CGI Fridays – A Visual Effects Interview Podcast (Season 2 Coming Soon)

Probably the only person at ILM to prefer Star Trek over Star Wars, Henry LaBounta shares his incredible visual effects career with Ed Kramer on CGI Fridays Episode 4.

Show Notes

Probably the only person at ILM to prefer Star Trek over Star Wars, Visual Effects Supervisor/Senior Art Director) Henry LaBounta shares his incredible career with Ed Kramer on CGI Fridays Episode 4.

The first generation to have been inspired by big screen CGI, Henry LaBounta was working on commercials for Crawford Digital Effects in Atlanta when Robert Patrick’s liquid metal T-1000 in Terminator 2: Judgment Day (1991) literally changed his life.

Learn how LaBounta got his start at Industrial Light and Magic, before moving to DreamWorks, and then changing lanes entirely as senior art director at Electronic Arts.

Henry LaBounta's full IMDb profile is:

Need for Speed: Heat (Video Game) (senior art director)
Need for Speed: Payback (Video Game)
Need for Speed: Hot Pursuit (Video Game) (senior art director)
Skate 2 (Video Game)
Burnout Paradise (Video Game)
Skate. (Video Game)
SSX 3 (Video Game) (senior art director)
BraceFace Brandi (Short) (visual effects compositor)
People I Know (visual effects supervisor: PDI/Dreamworks)
Minority Report (visual effects supervisor: PDI/Dreamworks)
A.I. Artificial Intelligence (visual effects supervisor: PDI)
Mission: Impossible II (visual effects supervisor: PDI - as Henry Labounta)
Supernova (digital effects producer: PDI)
Forces of Nature (visual effects supervisor)
The Prince of Egypt (supervising sequence lead: "Red Sea" sequence)
Twister (digital tornado designer)
Casper (senior CG supervisor)
Star Trek: Generations (computer effects artist: ILM)
Baby's Day Out (senior digital artist)

What is CGI Fridays – A Visual Effects Interview Podcast (Season 2 Coming Soon)?

SEASON 2 COMING SOON!

Industrial Light and Magic alum and CGI educator Ed Kramer (Star Wars, Stargate, The Mummy, Galaxy Quest) catches up with pioneers and innovators to learn about the coolest VFX in our favorite films and how they got started in the industry. Hilarious, informative, and surprising, CGI Fridays is a must for anyone starting a career in visual effects or computer animation, as well as fans of behind-the-scenes stories from some of the biggest science fiction films of all time.

Unknown: I'm Henry lamonta and I
killed James T Kirk.

Ed Kramer: Welcome to the first
episode of CGI Fridays a brand

new podcast from the companion
dot app. I'm Edie primer, and

I've been a professional CGI
artist for almost 40 years,

which culminated in 12 years
that Industrial Light and Magic

where I was very fortunate to be
asked to supervise the scarab

beetles from the mummy, the rock
monster from Galaxy Quest and

sequences from all three Star
Wars prequels. And of course, I

also worked on the companion fan
favourite film the original

Stargate. Since I got out of the
movie business, I've been

teaching CGI at the university
level for more than a decade.

And in the series on CGI
Fridays, I'm going to be

catching up with some old
friends from the industry to

talk about their careers and
their work and to give you a

damn good reason to sit alone
after everyone's left the

theatre watching the credits all
the way to the end. So for

Episode One, I'm really excited
to be catching up with my old

friend and colleague from
Industrial Light and Magic Henry

lamonta. Henry is going to talk
about his Oscar nomination for

Twister, how he parted the Red
Sea in the prince of Egypt. How

he killed off James T. Kirk, how
he unleashed mechanical spiders

on Tom Cruise and Minority
Report. And what it's like to

work with Steven Spielberg,
which he did on both Minority

Report and AI Artificial
Intelligence. So Henry, tell us

a little about yourself. Where
were you born? Where'd you grow

up? Where do you go to school?

Unknown: Oh, thanks, Ed. It's so
nice to be here. Thanks for

inviting me to do this. It's
always great to see you again.

So yes, I was born in Baltimore.
Although my family moved a lot.

So we lived in Europe and all
over the US. When I was a kid,

and I went to Minneapolis
College of Art and Design and

the School of the Art Institute
of Chicago. You know, right

about that time, people were
starting to do digital things

and image processing things that
was actually analogue computers

making crazy, crazy images. That
was a great start for me and

getting into this this industry.

Ed Kramer: So a little bit about
how you and I kind of Sure,

sure, sure. We met

Unknown: in New York City, maybe
I was at NBC New York at the

time, and I think you're at
Coffee graph, maybe a right I

got that, right. We were making
magic for television, mostly TV

opens and such and, and
commercials and things like

that, at the time, you know,
really some of the first people

to do things in video that
nobody had seen before, and

really became common music
videos and all sorts of other

formats.

Ed Kramer: We were both on the
Bosch FTS, 4000. You and NBC and

me at copy graph, and I remember
I saw a swaying palm tree. And

and I thought, How in the world
did they do that swaying palm

tree? How did he make something
bend like that? And CGI?

Unknown: Yeah, you're one of
three people in the world that

probably remember. But you know,
it's a weird story, because you

couldn't do it on the Bosch but
you could programme the Bosch

with this really kind of basic
command language type

programming. And you would have
to write in hundreds and

hundreds of lines of code to do
it. So what I did instead is I

wrote I think it was in Pascal,
I forget a programme on a Mac

that generated the data for that
through a wire that was kind of

soldered together to go into
where the keyboard was for the

Bosch I sent all those commands
to the Bosch back in the days

when you kind of did stuff just
through brute force. Really,

Ed Kramer: I think you've
created each individual tree as

a separate object and right and
then animated between them.

Right? It was right.

Unknown: Yeah, it was crazy.

Ed Kramer: That would have been
in what 84

Unknown: I'm thinking more like
8586 in that range.

Ed Kramer: What was the next
step? And and I have a feeling I

know this because I was there
too.

Unknown: That's right. I ended
up going down to Atlanta to work

for a Crawford design effects.
We were a post production house

and develop some really cool
stuff for mostly TV show opens

but a lot of commercials also,
and national commercials

including, you know, car
commercials and Coca Cola and

beauty rest and oh my gosh, so
many different things and lots

of TV show opens and we were
lucky to have Ed Kramer Are

there as well as a bunch of
other brilliant people working

with us?

