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Avatar: The Creation

For James Cameron, building the world of Avatar meant inventing effects you've never seen before.

Wired 17.12
, December 2009

THE LITTLE sign outside reads “Project 880”—a code name that indicates this dusty parking lot has something to do with Avatar, the film James Cameron has been wanting to make since 1995. Now it’s March 2008 and he’s deep into production here in Playa Vista, the lonely oceanside district of Los Angeles that used to be home to Hughes Aircraft. We’re in a hulking, almost windowless building that looks like an aircraft hangar for a reason. They turned out fighter planes here during World War II; next door is the hangar where Howard Hughes built his “Spruce Goose,” the gargantuan plywood flying boat that missed so many deadlines it never saw action. Cameron, standing alone on the vast soundstage, is constructing a movie of similar proportions.

The focus of Cameron’s epic ambition is a science-fiction flick—not that such a characterization even begins to do it justice. Think of it as the narrative and cinematic equivalent of Hughes’s enormous H-4 Hercules aircraft—a $250 million Hollywood spectacular that promises to revolutionize film production the way Hughes once sought to rewrite the rules for airplane construction. Avatar is movie-making on an unprecedented scale: live action and performance capture combined, in 3-D, and all in service of an aliens-v.-humans action/adventure tale that aims to dissolve the time-honored boundary between audience and entertainment, and with it any vestige of the line between illusion and reality.

I’d been warned, of course. “Every film Jim has made has soared past the envelope into areas nobody has even imagined,” declared Fox cochairman Jim Gianopolos, a garrulous man who keeps a signed Titanic poster from Greece on his office wall. “It’s not enough for him to tell a story that has never been told. He has to tell it in a way that has never been seen.”

In fact, Cameron is using one of his new tools right now. “Come on over here,” he says between takes, waving me in his direction. “I’ll show you what this is.”

A silver-haired figure in worn jeans and a New Zealand Stunt Guild T-shirt, he’s holding a small, flat-panel computer screen with handles and knobs attached. This is the “virtual camera” he’s been dancing around with on the set—his window onto a performance that can’t be seen with the naked eye. The soundstage is set up for performance capture, so instead of recording images with the stereoscopic 3-D camera rig he spent years developing after Titanic, he’s gathering data. Strung across the ceiling are infrared cameras that register the actors’ movements from markers on their bodies; the same cameras pick up the motion of his screen from markers on its frame. Holding it in his hands and pointing it toward his two stars, Sam Worthington (from Terminator Salvation) and Zoe Saldana (Uhura in J.J. Abrams’s Star Trek reboot), he can tilt and pan as if it were an actual camera.

This in itself is surprising enough—but what’s really remarkable is what he sees on the screen. Not Sam Worthington and Zoe Saldana, standing a few feet away in their body-hugging black mocap suits; not the hollow gray risers on the soundstage; not the overarching blackness all around us. What the screen displays is the blue, catlike, ten-foot-tall avatar of Worthington’s character, Jake Sully, standing next to Saldana’s equally blue, catlike alien in the deep jungle of the rainforest planet Pandora, where most of this movie takes place. Not reality but virtual reality, in real time.

Cameron calls to an assistant, who starts feeding him a scene they recorded yesterday. Suddenly the screen image switches from Jake and his alien friend to what appears to be a toad on a log. This is a fan lizard—a Cameron-invented species unique to Pandora. Ugly at rest, they turn strangely beautiful when they lift up their whirlygig wings and fly. As this one comes to life on his screen, Cameron begins to gyre across the soundstage, tilting the screen this way and that. “I can zoom out a little bit. I can follow him around the landscape as he's flying. Come underneath, come up on top if I want, see how he flies over the terrain.”

This is what he does on “camera days,” when no one else is around and he can perform the camera moves on a previously captured performance. But today is a capture day, not a camera day. In the scene coming up, Jake and Neytiri, the alien love interest played by Saldana, are playfully chasing fan lizards through the jungle.

Jake is a paraplegic ex-Marine who inhabits the body of a Na’vi, as Pandora’s indigenous humanoids are called. Earth covets Pandora for its natural resources, in particular a critical mineral called “unobtanium,” so it has sent mechanized corporate armies to strip-mine the place. Avatars are Earth’s goodwill ambassadors—but the Na’vi aren’t buying it. “They take one look at what we're about and say, no—they tear the place up, they wreck the forest, they are poison,” Cameron explains. “So our guy Jake arrives in a very sour situation.”

