. The digital media is more robust than film, it is easier to manipulate in an editing room, and there is no loss of quality between capturing the image and outputting the finished movie. One of the main advantages is that material shot digitally can be instantly replayed on a monitor, unlike film which needs to be developed to some extent to create the ‘dailies’ or ‘rushes’, which will usually only be available the following day. Lucas explains the benefits: “Everybody gets to see if anything is wrong, and they get to fix it by the next take, whereas normally you wait until the next day and then you have to go back and re-shoot it.”21 There is still controversy about the image quality attained by digital cameras. Victor Kemper, president of the American Society of Cinematographers, maintains that “the quality of an image that’s captured on a digital camera does not stand up against the same image that will be captured on a piece of motion picture film.”22 George Lucas believes that Attack of the Clones will tip the balance: There is a lot of controversy about the fact that we’re shooting this digitally. As far as I’m concerned, we should have been shooting digital cinema twenty years ago. People say why am I doing it? The real question is why not? 19 Interview in ‘Here We Go Again’, a web-documentary at http://www.starwars.com/episodeii/video/making/making1.html, 00:02:11. 20 Ibid., 00:02:54. 21 Ibid., 00:04:40. 22 Ibid., 00:00:21. 20 Distribution The one area that has yet to fully benefit from digital technology is distribution. It is the one weak link in the digital chain – whilst a film can be shot and edited entirely digitally, with no loss of quality, the final, crucial stage of projection remains an analogue system, at which point the movie needs to be converted back onto film. Film projection has always been a destructive process – every time the film reels are run through the projector, they degrade a little from the exposure and the mechanical process involved. Whilst digital projection retains the core technology of the projecting device itself, the method of delivering the required images is entirely different. The projector is connected to a computer that contains the movie as a digital file. This file will never degrade – it will be the same quality on its fiftieth screening as it was on its first; no longer will prints be covered in hairs and cracks by its third week of showing. The Phantom Menace was the first film to be projected digitally, albeit only in two cinemas and for a limited time. Russell Wintner, co-founder of CineComm Digital Cinema, one of the pioneers of digital projection, said “[we are] quite certain that historians will one day write about the June 18th opening of the digital release of The Phantom Menace with no less excitement than was given the opening of The Jazz Singer, motion picture’s first talking movie,” describing the event as the “first glimpse of Hollywood in the new millennium.”23 Of course The Phantom Menace was not filmed digitally – it falls to the second episode of Star Wars to be the first movie to be filmed, edited and projected entirely digitally, without a single piece of film involved during the process. Eventually films will not have to be delivered physically; they will be sent electronically, simultaneously arriving at the required cinemas by a satellite link, ready for the computers. This will cut distribution costs hugely, as the production of hundreds and sometimes thousands of film reels followed by their delivery to cinemas has always been a costly aspect of movie distribution. 23 ‘Episode One Digital Screening’, June 03 1999, http://www.starwars.com/episodei/news/1999/06/news19990603.html. 21 Digital projection has not yet been embraced by cinemas as widely as McCallum and Lucas had hoped. However, they remain positive, with McCallum stating: “The shift to digital projection is going to happen…It’s already in every editing room, every sound department, every visual effects company, and now it’s here competing with film, to capture images. The last step is exhibition.”24 Distribution goes beyond the cinema, however. The Digital Versatile Disc (DVD) was introduced in the mid-1990s with the first DVD player being sold in Japan in November 1996. It is the fastest-growing type of consumer electronics in history.25 DVD offers the highest quality for video and audio currently available. When encoded properly, films viewed from a DVD will often seem clearer and crisper than the same film viewed in a theatre without digital projection. On top of this, the digital technology has allowed studios and directors to include ‘extras’ with their films – documentaries and deleted scenes, outtakes and interviews, and commentaries from the cast and crew that can be heard whilst the film plays. It has been hotly debated whether these extras contribute anything to sales, or whether they are to most people just novelties that are barely watched even once. However, for film enthusiasts the DVD offers unprecedented access to film history and behind-the-scenes information. A DVD collection