Ed Kramer: It's amazing how many
people from Crawford ended up

working at Industrial Light and
Magic and write Sony and

DreamWorks. And, you know, all
the big companies and some are

still doing it. And I remember
that Simmons Beautyrest spot.

You wrote some code so that as
the animated character made more

pressure on certain parts of the
screen was, yeah, you wrote code

that change the colour of the
spring, so you could actually

see it visually, which was kind
of like one of the first

scientific visualisations.

Unknown: You know, I think that
might have been one of the first

shows we use render man like 1.0
on and Barry Dempsey was working

with us. And he heard about
render man SIGGRAPH. And he's

like, we gotta you gotta use us.
That's the coolest thing is

like, what's render man, I still
have the render man 1.0 Manual.

Like, I think the first one they
have republished in, you know,

with Bill Schultz is help, we
figured out some really cool

spring mesh systems to where
we're doing dynamic simulations.

And having been an art school
kind of guy, it was fun to

combine them, the art and
science, you know, to come up

with this stuff. We did a lot of
stuff very quickly, and don't

look back. Because you know,
when you see some of those old

videos, you just got like, ah,
but at the time, they looked

amazing, they really did look
amazing. And some of them kind

of hold up a little

Ed Kramer: bit. I enjoyed
looking at the old stuff. I

mean, you know, it's so cool. I
share that with my students to

show them what things used to
look like. And I find it hard to

believe that there was ever a
time before right now.

Unknown: Yeah, back when
wireframes were high tech.

Ed Kramer: You know, exactly
what Robert Abel was doing.

Wireframe little aeroplane
flying through a wireframe

scene. And we all were, you
know, our jaws were dropping.

And how cool was a

Unknown: mind blowing? Yeah,
yeah. So how did you? NBC New

York, was sports. I made a golf
ball in wavefront. And I had it

rotating on a monitor, and a
sports producer came by and he's

like, how did you how did you
shoot that golf ball that way.

And I said, it's fake. There's
no such thing. I just made it in

the computer and his jaw
dropped. And it's like, that's

impossible. And even then, it
was believable enough to fake

him out to think that, you know,
that was a real golf ball that,

you know, and that those are
really early days. So it was

pretty crude. By today's
standards.

Ed Kramer: We didn't have quite
the polygon count that we can

you rely on today, rendering
techniques? And yeah, rendering

speeds as well. I mean, it's
amazing where we are today.

Well, we'll, we'll get to today
in a little while. How did the

job at Crawford them lead to
working at Industrial Light and

Magic?

Unknown: I think it was at the
High Museum of Art. Pearl

Rosendahl from Pei came to do a
talk, they are showing some of

the cool stuff that Pacific data
images was doing at the time.

And it was like dinosaurs made
out of Chrome that we're running

was like, how did you do that?
That looks so cool. He talked

about how people that have both
kind of a math science and art

background are like gold to
them. Now, these are exactly the

kind of people they want. And I
was like, He's talking to me. T

two came out Terminator two, and
I saw that, you know, kind of

liquid metal character that ILM
had made. I was like, Okay, I

gotta go through this stuff. So
I think it must have been after

SIGGRAPH or something like that.
And I was super inspired, you

know, back then you would mail a
VHS tape to studios or you know,

you have the internet to just
send a movie file or anything

like that. I sent out my info to
rhythm and hues in LA to PDI and

the Bay Area, and Industrial
Light and Magic. Think that was

just those three, and I got job
offers from all three of them.

Lawrence Kao: I hope you're
enjoying CGI Fridays with visual

effects pioneer Ed Kramer, who
worked for George Lucas at

Industrial Light and Magic if
you want to read more Star Wars

stories to companions got you
covered sign up to a companion

membership at the companion dot
app. That's www dot the

companion dot a PP. Now, back to
the show

Unknown: so I was like, Oh, wow,
okay, well, I guess this is

serious. I gotta think about
moving. And ILM had been doing

some really cool stuff. They
were just going to shove

Jurassic Park. For God's sake. I
was like, I gotta get in on that

dinosaur action. Somehow, yeah,
took a job at ILM Who hired you

John Burton, and Jeff light were
like two of the key contacts

there. I think it was Doug Kay,
that headed up that CG

department. And it was kind of
weird because back then, you

know, ILM had mostly done
optical type stuff. And there

was a small group of like,
computer graphics people that

weren't in the union or anything
that kind of like, oh, yeah, we

don't know what they're up to.
That's not never gonna amount to

anything. When you and I got
involved. It was a pretty small

group before these companies
ended up being 1000s and 1000s

of people. I don't know if it
was even 60 people or something

like that was like, within
months, I became a senior

technical director. It was
weird. My first movie was babies

day out working with John Knoll,
and John Knoll, and his brother

invented Photoshop. And I was
like, what I'm working with one

of the guys that I met in
Photoshop, that's cool. And Doug

Smyth and others on that team
and I learned a lot working on

that project. But it was weird
cuz, you know, babies the out,

we had to have a CG City,
Chicago for those shots where

the baby's looking down from the
crane, I was the guy that was

going to be making that city.
And I was like, I just started

here is like, Yeah, but you're
the 3d expert guy. I knew that I

took me a little while to
realise, oh, most of the people

I'm working with here, more 2d
compositing type people. And I

just kind of coming in on my
show first show as being like

one of the experts on the team.

Ed Kramer: I barely know what
I'm doing. You know, every

project at ILM involved
something that had never been

done before. So what did you do
that really hadn't been done?