In the scene Cameron is about to capture, Jake has become lost and separated from his unit. He met Neytiri a short time before, when she saved him from an enormous, charging thanator—another Cameron species, this one named after the Greek god of death—and a vicious pack of razor-toothed viperwolves. Now he and Neytiri are getting to know one another. Soon he will face a fundamental test of loyalties—but that lies ahead. For the moment, he’s just having a blast chasing fan lizards.

For Worthington and Saldana, that means leaping across the flimsy plywood risers, wearing not only standard-issue mocap tights but large fake ears (so they’ll know where their ears are if they have to touch their heads) and head rigs that keep a tiny high-definition camera pointed back at their faces. This is another Cameron innovation: By getting video close-ups of the actors’ eyes and features and mapping that to their characters’ faces, he hopes to avoid the “uncanny valley” that made Robert Zemeckis’s mocap figures in Beowulf and The Polar Express so unnerving.

Zemeckis, Cameron explains, “used a completely different kind of facial capture. They used the same type of marker system that we use for the body, and then they captured the facial performance with mocap cameras. Really a bonehead idea.”

The script calls for Jake and Neytiri to stare in wonderment at some reflective dots, each dot representing a fan lizard. The dots are stuck to the ends of a half-dozen skinny wooden poles that crew members are waving about. Setting aside his virtual camera, Cameron grabs a pole and joins the fun. For him as for Jake, the fan lizards offer a brief interlude between ordeals.

Eighteen months earlier, in September 2006, I’d stood next to Cameron on another soundstage as he discussed the challenge he was about to take on with Avatar. We were in Montreal, on the set of Journey 3-D, the Journey to the Center of the Earth remake that was the first picture to employ his stereoscopic camera system. He was on hand to see how his camera performed. I caught him in an oddly reflective mood.

“I’m 52,” he said. “I’ve made a bunch of movies, won a bunch of awards, made a bunch of money—none of those are interesting to me. They never were. It was only about the film. But what’s challenging? I’ve worked with actors for 25 years. I love actors—but there are no real challenges there. I look for the new thing. And with this film”—he ticked off the tools they’d been developing: the 3-D camera, the virtual camera, others barely beyond the concept stage—“we’ve kind of loaded it up.”


AT THE FAR end of the Playa Vista soundstage, three tiers of computer monitors rise like bleachers toward the ceiling. This is Avatar’s “brain bar,” the domain of its digital production team. Each tier is manned by five or six people—mocap specialists from Giant Studios on the lower rung, animation and visual effects supervisors from Cameron’s Lightstorm Entertainment and Peter Jackson’s Weta Digital up above. It looks like mission control, only scruffier.

On their monitors, the brain bar people are watching different iterations of the fan lizard scene as it’s being captured. One screen maps skeletal data points on a grid. Others toggle from Worthington and Zaldana on the risers to Jake and Neytiri in the jungle.

The brain bar is command central for another major advance, a nifty bit of software they’ve dubbed the simulcam. Using the simulcam, Cameron’s crew can mix performance capture with footage from the high-definition 3-D video shoot he recently completed in New Zealand. Most of that shoot was done against a greenscreen, with the background to be filled in by computer. The simulcam generates a real-time composite of performance-capture data, live-action photography, and computer-generated backdrops, compressing into seconds a job that would normally take weeks. On the fly, the denizens of the brain bar can transmute terabytes of raw data into a rough approximation of the fantastical universe that for the past fifteen years has existed only in Cameron’s mind.

“You can call it what you want,” say Glenn Derry from his perch on the second tier, “but it’s really a big database.”

Derry is Avatar’s virtual production supervisor—in effect, its CTO. Unlike the 3-D camera, which Cameron himself put together with Vince Pace, the virtual production system was assembled by Derry and a handful of others. “It always started with Jim going, ‘What if I could do this?’” says Richie Baneham, the production’s animation supervisor. But beyond that, there was no master plan.

