
After graduating from the University of California, San Diego with a Bachelor of Science degree in Computer Science, the native Californian found himself working in the early stages of the visual effects industry. “Everyone figured out stuff as we went along,” he informs me. “The industry in L.A. was funny from the early 1990s to 2000; it was like a boom industry… If you could patch a computer you would get a bunch of money. It seemed like a never-ending gravy train. Around 2000, that was when London and Sydney started to be viable places to send work.” The trend has expanded to north of the border fueled by provincial government incentives and the studios wanting to financially benefit from them. “Every company under the sun is opening a facility in Vancouver trying to take advantage of these global tax credits.” There are other reasons for the movement away from Los Angeles. “You’ll have local companies in Australia or in England or in Canada that have grownup by getting more and more work and have become quite savvy at what they do.” Hirota observes, “A big difference now is on an artistic level; you have this opportunity to travel the world and go to work at all these different places. It can be a little daunting depending where you are on the food chain if you don’t want to do that.”

Questioned as to how he would define a great visual effect, Bryan Hirota answers, “There are certainly the kind of spectacle visual effects that just blow your mind away with the sheer audacity of what’s been attempted and what’s been achieved. The sheer volume of high quality work put into Avatar [2009] is mind-blowing.” Hirota adds, “At the same time there is a film like Inception [2010] which isn’t overtly in your face with their effects as a movie like Avatar but the work is so integral and important to telling that story.” As to what approach is easier when incorporating visual effects, he informs me, “In some ways being given the stylized stuff is easier because no one can say, ‘That doesn’t look right.’...You have less keystones to latch onto when you’re dealing with a stylized world; it’s a tradeoff. You win some you lose some when you decide to go for a style versus reality.” In regards to whether the gap between practical and CG effects has lessened, Hirota believes, “There is a certain physical reality that’s afforded things that are actually real in front of the camera. Will that always be the case? I’m not sure. Up until five, maybe ten years ago spaceships in movies were still always done using models with fiber optics in them. Nobody does that anymore. I don’t know that you can say that the spaceship in the new Star Trek [2009] or the mothership floating around in District 9 [2009] look less real than Star Wars [1977]… I think if you can shoot something with a camera in real life you’re better off doing that because it’s going to look real.”

Creating visual effects has been made difficult with movies being released in the IMAX format and 3D. “IMAX, because of the increased resolution, exposes more problems,” states Bryan Hirota. “3D, you have more data because you’re dealing with two eyes and then the added burden of, if you’re looking at something in stereo, you can’t hide problems.” As for the future of the visual effects industry, he remarks, “It will only continue to globalize.” Reflecting on how he has been able to survive for so long, Hirota says, “The technology and the tools have evolved so much in the past couple of decades; it is really an ever changing field…I’ve been lucky that there’s been plenty of things for me to do; that has kept me interested enough to be hammering away at this year after year.”
Many thanks to Bryan Hirota for taking the time out of his busy schedule for this interview.
For more from Bryan Hirota, check out Vision Quest: The Making of The Tree of Life.
Read more of Trevor's interviews with Bryan Hirota and John "DJ" DesJardin as they discuss Zack Snyder's Sucker Punch.
Trevor Hogg is a freelance video editor and writer who currently resides in Canada.
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