That so

Unknown: little had been done to
date, I don't think island had

done a major city. And somebody
else had modelled the city and

done initial lighting setup. So
I can't take credit for that

stuff. There was some really
nice work done there. There was

some issues around around
rendering that I was able to

kind of sort out and speed up
and make more efficient, there

was a couple interesting things
like the baby was up on this

crane, this platform, so they
shot the baby on this platform

with a blue screen, the way it
was set up on this rig, the

whole platform kind of vibrated
as it was moving up, and they

could not stabilise that shot at
all kind of look like the baby

was just jiggling and then big
construction platform. And I

think like three different
people had tried to do it. And

you know, it wasn't my area of
expertise at all. But I kind of

looked at what they were doing
and talk to some of the guys

that were doing the match move.
And they showed me what they

were doing. I said, Hey, you
know, I'll tell you what, do

this for me, give me a match
move done this way. And I'm

going to track this. And we'll
see what happens. So I tracked

it and use their match move in a
way that I guess nobody had

tried before. And the whole
thing was nice and smooth. And

John Knoll was like, how did you
do that? I was like, Well, I

just love all blah, blah, blah.
And, and that worked out well

for me. Because then I became
like, Oh, this guy can do some

cool stuff here that we haven't
done before. You know, it's all

about problem solving with this
kind of work. It's a lot of this

stuff hadn't been done before.
So you just figure it out and

make it work,

Ed Kramer: that's probably going
to end up being something that

every single person I
interviewed says at some point

or another, I had no idea how to
do this, but we just kind of

like figured it out. All right,
so let's get into the cool

stuff. Star Trek Generations. So
So what did you do on Star Trek

Generations,

Unknown: there's this huge
energy ribbon in space. That's

like gobbling up planets and,
and destroying things. It's not

too easy to film energy ribbons.
So somebody's got to make it. We

started working on that. And I
had some, I think some concept

art and some reference in
software. Initially, I was told

like, hey, we really want you to
like hand animate this so we can

really get you know, these are
some of the techniques we

discovered on Jurassic Park. And
we really want to use them here

on this project, too. I was
like, I really think we should

do it a different way. But I
kind of struggled hammock given

all these tendrils, and each one
of them needs to move in an

interesting way. It's not a lot
of animation. So you know, we're

kind of plodding along. I wasn't
supposed to be doing this

procedural way. I was told not
to do that. I was like, Okay,

forget it. I'm just going to
stay late one night, really late

one night and then come in on
Saturday to is kind of like on a

Friday I decided to do this. I
applied some procedural

techniques of just running some
noise, fractal type noise

through the tendrils to see what
that would look like. showed it

in dailies on Monday, the
journal and there's like, whoa,

so that's what we've been
looking for. How did you do

that? I was like, Oh, I don't
want to tell you said I did it

procedurally like, and then it's
like, it looks good. Let's go

with that. So sometimes you got
to break the rules a little But

it was a little bit of a
stressful time. But once I kind

of broke through that barrier, I
was able to just really run with

it. And we're able to bring all
sorts of more sophistication to

the animation and still have
pretty decent control of this

energy ribbon. Which ultimately,
yeah, James T. Kirk was consumed

by the energy ribbon as far as
you know, from the from the

film, so I never thought that I
actually killed them, but maybe

I did. And I love Star Trek. I
really do. This was so exciting.

I'm much more of a Trekkie. And
Star Wars Star Wars is okay. I

know that's going to be
sacrilege to a lot of people

listening to this. But Star
Trek, that's, that's where it's

at. And super exciting. We had
to do a shot with the saucer

section, you know, crashing into
the planet. And we wanted to

have the crew on the top of the
saucer section, all running away

from the energy room and like
that's going to help but anyway,

it helps the dramatic, you're
not going to be able to run away

from the energy ribbon. But so
what we did is we got a camera,

I think it was up on the roof of
the building or something like

that. And then in the parking
lot, we all had the wardrobe

from Paramount, the actual
wardrobe from the film and the

TV show, you can pick whether
you want to be a science

officer, or medical officer or
whatever, you know, the

different colour costumes and
put them on so I gotta wear a

real Star Trek costume. My wife
did too. So we were both extras

that are about an inch high on
the film. You won't recognise

us. But we're on top of that
saucer section running away. So

that was my boy. I was I was
living the life. I was just like

I've reached nirvana. Now. I can
just call it quits now because

I've been in a Star Trek movie.

Ed Kramer: That's, that's great.
So not only did you kill Captain

Kirk, but there's pixels of you
in the movie doing it. Yes.

Let's move to Casper. What was
your role on Casper?

Unknown: I got involved with
that film pretty late. Stephen

Fang Meyer and Dennis Muren.
Were the VFX supervisors for

that they had some shots that
they tried a few times and

couldn't final. So I was lucky
to get this kind of crack crew,

you know, like Greg kill master
and Robert Marinette, some

really, really good people in my
crew of doing some special VFX

work. And one of them was the
ghosts toward the end or kind of

swirling around in the room in
that giant room with a staircase

and I remember Janet Healy's
producer, and Dennis Mira is

there, and I show it and
somebody audience says, you

know, one of the animators says,
who did that? That's awesome.

And Dennis says, says, violent?
And Janet says, Did you hear

what Dennis said? And I said,
No, what did he say? I didn't.

She said the final. I said,
That's my first take. I'm not

going to final it. It's my first
take. And and she said, okay,

okay, go meet with Dennis. So I
go meet with Dennis. And Dennis

is a God of visual effects with
all his academy awards, if you

don't know who he is like, Oh,
my God, he's just done

everything that can be done.
Really wonderful person, too. He

said, No. Okay, let's try
modifying this a little bit, do

another take and then I'll take
us modify this a little bit, do

another take didn't undertake.
Let's adjust this. So this goes

on for like a week and a half,
two weeks, we're making some

adjustments. And he looks at us
like, you know what, Henry, your

version was better just go back
to your version and do whatever

it is you wanted to do to it.
And we did some other stuff with

the ghost smelting Mitch geodis,
I think was helping with this

and they were dripping down.
We're doing metal balls and

stuff like this. So it was
really cool and fun work to do

to just kind of kind of one off
weird shots. And I did a bunch

of lighting also. And came up
came up with a new rig to new

technique to get the little
highlight in the eyeballs to

work every time. Oh, yeah, that
was a really fun show. Really

the first animated film to
feature a CG lead character.

That's a big deal. Casper was
CG. He's the star of the movie.

And he's he's not real. We had
something like 360 shots in the

film, which was a huge number of
visual effects shots. Today.

That's nothing. There's 1000s
and 1000s. And in any given

film,

Ed Kramer: let's move on to one
of my favourite movies that that

I worked on with you, which was
Twister. Yes. You were one of

the CG soups you and Habib and
eventually you guys were

nominated for an Oscar for that
which is really cool. So give a

little background to to your
your work on Twister.

