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How 'The Last of Us' SFX Artists Created the "Infected" | Vanity Fair

Vanity Fair · 1,487 words · 7 min read

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0:00- The irony of it is, I hate mushrooms.

0:02I can't stand mushrooms.

0:04I won't eat mushrooms.

0:05I can't stand the smell or the texture of them.

0:07So it's typical that we land a project

0:08which is all centered around mushrooms and fungus.

0:11Hi, my name is Barrie Gower,

0:12and I'm gonna break down how we designed

0:14and created the infected for "The Last of Us."

0:17Cordyceps is a natural parasite

0:19that is a real thing in the real world.

0:21So, the idea and the science behind "The Last of Us"

0:23is that what happens if this infected the human world?

0:26[light music] [creature trilling]

0:31[creature screeching]

0:32We were incredibly inspired

0:33by the original video game,

0:35created by Neil Druckmann and Naughty Dog.

0:37We went back to Neil and said,

0:38"Do you have, in theory, what's like a greatest hits

0:41of your favorite art from the original video game?"

0:43So he sent us a folder of about 10 to 15 images,

0:46and we used that with a combination of our own artwork

0:49and of real funguses, real mushrooms, real mold slimes.

0:53When we looked at a lot of this fungus,

0:55there's a very repetitive pattern.

0:57There's lots of holes, lots of clusters of shapes and forms.

1:00And it's something my daughter and I suffer from,

1:02phobia against lots of holes, or lots of parallel patterns.

1:07Very interesting to the eye, but I think it's also something

1:09which would trigger that phobia.

1:10And if we did that,

1:11I feel we're probably quite successful.

1:13[gentle music]

1:17With the infected characters,

1:18we used the leaf miner shapes to create

1:21all this beautiful, organic network of veins, raised veins.

1:24We also used a lot of reference of shelf mushrooms,

1:26which are mushrooms which grow very parallel

1:29trees and environments.

1:30For the Clickers, we used a lot of reference for

1:33Chicken of the Woods,

1:34which is a large mushroom which grows

1:36with these soft, rounded petals,

1:38which are usually vibrant oranges and yellows.

1:41We also reversed the colors as well.

1:43[creatures trilling]

1:46In episode two, we have a sequence where Ellie, Joel,

1:49and Tess enter a a Bostonian museum set.

1:53And as they come through the doorway,

1:54they're met with a plethora of cordyceps

1:57and fungus and mushrooms, and eventually get to a staircase,

2:01which all our cast walk up through

2:03all these kind of decomposing, infected bodies

2:06which have become part of the environment.

2:08To do that, we worked, again, with John

2:11and the art department, and with visual effects as well

2:13to decide what we would need to create practically,

2:16and what would necessarily be extended digitally

2:19to go up the walls and onto the ceilings.

2:21And actually what we ended up filming

2:22was pretty much pretty close to about 80 to 100% practical

2:26that our team created.

2:27It's almost like vinyl,

2:28it's like a retro effect we've had

2:31where productions have started leaning more towards

2:33practical effects again.

2:34So, we've been very fortunate

2:35with our last so many projects,

2:37especially something like "The Last of Us,"

2:39or something like "Stranger Things" or "Chernobyl"

2:41or "Game of Thrones,"

2:42where we worked very heavily with visual effects.

2:44and we've been asked to provide

2:46as much as we can on camera.

2:47[gentle music]

2:51Having worked with Craig Mazin before

2:53on "Chernobyl" for HBO,

2:55we worked very closely with him

2:57in developing a series of stages for radiation burn victims,

3:01and we had about four or five different stages

3:03over that show.

3:04With "The Last of Us," it was very similar

3:05that we wanted to establish a series of different stages,

3:09going from recently infected human,

3:11up to the Clicker and then the Bloaters.

3:13We spent probably the best part

3:15of about three or four months

3:16developing all the different stages for the infected,

3:18and we would start initially with

3:21what was two-dimensional straight makeup,

3:23to adding products around the eyes

3:25and the nostrils and the mouth,

3:26to almost suggest conjunctivitis,

3:28and some kind of infection to the eyes and orifices.

3:31To our first prosthetic stage, as such,

3:34was a very shallow but raised network of veins on the face,

3:38which gave the suggestion that this parasite,

3:41the cordyceps inside the human body,

3:43was actually making a race

3:45and a channel for the brain to infect the host.

