
UPDATED JULY 16, 2004
From
UGO/eFilm Critic.com
BIG-BUDGET
CGI DELIVERED WITH AN INDIE SENSIBILITY:
MEET 'DELGO' DIRECTORS
by
Scott Weinberg
I was
clicking my way through one of the more reliable movie
news sites when I caught a look at something called
"Delgo". Hmm, wassat? A new adventure-type epic
thingie? Why had I never heard of this one before? Wait a
sec...this is a full-length CG adventure? Produced by an
indie company? Hmmm, now this looks like something
looking into...
So
I spent some time at Delgo's
official site, watching
the trailer, clicking through the artwork, and being
generally impressed with the vibe of the whole project. (I was
particularly intrigued by the expansive supporting cast,
which boasts names as varied as Jennifer Love Hewitt,
Anne Bancroft, Chris Kattan, Val Kilmer, Eric Idle, Burt
Reynolds and Malcolm McDowell!) So I
dropped an email to the fine folks at Atlanta's Fathom
Studios, basically demanding to know the story behind Delgo.
And
while it dawned on me that perhaps I was helping to
"hype" a movie I haven't even seen yet (which
is an activity I try never to do), there's just something
about an independently financed CG
feature that seems worthy of our
attention. If Pixar Animation Studios deserves all the
praise it's ever earned (and surely it does), then it's
only fair to offer a little spotlight to the new kid on
the block, if only to level the playing field just a
little bit.
In
between numerous exchanges with Fathom email wrangler
Jennifer Jones (a lovely lady if ever there was one) I
was able to squeeze a good dose of Delgo data out of
co-directors Jason Maurer and Marc Adler.
INTERVIEW:
SCOTT:
Who had that first brilliant idea of "Let's make our
OWN CG feature and deal with the distribution end AFTER
we've made something cool"? What had Fathom done
prior to the production of Delgo
that gave you the confidence to take on such a large
gamble?
MARC: Thank you very much. Delgo
is largely the result of the right people coming together
at the right time with the right technology. It's always
been a dream of mine to create a feature film.
Advancements in technology turned the dream into a
reality. The story behind the film begins with Macquarium
Intelligent Communications, one of
the nation's top interactive agencies. As a division of
Macquarium, Fathom Studios has been creating
award-winning computer animation for more than a decade
for television, video, and the Web. When we saw the early
s! uccess of CGI features, we knew the time was right. As
a relatively unknown studio in Atlanta, the only way we
could move forward was to raise our own funding, pull
together the right team, and produce it on our own. This
is similar to the business model for live-action
independent features. Certainly it's a risk; every
feature film is, whether independent or backed by a major
studio. But, well-calculated risks often have the
greatest payoffs.
Did you guys have sort of a
voice-actor wish list? Did you find that you had to
"sell" the movie to prospective cast members?
MARC: We did have several wish lists
for our cast when we were writing the script. As we got
to know our characters, we shortened our list with top
picks. It did take creative thinking to secure our cast,
however. As a relatively unknown studio with an original
story, we knew we had to do something special for our
project to be given consideration. We! couldn't just send
a standard offer letter that would be buried on an
agent's desk. So, we created a casting kit. In it, we put
a 42-page visual treatment filled with concept art to
showcase the worlds, creatures and characters. We also
included some CG images, a Delgo
scrapbook, and a mock-trailer using voice actors in
Atlanta. These are all available at the official
site. Were thrilled that it
worked; bringing Delgos
world to life with this collateral enabled us to sign
some of the best talent in the business.
Who was the first "name
actor" to sign on, and what was your reaction to
their signing?
JASON: It's hard to say who was
the first. I believe we signed Jennifer Love Hewitt, Val
Kilmer and Michael Clarke Duncan within days of each
other. When we found out they were on board, I was very
excited. It was such an affirmation. It's one thing for
me to believe in the work our team is doing, but to have
talented actors choose your project above others, it's
truly exciting. And, the excitement kept growing with
each cast member that joined the film.
Would you have been willing/able
to produce the film with a relatively "no-name"
voice cast?