Unknown: Sure, you know for
Twister to hit greenlit by the

studio. They need to see a test
to prove that we can actually

make a convincing experience for
the audience before they say

here's millions and millions of
dollars to do that. His work,

and we're gonna go film this
stuff because really a film like

that wasn't possible even a year
or two before this. So it was

really cutting edge work like we
were doing stuff with software

that literally lives just off
the shelf hubby had worked on

that test, and they really liked
it with a tractor. And then a

beat was on another show, they
asked me to do the early visual

development work on the design
of the tornadoes themselves. You

know, I've worked with a bunch
of smart people like Chris

White, who's now an amazing VFX
supervisor led a digital working

on some huge films, and yourself
and lots of other smart people.

Also working with Stephen bang
Meyer, again, we came up with

some techniques to not only
create the funnel of the

tornado, but also, you know,
kind of that whole dust trail

that was left behind where we're
using this software called

dynamization, which allows you
to animate particles and it had

a scripting language in it. So
you could make it dance really,

a lot of what was done animation
went on to become a foundation

for Maya, which is a huge 3d
package that is used in the

industry today. Most of my work
was in figuring out how to

create those tornados and then
training up a team to do that,

and working with Mike Ludlum and
others, we figured out how to do

all the debris shots, we have
tonnes of shots of debris

flying, I was on set, they had a
giant jet engine on set, the

practical effects guys would be
dropping all sorts of debris,

leaves and various things into
the jet engine. While the actors

are acting, it doesn't really
work because actors are kind of

like they don't want all that
stuff blowing into their face.

So you can't see their face
while the debris is blowing

them. And then you probably end
up with somebody getting

injured. So the jet engine was
useful for John Frazier's team

did that stuff was useful for a
lot of practical effects. But

when it came to debris that was
anywhere near the actors, and we

had to simulate that ourselves.

Ed Kramer: Someone said that
people were getting sick because

the fan was blowing not only the
debris, but water into their

Unknown: faces. Oh, yeah, there
was. So off the sides of the

roads, there were the ditches.
There's that whole sequence

where they're hiding underneath
that little bridge in this

ditch. And there's water that's
been sitting there, that who

knows what's in that water?
Yeah, one of the actors had to

go to the hospital. But you
know, like Bill Paxton, oh, my

God, what a wonderful human
being, it was great to work with

him. Because the sweetest man in
the world they play frisbee with

us during breaks and hang out
with us and eat lunch. And, you

know, a lot of actors go back to
their trailers and not talk to

anybody on the crew. But Bill
was really sweet man. And yonder

Bond was all about getting the
shots. He was a lot of energy

and pretty intense director, but
it was, I think my first time on

set. So it was really fun
learning how films are actually

shot and being there to help
supervise it to make sure we got

the plates back that we need.
And it's funny in interviews the

client did after the movie came
out. He said, there's only one

real tornado in the film, see if
you can spot which one's the

real one. You know, and I
thought that was so clever of

him to do that. But there are no
real tornadoes in that movie,

because the insurance is set up
such that if there's any tornado

within, I don't know, 10 miles
or something like that. We had

to shut down the front end there
several times. They just sent us

back to our hotels, because it
was like, yeah, there's a

tornado near here at that exact
thing we want to film but we

can't, for insurance reasons. So
you know, there's a practical

side of it like that, too. They
didn't want anybody getting hurt

by the tornadoes.

Ed Kramer: Tell us about what it
was like with the Academy Award

nomination for twist. Oh, and
going to parties and you know

what you got,

Unknown: oh, my that is so so
much fun. Getting that

nomination is just huge. I like
to refer to myself as an Academy

Award loser. But you go to a
luncheon. So they have this

nominees lunch and you're
sitting at the table with all

these other amazing people and
all these other actors. And it's

weird because you're in a room
where you recognise a lot of

people but you've never met
them. And so you have this great

luncheon and they kind of
explain how the award show goes

and they take a picture of
everybody. And then you go to

the Academy Awards, which is a
fantastic experience for Barbara

and I you know, there's a the
dinner afterward, Vanity Fair

puts on a party and so we went
to this restaurant where they

had the the after party. It's
such a bizarre experience

walking into a room where
literally almost every single

person in this room you've seen
before, but you've never met

them. And it's just one star
after another star after another

star after another star. I saw
Tom Cruise off on the side

talking to a reporter Uh, and
you know, as I got there, I went

to the bar and I just got a
stiff drink. It was like, well,

we lost, let's get drunk. And
Barbara's like, what are you

doing? I was like, I'm gonna go
talk to Tom Cruise. She's like,

you can't do that. And I was
like, why not? So I went over

and kind of got near him. And
coincidentally, the interview

ended. So Tom Cruise is sitting
alone. So I went up and

introduced myself and super
wonderful nice man genuinely was

interested in speaking to us not
distracted, but it was just

great eye contact. Cameron Crowe
was one of the people that we

had lunch with, and he was a
double nominee. And then he is

like Henry, how you doing? Let
me introduce you to some of my

friends and he took us rounds as
there's Woody Harrelson. Here's

Courtney Love, and you know all
these other people. He was

hanging with it. Yeah, it was it
was a pretty cool experience.

Ed Kramer: That's something that
not many people get to do in the

course of their careers. And,
quite frankly, I'm jealous as

hell. No, and I'm happy for you.
That's awesome. So now we can

get back into what happened
after Ilm.

Unknown: Yeah. Twister wrapped
up. I heard about this studio,

DreamWorks. I was starting up
with Steven Spielberg and

Katzenberg and David Geffen and
a friend of mine, Matt Elson was

working there, you know, hey,
we're looking for people and I

excelled backup just a little
bit right before I started

talking to them. They're
starting these Star Wars

prequels. And we need somebody
to go out to the ranch to meet

with George about the Star Wars
films he wants to do. I was the

first person from ILM to go to
the ranch and meet George and

Rick McCallum as a production
designer and really, really

cool, small team. But it was
really interesting and exciting

to see. And the chemistry just
wasn't there. So I decided to go

to DreamWorks instead, talking
directly to Jeffrey Katzenberg,

who was kind of recruiting me,
they said that they're doing us

animated film prints of Egypt.
And they need somebody to park

the Red Sea. And how many people
have that on their resume I part

of the Red Sea. And I've never
done any animated films before.

