The Tim Ferriss Show - #799: Richard Taylor and Greg Broadmore, Wētā Workshop — Untapping Creativity, Stories from The Lord of the Rings, The Magic of New Zealand, Four Tenets to Live By, and The Only Sentence of Self-Help You Need
Episode Date: March 12, 2025Richard Taylor is the co-founder and creative lead at Wētā Workshop, which he runs with his wife and co-founder Tania Rodger. Wētā Workshop is a concept design studio and manufacturing fa...cility that services the world’s creative and entertainment industries. Their practical and special effects have helped define the visual identities of some of the most recognizable franchises in film and television, including The Lord of the Rings; Planet of the Apes; Superman; Mad Max; Thor; M3gan; and Love, Death, and Robots.Greg Broadmore is an artist and writer who has been part of the team at Wētā Workshop for more than 20 years. His design and special-effects credits include District 9, King Kong, Godzilla, The Adventures of Tintin, and Avatar, and he is the creator of the satirical, retro-sci-fi world of Dr. Grordbort’s. He is currently working on the graphic novel series One Path, set in a brutal prehistoric world where dinosaurs and cavewomen are locked in a grim battle for supremacy.Sponsors:AG1 all-in-one nutritional supplement: https://DrinkAG1.com/Tim (1-year supply of Vitamin D (and 5 free AG1 travel packs) with your first subscription purchase.)Seed's DS-01® Daily Synbiotic broad spectrum 24-strain probiotic + prebiotic: https://Seed.com/Tim (Use code 25TIM for 25% off your first month's supply)Our Place's Titanium Always Pan® Pro using nonstick technology that’s coating-free and made without PFAS, otherwise known as “Forever Chemicals”: https://fromourplace.com/tim (Get 10% off today!)See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
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Hello boys and girls ladies and germs this is Tim Ferriss welcome to another episode of the Tim Ferriss show where it is my job to deconstruct world class performers to tease out how they do what they do so you can take their frameworks their tools their inspirations and apply them to your own lives.
Today I am interviewing two people I would consider decathletes of creativity the first Richard Taylor. He is co founder and creative lead at
wet a workshop, which he runs with his wife and co founder Tanya Roger. What a workshop is a concept
design studio and manufacturing facility that services the world's creative and entertainment
industries. And what you'll see is just how much they do. Believe it or not, it started by them
assembling things and making things on top of their bed. We'll get to that.
They've been recognized with five Academy Awards, four BAFTA Awards, three Thea Awards,
and more than 30 other national and international accolades. Their practical and special effects
have helped define the visual identities of some of the most recognizable franchises in film and
television. You will know some of them, including The Lord of the Rings, Planet of the Apes, Superman, Mad Max, Thor, Megan, and Love, Death, and Robots.
If you haven't seen Love, Death, and Robots, check it out.
There are some amazing, amazing shorts.
In addition to that, they do a few other things.
Get ready for this.
Whatta Workshop offers tourism and retail experiences, consumer products, an interactive
studio, public sculptures, and private commissions.
They've also done augmented reality and video games and all sorts of things.
Richard now focuses much of his time on their immersive experiences, which I've had the
chance to experience firsthand.
I recommend them very highly, such as the Thea award winning Gallipoli, the scale of
our war, what a workshop unleashed and the giant atrium installation Aura Forest at Edge of
the Sky.
Next we have Greg Broadmore.
Greg is an artist and writer who has been part of the team at Weta Workshop for more
than 20 years.
His design and special effects credits include District 9, King Kong, Godzilla, The Adventures
of Tintin, and Avatar, and he is the creator of the satirical retro sci-fi world of Dr. Groddbortz.
Featuring a myriad of collectibles, a world-touring art exhibition, four books, and a game for
Weta's pioneering spatial computing platform.
Most recently, Greg built Weta's video game division and directed multiple Dr. G video
games for Magic Leap.
He is currently working on the graphic novel series One Path, set in a brutal prehistoric
world where dinosaurs and cave women are locked in a grim battle for supremacy.
So these two guys have their hands in a lot.
They apply creativity to more things than I can count, and they do it with incredible
endurance.