has the potential to teach as much about filmmaking as some educational courses. For example, the El Mariachi (1992, Robert Rodriguez) DVD features an in-depth commentary by director Robert Rodriguez in which he explains how to make a high quality film on a miniscule budget. The Terminator 2: Judgment Day disc features the entire script, all the storyboards, commentary by all the main crew and detailed examinations of the filming and post-production processes. The same material was unavailable prior to the advent of DVD – and if it had been available, in paper format for example, it would have been highly expensive; the DVD is available for under £20. The commentaries are perhaps the most remarkable aspect of the new format – to have the privilege of having writers, directors and actors talk about their entire film from scene to scene would have been rare, limited to only perhaps the top educational establishments and 24 From a speech given by Rick McCallum at ShoWest, the annual exhibitors’ conference, a transcript of which is available at http://www.starwars.com/episode-ii/feature/20020306/index.html. 25 Further information available at BBC News Online, including http://news.bbc.co.uk/hi/english/entertainment/new_media/newsid_1720000/1720808.stm. 22 professional conferences. Now anybody can listen to the creators from the comfort of their own sofa. DVD also gives directors another chance to finalise their work, tweaking their film for its DVD release, and ensuring that the DVD version is the definitive one – DVD acting as something of a historical archive. Some releases, such as the upcoming E.T. The Extra-Terrestrial (1982, Steven Spielberg) release, contain both the original and special edition versions of the film. DVD has the potential to introduce a new generation to film. Whereas those interested in the medium have previously had to hunt for material, it is now easily available, and more of it than ever before. This could result in a new film-literate generation unlike any preceding. Just as the 1970s saw the arrival of the new breed of young directors that had emerged from film school – Spielberg, Lucas, Scorsese, Coppola, De Palma – so the next two decades could see the DVD-generation of young directors making their mark: highly film-literate people who have had little if any formal film training or education. Many aspects of traditional film courses may have to be rethought to encompass the new available information. With new disc technologies such as blu-ray and D-VHS, both of which offer even higher resolution and disc space than DVD, the home viewing experience is becoming more and more interactive and informative. George Lucas reflects this view: I think especially for young people it’s important to let them know how all these things go together because I’m hoping a lot of them will get into it and do it themselves. So it becomes a kind of educational process. It’s not something that was available when I grew up.26 One area of digital distribution that remains largely untapped due to technical limitations is the internet. Whilst music is now regularly distributed online (albeit mostly illegally), internet connections are still not fast enough to support online films. New compression technologies that are able to reduce files to one hundredth of their original size show a possible future, but it takes months for that level of compression to be accomplished. However, with internet technologies ever-improving and 26 Discussing the DVD of The Phantom Menace with Rick McCallum on September 10th 2001, full details at http://www.starwars.com/episode-i/news/2001/09/news20010910.html. 23 computers gaining speed every year,27 it is only a matter of time until the internet – or its future incarnation – becomes a viable transportation and viewing system. There is one thing at which the internet has proven unexpectedly effective – marketing. The major studios had largely ignored the potential until The Blair Witch Project (1988, Daniel Myrick and Eduardo Sanchez) caused a stir with a website that blended fact and fiction, creating very positive word-of-mouth about the movie and supposedly considerably aiding its huge boxoffice takings. Ever since, films have been accompanied by websites of varying complexity. Most simple serve as elaborate advertisements, featuring downloadable pictures and trailers. Others, such as the recent Blade 2 (2002, Guillermo Del Toro) site, go into more detail, featuring storyboards and cast and crew interviews. The Star Wars website is a huge online encyclopaedia of everything related to George Lucas’ twin-trilogy, factual and fictional, and the website dedicated to The Matrix is trying to follow its lead. Perhaps the most innovative website of all was that accompanying the Steven Spielberg/Stanley Kubrick collaboration (of sorts), A.I. Artificial Intelligence (2001). Whilst the official website was the standard mixture of promotional materials and behind-the-scenes snippets, regular internet users started noticing odd websites appearing all over the web, all linked to a mysterious credit attached to the A.I. trailers of ‘Sentient Machine Therapist Jeanine Salla’, sandwiched neatly between ‘Costume Designer Bob Ringwood’ and ‘Music by John Williams’. Internet search on the previously unknown Miss Salla led people to the Bangalore University website, where she appeared to be a member of the teaching staff. Further 27 The recent advent of 1GHz was heralded as a huge step forward in speed, and yet IBM are already working on 100GHz machines that should be available in a couple of years (business decisions aside). 