<![CDATA[io9: neville page]]> http://tags.lifehacker.com/assets/base/img/thumbs140x140/io9.com.png <![CDATA[io9: neville page]]> http://io9.com/tag/nevillepage http://io9.com/tag/nevillepage <![CDATA[The Evolution Of The Cloverfield Monster]]> The Cloverfield monster went through a lot of variations before it ended up with its unique body shape, designer Neville Page's portfolio reveals. At one point, he even sported a Superman T-shirt and glasses.

We already showed you the concept drawings for Star Trek's snow-planet monster, but now Page has posted a portfolio of Cloverfield sketches as well. His new site includes some amazing sketches of random beasties and weird characters he's designed, including Ozymandias' pet in Watchmen. And we can't wait to see what he's come up with for James Cameron's Avatar.

Here are more of those preliminary sketches and digital models for Cloverfield, including the very first sketch (with the glasses and T-shirt. It's a joke... thank goodness.) Plus a couple of the digital images of Bubastis, Ozymandias' weird pet:

There's much more over at Neville Page's new site. [via Super Punch]

]]>
http://io9.com/index.php?op=postcommentfeed&postId=5249557&view=rss&microfeed=true
<![CDATA[Star Trek's Awesome Monster Is All Eyeballs and Ass]]> 200 eyeballs peep from the body of that crazy monster you've seen in the Star Trek previews, and creature-designer Neville "Cloverfield" Page says it was tough to make them all move independently. More monster below.


Wired has a feature on the making of this monster, whose anatomy Steve Daly wisely describes as "looking literally like ass."


Page tells Daly how he comes up with his monster ideas, first starting with sketches, then creating small versions on a 3D printer.


At last, he's got the full effect. Can't wait to see this sucker go. I love the Predator-esque face with the four-pronged fangs. And the wirey, backwards-seeming legs remind me of Clovie. But the eyeballs just make it mega. Seriously, kaiju fans, we are living in a golden age.

See more pictures and read about Page's process in creating this awesome creature in Wired.

]]>
http://io9.com/index.php?op=postcommentfeed&postId=5221665&view=rss&microfeed=true
<![CDATA[io9 Talks To Cloverfield Monster Designer Neville Page]]> We've showcased Neville Page's conceptual artwork and designs before. Now we're psyched because he's finally allowed to talk to us about his design for our favorite recent movie monster, "Clover" (as he calls it) from Cloverfield. Right now, Page is working on James Cameron's Avatar, the movie adaptation of Watchmen, and J.J. Abrams' new Star Trek. But with the new Clovie toy out, all we wanted to do was talk monster. And we got some good answers. Did you know Clover has more than one way to eat? Find out everything you want to know about the Cloverfield monster in our interview with Page.

Can you let us know what other scifi projects you've worked on? How did you get started?

My education was at the Art Center College of Design in Product Design (Pasadena, California). Upon graduation I started a design Consultancy with Scott Robertson and we went down many different paths creatively. One of which was products for the disabled. Now, although this was a very satisfying experience, I still yearned for the world of entertainment. So, I will cut to the chase with some of the first experiences. I worked with Rhythm and Hues on many "pitch" projects and a number of films, X-Men and Chronicles of Narnia to name some. A fantastic break, however,was working for James Cameron on Avatar. Started off as a few months and went on forover 2 years. Amazing experience. That then rolled into Cloverfield and Watchmen and currently Star Trek.

How were you approached to work on Cloverfield?

It is kinda funny. While I was in the last few months of Avatar, I received an email from someone who has seen my educational DVDs with the Gnomon Workshop and they liked the way I worked. They said that they were working on a monster movie and would like to see if I could be involved. As mentioned, I was in the last moments of Avatar and overwhelmed with work. Sadly, I did not even respond to the email. Then I got another. Again, I was terrible at responding to them (think of how long it took me to get to answering these questions). Eventually, Gnomon called me up and said this guy is trying to get in touch with you, can you please deal with it. So, I thought, "who is this guy, and what does he want"?. I went online and googled J.J. Abrams and could not have kicked myself harder. Not just for being so bad at responding to the emails, but to be so clueless. Anyhow, it all worked out.

How many iterations did the monster go through? Were there different versions with it walking upright, etc? Were you told specifically to avoid any Godzilla-esque designs?