How do they do it?
That's what we're going to explore.
And as you listen to this or as you watch it, you're going to hear a lot of moving around as they pull things from their offices, from their workshops, from around where they're sitting. So it will sound quite hyperactive. And I suppose that is totally appropriate given the nature of what we're discussing. So I'll leave it at that.
You can find wetta workshop at wetta nz.com slash us. That's wetta nz.com of course, and
on Instagram at wetta workshop. You can find Greg at Greg Broadmore. That's B R O A D M
O R E Greg Broadmore.com and on Instagram at Greg underscore Broadmore. that's B-R-O-A-D-M-O-R-E, gregbroadmore.com and on Instagram
at greg underscore broadmore.
So we're gonna get right into the conversation
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but here we are and I'm looking at the backgrounds in our respective videos and I'm accustomed
to having a pretty good background.
I've got a huge bear behind me.
I've got some plants and I have without question lost this background competition if it were
a competition.
So, Craig said, but you have a bear and I said, yeah, but you have a Tyrannosaurus,
but it's not a Tyrannosaurus.
What do you have behind you, Greg?
We'll start there.
That's an Albertosaurus.
It was actually, Richard bought it as a Tyrannosaurus. What do you have behind you, Greg? We'll start there. That's an Albertosaurus. It was actually a, Richard bought it as a prop for Kong.
The idea was as a pit scene in Kong, and then we were supposed to put a bunch of
bones in there, like it's a predator trap.
And so we, Richard bought all these bones and that was one of the leftovers.
Richard very kindly gifted it to me.
I had it painted up and put on a stand.
It's really my proudest position.
I freaking love it.
And you have a wall of guitars in addition.
Yeah.
And oh, actually that's a dinosaur egg. Not really my proudest position. I freaking love it. And you have a wall of guitars in addition to that.
Oh, actually that's a dinosaur egg.
All right, dinosaur egg.
The story behind that dinosaur egg
we don't have time to go into, but we've got one each.
And it is one of the most bonkers stories of our lives.
Just how we acquired those dinosaur eggs,
but we won't go there today.
Well, that might be around too.
After a beer and a visit back to Wellington.
All right. Deal.
So Richard, I've been in your office briefly.
I can see what's in frame right now, but could you describe for folks and maybe
show folks what you have around you?
I'm a big collector of garage kits.
You know, people that make beautiful
sculptures in their bedrooms, cast them in their garages, package them up and send them
off to people like me. And I've been collecting for maybe, they're going on 40 years now.
I'd give you a quick tour of the office. Like I've got a Thunderbird 2 up there. And if I go around the office, you
can see that there is just a...
You have hundreds. You have hundreds, seemingly hundreds of...
Yeah, this is the whiteboard where we do all our brainstorming at Weta for new creative
projects. And behind me is just even more. There's my wonderful colleague, Ree,
who'll give you a wave and it carries on and on and on.
In fact, there's some of Greg's work hanging up.
How do I show you?
There, those things hanging from the roof,
those are Greg's designs that I've turned into
some collectibles or some sculptures.
They're not collectibles yet, but I love them. So I thought I'd make them as or some sculptures. They're not collectibles yet but I love
them so I thought I'd make them as 3D sculptures. You just can't have enough
cool stuff around you. My favorite possession in my life, which my wife gave
to me so I stopped that rocking, is this beautiful sculpture here which is by a
guy called Gilbert Bay who was part of an art movement during the Victorian era.
So this sits here as inspiration and next to me is the Gremlins from Gremlins 2. I painted it up,
but Steve Wang was the original painter of that. So just got to be surrounded by things that inspire
you, I always think. That's actually double-cluck on the inspiration.
We could talk about, I guess it's Harry and the Hendersons.
I believe you have something like that also in your office.
Memory serves me.
I've got a Harry above my head just up here and I've got another great Harry over there.
Rick Baker's Harry is still my favorite animatronic character created for a movie.
So yeah, you've got to have lots of Harry around you.
If we look at inspiration, if we go way back, we're going to rewind the clock a little bit
with you first, Richard.
