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Interviews


BROKEN Interview

by Jacob Sanders

“A gun blast, a flash of light, and a young woman awakens to the comfort of her own bed. Bonnie Clayton has it all, a great relationship, a challenging career, and the burden of a dream the grows more vivid and disturbing with each passing night. But when Bonnie is abducted by a sadistic stranger and his colorful entourage, she discovers that the key to her survival lies within the familiar realms of her recurring dream.”

-BROKEN
A tale by Alex Ferrari

During all this time of stress and rushing around for the holidays, I was able to contact Alex Ferrari, Jorge Rodriguez and their team. Although I know that they are not only busy with family, but also with their projects, they were gracious enough to give me a little inside perspective on the details of the creation, development and production of this diabolical short.

The speaker is color coded throughout interview as:

Alex Ferrari - Director/Writer/Producer/Editor/Colorist/VFX Artist/Production Designer

Jorge F. Rodriguez - Writer/Producer/Production Designer

Sean Falcon - VFX Superviser/SHAKE Compositor

Dan Cregan - VFX Artist/Compositor/Storyboard & Concept Artist

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JS -What was your inspiration for BROKEN?

Alex: a. I came up with the idea in college and kept it locked away for years until I decide to resurrect it for BROKEN. I wrote the original script for the short and then brought it to Jorge to see if he wanted to put his "stank" on it. Together we developed the final script for the short and are currently working on the full screenplay. We always had a vision of making this story to a feature. The characters were just begging for it!

b. We wanted to create an intelligent action packed thriller and we were eager to prove that independent no-budget film-making could reap more than the standard “talking head” short film, so we set out to create a movie that not only had depth of story, but would satisfy the senses with its action and visual effects.

c. When we started BROKEN I told Jorge I wanted a ton of rehearsal and prep time. We set up about 12 weeks of rehearsals and pre production. We all had jobs, so this was done at night and after hours. Couple hours here and there. Storyboards, concept art, location scouts, rehearsals, VFX tests, make and wardrobe tests, etc. I needed to plan out every step of the process. I like to have a battle plan before I go into WAR and wanted time with the actors to beat the hell out of the script with them. Also we wanted to have time to do the VFX tests needed to make BROKEN a success. Both Jorge and I want to push the envelop and I really want to push what can be done with no money, MiniDV, a mac and a dream..sorry it got away from me there for a second ; )

Jorge:  a. Alex and I had been looking for something to work on for quite some time. He approached me with a story he wrote during his college days. He'd rewritten it and both my wife and I thought it was really good. The he asked me to take a swipe at it and he liked the way I went with it. We then collaborated on it for a few months and Broken was born.

b. Initially we wanted to develop the piece as a calling card. To show that we could create a 15 to 20 minute short that could seamlessly replace 20 minutes in a bigger budgeted movie. To create something that not only had kick ass action and special effects but a story that would leave people wanting more.

c. One of the biggest obstacles, believe it or not, was for Alex and I to learn how to collaborate. It took some time but we found that writing alone then giving notes to each other was what worked for us. As far as the budget and time were concerned we worked on Broken after we got home from our "real" jobs and on every chunk of free time we could find. And since we financed it ourselves we really didn't have much choice but to make this happen with the money we had. Quitting and Failing were not options. 

Sean: Alex had approached me with the script a while back. We had already been working together at my full time job, so I new about his talent and that he was serious. Of course I wouldnt get paid for this, but  he was kind enough to throw some freelance in my direction. This was great because it gave me more material on my demo as well as opening some new doors to a network of people. The main focus from the beginning was quality vs time.  We knew that we didn't want to compromise the quality of the project just because we were short on time. So we figured out the best way to get the best quality product in the shortest amount of time (and in budget). We did not want to go with the "quantity approach", which is like "lets see how much crap we can get done in 2 weeks". We really wanted to show that you don't need millions of dollars to make something cool (although it helps GREATLY), just skill and the dedication to do it.