24 investigations led people into a bizarre story of murder and betrayal, all linked to Jeanine Salla and the film’s plot. This online ‘game’ was immensely complex, and spawned hundreds of websites dedicated to unravelling the plot. Other than this tactic, the film was not promoted extensively in any other ways beyond the normal trailers and TV spots. A side of the internet that Hollywood would rather ignore is that of the fan community, exemplified by the Ain’t It Cool News website, run by the inimitable Harry Knowles. Originally a small website of movie information, Knowles gradually expanded his network of ‘spies’, bringing his readers news stories and reviews about films months before the studios wanted anybody to know anything. Knowles’ damning early review of Batman And Robin (1997, Joel Schumacher) is alleged to have played a major part in that movie’s demise.28 Hollywood now reluctantly recognises Knowles’ authority, and even tries to win his favour now, rather than ignoring him. The Jeepers Creepers (2001, Victor Salva) poster even prominently featured a quote from Knowles’ online review. With the power of computers ever increasing, the internet will become more important in the very near future. 28 http://www.aintitcool.com/display.cgi?id=1635 25 Digital Amateur The Tools Technology that was developed for Formula One racing eventually filtered down to vehicles in the consumer market – initially just high-end, expensive models, but gradually the features spread to most cars. This inevitable shift, the down-filtering of previously specialist super-technology is also occurring in the filmmaking environment. Technology that was once cutting edge and struggled to operate on the most sophisticated machines ILM could use is now commonplace in the consumer market. The huge advances in technology allow this to be possible – the Cray supercomputers used to render the graphics for The Last Starfighter are prehistoric compared to a top-specification modern home computer. Digital editing, even in the professional arena, is performed on ordinary PCs or Apple Macs (albeit top-of-the-range). Software packages such as Adobe Premiere and Apple’s Final Cut Pro are now becoming sophisticated enough to give the professional editing system of choice, Avid, some serious competition. Apparently parts of Attack of the Clones were edited using Final Cut Pro. Whilst these packages are still around the £600 price area, they are far cheaper than the systems that would have cost thousands of pounds just ten years ago. For the home enthusiast who is serious about editing, professional level packages such as Premiere and Final Cut Pro are well within reach; if not, there are several more affordable and less sophisticated NLE systems – the crucial thing is that they all run on ordinary computers. 26 Perhaps more surprising is the capability of home computers to achieve remarkably professional special effects at very little cost. Complex 3D work can be achieved using programs that can be freely (and legally) downloaded from the internet, such as Blender, or acquired from magazine cover-discs. Just recently Cinema4D was given away free with several magazines, having previously sold for over £500. Whilst it takes time and effort to learn how to use these programs, it nevertheless means that amateur and low-budget productions have the tools available to them to create a product comparable to a Hollywood blockbuster. CSB-Digital Despite many of the tools becoming ever-cheaper, they are still outside the price bracket of those with only a casual interest in filmmaking or a very tight budget. One company that is trying to change this is CSB-Digital. They plan to release a series of computer programs that enable users to achieve professional results, quickly, easily and at a vastly reduced price compared to the competition. Their first program, AlamDV, enables impressive special effects to be applied to any footage, making explosions, lightsabers, muzzle flashes and other visual tricks possible to those with a limited budget. Currently their software is aimed at amateurs, but they intend to gradually enhance their products and close the gap between professional and amateur. Managing director Joshua Davies explains that “AlamDV is priced so most people can buy it without having to think about how they are going to afford it – it should be a tool all filmmakers can afford…In the future we will aim to create even more professional software but still sell it at a low price.” Regarding how technology will help both the amateur and professional arenas, Davies