In terms of inspiration, how were you inspired to sculpt in the first place?
I read somewhere, and you can't believe everything you read on the internet, but that there was
a wonderful book on Chinese sculpture
that perhaps played a role,
but how did the very early stages get moving for you
with respect to sculpture?
I grew up in rural New Zealand.
My father was an aircraft engineer,
my mother a science teacher.
That's inspiration enough right there.
I feel very lucky, but I wanted to do art, right?
And my mom and dad really weren't
focused on that type of thing. So I had the great fortune of going to a closing down sale
at my mother's teachers training college, and I was able to buy two things, one of them
being the triptych of the Garden of Earthly Delights by Hieronymus Bosch. This is in my early teens possibly.
And that was my first realization
that running in parallel to our world
is this visual fantasy world.
Obviously I was reading fancy books,
but I had not really comprehended.
And because of the triptych,
you go from earth to heaven and to hell.
So this concept of running in parallel, this came
into my possession.
What is the title of that right there?
Well this isn't another language, it's called the rent collective courtyard. I've got multiple
copies of it now because I've been collecting them and friends in China have gifted me other
copies. It was a book of an unknown sculptor in
an unknown land. It inspired me to start digging clay out of the creek on the
back of the farm. I taught myself to sculpt. I started wetter with my wife
Tanya. I used this book as inspiration to other sculptors, hung pictures around
the walls, taught people out of the book, copied the sculptures in the book,
so pretty influential. By coincidence, then jumped forward 40 years and Greg, Ria and I are in
Chengdu, raising in the Sichuan province, raising money for the Sichuan Earthquake Relief Fund,
and at random we've been out doing a hopefully inspiration to a university that had lost
people in the earthquake.
Running late, back to have a meeting with the governor, pulled over to the side of the
road.
I think we ran across a four-lane road to a random art studio.
Went in, met the artist who owned the studio.
He was sculpting a figure.
He ran off, got his wife, brought back his portfolio,
turned out to be the person that did the art and the book.
Crazy.
Wow.
So hugely inspirational to me.
There's obviously other inspirations.
Ray Harryhausen's work was very inspiring to me
as I got into my later teens, discovering I didn't really
discover the physical effects
industry till I was in my teens. Unlike most people that do what I do that
discovered it early in their lives, I just didn't have access to cinema to
enough of a degree. So that's a very quick potted overview of those two bits
of inspiration.
So the name Ray Harryhausen, that is a stop motion master? Am I getting that right?
Yeah, I'm going to run away from my desk one more time and I'll speak loud so you can hear
me.
This is pretty signature Richard.
Of course I have a tribute sculpture to Ray Harryhausen in the form of... So that's Ray, and that's one of his characters.
He's got a library of extraordinary characters
that he's done on an amazing array of movies.
Sinbad is probably his better known,
but yeah, he was a stop animator.
When we were very fortunate to collect the Oscars
for our colleagues back home, I wanted
to give them a present.
Now when we were 25, my wife and I made a, we went on our big OE to England and Europe.
We got a combi.
What does OE stand for?
A big overseas experience.
There we go.
We got a combi van like everyone did and we drove it for 10,000 miles
around Europe. But I pre-wrote to Ray. He didn't know me and I didn't know him and I wrote to him
and asked him if he would please allow us to come and say hello. We bought a bunch of flowers. We
arrived an hour early. I gave the flowers to the housekeeper, thinking it was his wife. He forgot we were coming, so he came down in his pajamas with his comb over. But we ended up
having this extraordinary day with him and Diana, his wife. It lasted into the early evening and we
just hit it off together. So once again, jump forward 10, 15 years. We've now made Lord of the
Rings. We're very fortunate to win our first Oscars.
And I wanted to give a lovely present to our crew.
You know, you can throw a party or buy them all leather jackets.
But I thought it wouldn't be great if they could get to meet someone
that's a hero to them that they would normally never get to meet.
So I wrote to Ray and Diane, and they came to New Zealand for two weeks
and hung out in our workshop every day So I wrote to Ray and Diane, and they came to New Zealand for two weeks
and hung out in our workshop every day and just spent the two weeks with our team,
learning what they're doing, telling stories.
