Race: the Movie (97:00)
Rob Brousseau/Hyper Image
(2006)
 

"Race: The Movie" is an original CGI sci-fi adventure created entirely in-house by Hyper Image, Inc., an animation and post production studio located in Southern California. Founded in 1995 by Director Robert Brousseau and Producer/Writer Rhonda Smiley to pay the mortgage, Hyper Image has since become much more.

This independent feature film is the showcase for both their resourceful production methods and their passionate drive to create features after years of providing services to the animation industry. Set in a fantastic futuristic setting, and woven through with pulse-pounding action set pieces worthy of the most intense video games, "Race" is a very impressive and ambitious achievement.
 
 

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"Hey, we can do that!" Those were the words or something close to it. It was early 2000 and we had just completed animating episodes of "Starship Troopers: Roughneck Chronicles" for Sony Television when the idea of doing our own feature danced in our heads. We believed we had set up a nifty little pipeline for production and thought, why don't we just bang out a CG feature with the crew we have?

Lesson 1: You can't "bang out" a CG feature.

To begin with, we had to figure out a level of detail that we could implement for the whole movie with our limited resources, and get through our modest render farm. The core of the production had to hold up so that any upgrades through the long process could be added without having to start from scratch. After all, as an independent, we knew that we couldn't win a technology war with a major studio. So we wanted to put our emphasis on entertainment. We weren't making this movie for our peers, we were making it for an audience.

That being said, we still knew it was vital to set priorities on what could and could not be accomplished. From examining other films and television shows, we found that the greatest technical problem with independently produced animation was the level of consistency. There is really no point to having a beautifully rendered shot if it is going to be followed by a technically inferior one since the audience will intuitively know something is off. Like a bad special effect in an otherwise good movie, it breaks the illusion for the viewer and pulls them out of the story. We wanted to make sure that each shot was up to the level of quality with the one before and the one following.

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After settling on a look, we concentrated on the story, and the characters and the worlds they inhabit for the rest of the production. We boarded and re-boarded, animated and re-animated as well as added entire sections to the film in order to make the experience as exciting as possible. We used the lessons we'd learned in producing and post-producing hundreds of hours of other peoples' ideas. No one ultimately cares what your troubles were in making the project, what software you used, how big your crew was, or how much money you spent compared to another film. If the film is entertaining, nothing else really matters.

In terms of genre, we thought this film would appeal to the demographic we belong to: video game geeks. The idea was to create an exhilarating feature length video game cut-scene about a group of racers in space. I especially wanted to make a film that was what I like to call a "Saturday Morning Star Wars," with all the excitement and energy of the original Star Wars movies combined with the appeal of the cartoons we enjoyed as kids. Or rather, the memory of those shows more than the actual cartoons; as an adult, most of them are painful to watch.

We felt we could pull this off since Hyper Image was working in the industry already. Our producer Rhonda Smiley was an accomplished writer with plenty of credits and the studio was a primary supplier of post-production and animation services to the few companies that were still making Saturday-morning style cartoons.

"No one ultimately cares what your troubles were in making the project, what software you used, how big your crew was, or how much money you spent compared to another film. If the film is entertaining, nothing else really matters."
    --
Rob Brousseau

Though we began physical production with both script and storyboard in hand, the length of time the process took allowed us to live and breathe our story and make the changes we felt were necessary for clarity and entertainment. Finding just the right flow involved quite a bit of experimentation but for us that was more an investment in time than money. We couldn't pass up that opportunity since we wanted to make the most out of our one shot to impress an audience.

Each viewer will discover what in particular they find special about the film but for those who've been working doggedly on this production for five years, the fact that "Race" is (nearly) complete is the most special. The opportunity to share our vision with others inspires the very excitement that drew us into this business in the first place. The movie is both a culmination and a beginning.

We look forward to applying all the positive (and some of the negative) experiences of making our first feature into our next one, which we have recently commenced with a 24 month start-to-finish schedule as our goal....Deep breath.

       --Rob Brousseau, JUN 2006

 
   
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