And I thought, wow, that could
be fun. Let's go do that, you

know, just something different.
So moved down to LA. And my

wife, Barbara was working at
Disney on dinosaur. And I was

working at DreamWorks, we had a
great team we built up, you

know, Doug Cooper was really
instrumental and for the party

in the Red Sea. You know, as was
so many other people trying to

do some of the stuff I was
doing, but in a stylized way

that fit with an animated film
and working with three directors

and building a studio. Like
literally plugging in computers,

downloading software from
scratch, not unlike ilm, where

everything's all set up. It was
quite a challenge. But we

managed to get it done. We did
some pretty advanced stuff,

combining cel animation, with CG
and particle animation with

render man and Houdini using
Houdini 1.0. That's a really

powerful VFX animation software,
we use the very first version of

it got some great support from
the team that builds up side

effects software.

Ed Kramer: That sounds like kind
of a theme of your career being

the first to use a particular
technology there

Unknown: think David Allen was
one of the guys on my team who

had this idea of like, well, if
we get the traditional animators

to just animate just like a
little splash, we can instance

the hell out of that splash. And
you know, make it look like it's

it's gigantic close up, it'll
look like they're hand drawn

droplets. So was that technique
of trying to combine something

that's hand drawn with the power
of the computer to make

something huge. Another thing we
had to do is put all these

people in the scene now there
really wasn't a way of course to

hand draw all those people. So I
developed a technique with it,

it's kind of a sprite technique
was very common today to make a

walk cycle of these characters
from all different points of

view, and then figure out where
the camera is what angle we're

seeing them and use the right
angle from that sprite animation

cycle to make it look like it
was full of this giant crowd of

people passing through the part
at Red Sea technical stuff along

with some artistry to kind of
stay in style with the rest of

the film.

Ed Kramer: Well, that's great
that you were able to take what

the artists could draw, and then
instance that in a CGI

environment, so you you were
really using the best of both

worlds of techniques. That's
really cool.

Unknown: Right? Right. Right,
right. And at that time, you

know, my wife had just finished
working on Toy Story. She was at

Pixar when I was at ILM, using
CG for animated films as a brand

new thing. And DreamWorks at
that time, very was very

emphatic that they're not going
to use computer graphics except

for a lead character, but after
Shrek that change very quickly.

Again, it was one of those
things you just have to be

fearless and go for it and work
hard and collaborate with the

smart people around you to make
it happen

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the show.

Ed Kramer: And after Prince of
Egypt, you you worked on the

Sandra Bullock film forces of
nature, what do you

Unknown: think you were gonna
bring that one up to?

Ed Kramer: I've got IMDb open
right now.

Unknown: The next Oh, my PDI was
acquired by DreamWorks and PDI

was working on Shrek. So when I
was done with Prince of Egypt, I

did a little bit extra
development work and some cool

stuff with DreamWorks. But PDI
needed some help with some

visual effects they were doing.
So they asked if I could go up

to the Bay Area and work with
them. And Richard Chun was

heading up this cafe group a
PDI. That was the VFX side while

Trek was being made. My wife was
working in Shrek, and I was

working on visual effects there.
When we moved up to Los Altos,

we did the wedding sequence
where there's all these flower

petals kind of flying around and
flowing through the scene. We

did a whole bunch of stuff on
the film, but I think that's

probably one of the most notable
sequences. And I was able to use

a lot of the tricks I had in my
bag of how to animate. It's very

similar to the debris. We
animated on Twister, to be

honest, but it just had to be
more graceful and beautiful. And

you know this for a wedding in
and then that one I was on set.

Nice experience actually being
the visual effects supervisor

for the film.

Ed Kramer: And you were on the
set for all of the plate

photography.

Unknown: Ah, yeah, that related
to the VFX. Yeah, was all right,

where are you? We're outside
Savannah somewhere.

Ed Kramer: So did you actually
like interact with the actors

with Sandra Bullock?

Unknown: You know, we didn't
interact with a talent that

much. But yeah, we're right
there with them. The other woman

that was getting married while
she was in a wedding dress, and

we're on the set. There's all
these guys standing around.

She's that's kind of hot. And
she's just waiting for the scene

to start. She's like, well, I've
got a wedding dress on. Does

anyone want to marry me here?

Ed Kramer: We've got supernova
we've got Mission Impossible to

and then we go into AI
Artificial Intelligence of

Minority Report. So do you want
to go with all of those?

Unknown: Mission Impossible two
was a fun film to work on to

John Woo, really likes having
doves in his films. And he

wanted some doves to fly through
this building that was on fire.

And oddly enough, doves don't
like to fly through fire. You

know, they're smarter than that.
Get the VFX guy in here to make

the does fly through. We made
the doves and we went down to LA

to meet with him. And I've never
met him before. So it's the

first time I'm meeting them
showing them this stuff shot. He

doesn't say anything is like
just kind of nods to say hello.

We go in these kind of signals,
play it again. Play it again.

Play it again. He's just
signalling, like oh crap. He

really doesn't like it. Maybe
he's watched this like five or

six times. He's just looking for
the words to tell me how bad it

is. And then he takes me aside
and just stares at me. And it's

all it's like at least 30
seconds and there's nothing and

he's just staring at me. I'm
like, What's going on here? And

he says two words. He just
stares at me right in my eyes

and says more spiritual. And
then leaves the room I should

have known you know, this is
maybe the reason why he puts

doves in his films. And that was
a really cool experience working

with John Woo and we gave them a
bit of a glow and you know

change the speed. They were
flapping their wings and stuff

like that to make them more
graceful and more angelic in a

way. And it was a final

Ed Kramer: that now you move
into Spielberg. Yes. Okay,

Unknown: so one of my dreams all
along, has been to work with

Steven Spielberg and The first
date I ever went out on with my

girlfriend here actually in
Minnesota where I am, again, was

to see jaws. I remember trying
to be really cool. And then the

shark attacks I go I was like,
no, no, I'm supposed to be cool.