Ray put on a five-hour talk on the last night.
His wife fell asleep on my shoulder as it went into the early hours of the morning.
So riveting was he and so
inspiring. When we were fortunate to win our second Oscars, I wrote to Dick Smith, the
grandfather of makeup effects. And Dick Smith, I met via letter writing in my late teens
where I wrote to him and told him that I was sculpting in
margarine. The first 300 commercial sculptures I did in the film industry
were sculpted in margarine. So he forevermore used to call me the margarine
guy. Sadly Dick has now passed on but he was one of the most inspiring beautiful
humans you could ever hope to meet. And through his educational program,
it has inspired and educated a very large number
of the world's makeup effects people.
And that concept of passing it on
is something I've held firmly to as a company.
No secrets, share everything that you're asked of.
And we'll still get kids ring up in the
evenings asking how to make blood and I'm happy to tell them so.
Fake blood.
Fake blood.
Fake blood.
I should have said that.
Fake blood.
Not breeding vampires.
I was going to ask you about margarine.
Now if it's what I'm thinking it is, is this the butter substitute?
Maybe you can tell me if that is one in the same,
but could you just tell the story
of landing the job on public eye?
Maybe this will paint a picture for people.
And then why Marjan?
Okay, so it's very simple answer to that story.
I was unaware of plasticine.
Obviously I played around with plasticine at school
and I was using crude clay that I had mushed in my hands, but it was not possible to do
the type of sculpting I was needing to do in those two mediums because you couldn't
buy plasticine in large quantities, etc. My wife got a job working as a hotel duty manager at the Taz Hotel in upper Willow Street, Wellington.
And in the evenings, she used to invite me in because she became friends with the chef,
this guy called Alec.
And the chef was doing margarine sculptures.
He was doing swans and ponies and things like that.
And so I used to just hang out with him, this crazy, wonderful Scottish chef,
and I started doing monsters and creatures and dragons and superhero sculptures and things like
that for the tourists that would come in for dinner. So when I started working, I realized this medium, I had an affinity with it and I could
work in it very quickly.
So we got wind that the production company that I was doing art directing, art department
for on very low television commercials and documentaries, I got the wind that they wanted
to make a New Zealand version of spitting image, and I desperately wanted
to be the sculptor on this. So I actually snuck into the
office late at night and I actually borrowed a couple of
photographs of the boss, went home and sculpted in margarine
and then Tanya and I cast it and made a puppet of it.
I put it on his desk in a black plastic bag with a rubbish bag with my card on the top.
I put it there at midnight.
How did you get in?
Is it you kept earlier?
Your way in?
No, we were working in the building.
So I had keys.
I had the ability to go in and out because we're doing art department.
So often working at midnight.
So he phoned and he said, found your puppet, great,
but you needn't bother with the efforts
of making a puppet of me.
No one else has applied for the job.
But I think that sort of speaks to the individual
that I am actually, that you always got to go
that nth degree.
And that started two amazing years working for Gibson Group, making satirical puppets,
one every couple of days.
We had a third person working with us, a friend of ours called Clive, who did all the eye
mechanisms.
We built those out of roll-on deodorant balls and the
spring wire that you hang frilly curtains off in your grandma's kitchen.
We built 72 puppets over those two years. It was ferocious
timeframes, but because I could sculpt in margarine, and margarine is a bit of a misnomer, Tim. The true term is
emulsified vegetable pastry fat. It's actually margarine before you whip in the water and the food coloring. I see. It has a greater solidity. So I used to
actually microwave it to get it. I described sculpting in margarine as like using a 4B pencil sculpting in clay is like a 2B pencil and sculpting in plasticine is like a 4H pencil, let's say.
So to give the people that understand illustration terms, that's how I started to use margarine.
And I ultimately, as I said, did over 300 sculptures.
All of heavenly creatures were sculpted in margarine.