believes that “If the talent is there, the applications will be made to take advantage of it. AlamDV is just one example of such a program…[Audio-visual] quality will be the first thing to improve. Although there are tons of gimmicks that come along…it will be the quality of digital capture 27 that will play a huge role. Online distribution will play a major role, as long as people can make money out of it and connections become faster. In the next five years a TVquality signal should become broadcastable from your own house.” Companies such as CSB-Digital ensure that amateur filmmakers will be able to keep just a few steps behind the professionals, perhaps even drawing closer and blurring the boundary. Davies is sceptical of the low-budget amateur ever being able to compete with the professionals, however, stating that “They will always be separate, because as one improves so does the other.” Keena Films In an attempt to test whether impressive results could indeed be attained on a zerobudget, I embarked upon the making of several short films with Stephen Davis under the Keena Films banner. Whilst hardly artistic masterpieces, the films nevertheless quickly proved that budgetary constraints no longer need to result in creative restraints. The films so far have been a great success. Muffy and Jebediah: Episode One, the daft adventures of two intrepid space pilots, featured scenes of a spaceship flying through the cosmos, then entering a planet’s atmosphere before crashing and exploding in a forest. It was shot on a Hi8 camcorder – the only piece of equipment that was not digital – and edited on a normal home PC using Adobe Premiere. Acquiring a camera, a computer and editing software is by the far the costliest aspect of the process, but they are all single expenditures that will not need to be repeated – once editing software is acquired, no more money need be spent on that area. Every other aspect of production was done with practically a zero-budget. The software to create the 3D CGI was discovered on the front of a magazine – it was very simple but, with a little perseverance, some adequate results could be achieved. 28 A couple of months after completing the film, we discovered the AlamDV program and decided that Muffy and Jebediah would benefit from a slight overhaul. It was at this point that the huge benefits of the digital realm really became clear, as we were able to go back to our original digital files and seamlessly integrate the new effects layers so that they appeared to have always been present, and at the same time we remixed the entire soundtrack, adjusting the levels for a better performance. This level of re-editing would have been near-impossible prior to NLE; the idea of attempting such detail and technical sophistication using the traditional low-budget method of connecting two or more VCRs is ludicrous, and even in the professional world of film it would have been a difficult and arduous task. Episode two stretched our capabilities yet further, introducing an entirely computer-generated character. Whilst our character is incredibly simplistic, especially when compared to the technical marvel of The Phantom Menace’s Jar Jar Binks, it nevertheless proved that the concept was possible: the very idea of having a CG character interacting with real actors in a no-budget student film would have been absurd just a few years ago. When it came to getting the film seen, the power of modern digital technology truly became clear. An amateur student film would ordinarily be seen only by a handful of colleagues, friends and family. However, having used AlamDV for some of the effects, we were able to upload episode one to the internet, where it was hosted on the AlamDV website. In just eight weeks it had been viewed by nearly 5000 people, quite a remarkable number for a short film with so little promotion. These websites enable films to find an appreciative audience that understands the work that goes into amateur productions. There are also many websites that show more professional productions and run competitions and festivals. The interlinking and networking nature of the internet can often lead to a much wider audience than expected. Word-of-mouth can spread very quickly and very easily. When a couple of USC graduates released their affectionate short parody George 29 Lucas In Love (taking the structure of Shakespeare In Love and applying it to the Star Wars creator’s youth) on Mediatrip.com they found themselves enjoying an unexpected level of success, with over 100,000 downloads, talk of an Oscar nomination and future filmmaking deals with Dreamworks (reportedly both Spielberg and Lucas thoroughly enjoyed the film when they stumbled across it). Whilst Hollywood may still not appreciate the future potential of internet distribution, the lower-budgeted and amateur/fan productions know its power. Never before has there been such a willing audience for the work of enthusiasts and students. 