“It just kind of evolved,” Derry explains. “We kept adding features and adding features, and then we got to the point where we couldn’t keep track of them all.” He laughs, a little too wildly. “We’ve been doing this for two years! But we’re so far ahead of the curve. We bring in people from outside and they go, ‘Whoa!’ On Beowulf”—still nine months away from release at this point—“they do work and you won’t see anything for months.”

Between them, Derry and Baneham have worked on some of the top effects-driven films of the decade. Derry apprenticed with the late Stan Winston, Cameron’s long-time effects man, and earned his chops working with Steven Spielberg on Artificial Intelligence: AI and Minority Report. Baneham led the effort to bring Gollum to life for Peter Jackson in The Lord of the Rings—the feat that convinced Cameron that Avatar could finally be made, years after he’d originally proposed it. But those pictures were just a run-up to Avatar.

“A movie like this had not been done,” Derry maintains—a live-action/performance-capture hybrid, in 3-D, with a scale differential that makes six-foot-tall actors look ten feet, and not just in one or two scenes but for almost every character in the picture. To make it all work, they had to create an entire virtual production system—the virtual camera, the simulcam, and a digital pipeline to feed it all together.

They’ve ended up with a form of pre-viz that functions in real time. Pre-viz is f/x-speak for previsualization—a computer animation designed to show the director what a scene will look like after it’s been shot and all the effects put in. When Derry started on Avatar in 2005, Spielberg and ILM were pushing pre-viz to its limits on War of the Worlds. Pre-viz enabled Spielberg to shoot an action scene knowing where the alien war machine would go when ILM rendered it many months in the future. But it didn’t show him the war machine crashing through the streets—which is what he’d have seen with Cameron’s system.

To build it, Derry and his team started with MotionBuilder, a 3-D character animation program that’s been used on everything from Assassin’s Creed to Beowulf. Giant Studios was brought in for its real-time “solve”—its ability to provide an instant solution to the mathematical problem of how to interpret performance-capture data as objects in time and space. The simulcam takes this information, feeds it together with 3-D video, and composites it on the fly. That’s how Cameron can hold a computer screen in his hands and see Jake and Neytiri with the fan lizards.

Baneham’s task was to replicate Weta’s feat with Gollum. Before Gollum, digital animators seeking to create a smile would just dial the mouth a little wider. Inevitably, it looked fake. So for The Lord of the Rings, Baneham and his team went back to basics: What muscles fire to produce a smile, and in what order? How much light does the skin absorb, and how much does it reflect? How deep is the pupil, the opening at the center of the eye? “We as human beings will process an image to see if there’s something we need to look at,” he explains, “with an emphasis on finding eyes. And all those things we unconsciously notice about other people, we notice immediately when they’re wrong.”

This, of course, is the definition of the uncanny valley—the pitfall Cameron wants so desperately to avoid. But the technique that worked for a single character in The Lord of the Rings would require serious streamlining to work at the scale Avatar requires. That’s because the details that made Gollum so convincing were provided not by performance-capture data, as on Beowulf, but by digital animators working frame-by-frame to Baneham’s specifications. Cameron wants this done for multiple characters—so much more information is required.

The solution was the head rigs. Plaster-casting each actor’s face, they fabricated custom-fitted harnesses to hold a tiny video camera a few inches away. The camera’s wide-angle lens records every twitch, every blink, every frown, so instead of having to imagine how an actor’s face is moving, the animators have a complete visual record they can map onto the face of the CG character. Taking no chances, Cameron has had reflective dots painted on the actors’ faces so the animators also have performance-capture data to work with. Reference cameras—HD videocams positioned around the soundstage—provide yet more information. That’s why, when Jake seems about to be eaten alive by the thanator and the viperwolves, you can follow his eyes as they dart wildly across the jungle and see Neytiri about to save him.


3-D IS THE remaining element in Cameron’s toolkit, the one you actually see onscreen. It’s also his biggest gamble, an enormous bet on a technology that, if it’s not successful, will be remembered as the fad that came back for seconds.

Even here, Cameron is ready to throw out the old method and start again. The conventional technique for shooting live-action 3-D for theme-park attractions was to follow a series of cumbersome mathematical formulas intended to preserve what’s known as the screen plane—the surface on which the movie appears. In 2-D, that’s the screen itself, but in 3-D—the whole point of which is to provide the illusion of depth—it’s an imaginary point somewhere near the screen. Cameron has decided to get rid of all this—not just the formulas, but the screen plane as well.