MARC: Producing the film with an
unknown cast would absolutely be possible, especially
here in Atlanta with so many talented voice actors who
work with the Cartoon Network and other local companies.
The difficulty would be selling it. Marketing and
promotion is critical to any film and having famous faces
that audiences admire is one of the best ways to get the
word out.
Delgo
is an original screenplay, in that it's not based on any
pre-existing books or characters. But what were your i!
nspirations?
JASON: We've had so many
inspirations for the story and look of the film, it's
hard to pinpoint them all. We knew we wanted to tell a
fantasy adventure in a world no one had seen before. The
inspirations behind that, for me, were movies like The
Dark Crystal and The
Neverending Story, which had a major
impact on me as a kid. I'm also a big fan of westerns and
science fiction. A popular theme of both those genres is
exploring what happens when different cultures come
together. It's such a rich premise because there are so
many roads to take in the story-telling. So, that was the
initial spark for the story: a fantasy adventure where
different cultures must coexist. From there, we had
several writers on the project and each brought their own
influences, experiences, and inspirations to each
character and moment; the story continued to grow from
there.
How important was it for Delgo
! to be an original story?
MARC: Looking back, it would have
been easier to have created a feature around an existing
story with a built-in audience. But we had a goal of
creating our own film, telling our own story, in our own
way. So it was important on a personal level to achieve
that goal. However, we have been able to build the
filmss audience through the website, which features
the Digital Dailies, an online message board where our
artists post and discuss their work, allowing fans to
follow the making-of the film as it happens. We receive
countless emails from fans aged six to sixty who visit
the site and who tell us they cant wait to see Delgo
on the big screen.
Can you describe the plot in a
way that will make potential moviegoers say "Hmmm,
cool."??
JASON: Delgo
is an animated feature combining magic, adventure, humor
and romance. The story is a fantasy adven! ture about two
divided civilizations that are brought together through
an outlawed romance and the heroics of some unlikely
friends. It's got a lot of heart and a lot of action. At
it's core, it's the story of young people trying to
figure out who they are and what they want their world to
become.
After movie-goers have seen the
film, they'll hopefully be saying "I liked it. It
sorta reminded me of MOVIE X in a good way." What
would MOVIE X be?
JASON: It's already been described
as Shrek meets Lord
of the Rings and I can't imagine a
better description. It really does combine the humor,
romance and fun of Shrek
with the action-adventure and epic nature of The
Lord of the Rings.
What are the main themes (morals,
subtext, etc.) of the movie?
JASON: Ultimately, the film is about
cultural unity. It goes back to our original goal of !
exploring what happens when two cultures come together.
The simple fact is, no matter how different we are in
appearance, history, customs, politics, we are all still
the same at heart.
I have a theory about CG
features, and it's one that I've repeated ad nauseum to
anyone who'll listen: people seem to really respond to
the scripts (particularly where Pixar is concerned), and
I think it's because when you're forced to spend 2+ years
actually "making" the movie in a technical
sense, it leaves you plenty of time to hone and refine
the screenplay. Jokes get tighter, characters become
deeper, the themes are tweaked and double-tweaked, and
this happens because CG movies take so LONG to make. So
does this theory hold water? Does the amazingly lengthy
production time of a CG feature naturally lead to a
better screenplay? Or are you more or less "locked
in" once the final draft is approved and the actual
computer work begins? (Whew.)
JASON: Yes. And, at the same time,
no. I think you do have flexibility for changes during
the process, but you also must keep in mind budget and
your production schedule. Some aspects of the story
simply cannot be changed once the script is locked.
Otherwise, you'll never finish. But I think more than the
time factor, it's the vast collaboration between creative
people that makes such a difference. Each recording
session we've had with our cast members has brought forth
new material that added to the humor and the heart of the
story. Of course, that happens in live action
productions. But with CGI features, the collaboration
doesn't end with just director and actor. The artists
come into play as well. There isn't a single scene in Delgo
that doesn't have some added humor, or tug on the
heart-strings delivered by our animators.
