Creating the Clickers | The Last of Us | Max

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CRAIG MAZIN:<i> The scientific vision that the show presents to people</i> <i>is based absolutely in reality.</i> That fungus is real, and if it were to be able to infect humans, <i> it would go like that.</i> ♪ (TENSE MUSIC PLAYS) ♪ NEIL DRUCKMANN:<i> These things are out there to infect you,</i> <i> so they're already terrifying.</i> <i> So instead, you go in the reverse.</i> Let's explore the beauty of fungal growth. <i> When it has more of a human side,</i> <i> more of a beautiful side, it makes it even scarier.</i> <i> They have so much saturated, vibrant colors and patterns</i> and fractal ways that they grow. <i> How do we capture that?</i> <i> 'Cause that's more interesting than just creating the monster.</i> These are a lot of our very early concepts and busts. <i> We're following real reference and real nature</i> <i> of real fungus and real mushrooms.</i> Once we knew what the colors were, <i> then we would paint a suit to match.</i> <i>We would glue all the mushrooms and everything onto the suits,</i> <i> and then the suits would go over to Sage and her team,</i> <i>and they would cut the costumes</i> <i> for the mushrooms to be growing through.</i> Each clicker is designed individually. <i> And the costume had to be durable enough</i> to go through all of the crazy moves that the clickers have. <i> And you never go into battle with one costume...</i> (INFECTED SCREECHING) CYNTHIA SUMMERS:<i> ...but these guys did.</i> <i> So, you know, makeup, effects, and costumes</i> would be sitting on set, biting their nails, just hoping that everything stays together. One of the changes that Neil and I felt we needed to make was the way the fungus would spread. <i> We started looking at something called mycelium,</i> <i> which are these threads that make up fungus</i> <i> and the idea that if you're infected,</i> <i> these threads grow in you</i> and begin to come out through your throat. <i>The nightmare of being infected by someone doing something</i> <i> that is as human and beautiful as a kiss</i> <i> felt horrifying to us.</i> BELLA RAMSEY:<i> The prosthetics were so good that</i> the clickers really felt real. ANNA TORV:<i> No, I didn't want to look at them.</i> I didn't want that in my head to go home and sleep, and then you have to be kind of like, <i> "Hi! How are you?"</i> <i> It's not just what they look like,</i> <i> it's the physicality and the way that they move</i> <i> is what makes them so creepy.</i> But impressive. TERRY NOTARY:<i> When I start working with actors,</i> we get into the zone of being the character rather than playing the characters. <i> It had to feel like nature was unfolding</i> <i> in a scary, scary way.</i> ALEX WANG:<i> The clicker performers were outstanding.</i> Working with Terry was amazing. <i> At the end of our cul-de-sac scene,</i> Terry and I conducted a mo-cap session with all the stunt actors. SEAN NOWLAN:<i> And we put all these actors in these gray suits</i> <i> that they can have the tracking dots put on them.</i> And then, the cameras can pick up all of these little, nuanced motions. BLAINE LOUGHEED:<i> And it's just to collect a library of movements</i> to guide the digital characters, <i> whether it would be jumping or running,</i> <i> crawling out of holes,</i> <i> whether they're attacking somebody at full flight</i> <i> or messing with them on the ground.</i> NOWLAN:<i> And we use that, basically, to replicate their motions</i> onto a CG character. WANG:<i> Any shot with a child clicker ended up being fully digital.</i> <i>It was very important that when we saw the child clicker,</i> <i> that we understood it was a young girl.</i> We referenced what the original actress did, <i> her movements.</i> <i> We realized that what we needed to do</i> was expose more of her childlike features. One of the scarier monsters that I've ever seen is the bloater. (BLOATER GROWLS, GURGLES) We were debating quite a bit whether we wanted <i> to have a bloater in this season or not.</i> <i> Craig called me and was like,</i> "Okay, what if we did the bloater?" Work on the bloater started quite early on, obviously, starting with the game <i> and then building models.</i> For the design process of the bloater, we had all the intentions in the beginning <i> to shoot the bloater practically.</i> NOWLAN:<i> We changed the design in the bloater a little bit</i> from the prosthetic suit, <i> just enough to know that</i> <i>we wouldn't be able to get away with using the practical bloater</i> <i> and CG bloater in the same sequence.</i> When he emerged out of the hole, it was an amazing moment <i> watching such an iconic character</i> <i>from the game become a reality.</i> DRUCKMANN:<i> I don't know how to describe this feeling,</i> this feeling of pride that the set design, <i> the costume design, the look of the clickers,</i> <i> the sound of the clickers--</i> <i> We worked so hard to make sure they sounded just like the game.</i> (SCREECHING) <i>I watch it, and I get emotional</i> <i> because it does it justice and then some.</i> There's something really beautiful and moving about that. ♪ (MUSIC CONCLUDES) ♪
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Channel: Max
Views: 126,440
Rating: undefined out of 5
Keywords: hbo, hbo max, hbo max originals, the last of us, the last of us series, the last of us show, the last of us game, tlou, video game vs show, Craig Mazin, Neil Druckmann, the infected, the last of us sfx, the last of us makeup, the last of us zombies, the last of us monsters, the last of us creatures, the last of us zombie, the last of us effects, the last of us practical, the last of us prosthetics, the last of us fungus, clickers, the last of us clickers
Id: NLmN0UPXZ8I
Channel Id: undefined
Length: 4min 46sec (286 seconds)
Published: Tue Jun 13 2023
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