Kubo and the Two Strings 
		is the first animated film to be nominated for Best Visual Effects since
		The Nightmare Before Christmas back in 1993.  However, Steve 
		Emerson and his team at LAIKA never believed in taking the easy way out.
		
		Emerson actually started his career in 
		live action films, rising to a level in Hollywood where he worked on 
		The Matrix series and Transformers.  He was rising in the 
		ranks, but no longer comfortable with life in Los Angeles.  It probably 
		should have been career suicide when he left LA for the Pacific 
		northwest, however he got lucky that a new production company opened in 
		his new home of Portland, Oregon.
		
		LAIKA was the name of the studio, 
		created by Travis Knight to be one of the final homes of stop-action 
		animation in a CGI world.  Emerson signed up with LAIKA on the ground 
		floor.  He’s now been with the company for almost a decade, contributing 
		to all four of the popular films that have been released by the company;
		Coraline, ParaNorman, The Boxtrolls and now 
		Kubo.
		
		Now, living in Portland, Emerson has 
		become an Oscar Nominee.  Kubo and the Two Strings, a tribute to 
		magic, family and bravery in old Japan, has ended up getting two Oscar 
		noms, for Best Animated Film as well as Best Achievement in Visual 
		Effects.  A couple of weeks before the Oscars, Emerson chatted about his 
		career, his films, and his nomination.
		
		What was it like to find out you were 
		nominated for an Oscar?  What are your plans for Oscar night?  Do you 
		have a speech in mind if you should win?
		
		Oh, wow.  First off, I do not have a 
		speech.  It’s been so busy the past couple of weeks.  It’s been so 
		exciting.  I haven’t honestly even had a few moments to start thinking 
		about that.  The moment where I found out, it was like 5:00 in the 
		morning.  I had gotten up.  I was watching the streaming with my wife 
		and my son.  We’re sitting on the couch, drinking coffee.  We found out 
		that the nomination happened.  It’s been a long process.  These films, 
		they take a long time to make.  There is an incredible amount of 
		dedication on the part of all the artists involved.  You put years and 
		years of your life into these things.  This is our fourth film.  I would 
		just say that I’m intensely connected to all of these films and to the 
		vision that Travis Knight has for the studio.   So, at that moment, when 
		we found out that we were being recognized, it just all hit me at once.  
		I broke down a little bit.  I started to cry.  And unbeknownst to me, my 
		wife took a picture of me crying and immediately posted it on Facebook. 
		(laughs)  
		
		
		 Is nothing sacred?
Is nothing sacred?
		
		But the other thing I would say is that, 
		in terms of the nomination, it’s important to realize that we are a 
		small, independent, stop-motion studio that is up in the Pacific 
		northwest, working out of a warehouse.  We have a visual effects team 
		that is probably about the size of the lighting team on the majority of 
		these other films.  To be given this level of recognition alongside such 
		incredibly talented filmmakers, it’s just truly overwhelming.  Doctor 
		Strange blew my mind.  Deep Water Horizon – in terms of the 
		visual effects work – was one of my favorite films this year.  John 
		Knoll (Rogue One: A Star Wars Story), Rob Legato (The Jungle 
		Book), they are visual effects supervisors that I intensely admire 
		their work.  To be able to be recognized alongside these other projects, 
		honestly it feels like I cut an album playing a bassoon in my basement, 
		and now I’m up for a Grammy with Paul McCartney and Bob Dylan.  It’s 
		incredible.  It’s really incredible.
		
		What got you interested in stop-motion 
		animation?  You had worked mostly in live-action before joining LAIKA.  
		Why the change?
		