Dan: Well, Alex and Jorge met me when I was on an animation panel with a fellow digital artist named Ken Robkin at HD Fest in Ft.Lauderdale (A film festival for high definition films) and they approached us after it was over and asked if we'd be interested in doing some work with them. I didn't know how serious they were but a few days later they let me read the script and later that day I was doing my first piece of concept art. Ken and I ended up splitting the preproduction process of work, with myself focusing on concept art and storyboards and Ken doing the character designs. For me it was a chance to work on an action film, something I had never done before and it really turned out to be a labor of love. It was exciting but exhausting because at that time it was only a month to the shoot and Alex wanted to storyboard and plan everything out down to the last detail. I think all the preparation really shows in the final product. I'm still trying to recover!

JS -When developing the story, did you sit down with each other and write out scenes and sequences, or did you each write separately then combine them and work them in together?

Alex: We worked together, in the same room for a while after I brought Jorge the original script I wrote. We refined the script in three months after I had worked on it for about four myself. I was storyboarding the shots in my head as we were writing the script. Once we got the ball rolling I wanted to treat this little short MiniDV film like if it were a $100 million flix. We might not had had the$100 million in the bank but we acted as if we did. Let me explain, in order to gather the talent that we did, we needed to project a professional image. Storyboards, concept art, character designs, etc. Everyone believed we were making a big budget film because we acted as we were. With the help of Dan Cregan (Storyboard/Concept Artist) we storyboarded almost every single shot in BROKEN. He finished having a 55 page book of storyboards. I think you need storyboards at a low-budget level indy because we were attempting to do some complicated camera moves, set ups, and action. The crew needed to have a clear idea of what I wanted and I believe that that prep work really paid off. At the budget we were working with ($8000) we had NO breathing room. 

Jorge: We would toss ideas around, then when we found one we liked we would scrutinize it until by the time it came out the other end it was either good enough for the script or the scrap heap. Once Dan Cregan came on board his concept art, and storyboards helped solidify what we originally envisioned. The one concern I had was where we were going to shoot it. We knew the location would have to have all the elements we needed for the script with few company moves. Alex assured me he knew of a place and that he had written the original script around that location. When we finally went to scout the location I could not believe my eyes. He was right. It was everything we could have wanted or needed and all in one place. We worked the subtle differences into the script and A.G. Holley State Hospital became home to Broken.

Dan:  As far as the concept art goes I was shown the location footage and was generally asked to "set the mood" for the scene. I was concerned with giving Alex a possible color palette to think about. Alex had a very strong vision of what he wanted on screen so he would draw me these stick figure sketches and say this is the angle I want but make it look better! We had to do over sixty pages of storyboards for a twenty minute short film in a couple of weeks while we all worked day jobs. The short deadline was the hardest part but the shoot was already locked in so we had to get it done.


JS-How did these interesting characters manifest?

Alex: It was our attempt to push a short film passed what it usually is, talking head flixs. We wanted to create characters that were memorable, even the extras in the background that have no lines. Just trying to push the envelope.


JS-With these dynamic special effects, did that make the production harder, or more interesting and enjoyable? Or both?

Alex: It made it more interesting as we explain:

Adding in effects for muzzle effects and explosions...

Sean: We knew this was going to be an issue before we even started shooting. It had to be done right or it would all be for nothing. So I spent some time playing with different looks for the muzzle flashes. I tried many different approaches, from hand drawn to 3d to procedural. I found that a happy mix between hand painted and procedural yeilded the best results. 

I started with a very basic flame shape (which was actually a rotoshape in Shake), and began layering in different warps. These warps were significant because they really had to sell the look of the flame. I found that using a few different types layered together really gave some nice edge distortion. These were kind of 'global warp nodes'. The reason why the word 'global' was so important to me was that I needed to have a way to make this as 'automated' as possible. One real time saver was that warp setup. 

