My approach has always been to put 100% into the movie I'm making right now. I think sometimes filmmakers put too much thought into the grand franchise they're going to build. And guess what? If the first movie doesn't work there is no franchise, so I'm always concentrated on making the best, best possible movie right now.
When people see what real 3D looks like, they'll go, "Oh, that's why I spend an extra $5 a cinema ticket. That's worth it!"
Oh, yeah. A big part of my job is drinking martinis when I work in advertising.
The other video game adaptation I did was Mortal Kombat, and I did that because I loved playing the games in the arcade. I play all of the Resident Evil games because I'm very much immersed in that world.
For me, it's a multitude of things. In the modern world, there's a real genuine fear of loss of individuality and I think the undead speak to that. I also think the idea of the dead coming back to life, and this unstoppable foe that just keeps coming and coming, but rather slowly just chases you, is a real primal fear. It's like a fear of claustrophobia, heights or water.
3D really altered the way I shot the movie completely, and it was exciting because, after 20 years of filmmaking, I felt like I was making my first movie, all over again.
I think 3-D across the board both in a home format and cinema is, it's going to be very big.
You really feel like you're on the cutting edge and you know you are because all the camera equipment you take for granted doesn't exist for 3-D. So all the cranes with all the stabilized heads, they don't work on 3-D because they're all built for lightweight camera packages. As soon as you kind of put two cameras together and all the other crap that they need and the cabling to go back to the computers, we've literally, the cranes on these movies, they break after a couple of days.
I think, as a filmmaker, my style of filmmaking is very well-suited to 3-D anyway, so it's not like I'm having to change a huge amount of the way I shoot to work in 3-D. I think you could probably dimensionalize some of my movies and they would make very good 3-D films.
One of the reasons why Resident Evil is a very successful video game franchise, much more so than a lot of others that have fallen by the wayside, is that they have constantly evolved.
I really believe in 3-D. I really think it is the wave of the future for cinema.
3D is very exciting. I love it. I'm a complete convert. Everything for me, from now on, is 3D. I'm completely convinced it's the future of home entertainment, as well as cinema entertainment. I think it's a paradigm shift, in terms of cinema, and those things don't happen very often. The introduction of sound, the introduction of color photography and now 3D have been the big shifts. They happen once every 40 or 50 years, so it's very exciting to be a filmmaker, working while one of them is happening.
When you're writing it's a very solitary job. It's you and your word processor and a cup of tea. It's nice- that again, is another nice thing about being able to do commercials is, you can get out of the house and chase high speed cars around for a few days and then by the time you go back, you're kind of re-infused to write.
The idea of doing a period movie, some people say, "Isn't it odd that you're doing a period movie? That's a change of pace for you." And, I'm like, "Not really." When you're doing a science fiction movie, it's almost exactly the same.
Recently, I've been loving Monster Hunter! A film conversion is currently in planning.
If you work with any new technology, you have to expect that it's going to be a little problematic.
Every movie is a commitment of a year or a year and a half. Commercials are much faster than that because they're much more contained. You can get in and out really fast, and you do a piece of work the you see the end result very quickly.
These commercials, I directed them all from inside the tracking vehicle, so I was traveling about 85mph most of the time, so there wasn't really anyone sitting beside me other than the driver. But, you know, yeah the agency is there and VW is there, which is- they're paying for it all and also because the agency created the boards, they want to make sure that you're not going off the rails in executing it. And also they can help, because they- it's a very different thing to cinema.
The cameras were a little twitchy, and you'd get less footage and less set-ups every day. The interesting thing about it was that you just composed images in a completely different way because we had big 3D monitors on set, and you'd wear the glasses and see the image in 3D.
Interestingly it's when you come to the comedy, that's where a lot of the discussion is. It's like ten people sitting around talking about what is funny. "Is that funny? Is that funnier than that? Is this slightly funnier than this?" I guess that's what it's like when you're making a comedy movie as well, you just have to sit around talking seriously about the nature of comedy.
Death Race was a very modern action movie and it used all of those modern action techniques with lots of hand-held camera, lots of punchy zooms, and lots of quick movements and quick cuts. In 3D, I didn't want to do that anymore.
There was a lot of pressure on me as a filmmaker to raise the bar and do better than before so, you know, I put a lot of thought and energy, that's for sure.
I had this movie, Death Race, that was a passion project for me that I'd had in development for almost ten years.
When that technology becomes widespread and it's on every car on the freeways, it's going to save so many lives. Especially in America, so many people get killed in these multi-car pileups on the freeways.
So each of the commercials- basically it's an action movie cliché. "Bus" is very much inspired by Speed obviously, where you have a high-jacked out of control bus, and you have heroes who are trying to jump from a moving vehicle to the bus and they just can't do it because the moving vehicle can't get close enough, because all these VW cars have this distancing technology, which is really fantastic.