		For me, what happened was, I had spent a 
		long time working in live-action visual effects down in Los Angeles.  My 
		family and I, we were looking for a change.  We decided that we were 
		going to relocate from Los Angeles to Portland, Oregon.  We were just 
		going to make it work.  What ended up happening was I spent the better 
		part of a year commuting between Portland and Los Angeles, picking up 
		jobs.  It was not an ideal situation, because I had young children.  
		Then I happened to hear from a friend that there was this studio called 
		LAIKA that was working on a feature film called Coraline, and 
		that I should look into it.  I was fortunate enough to go a “Look 
		at LAIKA” night.  I went there that night and introduced myself to some 
		people.  A lot of it was timing.  They hired me within a couple of weeks 
		to come in and contribute to Coraline.  Coming in the door I had 
		very, very little to no experience with stop-motion animation 
		production.  But I did have a great deal of experience working on stereo 
		or 3D films and with live-action visual effects.  
		
		So how is it different?
		
		What’s important to realize about the work 
		that we’re doing here at LAIKA – and I think this is something that not 
		a lot of people quite get – is that we very much are working in a 
		live-action visual effects environment.  That is our workflow.  When a 
		lot of people think about animation they think 2D cel drawings, they 
		think CG [computer generated].  Stop motion is all real world.  We have 
		actors that we shoot on sets.  We shoot them on green screens.  The 
		difference is they happen to be very small actors that are brought to 
		life one frame at a time.  We take those performances and we add 
		effects.  Basically, it’s the same processes, a lot of the same 
		software, that you would use if you were making a Marvel movie.  The 
		only difference on our side is that there is certainly a scale 
		difference.  Beyond that, we never deal with realism.  
		
		
		 Can you give an example?
Can you give an example?
		
		If you’re making a photoreal feature, a 
		superhero movie, and you need an ocean, you can go get yourself Houdini 
		[a computer special effects program] and start working with the ocean 
		tool kit.  On our side, we need oceans that feel like they are 
		handcrafted, and hand animated, and are heavily, heavily designed.  I 
		can’t just deliver a photoreal ocean.  I need to deliver an ocean that 
		feels like it was made out of garbage bags, with whip-lock patterning 
		and hand animated by a hung-over animator that’s out on the stages here 
		in Portland, Oregon.  (laughs)  I can’t just give them fire, it 
		has to be fire that looks like it was possibly created by cheesecloth, 
		which is being reflected through shower glass and lit in a very specific 
		way, and has been heavily, heavily art directed.  It is a process that 
		is extremely complex.  It is entirely live action visual effects.  I 
		will just say that I am fortunate that the majority of the artists that 
		work here in visual effects at LAIKA have been here since the 
		Coraline days.  We’ve all learned together and grown together and 
		made mistakes together.  We just know how to do it now.  And we know how 
		to do it efficiently.  It is completely because we have ten years in our 
		back pocket.
		
		I have the book by Emily Haynes
		[The Art of Kubo and the Two Strings].  
		The book said the giant dragon puppet skeleton had motion control 
		rigging and a control system using a bowling ball and sacks of sand.  
		Could you elaborate on that?
		
		Sure.  What happened with the giant 
		skeleton in Kubo and the Two Strings is as a studio we are 
		honoring the art of stop-motion animation.  We are honoring special 
		effects artists like Ray Harryhausen (Jason and the Argonauts), 
		Willis O’Brien (King Kong), Jim Danforth (When Dinosaurs Ruled 
		the Earth); these incredible innovators of the past that truly laid 
		the foundation for the visual effects industry.  Back before 
		computers started to come into the mix in the 90s, if you needed a 
		monster in your movie, you were either going to be building a puppet, or 
		you were going to be putting somebody in a suit.  Computers did not come 
		into the mix.  These guys, they were innovators.  
		
		How did you do it?
		
		We had a giant skeleton that needed to 
		perform within this film.  We looked at it.  All the heads of 
		departments, we go through, we break down the script, we look at 
		storyboards.  We talk about how we’re going to execute upon something.  
		There were a few ways that we could have gone.  We could have built a 
		computer-generated skeleton.  We could have built a much smaller scale 
		skeleton.  Or, we could move forward and build the largest stop-motion 
		puppet that has ever performed in a feature film.  Over the course of 
		those discussions, we started with wanting to try and build a 
		smaller-scale puppet.  Very similar to what Ray Harryhausen used to do 
		in the old days.  It was just something, maybe a foot and a half tall.  
		We would take that and use it to composite in post-production to 
		actually do the shots.  
		