In fact, we made sculpting tools as big as shovels because the idea is that the little
sculptures that the girls had done in their childhood out of plasticine from school, that
green plasticine that all New Zealand schools used to get, they come alive and so they're
really big
So we made sculpting tools out of shovels and other bits of equipment lumps of wood that would give the gestural
Appearance as if the girls fingers had sculpted them. Well, I remember also taking a tour last time
I was in Wellington at way to workshop and there was a
in Wellington at Way to Work shop and there was a hands-on opportunity to sculpt with tinfoil, which I had never experienced before.
Sculpting with tinfoil with a spoon and I was shocked how much detail you could coax
from that material if you knew how to apply the spoon properly.
I made a hummingbird first time out. I made a tiger head and it was shocking to me
and really encouraging how you could take this cheap,
readily available, often wasted material
and use it to create things that could sit on your desk
and remain there as long as you wanted to keep them there.
Well, it's lovely that you remember it fondly. The Tim Foyle, I guess, is allegorous to
what we are trying to do as a company, what my wife and I try and do as individuals. Tanya, my wife, my business partner
as well, is I say the thing we love to make today as other makers, right?
We've had a lovely and amazing career,
and we're continuing to do fun and wonderful things every day.
But it's an imperative.
And I actually feel that it's beholden on us
to try and introduce as many people as possible, specifically
children, into the love of making and creating,
because it is slipping out of our fingers and
at one level some may say well so what it's been replaced by other things but I fundamentally
believe that our connection as humans to the creative arts crafts are an imperative on the
planet. I would even go as far as to say that the road markers that designate
a specific culture's journey through history are based in craft, whether it's architecture, clothing,
totems of religious or spiritual belief, etc. The things that remain across history are invariably
main across history are invariably craft based objects of importance. So the reason tin foil,
and Warren Beaton, affectionately known as Wazzie, Waz came to us on Lord of the Rings as the chemist that mixed up all the gloop for the birthing sacks and so on. He's an extraordinary technician,
makeup artist, animatronic engineer in his own right.
But for the last five or six years, he's dedicated every day of his life to being on stage trying to inspire people,
specifically children, to get off their iPhones for a moment and think about what these ten digits can do at the end of your hands. And the reason we use tinfoil is that no matter what the socioeconomic level of a family's life is,
tinfoil invariably always exists in the family's kitchen.
You can buy it extremely cheaply if it doesn't, and everyone owns a teaspoon. So we've made a sculpting curriculum
out of the most accessible material you can get
and a teaspoon, right?
The most accessible tool you can get.
And one of our great reasons to celebrate,
I think one of the highest reasons above other accolades
is that we heard that the central Auckland supermarket sold out of tinfoil
a few months after we opened our unleashed experience in Auckland where we do a very
deep dive on tinfoil sculpting because kids wanted to go home and make things out of tinfoil.
Do you own tinfoil stocks, Richard?
I don't, unfortunately. I've tried very hard to get our team to package
wetter specific tinfoil to sell in the wetter case.
You realize you should have been in the market
from the start.
I know, maybe it's been paid off by big tinfoil.
Yeah, I wish.
We'll all get Alzheimer's, that's the problem.
So I have a lot of questions for Greg.
I wanna ask a combo question for you, Richard, just to paint a picture for folks.
So could you paint a picture of what it looked like in the very beginning in terms of the organization?
And then let's just say it, you can pick peak Lord of the Rings or post Lord of the Rings, what it looked like just to paint a before and after picture.
So my wife and I have run our company together for 37 years.
We started off the business in the back room of our flat.
It was actually our bedroom.
We used to have a sheet of MDF, we call it custom board,
that we would flip onto the top of the bed
and we would make things on that board.
Peter Jackson was interviewed once and he
says, and I misquote, I remember coming into Richard and Tanya's bedroom and it stunk of
the same rubber and fiberglass smells of my own bedroom, right? Because he was also making
everything in the early years in his bedroom. So that's where we began.
We moved workshops nine times. Our first collaborator, employee contractor collaborator, came about
two years in, in the form of the gentleman Clive I mentioned, to do eyeballs. And today
we have about 400 people operating across seven business centers.
We have design and manufacturing for the world's creative industries,
which is about 170 of our team.
We also make digital games.
We do merchandising, collectibles.