30 Digital Evolution A Future There is a dream of a possible cinematic future. In this dream there will be a great filtering-down of digital technologies, from the most technically advanced Hollywood studio to the smallest of independent low-budget filmmakers. Digital cameras will be smaller and cheaper whilst still offering unrivalled image quality; expensive reels of film and development costs will be a thing of the past; editing will be done via computers, negating the need for elaborate and complex traditional analogue equipment; bluescreen studios will become more widespread and affordable, cutting down on set and location costs; special effects will be accomplishable on home computers with easily affordable software; distribution will be on the internet or via satellite linkups to cinemas, no longer depending on the replication of thousands of prints. The technology pioneered by Hollywood will threaten its very survival. With amateur film enthusiasts able to replicate the epic visions of Cameron, Lucas and Spielberg in their own bedrooms, Hollywood will no longer be able to rely on technical superiority to maintain its leading position in the Western film world. There will be a great levelling, with budgets no longer restricting the creation or distribution of films. All that will matter in the production of a film will be the talent of the individual filmmakers. No digital technique can turn a bad actor into a good actor, or an excitable fan into a professional director, or a computer user into a visual effects artist. The traditional budgetary constraints will no longer hamper a film’s development – where money would once have been absorbed, now it can be redirected into hiring a good crew and cast. Even the cost of a crew will be minimalised, as digital technologies easily allow a single person to perform multiple skills, coming closer to the model of production imagined by Gary Demos after working on The Last Starfighter. 31 This will probably lead initially to a general drop in quality, as every garage filmmaker attempts to show the world their latest blockbuster. Once the dust settles, there will be a clear dividing line – not due to production values, but due to the overall quality of the finished film: an artistic division rather than a financial or technical one. Eventually only the original studios that are able to adapt to the new model, and the most talented of the new breed of film-literates, the DVD generation, will be left. Epic blockbusters will no longer be confined to the resources of the biggest studios, whom will no longer be able to rely on the huge profits of the summer popcorn movies. Eventually there will be a gradual increase in quality across the board, as that will be the only qualifier remaining. With production values so high in all forms of digital filmmaking, what will matter will be the writing, the acting, the filming, the directing of movies in general. The genuine talent will shine through, unobstructed by financial limitations. Filmmakers will be able to enjoy an unprecedented level of response to their creations, with the internet linking the audience with the artists. This is already happening in some cases, with actors and producers frequenting internet forums and keeping the fans informed of what is happening. All this, though, is only a dream. Conclusion Some parts of this future are already here, others are on their way. There is no doubting that digital technologies have aided and enriched the filmmaking process, and will continue to do so. Whether the full potential of the digital future is realised depends greatly upon the corporations and studio executives; the technology may be deliberately held just out of reach of the lower-budgeted productions in order for the studios to retain their power. This is where newer companies such as CSB Digital have a part to play. Whilst they are inevitably driven by profit, and must be in order to survive, they also have a commitment to their users, to provide them with the tools they need without causing 32 insurmountable financial difficulties. This kind of business practice is a dangerous one – NaN Technologies, the creators of the 3D software Blender that we use for many of our productions, recently filed for bankruptcy – they had been attempting a new strategy of giving Blender away free for personal use, and only asking for money when it was to be used professionally. All new developments inevitably bring with them negative consequences. The shift to digital technologies will render many traditional skills and jobs. Change always causes a certain amount of turmoil, forcing people to rethink strategies and learn new skills. Those willing to evolve alongside the technology can bring their old skills to bear on the new opportunities. Projectionists can transfer to operate the new computer-controlled equipment. Stop-motion animators may no longer be in demand for special effects, but their animation skills translate remarkably well to the computer environment, and there will always be a demand for stop-motion movies such a Chicken Run (2000, Peter Lord and Nick Park) and The Nightmare Before Christmas (1993, Henry Selick). If change was avoided due to a fear of