EXTRAS: In addition to a feature - length documentary on the making of the movie, there's a behind - the - scenes look at the cast table read, featurettes
on creature design, visual effects and shooting the climactic lightsaber battle, as well as some deleted scenes.
«Making Monsters» (42 mins., HD) focuses
on the creature designs for Nightbreed, arguably the reason you watch Nightbreed.
Not exact matches
My kids love the fabric
design with it's whimsical sea
creature motiff that can be seen
on the inside and outside of the tent.
The
design teams worked
on creating scenes that had the look of the real ocean, with simple animated
creatures and with the sense of three dimensions
on a flat screen.
Her sculpture of the
creature's vocal tract is
on display now through January 2013 at Cité du
Design in central France.
The loving, lumbering
creatures on this hand - quilted
design give it instant heirloom appeal.
Fittingly, Magee adapts the skills he learned
on past
creature crews to make his first turn in the director's chair a tour de force, with
creature design and practical effects that rival the best of the big budget movies going today.
From the delightfully oddball
creature designs to the plethora of visual gags, the Darwinian creativity
on display is absorbing.
Del Toro takes his monsters so seriously that he began work
on The Shape of Water's
creature design some three years before production started, paying with his own dime.
The
creature designs were cool, but they are mostly CGI, and while the CGI is fine for the most part, it relies a bit too much
on it, and in a few scenes it looks rather bad.
The featurettes cover set and production
design, story / character areas, cast and performances, costumes and props, locations, Branagh's work
on the set, makeup and
creature creation, music, and general thoughts.
The score from Alexandre Desplat has a timeless feeling to it; it's endlessly charming when it needs to charm, electrifying when we're required
on the edge of our seat; Paul D. Austerberry's production
design is aces, the film drowns in this ocean blue, soaking wet aesthetic that emanates this sensual but creepy world; and the
creature design is nothing short of righteous, a perfect throwback to the era of practical effects reigning supreme that uses just the right intermitted splashes of CGI.
EXTRAS: There's a series of featurettes
on the writing process, filming in Dubai, production
design and
creature effects, a profile
on Idris Elba's villain, a tribute to Leonard Nimoy and Anton Yelchin, deleted scenes, a gag reel and more.
EXTRAS: The Blu - ray release contains seven featurettes covering a variety of topics, including production and
creature design, filming the action sequences, as well profiles
on the Wachowskis and the movie's lead characters.
The action scenes are well - staged, the CGI is appropriate and not distracting (with decent
creature design), and there is enough doubt about who will ultimately survive to keep us
on the «edge» of our seats.
* Asked how he feels about going from very small indie films to a massive, effects - driven fantasy / comedy, Green said: «Well, just like probably all of you guys like to see different kinds of movies every week — a little of this, a little of that — it's fun professionally to, like, get in the ring and
design creatures and have guys in suits and puppets and just, y ’ know, bring in all this stuff... I remember when I was a kid, and if something like «Behind The Scenes of Return of The Jedi» would come
on, I'd just be glued to the screen, wishing that one day I'd be able to get my hands dirty doing something like that.
«Conception and
Design: Creating the World of District 9» (13:18, HD) includes interviews with Ivey, prosthetics effects supervisor Joe Dunckley, Weta Workshop lead concept designer Greg Broadmore, Weta design & effects supervisor Richard Taylor, Weta lead creature designer David Meng, Image Engine visual effects supervisor Dan Kaufman, Tatchell, Berg, Kliptown liaison David Bloem, and Embassy Visual Effects visual effects supervisor Robert Habros, while «Alien Generation: The Visual Effects of District 9» (10:18, HD) features Blomkamp, Habros, Kaufman, Cope, Dunckley, Copley, and Embassy Visual Effects on - set VFX supervisor Winston Hel
Design: Creating the World of District 9» (13:18, HD) includes interviews with Ivey, prosthetics effects supervisor Joe Dunckley, Weta Workshop lead concept designer Greg Broadmore, Weta
design & effects supervisor Richard Taylor, Weta lead creature designer David Meng, Image Engine visual effects supervisor Dan Kaufman, Tatchell, Berg, Kliptown liaison David Bloem, and Embassy Visual Effects visual effects supervisor Robert Habros, while «Alien Generation: The Visual Effects of District 9» (10:18, HD) features Blomkamp, Habros, Kaufman, Cope, Dunckley, Copley, and Embassy Visual Effects on - set VFX supervisor Winston Hel
design & effects supervisor Richard Taylor, Weta lead
creature designer David Meng, Image Engine visual effects supervisor Dan Kaufman, Tatchell, Berg, Kliptown liaison David Bloem, and Embassy Visual Effects visual effects supervisor Robert Habros, while «Alien Generation: The Visual Effects of District 9» (10:18, HD) features Blomkamp, Habros, Kaufman, Cope, Dunckley, Copley, and Embassy Visual Effects
on - set VFX supervisor Winston Helgason.