3:47From there, we would start getting

3:49a little bit more extensive.

3:50We'd have our stage two, stage three.

3:52We would start introducing silicone appliances,

3:55which would have little shelf mushrooms

3:57and little sprouts of things coming out the skin.

3:59As we started to get to stages four and five,

4:01there would be more and more extensive appliances,

4:04more extensive coverage.

4:05Be it further over the head going into the scalp.

4:08They're glued so well to the actual skin

4:10that if we would just try and tear them off the skin,

4:12we'd probably take a layer of skin with them.

4:14We had an infected character played by a stunt performer

4:16who was pretty much fused to a wall.

4:18We had him sitting there for several hours

4:20whilst we got him in place.

4:22We have to remember,

4:23we're dealing with a human at the end of the day.

4:25And it's always important that we're keeping them hydrated,

4:28we're making sure they're comfortable.

4:29It's always taking that into consideration.

4:31We then jump into our Clickers.

4:34Their anatomy and the design of the character

4:36has this huge kind of floral petals, organic shapes,

4:41which are breaking out the cranium.

4:43[creatures shrieking]

4:48One of our biggest sequences for the first season

4:50was in episode five,

4:51which we coined the cul-de-sac sequence,

4:53and that's when we have all of our main cast

4:56who are spread over this cul-de-sac set

4:58with cars and various bits of rubble between them.

5:01And we have this truck

5:02which sort of breaks into this building,

5:04and there's a huge explosion.

5:05It creates this crater in the ground.

5:07And from this crater erupts this absolute flood

5:10of infected characters and Clickers.

5:12And we have two actors, two Canadian incredible actors,

5:15one called Samuel, one called Olivia,

5:17who played those Clickers.

5:18They wore fully practical foam latex crayons

5:21on the top of the head.

5:22And because we had very low light source,

5:24we could actually Velcro that out of the appliance,

5:28and all their eye area would be free

5:30so they'd have complete vision.

5:31So, for an awful lot of the cul-de-sac sequence,

5:34these stunt performers are running past frame,

5:36they're climbing over cars, and jumping onto each other.

5:38And there's a lot of combat as well.

5:39They had their eye areas removed,

5:41so anything that you catch in camera or close-up,

5:44they would have that area augmented

5:46and replaced in post-production.

5:48The Bloater is potentially

5:49the most extensive infected character that we have

5:53in the first season.

5:54We had the task to create a full body suit

5:56for a UK stunt performer called Adam Basil

5:59who, I think Adam's about 6'8".

6:00And we took a complete body scan of Adam

6:03and a life cast of his head and hands,

6:05and assembled it here in the workshop.

6:06So, we had a duplicate copy of Adam,

6:08and we sculpted the entire Bloated suit

6:11over his body former in a modeling clay.

6:13It's basically like Adam wearing a sofa,

6:15and walking around in this huge, massive rubber sofa.

6:19The weight is pretty extensive,

6:20but it's very elastic, it's very stretchy.

6:23It gives him a lot of freedom of movement.

6:24The build in total from start to finish,

6:26creating the Bloater suit,

6:28was probably the best part of about nine to 10 weeks.

6:30They scanned Adam fully and had a three-dimensional file,

6:34and, as an asset, that they were able to work

6:36with the digital company, Weta Digital,

6:38who created a fully digital Bloater for the final sequence.

6:42[Bloater grunting]

6:44[gentle music]

6:45Throughout my career, I've drawn inspiration

6:47from a lot of makeup effects artists.

6:49I mean, most notably, probably I'd say

6:51Dick Smith and Rick Baker are the two.

6:53I was very lucky a few years ago

6:54to work for Rick Baker on the remake of "The Wolfman,"

6:56and it was just incredible to have firsthand experience

6:59with somebody like Rick Baker showing me

7:01how to do all the direction of this fur,

7:03how to dress it, how to comb it, how to trim it.

7:05It's been great being able to work for a lot

7:07of my peers as well,

7:08and try and nurture a lot of their experiences,

7:11and then try and hone that into a lot of the work

7:13that we do here at BGFX.

7:15I think every project we do, I always learn something new.

7:18I mean, one thing we als always say

7:20that is the next project you go on,

7:22nine times out of 10,

7:23it's something we've never made before.

7:25And that's definitely the case with "The Last of Us."

7:27We've never made an army of people

7:29covered in mushrooms before.

7:30[creatures screeching]

7:33[gentle music]

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