		
		 Why didn’t that work?
Why didn’t that work?
		
		The problem with the smaller scale version 
		of that skeleton was that there was a great deal of interaction that 
		needed to happen with the other characters.  Characters are being 
		grabbed by it.  Characters are running across it.  Characters are 
		leaping from the head to the arms.  It’s not just a puppet, it’s also a 
		set.  At that point, we said; all right, we’ll do a small-scale version, 
		and then we’re going to build large-scale pieces.  We’ll build an arm.  
		We’ll build a head.  We mapped out all the portions of that skeleton 
		that would be needed to be built large scale.  It turned out it was like 
		75% of it, anyway. 
		
		May as well finish it...
		
		(laughs) 
		 So at that point, we just said; okay, we have an 
		opportunity here to do something that nobody has ever done before.  We 
		learned a lot on The Boxtrolls.  We had a large-scale puppet 
		called The Mecha Drill, which was about the size of a small child.  We 
		learned a lot from that experience.  The difference with this particular 
		puppet was that it needed to be 100 feet tall, if it were in the real 
		world, hanging out with you and I.  That means if it’s in the puppet 
		world, we’re going to be looking at something that is going to be 
		roughly 16 feet tall.  Which is massive.  Much, much larger than 
		anything we’d ever done previously.  
		
		But you did it...
		
		What I love about LAIKA... this is what I 
		love so much about this studio, we look at that and we said this is so 
		far beyond anything that we’ve ever done before.  Let’s do it.  
		(laughs)  So we dive in and we figure it out.  In the end, we ended 
		up creating this massive puppet.  It was 16 feet tall.  It weighed over 
		400 pounds.  It had a wingspan of over 20 feet.  The animator was able 
		to get roughly about a second a week, in terms of animated performance, 
		out of it.  He’s climbing all over it on scaffolding and ladders.  It 
		was an incredible challenge.  No reasonable film production would ever 
		have done it that way.  The reason that we did it that way is because as 
		a studio, we honor the art of stop-motion animation, and the work of 
		artists before us, like Harryhausen, O’Brien, Jim Danforth.  We choose 
		to do it the hard way in order to create distinctive visuals that, 
		honestly, nobody else would be crazy enough to do.  (laughs)  
		That’s why I love it.  That’s why I love being a part of this.
		
		
		 In a movie world where most of 
		the animation is done by computer, what is it visually about stop-motion 
		animation that you find refreshing and intriguing?
In a movie world where most of 
		the animation is done by computer, what is it visually about stop-motion 
		animation that you find refreshing and intriguing? 
		
		
		For me, in terms of what makes it 
		distinctive, or special, there is something about stop motion animation. 
		 When I see performances being realized – inanimate objects being 
		brought to life through human hands in real world lighting – that take 
		me back to sitting criss-cross applesauce on my grandparents’ family 
		room floor.  Watching on a tube television set Jason and the 
		Argonauts, or The Seventh Voyage of Sinbad.  There was such a 
		magical component to it.  It felt like they were bringing my toys to 
		life.  We’ve all heard the term “movie magic” kicked around a lot.  
		Movie magic to me was going to a film, seeing a particular visual, 
		walking out afterwards, and talking with your friends, your family, and 
		trying to figure out how they did that.  I think a lot of that has been 
		lost since a lot of the technology came into the fold.  People, when 
		they see something that is particularly dynamic, they tend to dismiss it 
		to computers and technology.
		
		Do you think that eventually there will be 
		a renaissance of traditional animation as a counter to CGI – a big 
		rebirth of things like stop-motion and ink & pen?
		