We've done hundreds of collectibles over the last 27 years.
We also have a location-based experience division,
and we work on some of the world's largest museums, immersive experiences.
We've done the largest pavilion for the Dubai Expo, which remains open as a museum.
We've done the largest traditional Chinese medicine museum in China, which Achi
Sora's designed the building, 37,000 square meters, etc. We have a creative media division
where we are servicing people like Jay Chow, Asia's largest recording artist, a great Chinese musician, and we're doing work for him. He's actually Taiwanese.
We are going on holiday. We also run two retail stores. We operate three tourism offerings,
including our significant location-based experience called Weta Workshop Unleashed in Auckland.
We have a robotics division developing and building very high
performance humanoid robots, which we're trying to commercialize at the moment. Greg, help
me here. What else have I forgotten? No, that's a bunch of it. And everything in between,
right? We do a lot of service providing to private and public commissions.
A lot of very unique work for people's homes.
We're just about to deliver two crazy objects
or installations that we've built
for someone's private home.
These have taken each a year to build.
So you can imagine how complex
and how significant they are.
So that's where we've got to today,
a multifaceted design manufacturing
and entertainment company.
And that's a desire to try and give creative careers
to as many New Zealanders as possible basically.
Just a quick thanks to one of our sponsors
and we'll be right back to the show.
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I would say, by the way, maybe you mentioned public sculpture in there, but we've done
some amazing public sculptures as well. Huge works. You mentioned that, but one of the
things that I think characterizes the workshop is that it is a workshop. You went through
Tim. It's a workshop, concrete floor, lots of bandsaws and the sword makers, machinery
and everything.
It's a very tactile physical place.
But Richard has created an environment where new technology, new interesting ways of approaching
things is always welcome.
So as Richard says, we now do video games, we do location based experiences.
Richard, as far as I knew, is the first person in the world that I saw around me that was
bringing in 3D printing and 3D milling
and 3D tools into this very physical place.
I don't think you're afraid of any technology and you're very interested in all of it, regardless
of your love and fascination with physical tactile things.
It's like how do we solve the problem creatively?
It's just mesmerizing how many new technologies and new approaches turn up all the time.
And it's interesting, just yesterday someone said to me, the perception is that you must run the
company from a boardroom through executives, etc. etc. And that couldn't be further from the truth,
as you saw Tim when you came. My wife and I are an integrated part of every component of our business.
I'm on the workshop floor every day doing the work that we do.
When I'm not traveling with Rhee around the world chasing work and delivering jobs, etc.
We have an extraordinary group of senior management people that have grown up primarily in the building. A lot of our team have been with us
over 25 years, over half the company have been with us over 15 years. So those people,
there's no need for a second language because they just know as deeply as I do what's required
for each division and to get through each day. The diversity is our great benefit because if we had just remained
as a manufacturing and design studio, we would be a small bureau in New Zealand. But the
beauty of the diversity means that if one division drops off, which invariably is happening
pretty much every year, the other divisions all come together to support that division
and it fluctuates and flows. Luckily to this point, we haven't stumbled too heavily, but
due to the cleverness of the team and the symbiotic collaboration of the teams to keep
each division propped up when times are hard.
But it is a reality that the world is changing, the creative environment is changing, and most critically, the film
industry, specifically the Hollywood film industry, is
dramatically changing.
So where film used to make 70% of our work, it now probably
makes 30 to 40% of our work.
So we'll come back to that because I do find the sort of 70% of our work, it now probably makes 30 to 40% of our work.
So we'll come back to that because I do find the sort of diversified,
not perfectly correlated nature of the company to be very,
very interesting. And I do want to ask you about Hollywood changes. But first,
Greg, I want to come to you with a very important question related to naked ladies
slipping on banana peels.
I remember you and I were exchanging messages when I was
inspired after my trip actually to attempt to learn digital
painting and using Procreate and I was curious about some of
your practice habits and so on. And I can't remember exactly
what prompted you to send this to me, but it was a process capture of you creating many, many, I want to say 50, 60, who knows? dodgy slips. Okay, so Greg, can you explain and this will go somewhere. Can you explain
how that came to be? What the hell are we talking about?