I'm on a date, you know. But,
you know, he was the master ILM

was doing a lot of the VFX for
Minority Report and AI and there

was some additional work they
needed done. And because

Spielberg was one of the owners
and founders of Dreamworks and

PDI was part of Dreamworks, it
was like, hey, why not have PDI

help out on this. So it was a
really great opportunity to work

directly with him. For him. Some
of the stuff we did was

invisible effects like Hailey
Joe Osmond, you could see his

breath, but he's supposed to be
a digital person. I mean,

robotic kind of being not a
human being. So we had to get

rid of the breath and stuff like
that. But we also did some

gigolo Joe transformations where
he's combing his hair with

changes into a different style,
so it can appeal to somebody

else, depending on what they
were looking for. Jude Law was

very cool to work with on that.
We also did this other

hitchhiking to the city. They
show this hologram of this

dancing girl to get this ride.
And I was doing the second unit

photography, it was great to get
a chance to work with Spielberg.

He knew of me because he was the
executive producer on both

Casper and Twister. I think as
some of these, you know, tougher

shots were final course they
shared everything with him. So

you know, when I first met him,
he was like, oh, yeah, you did

that shot. And it's like, Oh,
yeah. Oh, you know something

about me? Nobody heard Steven
Spielberg. So yeah, that was

that was kind of cool. If you
remember the film flesh fair.

Was this kind of like circus
environment?

Ed Kramer: Yeah, they were
killing all the robots for fun.

Yeah, right.

Unknown: And on the stage was
the band was ministry that was

playing, and I was a fan of
ministries, music. And I was

like, oh my god, I'm, I'm
getting paid to be in a ministry

concert with all this cool stuff
happening. So the little teddy

bear was a puppet kind of thing
that is sometimes CG that ILM

was doing and sometimes a
puppet. Um, so we had to do some

reg removal and stuff for that.
And some different compositing

work to get it to do what we
wanted to do.

Ed Kramer: For people who don't
know CGI terms. What does rig

removal actually mean?

Unknown: Ah, yeah, sure. This
puppet had a, there was a few

different types of puppets. But
let's say it was a puppet that

had some rods that was
controlling. So there might be a

puppeteer that's moving the arms
with some some thin rods. And

when you see it in the film, you
don't see those rods, it's

because people on my crew
tediously went through and

remove them frame by frame. We
did some of that stuff. And

Mission Impossible to it's just
some of that work that needs to

be done that you don't even
really notice there was also

like a mechanical version of the
teddy bear that must have

weighed 100 pounds is just this
not that big of a bear. And it

looks all cute and cuddly. But
all this armature inside, this

thing was so heavy, this really
brilliant guy from MIT, that had

come up with a way to programme
it and animate it really early

days of doing stuff like that.
It was a good show. And that

kind of gave me the opportunity
to work on Minority Report.

Probably the most memorable
thing we did were those spiders

that are going down that
tenement hallway, they kind of

get underneath the door, and
they come into the bathroom

where Tom Cruise is in this
bathtub that's filled with ice

because he's trying to hide from
them. And when we were filming

that I'm on the set. And Stephen
likes to film like real rooms,

not rooms that have fake walls
that move away to kind of really

get the feeling of shooting in a
real room. There's a small

bathroom and in that bathroom is
Tom Cruise, Steven Spielberg,

and Janusz Kaminski, his
director of photography in me

take a picture of this, like
which person does not belong in

here? And I was like, wow, this
is cool. I gotta be in the same

room with these guys.

Ed Kramer: You know making a
movie. And it's a bathroom. The

bathroom of all places you are
in a bathroom with with Steven

Spielberg.

Unknown: Yeah, we came up with a
way to you know, animate these

spiders. So they're kind of
creepy and intelligent is

actually talking to Tom Cruise
and you know, giving them some

idea of what the spider is going
to be like and cool. And I was

on another part of the site at
one point, and I hear this voice

Henry Henry, like, Oh,
somebody's calling my name. I'm

like, Oh my God. That's Tom
Cruise. I better go quick. So

it's like he actually remembered
my name is a really sweet guy

but a real perfectionist too.
Who He is holding his breath

under the water? For real? For
the longest time, we're all

like, when's it going to come up
as he okay. And he comes up. And

I think Stephen said, Yeah,
that's good, we got it. And he's

like, I can do better, I can do
better. He wanted to do like

three takes I really respect the
way he works with his craft is

really amazing. We did that. And
we didn't, you know, like those

little wooden balls that go
through that machine that tell

them who committed the murder.
There was actually a physical

prop that did that. But it was a
little bit clunky. It was, you

know, as high tech as you could
make it at that time. So we

actually rebuilt that entire
thing.

Ed Kramer: That's also kind of a
theme of working in this

business is everybody thinks,
you know, some, there's one

person who does something, and
it's not. And it's really nice,

you know, you're you're
mentioning name, after name

after name of all these other
people that, that were in there,

because it's never at one person
working in a vacuum. And there's

always a team of people. So
yeah, that's really cool.

Unknown: One more story from
this. So Steven was saying, you

know, the shot, you can see the
bottom of the spider. And he was

saying, you know, Henry, I want
to see how the spider works

somehow. And he was kind of
saying, you know, like a watch.

But it's not mechanical, it's
more high tech than that I had

been at the Monterey Bay
Aquarium with our girls saw the

deep sea jellyfish there. And,
you know, their tentacles have

these bioluminescent little
lights that kind of like, run

through their tentacles. And
that just looks so cool. So I

got back to the studio, and talk
to the artists and I said, we're

going to do some radiating
jellyfish bioluminescent lights

on the bottom of this spider,
and try that. He didn't

specifically ask for that. But I
thought, I think he's gonna like

it, I'm gonna give it a go. And,
and he did. He thought it was

great. It was like, okay, that's
fine, you got that. So you never

know where inspiration is going
to come from, I just keep your

eyes open.

Ed Kramer: Everybody has a
degree of creativity that they

can add to a shot that that
they've been, you know, assigned

to do. And you can add little
personal touches to things and

discover them, you know that the
people above you like them, and

they become part of the movie
itself.

Unknown: That's why I loved
working with Spielberg because

he has a specific idea in mind
of what he wants. And he's great

at communicating that he's also
very open to ideas. If there was

something we weren't doing
right. And there are some shots,

we messed up on AI, he let us
know it. No, mincing of words is

like fix that. He didn't want to
know why it was messed up. He

just want to know when it was
going to be fixed. And when he

could see it again. It's like,
okay, it's all business. Let's

get this done. No problem on
Minority Report. There are a

couple times like even in that
bathroom sequence, right?

suggested we shoot it slightly
differently, because I had an

idea for how the spider anatomy
and what the camera move would

do. And he turned to Jana, she's
like, let's do it that way.