		I hope so.  I hope so...  When I joined 
		LAIKA, roughly ten years ago now, that was the thing that I certainly 
		fell in love with.  The idea that we were working to get a lot of this 
		in camera.  We were looking for creative in-camera solutions to be able 
		to deliver these distinct visuals, unlike anything else that you’re 
		seeing in a lot of the entertainment industry at this point.  It’s 
		certainly something that I have worked as a visual effects supervisor to 
		make sure that we’re hanging on to.  We continue to honor that art.  So, 
		what is it about stop motion that I think people see and they get a 
		different feeling from when they see those images?  It’s hard to put 
		into words, but for me, it really is movie magic.
		
		What was your inspiration to become a 
		designer in film?  Who were your inspirations and mentors growing up?
		
		When I graduated from film school in 
		college, I wasn’t necessarily looking to be a visual effects 
		supervisor.  I wanted to be a filmmaker.  I wanted to be a storyteller.  
		This was 1992.  It was at that point where computers were just starting 
		to mesh with filmmaking and art.  I came into the industry at a point 
		where I started in post-production.  In all honesty, I started in 
		post-production because I was feeling like I was going to try to make 
		some independent films.  If I was going to make independent films, I 
		wanted to be working at a post-production house, because I was going to 
		be able to save a lot of money, because I would have a lot of friends 
		that could help me out.  Then what happened was digital technology 
		started coming into the mix, and I was a person that always loved 
		computers.  I had always loved film.  I had always had an affinity for 
		art.  There was suddenly this opportunity to pursue a career out of a 
		fusion of those three things.
		
		
		 A perfect mix...
A perfect mix...
		
		So, I pursued that as steadfastly as I 
		possibly could.  I put myself through some [courses] on technical 
		training skill.  I introduced myself and worked with people that were 
		doing the type of work that I was driven to eventually be able to do.  
		Then it just takes a lot of time until you actually get those 
		opportunities.  When they come, you seize them and you leverage the work 
		that you’ve done, or the studying that you’ve done, in order to be able 
		to capitalize on those opportunities.  So for me it was mostly about a 
		love of computers, a love of film.  It was about a love of art.  It was 
		about opportunity.  Filmmakers, visuals; it sounds cliché at this point, 
		but really I was an eight-year-old kid in an R2-D2 t-shirt when I went 
		to see Star Wars for the first time.  I surrounded myself 
		with that universe for the better part of 10-12 years.  I went to see 
		ET when I was... I think I was probably a pre-teen at that point.  I 
		remember just being inspired and moved.  I remember crying in the 
		theater.  (laughs)  So, if I had to say the people that have 
		inspired me in the past, certainly it’s been the Star Wars 
		universe.  It’s been Steven Spielberg and the work that he did with 
		ET.  He created empathy with a puppet.  That’s certainly what we’re 
		trying to do here at LAIKA.  Beyond that, it’s an affinity for 
		filmmaking, technology and art.
		
		What do you see as your role in the 
		cultural landscape?
		
		Kubo & the Two Strings, 
		as much as it is an homage to Japanese culture, to 
		artists like Kiyoshi Saito it is also very much a tribute to the special 
		effects artists that [were] just mentioned.  Harryhausen.  O’Brien.  Jim 
		Danforth.  The innovators that came before us that laid the foundation 
		for this industry.  What my impact might eventually be is that I will 
		continue to work to honor the techniques that of people before us.  I 
		think stop-motion animation is very much an art.  It is something that 
		deserves to be honored and innovated upon and not forgotten for the sake 
		of technology.  Or because there is a different way, not necessarily an 
		easier way, but a different way to tell stories.  Whether or not LAIKA 
		is ultimately the studio that creates a new level of interest in that 
		medium, whether there is eventually something of a renaissance of that 
		medium, I have no idea.  But what I can say is that I love stop motion 
		animation.  I am committed to honoring the art of stop-motion 
		animation.  I believe in what Travis Knight is doing up here in 
		Portland, Oregon.  We are going to work to tell the best possible 
		stories that we can using this time-honored technique.  And then we’re 
		going to go from there.
		
		In the press notes, Travis said “We are 
		heirs of a great tradition of storytelling.”  How do the visual effects 
		people at LAIKA coordinate with the story-telling people?  How involved 
		are you with things like scripting and storyboarding decisions?
		