Yes. So do you remember the DS? What was the DS stand for? It was a Nintendo DS. It was
a little flip over game console, right? It was made for video games. But the cool thing
that Nintendo added was a touch screen. It was just hand, oh, actually it had a stylus,
I think that's right.
What they didn't tell anyone was that it actually
had pressure sensitivity.
I guess they just didn't include that feature,
but I was playing that a lot and found that someone
had made an app, a mod for it, that made it
into a little art app and actually utilized
the pressure sensitivity.
And that was the first handheld, like now they're everywhere,
these little phones and so on with Procreate on your iPad and so on.
But back then, little game console, you could actually draw pictures on it.
And then this guy is a Swedish guy, Jens, I can't remember his surname, but he made
a little program for it, utilized the pressure sensitivity.
And I just started drawing on it.
And actually it happened, it would have been Christmas time in New Zealand, while my partner
Kate was going out shopping for Christmas presents and going into every store, I sat outside bored to tears. I would just flip open my
DS and start drawing. And I like drawing figures. I like drawing people. And I don't like drawing
from life very much. I like drawing from my imagination. I just started drawing women
falling over on banana peels. It's a very 1950s comic book kind of idea of slipping
on the banana peel and breaking your neck.
And every single one of them provides a new opportunity to sort of creatively explore the
human body doing interesting things.
I like the stupidity of it, like sort of sexualized but making fun of it, right?
Because it's like you can't be that sexy when you're falling over and hurting yourself.
I don't know what's going on about that clash.
It's interesting to me.
Banana peel flying in the air.
But I drew them and actually I hit 99 And we made an exhibition called 99 DS with my friend Christian
Pierce that Richard Itani was a patron of.
And we put on an exhibition in town.
But it was called 99 because I hit 99 drawings.
And that was when Gens' operating system
in his game, in his program that allowed you to draw,
that's when it hit the file limit.
So it's like, well, I've done 99,
I would have gone to 500.
And so I hit 99 and I thought, well, that's that.
And so my friend, so 99 dodgy slips from 99DS
and my friend Christian, he did 99.
What did he do?
He did deadly sleds.
Deadly sleds, these really cool,
super creative hot rods in all different ways.
Anyway, that's where that came from.
And for some reason, that ludicrous idea Richard decided, yeah, it's a great idea for an exhibition.
I'll put it on in town. So thank you, Richard.
Yeah, we put it on in sight. We got two shipping containers, painted them white, put a massive
graphic of DS99 on the side of them. And then I had our engineers cut a hole through the
insides of the shipping containers so
you could walk from one to the other and then line them in white Maltica so they look like
a medical laboratory and put LED strip lighting and so on.
And then we printed every image of Greg's and Christian's off about this big.
And we hung them along the wall like this,
and they looked so amazing.
And one container was dodgy slips,
and the other container was deadly sleds.
Ree, would you mind just going to Tanya's wall,
and behind the door is a poster of deadly sleds?
Just take it off if you can.
I'll just show you what they actually are.
I unfortunately can't hang Greg's dodgy slips
on the wall of our office.
They are hung in the design room in a lovely collection.
Yeah, there's a bit of nudity.
And none of the girls are well groomed,
if that's the right way to put it.
So people did query me about that.
It's not the modern way to leave.
I don't know what to say without getting you in trouble on YouTube.
You're not going to get in trouble. So Greg, I do want to, while we're awaiting the arrival of my
toys, show it to you quickly. So this is Christian's work, not Greg's work. So you see there's the graphic.
99 deadly sleds and there's a lovely thing that Christian's written to Tanya that's faded.
But you can see the level at which they can be illustrated on this tiny little wall.
That's wild. That is just incredible.
Yeah, the guy that did it did an amazing job.
Amazing job that you could make this little Nintendo make a beautiful little art app, right?
It was incredible.
In fact, other people made all kinds of things
for animation, stop motion animation apps and so on,
which I played with and made little animations.
And that guy, Jen's, again, I can't remember his surname,
but he was so lovely.