Let's do it, like Henry said,
and I was like, wow, he's gonna

use my shot. Because these
things are all storyboarded out.

I didn't make it into the film
is on the cutting room floor.

But I love how collaborative he
was. Because, you know, as a

director, you can't know the
right thing to do. And every

single little detail of every
little thing you got to get some

good people and trust them. And
I learned a lot working with

him. That was fantastic
experiences. Really, really

great

Ed Kramer: guy. Well, now let's
move into your video game life.

Unknown: Yes, after Minority
Report trek had, like just done

so well, way beyond
expectations. I think DreamWorks

said, you know, we don't want to
be in this visual effects

business. There's really not
much margin in it. It's kind of

unfortunately, a race to the
bottom of its work for hire.

It's honestly not that great a
business model. And I was

bidding and lots of other
movies. But what you'd have to

do is kind of bid less than
competing. So you're trying to

bid enough to be able to pay the
people that are working on it

and keep the doors open, but bid
less than the next guy. And

there's only a few clients a few
studios to work for was becoming

as a hobby, but coin like One
Hour Photo visual effects stuff.

A little bit of the magic was
lost for me and I've done some

cool stuff and could continue to
do and I've seen some amazing

work since then. colleagues of
ours have done I was up shooting

a commercial a Kool Aid
commercial in Vancouver and talk

to my wife. I was like
Vancouver, British Columbia

isn't amazing. You should check
this place out. So she came up

with girls and we looked around
it's like this place is so cool.

I think it was Glenn Entus who's
been this fantastic mentor for

me over many, many years, one of
the founders of PDI and he

started DreamWorks Interactive,
which was later sold to

Electronic Arts. He said you
know Henry, you're you're up

there you should really go meet
with EA Electronic Arts. And I

thought it'd be this like little
building on a strip mall or

something. Now it's this huge,
beautiful building on a hill.

Really impressive. I didn't
really know that much about

games, to be honest. But while
we were shooting, every break we

had, there was a PlayStation
two, I think it was at the time

that the crew was always playing
games on. And I was like, wow,

these games are kind of cool.
They're kind of fun. They don't

look that great to me. You know,
I think the graphics could look

a lot better. But crew was
playing these games all the

time. And I wasn't really much
of a gamer. But I went and

visited EA and they sent me home
with a stack of games. One of

the first games was sex tricky.
It's like this looks fun is

snowboarding. And when bought a
PS two started playing that with

my daughter, Valerie. And we had
so much fun, like beating levels

and challenging each other. I'm
Steve Rec. Schaffner as the

leader of the SS X franchise. He
had asked Glenn, he said, Glenn,

you know, I'm looking for an art
director. But, you know, I

looked in the phonebook, like
how do I get an art director?

And Glenn said, you know, you
need a visual effects

supervisor. And he's like,
what's a visual effects

supervisor? They they
interviewed me and they said,

how you want How about working
on SSIs with us as I've got I

love playing that game. That's
really fun. But you know, I do

movies and and then we got kind
of got excited about this 911

happened right then my wife's
mother had worked in the twin

towers that went down. So we
were kind of she wasn't there at

the time. Fortunately, she had
retired since then. But we were

kind of devastated by that. We
had this opportunity to go live

in Canada and do some video
games. I was like, well haven't

done that before. I've done
television. I've done film

visual effects. I've done
feature animation. Haven't done

these video games things. Let's
go give that a try.

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Unknown: Um, so we moved to
Vancouver, I was the art

director on MSX three, I'm still
proud of the work we did on that

game was super fun. And I used a
lot of the stuff I learned in

film and creating that game did
a lot of Need for Speed games.

There was this team called Black
Box downtown Vancouver that was

working on those and consulted
with them initially as they were

finishing it to put some polish
on the game. And I also was busy

recruiting people so actually
recruited Habib to EA. He did

some amazing work on native
speed underground. Oh my god, he

just killed it. Oh, and I worked
with EA Sports. I was a chief

visual Officer of EA Sports
briefly chief visual Officer of

EA, period. Yeah. And then I
went to work in the UK for a bit

which was really fun with
criteria and really great studio

EA studio there. The first Navy
game I made was Need for Speed

Hot Pursuit, too. And this was a
new Need for Speed Hot Pursuit.

And I think still to this day is
the highest Metacritic rated

Need for Speed game. When I
first got into games, I've

noticed people playing games. On
the set in between shoots, I was

surprised by how simplistic
everything looked. Some of the

early work I did on SS x three,
we were able to push things a

bit. But now game engines are
being used for virtual

production actually ending up
and films as you know,

backgrounds. It's amazing. Some
of the new developments with

stuff. We've seen demos for
Unreal five engine, for example.

Wow, amazing lighting happening
in real time. And there's always

been potential to do some great
imagery, but it happening in

real time has been a challenge
just in my lifetime. It's

amazing. What's happened.

Ed Kramer: Did you have polygon
limits,

Unknown: if we can do more
polygons, then we can make a

rounded object look more rounded
than old school games, you may

have seen a rounded object that
looked very faceted like it was

an octagon or something like
that. And that was just a limit

of how many polygons you could
push through the hardware.

There's also things like
overdraw, which is how many

layers of transparency you can
draw. So if you want to do smoke

or VFX, you know special effects
kind of stuff. That became very

challenging because for that one
pixel on the screen, they'd have

to calculate multiple times what
that colour should properly be

for it to look correct. I think
the biggest thing really is

lighting honestly and animation
Then, of course, with more

advanced global illumination
type related techniques, you

know, make everything look more
believable. So even if a cube is

very simple, if it looks like it
really sits in that scene with a

proper lighting and looks
believable, and that makes a big

difference in

Ed Kramer: Need for Speed, you
had trade offs between weather,

you could do reflections or rain
or, you know, what, what, what

was that? What am I remembering?

Unknown: Yeah, you are. So one
of the things we've done in the

past is tried to throw a lot of
visual features into the game.

And we can do that if you don't
turn them on all at the same

time. So I'll give you a
specific example Need for Speed

Hot Pursuit is a game I worked
on with criterion in the UK

quite a while ago. And that's
like 2010 2009 in that range.