Hmm, well I'd like to ask what
the total budget for the movie is, but I completely
understand if you'! d rather not share the actual figure.
If that's the case, let me know how the budget would
compare to a Shrek 2
or a Finding Nemo.
(Or a Titan AE!)
Plus, I think the readers would like to know (in a
general sense) why it is that CGI animation is so
expensive, be it for a full-length feature or for the FX
in something like Van Helsing.
Once the technology is there, is it simply a question of
man-hours at the animation banks?
MARC: When it comes to CGI,
independent doesn't mean inexpensive. We don't release
our budget, but I can tell you we're on par with other
CGI features. There are many reasons computer animation
is so expensive: the software and hardware, the research
and development, and most importantly, the cost of
talented people's time. Consider a live-action film may
require a similarly-sized production team as compared to
a CGI feature, but where one may only take four months,
the other may take four years. ! Time is money.
How long has the movie been in
production?
JASON: Production began in 2001. But
pre-production (character design, storyboards) dates back
to 1999. We spent much of 2000 modeling and texturing the
characters, creatures and sets, and we cast the film in
2001, recording the voice work at that time, with pick-up
sessions as recent as this year.
In the early stages, did the fact
that you were working "without" a distributor
ever send you into a panic? That maybe you were working
without a net? It's a brave approach, to be sure, but it
must have caused a few gray hairs along the way.
MARC: In my case, there's no hair to
turn gray. But, seriously, there've been a lot of times
when our independent position has been a cause for
concern. However, we've been very fortunate to have the
support of so many people throughout this production.
Whether it's! veteran industry consultants offering
advice, connections, and guidance, or the genuine
enthusiasm of our cast, fans and media, there's always
something that helps us overcome our challenges and takes
us to the next level.
How are the nibbles so far? The Delgo
website is a lot of fun, but it also works as a brilliant
little calling card for the film. Is a deal
"close" to being done? If you had your choice,
what time of the year would Delgo
be released?
MARC: Thank you. The site has been
remarkable in helping us reach our audience, particularly
due to the Digital Dailies. As far as distribution, we're
working with Ken Kamins to help us choose the best
distribution partner. Ken is no stranger to independent
filmmakers and Hollywood outsiders. Hes represented
Robert Altman for many years and brokered the deal for
New Zealands Peter Jackson to helm The
Lord of the Rings, along with the
more rec! ent deal for Kong Kong.
Ken is guiding us through the process and helping us
determine the best partner and the best timing for the
film.
I think by this point you've
probably typed your fingernails bare, so I'll end with a
quesiton you'll probably enjoy: Disney/Pixar, Dreamworks,
Fox, WB and all the other studios are hard at work on
their own CG features. What role do you think an
independent studio has among this landscape? How does
Fathom, at this point, compare to the pre-Toy
Story Pixar?
MARC: I think there is always a role
for independent filmmakers. They, more than any
risk-averse studio responsible to shareholders, are the
ones that push the envelope and challenge convention.
Independent filmmaking offers freedom to break molds and
disregard orthodoxy that places limits on creativity. Of
course, the Internet is already the willing distributor
for these unconventiona! l visions and other new
paradigms of distribution are emerging, allowing
independent filmmakers to not only make their movies, but
to find an audience for those movies. As for CG features
specifically, the bar continues to be raised by the
impressive work of Pixar and Dreamworks. But, what is
always most important is the story - and that's something
which doesn't require monumental funds from a studio to
create. Pixar has always been a company with great ideas,
great people, and great execution. They are the best in
the business. I believe Fathom has a similar potential
and hope other Fathom-like companies emerge to provide
audiences more choice in the marketplace.
I've linked it a few times already,
but once more won't kill ya. Stop by the official
site and click around a bit.
There's lots of flashy colors, shiny buttons and rather!
beautiful artwork. We here at EFC/HBS wish the Fathom
crew all the best; anyone who can create Hollywood-style
product in Georgia is someone we wanna party with. Good
luck with the movie, guys.
Story: © 2004
HBS Entertainment, Inc. All Rights Reserved.
Image: ™ ®
& © 2004
Macquarium Inc.
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