		Scripting and storyboarding; not very 
		involved at all.  Once there is a script, I will step in and start to do 
		a break down.  Just words on a page in terms of what I suspect the work 
		is going to be.  Just start a dialogue with the producers.  How many 
		shots we’re looking at.  The types of artists that we’re going to need 
		in order to realize a particular script.  But the work really starts 
		once there are storyboards and animatics, which are animated 
		storyboards.  At that point, all of the heads of department here at 
		LAIKA, we sit down in a room, we look at the animatics, and we talk 
		about how we’re going to create each and every visual for a film.  When 
		we do that, the rule is we always start in camera.  We want to get as 
		much through a physical camera lens – using real world elements, and 
		hand-animated puppets – as we possibly can.  Then, for whatever reason, 
		be it a resource issue, a technical issue, if there is a need for visual 
		effects to come into the mix, to extend environments, add background 
		characters, create water, fire, things that are extremely difficult to 
		get in camera, then that conversation opens up.
		
		
		 And then you come in more actively?
And then you come in more actively?
		
		Then we start talking about: Okay, what is 
		it that we can do digitally to enable these directors to tell the 
		stories that they want to tell?  How are we going to go about that in a 
		way that is responsible and ultimately honors stop-motion animation?  If 
		it’s going to ultimately end up being digital, basically the rule is 
		we’re building it first.  The animators, they can create a water 
		system.  They can show us what a body of water would look like if it 
		were in a stormy environment.  They can give that to us.  We can rebuild 
		that physical version.  We can create something that then can be 
		propagated across 25-30 shots much more efficiently.  That enables us to 
		ultimately... what we’re doing here, we want to realize the full 
		potential of stop-motion animation.  That stuff is really hard to do.  
		It’s hard to do because everything needs to be built.  Because 
		everything needs to be hand animated, oftentimes storytellers are asked 
		to make concessions.  That’s why, in a lot of classic stop-motion films, 
		you don’t see a lot of characters.  You don’t see a lot of 
		environments.  And you certainly don’t see a lot of big time Hollywood 
		effects.
		
		How do you do things differently?
		
		We want to be able to let storytellers 
		tell whatever story they want to tell without concessions.  We’re going 
		to do that using technology in a way that is respectful to the art of 
		stop-motion animation.  We get as much in camera as we possibly can.  
		Then if it turns out that we need to bring digital into the mix, we make 
		sure that whatever those elements are that are going to be manufactured 
		on a computer, they are all grounded in real world materials and testing 
		that we can gauge our efforts against, side by side.
		
		The paper animation you did in
		Kubo & the Two Strings 
		was incredible.  How was that done?
		
		All the paper animation in Kubo was 
		done primarily in camera.  There were a few instances where we came in 
		and we added some digital components.  Off the top of my head, some of 
		the origami birds, the big flocks of birds, we ended up doing some 
		digital work with those.  But primarily the majority of the origami work 
		was done in camera, hand animated by stop-motion animators.  I know it 
		was an extremely difficult exercise for the animators, and the art 
		department, in able to create all those effects.  If you think about the 
		way that we do stop-motion animation, you’re talking about animators on 
		set, with big greasy fingers, animating three seconds of animation per 
		week.  Five if we’re really lucky.  On top of that, you’ve got the 
		moving pieces of paper around.  So, the paper itself would start to 
		break down.  
		
		How did you get around that problem?
		
		They did a great deal of testing with a 
		lot of different types of materials in order to figure out what might 
		work for all the origami animation.  In the end, they ended up using 
		something that’s called tyvek, which apparently is a denser, more rigid 
		type of paper.  It’s similar to something that you would get in a FedEx 
		envelope.  At the same time, it was durable.  It looked and performed 
		like paper.  It would hold up over the course of days, weeks, or months, 
		when the stop-motion animators are out there bringing those elements to 
		life.  The majority of the paper animation was done in camera using 
		tyvek, by stop-motion animators.  There were also a few moments where we 
		complimented that animation with some digital efforts as well.
		
		
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