losing out-dated and inefficient techniques, then cinema itself would never have been invented. Those with the courage to embrace the new will find themselves the leaders. Some changes are inevitable, such as the switch to digital projection, which provides a financial incentive29. Others will have to be forced through if they are to happen, due to their essentially artistic basis, rather than financial. The effect of digital technologies on independent productions can already be seen, with relatively low-budget films such as Donnie Darko (2001, Richard Kelly) and The Devil’s Backbone (2001, Guillermo Del Toro) featuring effects and digital manipulation that previously has been confined to the big Hollywood movies. The continuing shift to digital filmmaking is the most important change for cinema since the introductions of sound and colour. It has opened up a new visual palette, has given filmmakers more freedom with which to recreate their imagination on the screen, and is continuing to ensure a high quality of presentation at all stages. The 29 It is estimated that the major studios spend $800 million a year on film prints, without even covering shipping costs. Whilst the initial set-up cost of digital transmission and projection will be large, the operational costs will be miniscule in comparison. 33 future promises to bring entirely new ways of viewing movies. The 21st century will most likely see new forms of cinema, and more interactive experiences. Whilst digital technologies may never be noticed by the general public as much as colour and sound were, they nevertheless are changing every aspect of filmmaking. The digital age is very much upon us. “…the world of cinema is becoming democratised and is becoming more available for more people. Even the more sophisticated computer animation aspects of this can be done by almost anyone. We’re entering an era where more and more people are getting access to the medium.” George Lucas, May 200230 30 From a talk given by George Lucas to Star Wars fan filmmakers at the CelebrationII event, May 3-5 2002. Full details at http://www.starwars.com/community/feature/20020503/indexp6.html. 34 Bibliography Books Ed. Derek Mercer, Chronicle of the 20th Century (1998, JL International Publications, France) David Bassom, Creating Babylon 5 (1996, Boxtree, London) David Bordwell and Kristin Thompson, Film Art: An Introduction (1997, McGrawHill, London) Richard Maltby, Hollywood Cinema (1999, Blackwell Publishers Inc, Oxford) Ed. Noel Buchanan, How Is It Done? (1990, Reader’s Digest, London) Rachel Aberly and Volker Engel, The Making of Independence Day (1996, Titan Books, London) Don Shay and Jody Duncan, The Making of Jurassic Park (1993, Ballantine, New York) Paul Sammon, The Making of Starship Troopers (1998, Little, Brown & Co., London) Ed. John Pym, Time Out Film Guide (2001, Time Out Guides Ltd, London) Ed W Marsh and Douglas Kirkland, Titanic (1997, Harper Collins Publishers, New York) Magazines Empire (particularly no. 146, August 2001 and no. 154, April 2002) DVDs (dates apply to the theatrical release, not the DVD release) The Fast and the Furious (2001, Rob Cohen) Final Fantasy: The Spirits Within (2001, Hironobu Sakaguchi) Jaws (1975, Steven Spielberg) The Matrix (1999, the Wachowski brothers) Star Wars: Episode One: The Phantom Menace (1999, George Lucas) Terminator 2: Judgment Day (1991, James Cameron) Toy Story 2 (1998, John Lasseter) Websites Ain’t It Cool News http://www.aintitcoolnews.com Art History Resources on the Web http://witcombe.sbc.edu/ARTHLinks.html 35 Babylon 5 http://www.babylon5tv.co.uk BBC Online http://www.bbc.co.uk (Treasure Hunt) http://www.bbc.co.uk/cult/treasurehunt (Walking With Dinosaurs) http://www.bbc.co.uk/dinosaurs BBC News Online http://news.bbc.co.uk The Cave of Chauvet-Pont-d’Arc http://www.cultue.gouv.fr/culture/arcnat/chauvet/en/index.html Dark Horizons http://www.darkhorizons.com Dictionary http://www.dictionary.com The Digital Bits http://www.digitalbits.com (specific widescreen section) http://www.digitalbits.com/articles/anamorphic/aspectratios/widescreenorama.html Disctronics http://www.disctronics.co.uk (DVD overview) http://www.disctronics.co.uk/technology/dvdintro/dvd_intro.htm#DVD%20History Disney http://www.disney.com (TRON section) http://Disney.go.com/disneyvideos/liveaction/tron/tron01.html The Force.net http://www.theforce.net Google http://www.google.com A Historical Timeline of Computer Graphics and Animation http://www.accad.ohio-state.edu/~waynec/history/timeline.html#1980 The Internet Movie Database http://www.imdb.com 36 Kansas State Historical Society http://www.kshs.org Mediatrip http://www.mediatrip.com Star Wars http://www.starwars.com TechTV http://www.techtv.com VFXPro http://www.vfxpro.com Vintage Calculators Web Museum http://www.vintagecalculators.com Webopedia http://www.webopedia.com Widescreen Museum http://www.widescreenmuseum.com 37 Illustrations Page 4 Top-left – Hillaire Chamber, Panel of the Engraved Horse at the Chauvet-Pont-d’Arc http://www.culture.gouv.fr/culture/arcnat/chauvet/en/index.html Middle-right – Chauvet-Pont-d’Arc cave painting http://news.bbc.co.uk/hi/english/sci/tech/newsid_1577000/1577421.stm Bottom-left – Still from L’Arrivee d’un train en gare de La Ciotat http://www.pavonerisorse.to.it/museocinema/prefilm.htm Page 5 Middle-right – Cinemascope ticket http://www.widescreenmuseum.com/widescreen/wingcs1.htm Page 6 Top-left – Still from The Matrix (1999, Wachowski brothers) DVD Middle-top-left – Promotional art (altered) from 2001: A Space Odyssey (1968, Stanley Kubrick) http://movies.warnerbros.com/2001 Middle-bottom-left – Still from ‘Editing for the MPAA’ featurette on The Fast And The Furious (2001, Rob Cohen) DVD Bottom-left – Still from Muffy And Jebediah: Episode One (special edition) (2001, Simon Jones) Page 8 Top-left – Promotional art (altered) from 2001: A Space Odyssey http://movies.warnerbros.com/2001 Middle-right – One of the earliest calculators http://www.vintagecalculators.com/html/canon_pocketronic.html Bottom-right – Still from Jaws (1975, Steven Spielberg) Page 9 Top-left – Still from Return of the Jedi (1983, Richard Marquand) Bottom-left – Still from TRON http://www.accad.ohio-state.edu/~waynec/history/tree/images/tron.jpeg 38 Page 10 Background image – (altered) Promotional art from TRON http://www.vfxpro.com/article/mainv/0,7220,21407|1,00.html Page 11 Background image – (altered) A spaceship from The Last Starfighter (1984, Nick Castle) http://www.vfxpro.com/article/mainv/0,7220,22938|2,00.html Bottom-left – Still from ‘Luxo Jr.’ (1986, John Lasseter) on the Toy Story (1995, John Lasseter) DVD Page 12 Top-left – Still from Terminator 2: Judgment Day (1991, James Cameron) DVD Middle-right – Still from Starship Troopers (1997, Paul Verhoeven) DVD Page 13 Top-right – Promotional still from Babylon 5 (1994-1998) http://www.babylon5tv.co.uk/imagecorridor.html Page 14 Top-middle – (altered) Dinosaur from Walking With Dinosaurs (1999) http://www.bbc.co.uk/dinosaurs/fact_files/volcanic/tyrannosaurus.shtml Middle-left – Still from Toy Story 2 (1999, John Lasseter) Middle-right – Still from Final Fantasy: The Spirits Within (2001, Hironobu Sakaguchi) Page 15 Top-left - Still from ‘Editing for the MPAA’ featurette on The Fast And The Furious DVD Middle-right – Still from The Beginning documentary on Star Wars: Episode One: The Phantom Menace DVD Page 16 Top-left – Still from ‘Here We Go Again’, a web-documentary http://www.starwars.com/episode-ii/video/making/making1.html Top-right – Still from the ‘Clone War’ Star Wars: Episode Two: Attack of the Clones (2002, George Lucas) trailer 39 http://www.starwars.com/episode-ii/video/trailers/clonewar/ Middle-left – Still from ‘Here We Go Again’, a web-documentary http://www.starwars.com/episode-ii/video/making/making1.html Middle – A selection of film reels http://www.bbc.co.uk/cult/treasurehunt/formats/index.shtml Page 17 Middle-left - Still from ‘Here We Go Again’, a web-documentary http://www.starwars.com/episode-ii/video/making/making1.html Page 19 Top three – Stills from the ‘Clone War’ Star Wars: Episode Two: Attack of the Clones (2002, George Lucas) trailer http://www.starwars.com/episode-ii/video/trailers/clonewar/ Page 20 Top-left – Still from The Beginning documentary on The Phantom Menace DVD Page 21 Background image – Direct scan of a disc Page 23 Middle-left – Screengrab of The Matrix website http://www.whatisthematrix.com Middle-right – Screengrab of Star Wars website http://www.starwars.com Bottom-left – Screengrab of Blade 2 website http://www.blade2.com Page 24 Background image – Screengrab of Ain’t It Cool News website (April 3, 2002) http://www.aintitcool.com Montage top – Review of Batman & Robin on the Ain’t It Cool News website http://www.aintitcool.com/display.cgi?id=1635 Montage middle-left – Billy Wilder’s death on Ain’t It Cool News website http://www.aintitcool.com/display.cgi?id=11866 Montage middle-right – Review of Blade 2 on Ain’t It Cool News website 40 http://www.aintitcool.com/display.cgi?id=11793 Montage bottom-left – Ain’t It Cool News dealing with the real world http://www.aintitcool.com/display.cgi?id=10160 Montage bottom-right – Early (unsanctioned) review of Attack of the Clones http://www.aintitcool.com/display.cgi?id=11796 Page 25 Top-left – Still from Muffy And Jebediah: Episode One (special edition) Middle-right – Screengrab of Adobe Premiere 6.0 editing software Bottom-left – Screengrab of Blender, 3D modelling and animation software Page 26 Top-left – Screengrab of Cinema4D, 3D modelling and animation software Middle-left – (altered) Explosion effect from AlamDV2 Page 27 Middle-left – Still from Muffy And Jebediah: Episode One (special edition) Bottom-right – Still from Muffy And Jebediah: Episode One (special edition) Page 28 Middle-left – Still from Muffy And Jebediah: Episode Two (2002, Simon Jones and Stephen Davis) Page 29 Bottom-centre – Poster for George Lucas In Love (1999, Joe Nussbaum) CD-ROM glossary Top-left – A blu-ray disc http://news.bbc.co.uk/hi/english/entertainment/new_media/newsid_1829000/1829241. stm Bottom-left – Manipulated still from The Robe http://www.widescreenmuseum.com/widescreen/wingcs2.htm