If an iteration was a sketch, then maybe 50 or so. I really did not have the time to invest in this as I had wanted to, because I was still wrapping up Avatar. So. weekends and evenings were all that was available. With that, I had to be very efficient with my time and the process of development I chose. There were many different versions that we explored as we were all looking for what it could be. There were tentacles, there were fewer limbs, more limbs, no limbs... big, broad strokes in search of Clover. I am not recalling being told to NOT do Godzilla like designs, it was more implicit. Since it was not a Godzilla movie, it would have been a huge mistake to do things like it. However, it still needed to be huge, have a head full of teeth, arms and legs, and, because of it coming out of the water, I felt it needed a tail to justify an aquatic potential origin or existence.

Did you also design the smaller parasite creatures?

Yes. But, not without major help from the talents of Tully Summers. A fantastic creature designer and sculptor. We worked together on Avatar and many a project in the past.

What inspired your design? What sources did you draw from?

Well, once we had a direction the inspirations were definitely aquatic. Especially with the head. There is a very complex skeletal structure in there for eating, but you don't see it at all in the movie or toy. Clover also has a complex breathing system and more than one way to eat. But, again, it is hardly obvious in the film nor toy. Honestly, the biggest inspiration is less about one or two other animals, but rather inspired by biological plausibility in general (ignoring the fact that something that big could never live on land). Sometime the cart has to lead the horse and you make it cool first then justify it later, but I always try to give the creatures I design a "good reason" to be. As for the parasite, I knew that I wanted something thin and vertical and light. Kinda like a flea.

What's a favorite of creature of yours, that you didn't design, in another film or tv show?

A favorite still is Alien. HR Giger is one of the few people out there that did something really new and fresh. Granted, it still had to be a man in a rubber suit for all sorts of other reasons, but Giger has such a unique style, that he even made those challenging parameters work. It would be incredible to one day achieve such a unique style that does become iconic. I can only try.

Was the scale of the creature always the same?

Not sure really. I know that often times the scale changes to suit the particular moment or narrative, but I think Clover was around 250 feet?

The monster looks ungainly and J.J. Abrams has said in the press notes that it's a "baby". Was that also part of the design? For it to look a bit clumsy?

I would have preferred that it be even clumsier. But then it can get comical. Yes, it was the intention that it is a baby and it is not only developing its strength, but also its land legs. The proportions are intended to feel a little like a new born deer or horse. Long, thin and slightly awkward.

How involved were you with the final, CGI version of the creature?

Very and not at all. Phil Tippett's group has way more knowledge in the realm of bringing this stuff to life that I ever will, so they would have no use for me. The "very" part is that the sculpture that I did in "Z-Brush" is essentially what they used. There is a tremendous amount of work that needs to be done when you hand over a digital model, but the sculpture part of it usually remains intact.

Have you seen the finished film? If so, what did you think about it?

I have. A couple of times at Paramount and once at the Mann's Chinese Theater with friends. I was real impressed actually. I had no idea how they were going to pull the whole thing off and it was defiantly risky. But, I was engaged from start to finish. Sure it is a little difficult to be completely objective as I was aware of how it was made, what was to happen next, etc. But what was telling for me was that my palms were sweaty from the experience. And I did not throw up from it.

Do you think there will be a sequel for sure? We know they've said that they are working on one.

I am only speculating here, but I do think so. There are so many other movies that have sequels that make you wonder why. So, if a motivation to make a movie is based on the box office success, then it seems very probable. I have asked, and I still don't know yet. Regardless, I am designing Clover 2 in my head.

You can check out Neville's impressive portfolio of work at his website.

]]>
http://io9.com/index.php?op=postcommentfeed&postId=357856&view=rss&microfeed=true
<![CDATA[io9 Talks To Cloverfield Director Matt Reeves]]> Cloverfield opens today, ending months of internet speculation and Slusho tie-in controversies. We spoke to the man behind the movie, Matt Reeves. He took time out of his busy day, where he's poised to count bags of incoming cash and laugh maniacally, to talk to us about Gojira, David Schwimmer, and the big secret at the end of the movie. Check out the interview inside, and steel yourself for one of the nicest guys we've ever met in Hollywood.

We know about J.J. Abrams going into the toy store in Japan and seeing all these Godzilla figures and being inspired to make this film, but at what point were you contacted and asked to come onboard to direct?

Basically, J.J. and Drew were talking about the story, and they went in and pitched it to Paramount and they immediately said "Okay, we'll make it." It wasn't like, okay write a script and then we'll put it into development. They were like, We love the idea, we'll make it, we know where it goes, we know when to open it. Apparently Drew walked out of that meeting and turned to J.J., because they'd pitched it as if they had everything, and he said "J.J., that's all we have!" J.J. said, "No no, we're gonna do it."

