Every film I try and make it the way I see it in my head, and it really just depends on the script and the people I'm working with or whatever interests me at that particular time.
The films that I loved growing up were the science fiction films from the late seventies and early eighties [films], which were more about the people and how they are affected by the environments that they are in. Whether they are sort of futuristic or alien of whatever they are; that was the science fiction that I loved. So that is what we tried to make, the sort of film that felt like those old films.
The beauty of science fiction is its open canvas. You can hypothesize about any element of the world. It doesn't have to be laser battles and things exploding, you can be JG Ballad and maybe just change one little thing about the real world and that becomes science fiction.
I think that idea of being far away from the people that you love is something that everyone can relate to.
Life and career kind of catches up with you.
I'm not Akira Kurosawa. He used to write...He used to write a completely new spec script over a couple of nights. I'm not like that. It takes me a long time to put a film together that I want to make.
For me, two of my favourite science fiction films are Blade Runner, which is fantastic, and Terry Gilliam's Twelve Monkeys. Both of those were smart science fiction films hitting more of a medium budget, and I desperately hope there is an audience for that kind of film because I would love that to be my next film, on that kind of scale.
I want to do my Blade Runner, which is like a future Berlin film, which is like a thriller, but it's much deeper characters, I think.
Hopefully, if I have done my job right, people will want to know and see more! There is certainly plenty more to tell. I would love to be part of that process of expanding on the lore that makes up Warcraft, but it will all depend on what you, the audience, think of our first film!
I think we tried to make a film [Moon] that was about human beings as opposed to going from one special effects set piece to the next one, which is what a lot of science fiction films these days do.
As soon as I finished film school I was thinking about, how do I get to feature films? It took about eight years, and I'm still working. Feature films was not the end goal. Feature films was one of the stages. Getting to the point of the Coen brothers or Tarantino, where you're writing your own material and have the budget to do it properly, that's the end goal, and I'm close to that.
I'm a cruel man to myself.
I want to have the illegitimate child of independent film making and the budget to make it. That's my aspiration.
Sam Rockwell has a fantastic sense of rhythm.
When I was a kid and I was being introduced to science fiction by watching movies with my Dad, Kubrick is one of those guys that we used to watch, you know, I watched Clockwork Orange at an age that was incredibly inappropriate, but he sat there with me and he explained what was going on and you know, I came to appreciate it even if I was terrified at the time.
When we first made this whole idea this was going to be calling card film [Moon] and it was going to give the opportunity to make my first feature film. But it turned out a lot better, we just couldn't stop ourselves from going into it, and we are very proud that it turned into something that people wanted to see.
Sometimes there's a disjoint between what works on the page and what works with visual story telling.
One of the biggest changes for me on a practical level of shooting the film was having a second unit.
I really don't see CG as a goal in its own right. I really do believe it's a tool. In the advertising industry I did a fair amount of CG, so I appreciate it for the tool that it is, and I think technologically where it's at now, you really can achieve most of your visual goals with either it or a mixture of it and practical effects.
In my opinion, having worked in the games industry and still keeping in touch with a lot of those guys, there was definitely a time when they saw themselves as the little brother of the film industry. But they kind of went off in a different direction and now see themselves, I think, as being far more interesting and ahead of the film industry. They haven't just caught up. They've gone off in a different direction and exceeded the film industry.
The thing is that Warcraft has so much story available to it. For the fans, there are some key stories they really want to see on screen. I won't be doing those.
Every time you want to reset your set and pull walls out and reset the lighting, you're burning up half an hour to an hour, and when you're trying to keep to a schedule, you're constantly having to reassess what's worth it and what you're going to have to give up in order to keep on schedule.
One of the things I think is unique and signature about Blizzard is that whenever they do their games, and with Warcraft in particular, they take the things they love and put a twist on it. They showed that heroes can come from the most unexpected places, and as a player, you can play as a hero, on all sides.
I do enjoy the puzzle-solving aspect of making a movie.
You have to be flexible enough to realize that, over the course of making a film for three and a half years, things are going to slightly change and drift, as you work out solutions to each problem as they come up.