And I wanted to have wet roads
have the rain falling, have the

roads be reflective. And we had
some technology to do that the

goal of the game was to have
five cars on the screen at the

same time, running, I think it
was 30 fps or 60 FPS. But you

know, at whatever our frame rate
was, at that time, for the

longest time was like, Yeah,
we're not going to get wet

roads, we're just not going to
get wet roads. And then as the

game developed, as we got toward
the end, I was kind of like, you

know what, there's a big parts
of the game where there's only

two cars on the screen. Can we
turn on wet roads for those

working with engineers and a
brilliant technical artists? You

know, I gave it a try. And it
looked amazing. And it worked.

So when you play the game, and
there are five cars on the road,

you didn't see the wet roads,
but nobody noticed that I even

asked people in the industry, it
was like, wow, those my roads

look amazing. Is that what did
you notice? They they don't

always happen? It's like, no,
they're always on. It's like,

no, they're not. We just tricked
you. So a lot of this is just

that illusion of detail. And
sometimes in games, that opening

cinematic sequence where you see
the one drop falling off of the

leaf gives you the impression
that that's happening in the

entire forest. Well, it's not
but you know, this is a way we

can get you to believe the world
is more amazing than it really

is. Worked with some really
talented people like Alex Frey

was a graphics engineer working
in games is so different than

film. But, you know, a lot of
the same stuff still applies.

And I had a lot of people ask
me, especially when I was

recruiting people like, Well,
why should I work in games?

What's different about it? Well,
in film, you've got a production

designer, you've got an art
director, you've got a location

scout, you got somebody doing
wardrobe, somebody's doing

casting, and you've got a VFX
guy that's got make the spider

here, but everything else, you
know, the lighting the set,

everything else has been decided
by somebody else. But in games,

it's a blank slate as an art
director, I was effectively the

production designer, the
location scout, the director of

photography, you know, so many
different hats you wear to put

the game together, it's a
smaller screen, but a bigger

canvas light kind of took me
back to the stuff I originally

love doing. It was more fine art
was what I'm really into, rather

than all this stuff. And the
stuff I learned in art school, I

was like, wow, I can craft an
image from scratch here. Rather

than, you know, just adding the
monster to the image. For me,

that was creatively more
rewarding. And I've been doing

games ever since every once
awhile, see a movie in the movie

theatre. I go, Oh, that's
amazing. And I wish I worked on

that. And then I'll talk to some
of the people that worked on and

I'll go, Oh, God, I'm glad I
didn't work on that. You know,

you have to be on set at a
moment's notice for months at a

time. And if you've got a family
at twin girls, many and Valerie

and I did not want to be away
from home. Like you need to be

as a VFX supervisor in games,
you can actually have a work

life balance.

Ed Kramer: And I know a lot of
the companion fans are in the UK

because the companion is UK
based. So what what was it like

working in the UK versus working
in the States? Oh, I

Unknown: so loved working in the
UK. I was working in Guilford

initially. And I was recently
working in the UK again. So two

different times for a year and a
half each. This is probably

pretty predictable. But the crew
would go out to the pub a couple

times a week. And I just loved
kind of like oh, we're going out

to the pub, learning the pub
culture and getting to know

people at the pub. All the
craziness that ensued from that

this most recent time living in
London I actually said okay, I'm

not living in Guilford. If I'm
gonna live here, I'm gonna live

in London. I was looking around
London is I live in Covent

Garden. Nobody lives in Covent
Garden. I live right on floral

Street, in Covent Garden right
around the corner from the tube

stop, which is pretty much
ground zero for tourism and

everything. But you could walk
to Soho and all the art

galleries and art museums, which
is really what how I entertain

myself mostly and the current
eat Indian food. Oh my god, I

can eat that every day such
great restaurants and culture.

In the Tate, Tate Modern. Tate
Britain. I became a member right

away. I just love living and
working there. What a great

experience all the concerts and,
and the super smart and talented

people I got to work with.

Ed Kramer: That's awesome. So to
wrap up, what are you working

on? Now? What's the future
looking like? And you know, or

are you are you winding down?

Unknown: Oh, I'm trying to pass
your so due to the pandemic, I

was working from home, I decided
to move back to Minneapolis,

where I'm from and lots of
family here because I can work

from home here, I decided I
don't want to work full time

anymore. I've become a
contractor studio in the UK,

stellar entertainment I'm
working with is doing some

really cool stuff. We're working
on some new IP. That's super

exciting, but I can't tell you
about it. I'd have to kill you

just like James T. Kirk. And
we're I'm also working with Glu

Mobile, which was recently
acquired by EA. So it's my

fourth time working for EA, I'm
working on something completely

different. You'll never believe
this. I haven't told you this.

But I'm working on design home,
which is kind of like an app or

a game. A lot of people that
play it don't think they're

actually playing a game. It's a
mobile game. And they're doing

interior design is what they're
doing. So this is a game that my

wife and sisters have play,
which is like, it's like, wow,

this is cool. I get to work for
work on something that middle

aged women are the primary
audience, just not usually, what

I've done before. And working in
mobile games is completely

different than console games.
I'm trying to kind of narrow

things down. There's all these
really cool projects, and people

I've worked with before that are
really nice people that are

asking me to help them. So it's
really hard to say no, I keep

myself busy. And I really would
love to be doing more of my own

artwork, honestly. Well,

Ed Kramer: I'm looking forward
to the time where we see Henry

lamonta fine artist.

Unknown: That would be awesome.
That would be great. So

Ed Kramer: thank you, Henry.
This was an absolutely fantastic

few minutes. I don't know how
long we've been talking. What I

think is going to be interesting
to our viewers is that they

never think of a person having a
career that covers multiple

projects. And I think by hearing
your evolution today, people are

realising Wow, a CG artist
doesn't do just one thing. Then

they go on to the next thing and
the next thing and the next

thing and

Unknown: I think Ed you and I
were lucky to get involved in

the industry at a time when it
was just taking off. It's so

many different ways computer
graphics are used. So I'm really

excited about your podcast
series and looking forward to

listening to your future ones
with with other people. So thank

you for doing this.

Ed Kramer: Oh, my pleasure.
Thank you Henry for being here

and being on the companion dot

Lawrence Kao: thanks for
listening to CGI Fridays with

Industrial Light and Magic alum
Ed Kramer. The companion is the

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