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April 2006
Peter Jackson Interview by
Scott Essman
One cannot imagine a more
meteoric rise for a major motion-picture director than that
of Peter Jackson, director of the new Universal Studios Home
Entertainment DVD release of King Kong. Starting on
low-budget horror films in his native New Zealand, including
Bad Taste (1987), Meet the Feebles (1989),
and Dead Alive (1992), Jackson scored an artistic
success with Heavenly Creatures (1994) and moved to a
larger canvas with The Frighteners (1996) before
gaining international superstardom with his Lord of the
Rings trilogy (2001-2003). Now, with Kong, he
faced new technical and aesthetic challenges in both the
execution of the classic story and in updating the timeless
1933 original film. In this exclusive interview, he
discusses those challenges and being Kong’s guiding
light.
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Not being a computer person yourself,
how do you find you most effectively communicated with all
of the different computer-based departments on the film,
including green screen tracking, motion-capture, CGI and
animation?
You don’t have to understand anything of the computer
technology in terms of having to sit down and do anything
yourself. But it is relatively important to know what they
[the computer people] are capable of. I’m not really a
director who wants to put the creativity of a shot in the
hands of the special effects supervisor. They can tend to
do that, but I don’t want to be surrounded with that sort of
advice, so I do make it my business to know what the
technology can do.
The key thing is the directing of the creatures. In that
case, I’m dealing with the animation department and review
the latest shots at what we call turnover meetings. I often
find that I end up giving direction regarding the creatures
much the same way that I do giving the performers – you
should see a change in Kong’s face here or an expression
reacting to Ann there. Rather than purely make it a
technical exercise — I don’t direct it like a puppet — I
talk to the animators and animation supervisors as if I’m
taking to an actor.
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When you are shooting a great deal of
live action principal photography that included elements
with green screen in them – with Kong, other creatures,
and digital environments to be added later – how did you
know that you had exactly what you wanted in a shot? When
did you know it was time to call print and not do another
take?
One, you have a lot of creativity happens before the shot is
shot. And it [also] happens in post-production. The
shooting is in the middle. What we do during pre-production
for most of the key sequences is that we create a lot of
artwork (that you can now see in books). This is the first
creation of the image. We often do several pieces of art of
each sequence until we get an amalgam of what we want. It
drives the design of the set, the shot, and has quite a bit
of impact on what you’re shooting.
For some of the very complex sequences, we do animatics –
very crude storyboards. They’re getting less crude so that
the animation done in the animatic becomes the foundation
for the film. We build a pipeline for the animatics that
has a use beyond the storyboarding. The animatic gives you
all of the camera moves and gives you all of the elements in
the frame. The animatic is the best way to see Kong moving
around. You’re able to watch it during pre-production and
this drives your live-action camera. We don’t have anything
completely locked to the animatic in terms of
motion-control. We looked at the animatic, but then we shot
our own version [of each animatic] live each time.
You also have an enormous flexibility in post-production.
You can change your mind and start all over again. You can
do things during post – change the artwork, the surroundings
and change the atmosphere. Also, the digital color timing
allows you to make changes. And camera moves – you can
stabilize the actor or whatever is in the shot and you can
move around the elements of the shot. With the techniques
today, there is a huge amount of flexibility involved for
the director. It is not nearly as locked down as it was
just ten years ago.
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With Kong as a stop-motion creature
with a few full-size live action pieces in the 1933 film,
and with him as Rick Baker in a gorilla suit with a few
full-size live action pieces in the 1976 film, how and why
did you determine to create Kong as a fully CGI creature?
Did you get exactly what you wanted from that decision?
I couldn’t think of another way to do it. I wanted the
flexibility that a CG creature allowed. I think a CGI
creature looks better than any other technique that’s
available now. You can see into their soul as much as a
human actor. It also allowed us to make Kong into a true
gorilla’s shape and proportion. Even the best suits have to
fit into a human’s bone structure.
The key thing from the director’s point of view is that
putting a CG creature in a shot is a very quick process
[during principal photography]. You can speed through the
live-action shoot without worrying. With a guy in a suit –
you have to shoot motion-control and repeat your moves to
make it match [with background elements]. With CGI, you can
shoot hand-held and Steadicam and later track the CG
creature. The performance is also not locked in to the
specific shot while you’re shooting live-action. In this
film, we got what we wanted from Kong.
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