“The viewer doesn’t think there’s a screen plane,” he declares with a snort. “There’s only a perceptual window, and that perceptual window exists somewhere around arm’s length from us. That’s why I say everything that’s ever been written about stereography is completely wrong.”

Instead of following the rules, Cameron set out to understand how people perceive 3-D. Obviously, the audience is going to focus its attention on the most prominent actors in a scene. So Cameron concluded that the twin cameras in his 3-D system should converge not on some mathematically determined screen plane but on the main actor’s face—just as your two eyes would do if you were looking at someone in front of you. As the actor moves, so does the point of convergence—and the idea of an arbitrary screen plane goes away.

"3-D is about immersing the audience in your story,” says Jon Landau, Cameron’s producer, a large man in black jeans and an electric-green tropical shirt. “But the screen plane has always been this subconscious barrier.” By eliminating it, Cameron hopes to create an entirely different kind of cinematic experience. That’s his real ambition—the goal of the virtual camera and the simulcam, the goal of the HD head rigs, the goal of 3-D. “This is not just a movie,” Landau reminds me. “It’s a world. The film industry has not created an original universe since Star Wars. When they come along so seldom, you want to realize it to the fullest possible extent.”

But to achieve that immersiveness, Cameron not only has to rewrite the rules of cinematography; he has to get the entire motion picture industry to hew to his vision. In the face of a global credit crisis, converting the world’s movie theaters to digital 3-D has not been easy. Three months before Avatar’s release, the US and Canada could claim fewer than 2,000 3-D screens—barely half the number a production of this magnitude requires on opening day. Wall Street was trying to raise more than $500 million to finance more theater conversions, but even so it was too late to add more than a few hundred by December 18, the day the movie opens worldwide.

For Cameron it was typical: a cliffhanger ending to a 14-year quest to make a picture so big its ambition is to change the movie business forever. We’ll see soon what he has created—a world that outshines Star Wars, or the most extravagant database in Hollywood history. But either way, it’s like the man said: He has kind of loaded it up.

How Avatar Got Its Game


Wired Game⎢Life, Dec. 1, 2009

Three years ago this month, Yannis Mallat had what he calls a "defining moment." The CEO of Ubisoft's flagship game development studio in Montreal, Mallat was pitching James Cameron and his producer, Jon Landau, on his idea for a videogame based on Cameron's Avatar. He got straight to the point: the real star of Avatar isn't Jake Sully, the paraplegic vet at the center of the action. It's Pandora — the world Cameron created. And Pandora is in trouble.

“When we approached Avatar,” Mallat says now, “the very first question we had was, ‘What does Jim want to express?’ The true meaning as we understood it — ” He looks about, grasping for the word. “Cupidité en anglais? ‘Greed.’ Greed is the cancer of life. In one sentence we defined it: What are humans doing on Pandora?”

That insight won Ubisoft the gig. It also put Mallat on the spot. As the man who engineered Ubisoft’s 2003 relaunch of Jordan Mechner’s Prince of Persia series, he has a lot of cred in the game world. With James Cameron’s Avatar: The Game, due out Tuesday, he’s putting all that and more on the line.

If Avatar delivers the way Mallat says it will, Ubisoft will break new ground in the convergence of games and movies — an effort that’s key to its corporate strategy. If not, the title will fail at something it’s ostensibly not even there to do: Providing a marketing lift for Cameron’s mega-budget space epic, which opens worldwide Dec. 18.

From Cameron’s perspective, the point of the game is to provide yet another way to explore the world of Pandora. Ideally, that not only satisfies fans but generates a sort of virtuous circle. “One of the objectives is to create a yearning for more,” says Landau. “The movie creates a yearning for more of the world of Pandora. The videogame creates a yearning for more as well. And then those things feed off each other.”

That’s assuming the game doesn’t suffer the fate of most movie/​game tie-ins — instant dismissal by the fanboys. The desire to avoid that fate was one reason Cameron was auditioning game developers three years ago. “We exposed people to the breadth and scope of our movie,” says Landau, “and we challenged them to take advantage of that in their own arena. Our only guideline was, ‘Don’t contradict what we’re doing’ — and other than that, go at it.”