It all happened very, very quickly, so Drew went off and wrote a 60 page outline which we called a "scriptment" because it was a weird hybrid between a script and a treatment. That was what they showed me. J.J. and Bryan Burk, who has been his producing partner for years, came to me and showed me the treatment. I read it and they said I should meet Drew. The thing is... it was clearly filled with a huge amount of special effects. I was thinking, "We can't just go out on the streets of New York and film this as is. There's going to be a lot of effects work." I'd never done effects work before, and I was also in the middle of of putting this film together that I'm hoping to do now called The Invisible Woman, and we were in the middle of a casting snafu and J.J. was like "I want you to do this! Do this first and you can do that film right after." So I said to him, "Why do you want me? It's such a heavy visual effects thing." And he said, "Because I know that you love character, and that's what we want. We want a sense of realism."

Then I got very excited, because I was reading it and I was seeing all of the crazy detail, I thought if we could really do this, against this epic scale... on the page it read like a Roland Emmerich-sized Independence Day kind of movie. But I thought, if do it in this kind of intimate, naturalistic style... And I wanted to do some improvisation and other things to make it feel real. That was very exciting to me, and they said great, so J.J. and Drew and I got together and started talking about the direction to take the outline and we fleshed it out further.

That's basically how I got involved. I'm going to guess they had their pitch around January or February, and then Drew wrote up that very extensive treatment very quickly. By the end of February I'd already read it and was on board, and we started developing the treatment further and going into production on the teaser trailer. There was no script when I got on-board, so from when I got on to the release date, is still under a year, which is crazy. In fact, we didn't even have a script until four weeks before we started shooting. Drew was still working on Lost, and we were working on weekends and talking about how to rework the story, coming up with the structure of the flashbacks and all that stuff. It was all madly coming together because we knew that we had this release date, and we also knew we wanted to finish this teaser trailer and get it onto the front of Transformers.

We thought for a movie that didn't have any recognizable people in it, we thought it would be great to tease people with that trailer on the front of a huge movie like Transformers, and we had no idea what kind of a reaction we'd get. All of that, working on the script, readying the trailer, was all happening at once.

How different was this experience vs. your other feature film, The Pallbearer?

It was very different, although it's funny because the casting process was very similar in that... it's funny, because when we did that film I wanted the main character to be someone you didn't recognize, and who you'd meet as that new character. When we cast David Schwimmer at the time he was on the first season of Friends. We thought it was this show that had just begun, and he was part of a huge ensemble, and in it's first season it wasn't a hit, it was only sort of a middling success. However, right when it began filming it became this monster smash, and we knew this because we'd be out on location filming and kids, little kids, would come out and surround where we were shooting, and then we realized, "Oh, we don't have an unknown cast."

In this case, we thought it was critical to cast people you didn't realize, because in trying to create this "reality," and create this illusion that you're watching found footage. If you're supposed to be looking at someone's camcorder, you don't want to end up seeing Will Smith, because as great as he is, that immediately tells you that you're watching a movie.

The actual process itself was different, and not just for me, because I'd never done effects before, but also for the visual effects people as well. I went to them and I said "Okay, I don't know how this is done, but this is what I want to do. I want it to look handheld, and I want it to be continuous takes." I thought it was critical that this needed to look like a handheld film. Our escape route has always been that we could put in a jump cut, but I felt if we used that in this, people would feel cheated. So when we met with the vfs people, they suggested shooting on steadicam and then adding shake later, but the problem with that is that anyone who is doing these kind of videos that you see on YouTube every day, which is really our audience, will say "Hey, that's not authentic." So they had to figure out a way that it could all be done handheld.

Also, in most films you have all these shots that are like a small shot here, a few seconds there, and it would all be very containable and the visual effects people would know exactly how many shots they'd be working on. But, with this film since we were doing everything in continuous takes, we'd shoot a scene and I'd ask them "How many effects shots is that?" and they'd say, "Well, we don't know." Instead of doing many shots, we did one long shot that would basically take in all the effects of many shots.

It was also really different for the crew, because I was having the camera operators run the cameras as unprofessionally as possible. And the focus pullers as well... focus pullers lose their job if they're not dead on when someone walks into a room and hits their mark. I'd be saying "No! You're too dead on! This is autofocus on a handheld consumer camera, it has to go past them, and come back." They'd say, "Well, this is the kind of thing that gets me fired." I told them, "Not on this movie!"

