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The Verge has an interview with Jeff White, visual-effects supervisor at Industrial Light and Magic (ILM), about how the big guy in Kong: Skull Island was created, and how this version of Kong compares to previous versions:
[The Verge] There have been many permutations of King Kong over the last 80 years. When you talked to Jordan, what was his creative mandate for the creature?
[Jeff White] Number one: not a gorilla. Number two: not something we've necessarily seen in previous Kong iterations, but certainly looking for the most inspiration from the original ‘33 Kong. That was really interesting, because as we started talking about the project, we did what we naturally do, which is pull lots of gorilla-movement reference [footage]. But after we had that first meeting with Jordan, we definitely were changing tracks a little bit, where Kong was not going to be a quadruped, and he was going to stand upright. Those decisions really influenced so many things about this Kong. One thing we were very worried about with him walking upright was, “Is he going to look like a guy in a suit?” We wanted to make sure that he still felt like this creature.
It's an interesting look at how animation has changed over the years, especially in light of the fact that it was once a common assumption that computer generated effects would replace all practical effects. Click the Read link below to view the full article.
Kong is still going strong in the box office, so you can catch it on the big screen all across the country. Head over to the Showtimes page to see where it's playing and when!
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