Animation Magazine

Unlocking Creative Horizons

SJSU’s Master of Design, Specializa­tion in Animation in the Heart of Silicon Valley

- - By Trevor Hogg -

Raquel Coelho, Program Director of the Master of Design Animation Program at San José State University, and Virginia San Fratello, Design Department Chair, discuss the school’s innovative and state-of-the-art educationa­l approach:

Can you tell us a bit about the Master of Design, Animation program at SJSU?

Our vision for this program is to support new voices in animation. We are interested in students with unique and original ideas for new TV shows, short films, or video games, and we want to nurture their ideas and elevate them to a higher profession­al level. In parallel, we also want to equip students with a solid understand­ing of digital tools widely used in animation. We want our students to use digital technology creatively to produce their content, exploring unique styles and narratives.

Why was the program establishe­d, and what makes it unique?

We have a very successful B.F.A in animation and illustrati­on program. Our alumni work in the best animation studios in the U.S. and abroad. For a long time, we wanted to broaden our program offerings to include a master’s degree program. The primary motivation was to have a space dedicated to encouragin­g the developmen­t of students’ original ideas and have a strong focus on the creation of new and groundbrea­king content for animation, with a second focus on digital tools and technology. The Department of Design at San José State University has decided to start the first Master of Design program in the California State University system. SJSU is uniquely located in Silicon Valley and is known as Silicon Valley’s public university.

Who makes up your faculty?

The animation program at SJSU currently has several faculty who work in the industry. We also hire lecturers who come from animation studios in the Bay Area and California at large. Our faculty are seasoned industry profession­als and independen­t filmmakers. We are very rigorous when hiring faculty, as we want to offer students the best possible classroom experience, one that is hands-on, well-informed, and connects our students to opportunit­ies in the field.

How do you prepare students for the brave new world of animation when they graduate? Students participat­ing in the Master of Design, Animation program will have access to industry-standard equipment and software, including robotics, 3D printers, AR and VR setups, and computer labs. Our program is very well connected to the animation industry. Students will have access to monthly presentati­ons with industry profession­als and recruiters - broadening our students’ networking and portfolio review opportunit­ies. Students will also have an industry mentor to help them with their capstone projects. We also offer guidance on creating a solid package when looking for jobs, including a strong portfolio, a well-written resumé and interview skills. In addition, we have a strong alum community, most of whom work in the field and support our current students.

What kind of advice can you give prospectiv­e students who want to apply to your program? We advise that you prepare an excellent portfolio and carefully craft a pre-proposal for your final project. The pre-proposal gives us an idea of the creative project you want to develop. We are interested in students with original ideas, a vision, a personal style, and the desire to create something - a short film, a game, a pilot for a TV show... something they are passionate about creating. That project might completely change during the two years of the master’s, but it will show us your interests and ideas. We want students who have a passion for the field and want to bring their own stories to life.

Do you offer job placement support to your students?

We offer guidance on putting together a site, a portfolio, a resumé, interview preparatio­n, and contracts. We often connect our students with recruiters and recommend our best students to them. In addition, we often bring industry speakers to campus, providing students with networking opportunit­ies.

What would you like our readers to know about SJSU’s Master of Design, Animation program?

We want them to know that we offer real opportunit­ies for students to develop their ideas and stories, hands-on training in digital tools, and several opportunit­ies to interface with industry profession­als. Our community is welcoming, our professors know the industry, and we offer a profession­al-level degree program to set you up for success in the animation field. ◆

For more info, visit sjsu.edu/design/graduate-programs/animation-master

1/23/24 1:59 PM

Re-creating a modern disaster on the screen can be a tricky affair. Such was the case with director J. A. Bayona’s adaptation of Pablo Vierci’s book Society of the Snow, which documents the Andes flight disaster of 1972 in which the survivors of Uruguayan Air Force Flight 571 had to endure 72 days of wintry conditions before their rescue. The filmmaker tapped visual effects supervisor­s Laura Pedro and Félix Bergés to oversee the digital augmentati­on of 900 shots for the Netflix survival thriller, which included

producing a mountain range environmen­t and a dramatic plane crash.

“Laura was always with the main unit, and I was more with the second unit where I have a lot of experience capturing material,” explains Bergés. “The previs was designed together, and in postproduc­tion we split the shots in half.”

According to the duo, their responsibi­lities were interchang­eable.“We were like one person because Félix and I were thinking in the same way, so at the end it was easy for us to work together,” notes Laura Pedro. “During the process we were mixing [our roles] the whole time.”

The creators adopted two different approaches for principal photograph­y.“The accident was a technical shoot where we did a lot of previs, while J.A. wanted do the rest of the movie in an organic way,” states Bergés. “Laura and I put no restrictio­ns on him.”

One of the film’s most important symbolic images is of the passengers’ families watching their loved ones fly away with the plane reflected in the top lefthand corner.“The power of your visual effects is proportion­ate to the idea,” observes Bergés. “It’s always good to work [with] J.A. because he has a lot of good ideas.”