** Theatrical and Unrated Versions of AVP Requiem Blu - ray ** Full - Length Audio Commentary by Directors Colin and Greg Strause and Producer John Davis ** Full - Length Audio Commentary by
Creature Effects Designers / Creators Alec Gillis and Tom Woodruff, Jr. ** Added Footage Marker ** Prepare for War: The Making of AVP - R Featurette ** Fight to the Finish: The Making of AVP - R Featurette ** AVP - R: The Nightmare Returns — Creating the Aliens Featurette ** Crossbreed: The PredAlien Featurette ** Building the Predator Homeworld Featurette **
Design Photo Galleries **
On - Set Photo Galleries ** Theatrical Trailers ** Digital HD
Ahead of the auction's catalog being made public this coming Monday, we've got our hands
on several pieces of Kurtzman's
creature concept art, some of it depicting blood - sucking
creatures that never actually ended up making it into the film — at least not as originally
designed.
On the effects front, Kurtzman and the rest of the KNB team sure as hell had their hands full, tasked with
designing all sorts of vampire
creatures and executing wild gore gags.
On a side note, one thing that long - time survival horror fans might notice when watching is that the many aspects of the film are eerily reminiscent of the Silent Hill video game franchise, with several locations, visual aspects and even some of the monstrous
creature designs being cited as influences upon the hugely successful video game franchise.
I could go
on about how amazing the
creature designs in this series are, and I consider them to be some of the best, or how great the transitioning between the real world and dangerous Otherworld is for quite some time.
Another familiar name contributing to the game is Masahiro Ito, who worked
on the Silent Hill series and is credited for the
creature design in Metal Gear Survive.
In spite of its intricate
creature design, weird cat sidekicks (sorry, Felynes) and gigantic weaponry, it was lacking the one thing needed to keep me in particular
on a game: personality.
Although the totality of Doctor Dolittle feels incredibly tired, there is some genuine creativity and brilliance
on display by the computer visual effects technicians and Jim Henson's
Creature Shop, which designed the animatronic creature effects, which were used in conjunction with actual
Creature Shop, which
designed the animatronic
creature effects, which were used in conjunction with actual
creature effects, which were used in conjunction with actual animals.
Filmed in aqueous greens and blues, its period
design dripping with kitschy nostalgia and retro - futurism, «The Shape of Water» takes its cues from Golden Age Hollywood, including musicals, Bible epics and 1950s
creature features, as well as the sleekly optimistic advertising imagery of the early 1960s: Elisa's best friend and next - door neighbor, Giles (Richard Jenkins), is a commercial artist working
on a campaign for Jell - O, the shaky symbolic repository for the time period's most uncertain hopes and anxieties.
After going through the process as creators, students reflect
on how much of their process was spent
on bringing their
creature to life vs. considering the
design and function of their
creature.
The pack includes: A long colourful display banner A display border with colourful Hermit crabs An A4 word card to use when writing about the story and sea
creatures A title poster for display Word and picture cards of the different sea
creatures in the story Word cards with words relating to the story
on sea shells Sea
creature flash cards Sea
creature fact cards with simple facts about the sea
creatures in the story Tracing pattern worksheets Match the label to the correct sea
creature worksheet Colour photographs of different sea
creatures and underwater scenes - great for discussion and displays
Design a new house for Hermit crab worksheet Label the sea
creatures worksheets A Hermit crab fact book to make and complete Fact posters about Hermit crabs with colour photographs Sequencing picture cards for the story Cut and paste sequence worksheet What happens next worksheets My favourite part of the story worksheet Comparing my house to Hermit crabs house worksheet - with different version for different abilities Cut and paste the months of the year with pictures of the corresponding sea
creature Month cards for display with corresponding sea
creatures Beginning, middle and end worksheet Count the different sea
creatures on the shell worksheets An alphabet line
on Hermit crabs A number line to 30
on different sea
creatures A crab face mask to make - in colour and black and white Writing paper with themed borders Please note: The art work used in these resources has been produced by ourselves.