Because Shake is node based, it gies you a great amount of control over th image, so I easily have the warp only effect certain parts of my script while covering the entire frame. This permitted me to create an effect that never produced the same looking flame twice. In the beginning I figured that I would just create a library of flame images that i could randomly switch through. This became incredibly time consuming, and there was no guarantee that you would not see the same flame more than once in a shot (there was a lot of shooting!!). 

Plus if Alex wanted the flame to come on 3 frames ealier, I would have to go back and change a good amount of settings on alot of nodes. Thats why I took the approach that I did. The other way that I saved time was by using expressions. Shake has a scripting language (like Maya's mel scripting), which allows for total flexibility when needed from the app. 

After arriving at a muzzle flash that everyone was happy with, I decided to make a template script based on the type of gun that was being fired. For instance, we had Christian's gun that produced a multi-flame flash, and Tony's gun was a single shot burst. I set it up so that the flame and all atmophereic fx were controlled by one side of the script, and the color treatment for interactive lighting was controlled by the other side. This made for quick and easy swap-outs of the footage serving as the main plate. The use of expressions came into play heavily on these shots. I basically had a flame "fader" which controlled when the flame was visible. Linked off of this fader, were expressions that controlled how much interactive lighting was reflected off of the face of the person and surrounding envrionment, as well as controlling the glows, smoke, dust and camerashake. 

This was all accomplished by moving only 1 slider instead of 35. since the warps were constantly changing on a frame by frame basis and the flames only lasted 1 frame, I was assured to have a different effect any time it was visible. I had  ton of these shots to complete in a very short amount of time, so these types of setups are instrumental in completing complicated or tedious tasks in a much shorter amount of time.

The explosion was kind of a surprise for me. I knew we were going to have that kind of effect, but I didnt get to see the plate until post. We went and got a stock footage CD that had all sorts of fire and explosions, the CD also had some muzzle flashes, but they were very basic and restrictive as to their integration into many different scenes. 

So I did this shot over the weekend starting early Saturday morning, and finishing Sunday night. I wanted the effect to have 'Impact' to it, so I knew the blast would have to be fast and fierce. So I started laying in the explosions, while having to do ALOT of retiming. That took a little while because these elements were high res an over 35 seconds long for some of them. I needed these things to fit in a 35-frame window. We didnt have any good smoke elements so I had to color correct one of the explosions to look like smoke. 

The main thing to keep in mind when doing VFX composites is that its all in the details. Little things like faint lens flares, subtle camera shake and atmosphere help to sell any shot. thankfully the explosion was not supposed to break the light housing apart, so that saved me a lot of paint work.

JS-What can you tell us about the awesome 'Shaking Things Up' scene -- complete with 3D composite?

Sean: The 'shaking things up' shot was  a fun one. Alex talked about it early on, but we saved that one for one of the last shots I would work on. Luckily  I had a clean plate to help with my roto work. I told Alex not to worry too much about shooting it a certain way, just make sure I have my clean bg. After recievveing the plate, i  

rotoscoped out Bonnie from her bg, and layered her into the new one. Then i took the clean plate and completly cut it apart. This plate worked really well for this type of shot because there were tons of items in the back that I could really shake the hell out of. I spent some time trying to figure out a fancy way to do this shot, but I soon found out that cut-and-shake method provided the nicest interactivity. the shot had a HUGE amount of layers after i was done with the surgery part. 

I didnt want to just shake eveything uniformly, so this is where I made good use of expressions. Since almost everything we do as visual fx artists has its roots in math one way or another, you can finally put all that trigonometry and algebra to good use. implementing some basic trig functions into the expression allowed for some cool movement that would be very tedious to do by keyframe, and even worse, having to make a change to a hundred different nodes!! So i just categorized the movement into 3 or 4 different shakes (i use that word alot), and then made a few master nodes that controlled the 100+ transform nodes inside the script. This in turn allowed for better isolation of different movements and the ability to quickly make changes to many layers while only having to worry about a few nodes.

