Since the Djinn characters were already developed in Japan, Lead 3D Artist John Leonti and his team had to accurately duplicate each detail in CG using only print and low resolution game footage as reference. Lead 2D Artist Bill Higgins then integrated the game characters into a real world environment. Schematics were developed weeks before the shoot, predetermining the look, character size, lighting and other factors.
Director:
Keith Schofield
Production Company:
Caviar
Agency:
Goodby Silverstein Partners
Once on set, the crew placed stand-ins to get the proper lighting and camera movements that would eventually be executed by the CG creatures.
The creative team took an interesting approach with other characters. A stuffed dog was used in place of the live dog and a doll was used for the child, both whom were in casts. The Mill's effects team then altered the mouth, eyes and fingers (in the case of the child) to get the realistic movement that was needed.
Other environmental enhancements included matte painting, degrading and rebuilding the room, creating falling debris, boosting the explosion, and adding fire and lighting.
Agency: Goodby Silverstein Partners
Producer: Margaux Ravis
Account Director: Grace Kao
Production Company: Caviar
Director: Keith Schofield
Executive Producers: Michael Sagol & Jasper Thomlinson
Producer: Jacquie Frisco
Editing Company: Rock Paper Scissor
Editor: Carlos Arias
VFX & Design: The Mill
Executive Producer: Sue Troyan
VFX Producer: Sabrina Elizondo
Shoot Supervisors: Bill Higgins, Matt Longwell
Creative Director: John Leonti
2D Lead Artists: Bill Higgins
3D Lead Artists: John Leonti
2D Artists: Trent Shumway, Becky Porter, Shane Zinkhon, Zach Linkow
3D Artists: Robert Kim, Michael Gilbert, Michael Panov, Gemma Aliaga,
Art Department: Nick Sanders