With an awe inspiring new
design that impressed every person that rode in our tester, Sedona centers its minivan technology
on interior
creature comforts and good exterior looks.
The Jeep Wrangler Rubicon packs
on a few more
creature comforts than other members of the Wrangler family, but the real reasons to order this edition of the SUV are its heavy - duty axles (with locking differentials front and rear), rugged suspension system, ability to remotely disconnect its front sway bar for increased articulation, and special low - range four - wheel drive that is
designed to crawl from one rock to another.
Based
on Ford's global C - platform, this compact front - driver features an international
design pedigree and introduces numerous class - exclusive technologies, including a host of premium - level
creature comforts.
The 2014 BMW X5 marks its third generation with a new
design and more
creature comforts, all while building
on its reputation of combining BMW's famed driving dynamics in a roomy package.
«The new 2012 Dodge Charger SRT8 builds
on the iconic four - door fastback coupe
design of the all - new Charger and adds a much larger power band across the rpm range, along with intelligent performance attributes and safety and
creature comforts for customers who are passionate about performance driving.»
Tuesday could be cat liberation day in Orange County if commissioners change their animal control law to allow felines to roam freely.Critics say the change, which would allow cats to roam without collars or tags, could hurt the animals it is
designed to protect.But supporters say the new law recognizes cats for what they are - independent
creatures with minds of their own.For some, the issue has taken
on biblical proportions.
Featuring 182 rooms, including 21 River View Suites and two spacious Garden Terrace Suites with extensive private terraces, each individually
designed room at Hotel Indigo Shanghai
on the Bund provides all of the
creature comforts expected from an upscale boutique property.
Despite this, what little is known about the title sounds promising — the game will focus
on the
Creature Creator aspect of the original and feature action oriented gameplay
designed around the Wii remote and potentially Motion Plus.
Creatures are well
designed, wicked - looking and not to mention pretty disturbing
on occasions.
Set in a dangerous, ruined world filled with
creatures and hazardous mist, your success relies
on your ability to read the evolving situation and make strategic choices — placing defensive units, predicting enemy behavior and
designing attack patterns.
There are
creatures that are encountered but their ever - morphing
design makes it seem as if Sensua's mind is running wild with what these
creatures may look like based
on the sounds they're making as you move around them.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the
design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go
on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending
on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based
on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other
creatures, and they also fight for the pride of their race - MakoMart is based
on a large supermarket in America - the update also took place
on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based
on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
In addition to pages and pages of unseen concept art and reference sketches, The Art of God of War III showcases characters and
creatures that didn't make it into the final version of the game, including several monster
designs that were (sadly) left
on the cutting - room floor.
In spite of its intricate
creature design, weird cat sidekicks (sorry, Felynes) and gigantic weaponry, it was lacking the one thing needed to keep me in particular
on a game: personality.
Within the context of its arcade origins, The House of the Dead 2 is a decent shooter, offering many types of enemy
designs, ranging from slow lumbering zombies to speedy zigzagging
creatures intent
on ripping your head off.
Fresh off an impressive gameplay preview at Sony's Tokyo Game Show 2017 conference, the company has unveiled a limited edition of PS4 Pro featuring a gorgeous
design based
on Rathalos (Liolaeus in Japan), one of the most iconic
creatures of the game.
Pokemon X & Y has all the familiar trappings: weakness and resistance - based combat, hundreds of colorful and well -
designed creatures to collect, heavy emphasis
on player interaction and a silly story about going
on an adventure.
While expert players will bemoan the lack of some useful features, it's
designed for novices to understand things like balancing lands and spells, managing the «mana curve» to have playable cards
on most turns and keeping up with just how
creature - heavy your deck is at any given moment.
Capcom seems to be taking a page or two out of Silent Hill's book
on freaky ass
creature design, because the
creatures that star in this latest batch of art and screenshots that were posted
on the official Resident Evil Facebook are just gross enough that I could mistake a few of them as belonging to our favorite foggy town.
Trico is a fantasy
creature composited from a number of real world
creature inspirations, and Ueda commented
on how he exactly came up with the
design.
With heavily intuitive controls, you play as Hollow Knight, an adorable character with a skillset
designed for highly mobile combat as you take
on the
creatures of the dark.
On the whole the colossus» are memorable in their
designs and I certainly didn't feel that they were the generic kind that I have shot and sliced up countless times in many other games that feature hostile and oversized
creatures.