There was also a sky replacement shot in there too. This involved clouds that I shot on a stormy South Florida day (a.k.a June-November), color correction, interactive lighting, a digital foreground tree via Maya Paint Effects, and some roto work to enable to pass in front of the sky. There was a unseen speedbump in that shot. The blacks were pretty dark as was the night sky, so when the hero character dressed in black walked in front of the sky, he completely disappeared. Thankfully he wasn't moving wildly so the roto from the previous frames seemed to match quite well. Some digital lightning and a slight camera move finished off the shot.


JS-How did the knife-throwing scene work?

Dan:  Doing the digital weapons replacement and the scope view came pretty easy but the  hardest part in post was doing so many spark hits and the destruction caused by weapons. What seemed like something that would be be easy turned out to be very time consuming and hard to realistically pull off. First we tried to build our own sparks with Photoshop but after a couple of attempts we decided to use an existing stock special effects package that we had at The Enigma Factory for post work. Alex wanted to show off the film at The Sundance Film Festival so we really only had about two and a half weeks to pull off all of the effects, but we got it done.

And the treatment for Bonnie's blue eyes.

Sean: Bonnie's eyes originally were keyed. I ended up using a Shake's color wheel, warped and color-corrected to get the eye in the final comp. Then they were tracked into the plate. I wish we could have had more of those shots, but it took too much story for it to make sense. Hopefully we'll see that in the feature...


JS-The look and feeling you get from BROKEN is so different and powerful than your average run-of-the-mill film.  Where did that come from?

Alex: We hired an amazing young DP named Angel Barretta. We have worked together in the past and I knew he would be able to keep up with my shooting style, which is very fast. We average 110-130 setups a day in the basement. We discussed the look I wanted and told him to shoot it straight. No filers, no gels, no in-camera tricks. 

I wanted a clean image that I could manipulate in post. The lighting was keep, especially in Mini DV. The camera's spectrum of light is limited so I told him to pump a ton of light in and I'll pull it back in post. The final total was 14 hours on two cameras, but I love to let the camera roll so I could capture some magic from the actors when they were not looking. You get some really cool stuff that way.

I edited the first cut in 2 weeks. then started sending out VFX plates to the guys so they could start working. After the FINAL CUT was agreed by Jorge and myself I began color timing the short to get the look I was going for. As for the color correction, the filter packages I used were Magic Bullet, G Film, Stib's Simple Levels and a FCP's color corrector. I found that Simple Levels helped me crush the black in a way that the entire image wasn't affected. I also used garbage matte to cut out sections of the frame and color correct them individually. 

The key is good lighting and having a design in mind before going into post. I did a lot of experimenting and layering techinques in FCP to get the look. I wanted to get three very distinct looks (Bonnie's Apartment, The Basement, Hospital) for the short. I used all my departments (waredrobe, production design, lighting and post) to achieve the final looks. I made her apartment more blueish for the lighting storm vibe. The basement I wanted dark, crushed blacks, high contrast and overall a very unsettling feeling. The hospital I want a puke green. Very unhealthy vibe. 

Sometimes I look back and forget how I got there. I just play around ALOT with the tools. Many independent films do not take the time for design their stories, I did not want to fall into that trap. It also took about 35 hours of rendering all the filters to get the final look for BROKEN (on a Apple G5 Dual 2 GIG, w/4 gigs of RAM and 1 terabyte of storage). 

Sean: The biggest challenge for me was doing this project in a 2 1/2 week timeframe, while having a full-time job that took me 1 1/2 hours to get to. for me the muzzle flashes took the longest as a whole, because of the amount needed. The quickest shot for me was probably the shaking things up. Because we planned it out, and I had the idea for a speedier workflow, things moved at a nice rate.

Alex: The biggest challenge for me was finding the final look for BROKEN. It took me three days of playing and experimenting to finally get a look I was happy with and could show Jorge. It took me two weeks to cut the first rough cut of BROKEN (after hours and weekends) and took me another two weeks to get a final cut that both Jorge and I were happy with. The VFX took the longest to get organized and done. We had to schedule the VFX around our work schedules. I was a challenge. The shortest was probably shooting the short itself.


