Research into the development of ‘Finding
Nemo’ (2003)
Through my research I learnt that at Pixar,
films generally take approximately five years to produce and go through four
specific stages; development, preproduction, the making of the film and post production.
The inspiration for this film came to
Andrew Stanton, co-writer and co-director of ‘A Bug’s Life’ through a series of
events in his own life. He visited Marine World in 1992, which made him think
about making an undersea world using CGI. He also enjoyed trips to the dentist
because there was a fish tank in the office. It was the relationship with his
son that was the final piece of inspiration. Stanton then pitched his idea to
his coworker and mentor John Lasseter, an animator film director and Chief
Creative Officer at Pixar. Lasseter said he knew right away when Stanton
mentioned the words ‘fish’ and ‘underwater’ that it was going to be great.
In “The Making of ‘Finding Nemo’”, Lasseter
said ‘I always believe in research. No matter what the subject matter is, you
cannot do enough research because so much believability will come out from
what’s really there’. During the development stage, the directors, art
directors, character designers and others went on numerous field trips to
aquariums, museums and diving stints. Lasetter urged the production team to
become certified scuba divers as he believed that they all had to experience
the under water word first hand. Ralph
Eggleston, production designer explained how one of the biggest decisions they
had to make was how much they were to caricature reality. Andrew explained to
him that he didn’t want to ‘overly anthropomorphize the characters’. They
understood if they put realistic fish in the film, the characters wouldn’t seem
appealing, as fish are slimy and scaly. It was imperative the audience would
love the characters. Pixar had study sessions in front of a 25-gallon fish tank
and a series of lectures from an ichthyologist who was in the branch of zoology
devoted to the study of fish. They
decided making the fish luminous made them appear more attractive. They
resulted in having three types of fish; gummy, velvety and metallic. The main
protagonists were Marlin and Nemo who were ‘gummy’ which had a density and
warmth to it. Using backlighting and rim lights, they took the focus from their
scaly skin. The character Dory, Marlin’s companion, was ‘velvety’ because of
the soft texture. The schools of fish were the metallic group and were the
typical scaly fish.
Preproduction began in 1997. Andrew wrote
the screenplay himself and had a complete screenplay before beginning the story
boarding process, which normally didn’t happen. Therefore they assumed the
process was going to be more ‘smooth sailing’. However, they realized in
reality, when they put the screenplay in storyboard form, a lot of aspects come
to light that aren’t as clear as when you read from a printed page. Stanton
said that a good portion of the rewrite process doesn’t come from the
screenwriter alone but from the storyboarding department. Stanton sat in with
the department for around two years. The process was malleable, messy,
frustrating and glorious. Bob Patterson, the co-writer said that ‘When it got
dark and we didn’t know what to do, Andrew Stanson and I would jump in a car
and drive to Los Angeles’. They would
drive for around six hours discussing ideas without distractions.
By the end,
there were 43,536 storyboards drawn. The
editors spent years cutting the storyboards together, honing the story reel,
trying to create the best entertaining template for the film. The next step in
production was to establish a range of underwater colours to track the
characters throughout the film. In the film, the reef is a clear and very light
greenish turquoise colour. As the film progresses, it becomes a dark turquoise,
then black and blue. When it gets to Sydney harbor, it develops into a greenish
murky colour. They then needed to make the fish emote and so they studied how
how dogs emote. The subtle movements of a dog’s eyebrows were enough to emote
sadness and happiness. They then put enough eyebrow mass in the character
designs to capture the nuances of emotion in facial articulation. The hand drawn picture below represents the character's various emotions.
Dylan Brown,
supervising animator explained how they had to study the movements of fish. He
said underwater, fish travel three feet in the blink of an eye. They watched a
video of fish’ movements and slowed it down to figure it out. Alan Barillaro thought the process was fun
and challenging to come up with a range of how the characters would communicate
and gesture. Due to there being no gravity underwater, they realized when a
character made a gesture, they would drift a little. The next step was creating clay models of the
characters. They would be remodeled until they were perfect. Using the clay
models as a reference, the 3D modelers would produce the characters on a
computer. Robin Cooper, art director and
responsible for shading scan dead fish to find out how they are responsive to
light and further understand their skin texture.
During the voice acting process of bringing
the characters to life, the voice actors must give a perfect performance to
make the characters more believable. I
learnt that for one of the emotional scenes, the voice actor for Dory shut
himself in a room with pictures of people and things in his life that were
gone. He said it was a depressing day but it put him in the moment to get
appropriate dialogue for the scene.
One of the primary reasons as to why this film was a huge success
was due to the level of research and development that was put into the
film. From researching the movements of
eyebrows and creating emotion in the characters to studying the lighting under
the sea and the transitioning colours throughout ocean. Andrew Stanson was
correct in saying that believability is enhanced when extensive research is
done.
The images below show the progression of development.
Here are a few of the sources from where I based my research;
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_making_of_finding_nemo
http://tlc.howstuffworks.com/family/how-finding-nemo-works1.htm
http://renderman.pixar.com/view/reflections-and-refractions-for-finding-nemo
I also watched 'The Making of Finding Nemo', which I found very informative.
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