I also wanted to be able to use the handheld camera as a basis for improvisation as well. Instead of shooting the scene a normal way where you'd have several angles, I'd only have one angle. I would also shoot the rehearsals, because you never know if something great was going to happen. Then after we'd done the scenes a bunch of times, I'd say "Okay, forget the words and lets just try something else. You know what the scene is about." I'd let them go and improv the scene, and a lot of times those ended up in the movie, because they felt more understated and natural.

Were you inspired at all by the original 1954 Gojira film?

Yeah, absolutely! That's actually an incredible film, and we've seen the bastardized version here in the United States. Most people are familiar with the film and have seen the Raymond Burr intercut scenes, but that movie is far inferior to the original. It came out the same year as Seven Samurai, and is considered to be a masterpiece in that country. It is a great movie, and it's very haunting.

There's no question that we were aware of the fact that the monster in that film was really a metaphor for the anxiety of that time. That was definitely the idea here that we wanted to create our own national monster the same way Godzilla did to create a monster of our time.

When you worked with artist Neville Page who designed the monster, what inspirations did both of you draw from? What was that like?

We wanted it to be totally original. He is really amazing, he has this thing I affectionately call his "Wall of Terror." You walk into this office and there's this very colorful wall of pictures, and immediately you want to walk over to it and check it out. However, the closer you get to it, the more quickly you want to look away. They're images of intestines and body parts and all these different things because there's a very biological, evolutionary logic to his work. He was coming up with all of these different features for the monster, and drawing from nature for this.

In working with him I was very interested in what the creature was going through, and we came up with the secret that the creature was a baby. It was this enormous baby that was going through terrible separation anxiety, it didn't know what was going on, and it was pissed. I wanted a creature that would be ferocious and angry, but also that there would be fear in the eyes. He showed all these sorts of fearful eyes, like how horses have a lot of white showing under their eyes when they're scared. He would always come up with these diabolical features that the creature would have. He has a singular talent, and he's really amazing.

So, at the end of the film, after the credits, a walkie-talkie crackles to life and you hear... something. What is it?

Yes, you do hear something! That's another sort of radio chatter moment. I don't actually want to give that away at this point, because it is decipherable. That's the very last thing we did on the mix, I sort of jumped up to the microphone and did this thing. I know someone will figure it out, but I don't want to give it away yet.

]]>
http://io9.com/index.php?op=postcommentfeed&postId=346501&view=rss&microfeed=true
<![CDATA[Enhanced Firefighters Have Really Big... Boots]]> Futuristic fire-fighting boots and a robot dog may not be the focal point of this piece of concept art, but they're definitely the most intriguing. We're not sure what these boots are supposed to do in the first place, but we know that the artist calls them "fire pumps."

Do they spray water out of the soles or give the wearer the ability to leap through flames? The robot dog with a hose for a tail is a lot more self-explanatory. He could scout ahead for hotspots and then take care of them himself with a flick of his hind end.

While we wouldn't mind living in a world populated with artist Neville Page's civil workers, we doubt that much work would get done. Everyone would probably be busy taking the day off to pose for calendars. Still, we love the attention to detail in these boots, even if neither we nor Neville know what they do. He tossed the whole piece together in a day and a half, wanting to work mainly on a pinup in some futuristic fire-fighting gear. Looks like he succeeded. Pair her up with the futuristic fire engine and you're playing with fire.

]]>
http://io9.com/index.php?op=postcommentfeed&postId=344640&view=rss&microfeed=true
<![CDATA[Minority Report Jetpack Designer Gets Sexy With It]]> Now this is one police officer we wouldn't mind pulling over for, and that's not even counting her dangerous curves. Check out the sweet streamlining and attention to detail on that jetpack. Plus she has what looks like Iron Man-esque propulsion units in her fingerless gloves, and a red and blue tipped light-helmet to boot. No idea where she keeps her nightstick, though. Click through for the full image.

jetpackhottie.jpg Artist Neville Page was one of the designers of the jetpack used by the precog cops in the movie Minority Report, but he wanted to take the design a bit further and created this pinup in the process. He meant it to be tongue-in-cheek, and he's his own biggest critic: "It is safe to say that with police officers like her, one might be inspired to commit crimes in the hopes of being arrested. So perhaps this is not such a good costume idea after all."

We'd have to disagree with him there as far as costumes go, but as far as the uniform for a civil servant, this one might be a tad too distracting. Plus there's no way you'd want to see the 300 lb. Sergant McGillicuddy in that thing. Especially since he got that nasty skin rash.

]]>
http://io9.com/index.php?op=postcommentfeed&postId=341877&view=rss&microfeed=true