JS-
Did you plan to turn BROKEN into a feature, or did that come after the outstanding response you got from the short?

Alex: We always had a feature in mind when we made BROKEN.

Jorge: Alex brought the original story to me, and after collaborating we developed the concept for a feature. Since we did not have the money to make a feature we decided to take an excerpt from Act1 and Act2 and shoot a short film. 


JS-
With such a response, does that motivate and push you even harder to make the feature that much more compelling?

Alex: Truly shocking and amazing. We never excepted to get such a positive response to our little short. We hope to make the feature film version of BROKEN and are working feverishly on adding the finishing touches to the script. We are also releasing BROKEN on DVD with over 2 and a half of extras on how we made it. But really, we want to make a comic book movie, Jorge and I are comic geeks at heart.


Jorge:
We never expected anything like the attention and accolades we have gotten for "BROKEN". When we told people we were going to The Sundance Film Festival they thought we were crazy spending our time promoting a movie that wasn't even in the fest. But let me tell you the response was overwhelming, from both industry professionals and the public alike. Plus the amount of contacts we made just by going to the parties and screening of other films led us to other festivals as well as interest in making the feature film version of Broken a reality.

Sean: Very positive thus far...and a big thanks to you guys for acknowledging our work.

Dan:  So far it's been overwhelmingly positive, I never dreamed we could get this much attention! I hope it leads to bigger things, being a movie addict it has always been my dream to work on films that are seen by large audiences. Don't get me wrong, I like art films as much as anyone but what I really want to do is work on films that effect many people on an emotional level and take them on a visual adventure. You can't do that without having a bit of mass appeal. The most rewarding thing by far is to hear an audience react to work that you have been a part of creating.


JS-
Will you use the same cast and crew for the feature?

Alex: We will do our best to get all the original cast in the feature in one way or the other. Due to the "business" of show business, if someone is giving you $4 million to make a feature they need some security that they will get their back. Unknown actors can't be in the lead roles at that point, unless you are Lucas, Scorsese, Speilberg, etc.


JS-
Do you have a planned shooting date, or is that all still up in the air?

Jorge:  It's still up in the air but sometime early to mid next year. Wish us luck!

Alex: I just wanted to say something to any young  or struggling filmmakers out there in la la land. I wish you all the best luck in your future projects. Before you make you first project, LEARN AS MUCH AS YOU CAN ABOUT THE CRAFT OF STORYTELLING!! The more you know, the more dangerous you become...BE DANGEROUS. Just do it!! Stop talking about it and just do it!!! Push the envelope and do something new and creative. Tell your story, no matter what!! VIVA INDY FILM...I MEAN VIVA INDY STORYTELLING IN WHAT EVER MEDIUM YOU CHOOSE, DIGITAL OR FILM. ; ) Good Luck!

Jorge: My advice is that no reason or excuse is big enough to stop you from making your movie if you really want to make it. Educate yourself and find like-minded people who are looking to do what you want to do, they are out there, waiting for someone to tap them on the shoulder and say "lets do this together." So get up off your ass, write your story, then rewrite it another 30 times, get organized, and find those people. Then, go make your movie with whatever money you've got. Because the only limits you have are those you impose on yourself. Good luck.

Sean: Get out there and do it, challenge yourself. As for the directors, if you want to use VFX, learn a little bit about the process, a little bit goes a long way. You will have a much easier time in post which will in turn, produce a nice fx shot (and a much happier crew!!!!).

Dan: Learn as much about the process as humanly possible and then surround yourself with people who can do multiple tasks and wear many hats. Special effects are now available for everyone right out of the box, you don't need to be able to afford ILM or Weta Digital.

Back to Archive






Writer/Director/Producer

Alex Ferrar
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Writer/Director/Producer
Jorge Rodriguez


 







 

 












 

 

 

 
















 

 

 

 










 

 

 













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