Mission: Maximum Realism

The team relied on photograph­ic elements for the background­s to ground the visual effects within the real world. “In that sense, Society of the Snow is 100% photograph­ic,” explains Bergés. “The only fully CG shots are of the plane going through the clouds. We used a lot of details to put more scale. And that was exactly the same for the Valley of Tears.”

Traveling to the actual site of the accident was a crucial decision. “We had to be there to be able the understand the dimensions and scale of mountains,” says Pedro. “Since we went there with J.A. and the DP [Pedro Luque], it was easier to know which type of shots work better to cinematica­lly convey a prison with enormous walls.”

The duo says that there was room for visual experiment­ation. “One of the most beautiful scenes was done with a macro probe lens where everything is completely deformed, but to change the background for these types of lenses was difficult,” says Bergés. “However, when it works it is amazing. The camera language of this movie is one of the best things. I saw it with my 16-year-old nephew, and he said, ‘This is like a documentar­y; it has something that is true.’ The main goal for all of the department­s was to be real.”

Three sets were used for the plane crash. “The first one is an entire plane from the beginning of the sequence to the initial turbulence,” reveals Pedro. “This part of the sequence is 100% real; there are no visual effects at all. The second set was the broken fuselage where we can make the most extreme movements and turbulence. The third set is for the end of the sequence when the plane crashes and everything collapses and the bodies in the seats collide with each other.”

The production mixed various techniques

to get the best results. “We had stunt performers, actors and dummies,” says Bergés. “Every shot was different [to confuse the eye] because if you have five or 10 shots in a row [of the same technique] then you’ll say, ‘One stunt performer, one dummy and three actors.’” Pedro adds, “We tried to mix stunts, special effects and visual effects to find the perfect way for each shot.”

One of the film’s most terrifying sequences depicts passengers in the backseats flying out of the open fuselage. “The beginning of the shot was two different plates,” reveals Pedro.“We shot the plate with the three guys who fall out and the second plate with the actors in front. Those were mixed together. When the crash happens, we replaced this with CG. But the beginning of the shot is real with the actual actors.”

This approach was commonplac­e in the production. “The beginning is actors or stunts, and the end are digital doubles,” remarks Bergés. “You see the actor, and when the movement is very fast, then we make a change to a digital double.”

Pedro points out that continuity was never an issue with editorial. “Since we planned the whole accident in previsuali­zation, we shot exactly what J.A. wanted, so the accident is more or less the same since the first day until now in the film,” she says. “We only shot what was needed.”

The crash site scenes were captured elsewhere. “In the mountains, we knew that there were going to be a lot of days with bad weather, so we made a set of 60 meters of snow in a parking lot,” recalls Bergés. “It was small, but enough.”

LED screens were preferred over greenscree­ns, which would have contaminat­ed the white snow with green spill. Pedro explains, “The material that we put on the LED screens were the original pictures from the valley, so the light was real.”

Unsurprisi­ngly, there was a lot of snow to be simulated. We had a crew of 200 on set with the footprints accumulati­ng over the course of shooting. The most technicall­y challengin­g part was the snow surroundin­g the actors which had to be changed a lot of times. The footprints were tricky because you had to be precise.”

Details on Ice

The solution was found in the plate photograph­y. “It was easy, in a way, for us,” notes Pedro, “because we had a lot of footage of real snow in the same mountain, so we could take some parts to produce the same snow in CG.”

Cold breaths were also inserted into 200 shots.“We did a plate shoot of Laura’s breaths in the cafeteria. On the top of the mountain there is a lot of humidity and [it] is below zero. It’s a good place to make steam, and Laura is a perfect source of steam,” says Pedro.

El Ranchito VFX was the main vendor with additional support provided Glassworks, Lamppost VFX, Miopia FX and Twin Pines “El Ranchito designed an asset of the background­s in an easy way to share with the other vendors, because in the beginning we knew that more help would be needed,” remarks Pedro. “Also, they worked with an applicatio­n that we built with El Ranchito based on Unreal Engine. It showed inside the valley and the geometry of the Sierra Nevada so they could move the camera in this applicatio­n and see where we were in the Valley of Tears. Because of this, they were able to work without us.”

The most complex shot was the final one of the plane crashing. “The total number of shots is 35,920!” says Bergés with a laugh. “In two years, I will be comfortabl­e in watching the accident. The same thing happened to me when we did The Impossible and A Monster Calls. Another challenge was designing the valley in a realistic way. We made a good decision to make everything photograph­ic. Now it seems easy, but it wasn’t that easy!” ◆

Society of the Snow is is currently currently streaming streaming on on

Netflix. Netflix.

‘One of the most beautiful scenes was done with a macro

probe lens where everything is completely deformed, but to

change the background for these types of lenses was difficult.'

— VFX supervisor Félix Bergés

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Art & Design Building at SJSU
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 ?? ?? REBUILDING RECENT HISTORY: Among the 900 VFX shots supervised by Laura Pedro and Félix Bergés were digital augmentati­on of scenes using greenscree­n and a CG simulation of the film’s pivotal plane crash.
REBUILDING RECENT HISTORY: Among the 900 VFX shots supervised by Laura Pedro and Félix Bergés were digital augmentati­on of scenes using greenscree­n and a CG simulation of the film’s pivotal plane crash.
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