In the movie, Jake Sully — played by Sam Worthington, last seen in Terminator Salvation — goes on a personal journey that takes him from wheelchair-bound ex-Marine to warrior in an alien world. In the game, you take a parallel journey. You’re not playing Jake, but you’re following the same path.

Before that, though, you get to play both sides. As a human “merc” on Pandora, you can suit up in body armor and help the Resources Development Administration in its quest for “unobtanium,” the superscarce mineral that goes for $20 million an ounce Earthside. Or you can join the Na’vi, Pandora’s indigenous population, and try to resist the RDA’s exploitation.

As Mallat puts it, “We’re asking the player, ‘What is worth fighting for?’ That’s the meaning of the movie — but only in the game will you be able to answer it your way and live with the consequences.”


Like the movie, Avatar: The Game makes a strong case for being in harmony with the environment. It also shows what happens if you don’t. The game’s AI has a feature that manages “global aggressiveness”: As a Na’vi, you can use Pandora’s fearsome creatures to your advantage — but if you don’t play nice, they’ll turn against you.

“It’s a big fighting game,” says producer Antoine Dodens, who led a development team that at the end numbered more than 300 people. “But underneath that there’s this message.”

“You have to see the planet as a living being,” explains Pascal Blanche, the game’s art director.

“And you’re a virus,” adds Patrick Naud, its executive producer.

For the better part of three years, Dodens and his largely French-Canadian dev team spent most of their days behind double sets of locked doors in a remote corner of Ubisoft’s mazelike Montreal offices. Security was so high that employees in “the bunker,” as the Avatar zone was called, worked on computers with no internet connections and no USB ports.

But if their contact with the outside world was limited, they did have a direct pipeline to the film crew in Los Angeles. Soon after the movie got an official green light from Fox in January 2007, the leaders of the Ubisoft dev team flew to Hollywood to meet with the people in charge of sound and animation. They focused on such only-in-Pandora creatures as the Banshee, a giant pterodactyl harnessed by the Na’vi as a sort of living F-16: How does it fly? What does it sound like? “All the things we need to nail in order to deliver the same reptile,” says Naud.

Several months later, in a presentation at the Santa Monica headquarters of Lightstorm Entertainment, Cameron’s production company, the Ubisoft team suggested they create a “Pandorapedia” — an in-game resource fans could use to delve deeper into the world of Pandora. Cameron and Landau liked it so much they hired a team of writers to put it together. The resulting compendium provides a detailed guide to every creature on Pandora and every RDA war machine, as well as such critical info as the cost of a phone call to Earth ($78,000 per minute).

In the two years that followed, key members of the Ubisoft team had frequent meetings in Los Angeles; Cameron and Landau turned up in Montreal from time to time as well. In summer 2009, with the release date approaching, the movie’s animation director, Richie Baneham — celebrated for engineering the breakthrough animation of Gollum in Peter Jackson’s The Lord of the Rings — spent a day with the Ubisoft dev team to make sure everything was right.

“My team was, ‘Oh my God,’” says Naud. “[Baneham]’s like a god.”

The point of such close collaboration was to make sure the game stayed faithful to Cameron’s vision. But it served another purpose as well.

At a time when most entertainment companies still maintain strict boundaries dividing movies, television, home video and games, Ubisoft has publicly stated its ambition to pioneer a more integrated approach. Already the publisher of multiple best-selling Tom Clancy games, the company last year bought the rights to Clancy’s name in virtually all media. Shortly after that, it acquired Hybride Technologies, a digital effects shop tucked away in the Laurentian Mountains north of Montreal.

Hybride — the name is French for “hybrid” — is best known for the work it did on Robert Rodriguez’s Sin City and Zack Snyder’s 300. In the short term, Ubisoft would like to compete with such top-tier movie-effects houses as Peter Jackson’s Weta Digital, which was closely involved in the production of Cameron’s Avatar. Over the longer term, the company aims to make movies of its own.

That’s where Avatar comes in. “This is the most advanced project of the whole convergence strategy that Ubisoft is promoting,” says Mallat. He’s well aware that as an art form, videogames have yet to mature. He’s also aware that interactivity can expand a story beyond what a movie could ever achieve. “I need to learn from Jim and Jon,” he says. “And they need to learn from us.”