I wrote to him to say, you know,
actually I wanted to export the images larger
because they came out of this tiny little file size, tiny little resolution.
And so he made an image to a little program to upscale the images because it actually
records all the pen stroke paths.
And then he made us a little thing that did a process animation of it, like showed each
brush stroke going down because that was recorded as well.
And that is the video.
That's what happened.
That I saw.
The video.
Yeah.
Amazing.
So now you have an amazing bio, Greg, and I want to get to the two week trial that started
this whole dynamic do off.
I'm still on two week trial.
Yeah.
So we're going to get to that.
Now if you could just refresh my memory, I believe that you learned your skills through
private tutors given to you by your aristocratic parents and then art finishing school at the
finest institutions? Am I remembering correctly? How did you learn your trade?
That is a good question. Yeah, I did try and do art school. Richard, did you try and do art school?
Yeah, I went through Polytech.
You did go through Polytech. I tried to go to New Zealand's most prestigious art school and they turned me down. So I tried another one and they
turned me down. In the end I went to an art college in a small town in New
Zealand but it didn't last very long. I think for a little while they didn't
know what to do with me so they put me off campus in a little room and I just
I was happy. I was like I made I bought bed sheets and acrylic paint and would
just paint these weird Salvador Dali tortured scenes of people and I was like, I bought bed sheets and acrylic paint and would just paint these weird Salvador Dali
tortured scenes of people.
And I was happy and I thought, well, this is what school is.
This is great, you know, to do all these paintings.
And then very quickly they got me back again
and found out what they wanted to do with me,
which was make me learn all the traditional things
you're supposed to do in art and so on.
And I was a young punk rocker.
I didn't want anyone to tell me what to do and I still don't. And I was a young punk rocker, I didn't want anyone to tell me what to do
and I still don't.
So I was immediately out of my element
and thought this is not for me,
I don't want to learn perspective and blah, blah, blah.
Actually now, in retrospect,
I wish I had learned perspective
and all these fundamentals,
but I just wanted to learn myself
and I find that I love learning by doing.
It's the only way.
The act of illustrating or being creative in general I find
most interesting when you don't actually know where you're going exactly and you don't know what your
are. You don't really know how to do it. You just throw yourself into it and do your best. And I love
that process. Sort of finding out the shortcuts I find the least interesting if you like. I feel
like I don't learn out of that. I learn just by constant failing towards success if you like.
Building up the failures stack up.
And luckily you end up seeing the horizon from that.
Can I just say he's not been self-effacing there.
That's literally how he works.
I know it might seem to people listening that, oh,
you must never fail.
You did all these incredible films,
and your body of work is so amazing.
But it's extraordinary watching Greg work
because he almost massages the object out of the canvas,
by playing with it, by adjusting it, shifting it.
Very, very different way to what a lot of people do.
And I give briefs to Greg almost daily.
And there's things that I assume entirely
that Greg will be
able to do. When you say brief is that a project description? Yeah a project
description like here's a great example right next to me. Like I needed a set of
lockers designed for our unleashed locker where you lock up your bags when you go
through unleashed and Greg there's wall, there's a photograph of the
lockers and Greg has designed a set of characters, right, on the lockers. So you don't remember a
lock and number, you remember the character that you got and then he's made a sign for the top of
the lockers, right. That's a great example I just happen to have next to me because that's a
discussion we're having today. But there's things I totally assume that Greg's just going to knock out of the park and he'll just
say, no, I won't be able to do that. I wouldn't be able to get a result for you because the way
I organically work and think can't yield something. So he's very honest with me so we don't waste money
and time. Other things that seem so challenging, two hours later he'll fire back a sketch and he's nailed it.
Absolutely. And it's very rare that I will go back to Greg and say could you
please do X, Y and Z. I might scale things, I might ask for a bit more
absurdity in the picture. I gave him a brief, imagine an alien vomiting creativity across the walls of Auckland.
That was the brief. That's ended up being one of the world's largest murals
consisting of dozens of crazy characters rolling through brain vomit of creativity, right?
And Greg nailed it in the first illustration.
It did take me 10 weeks to then censor it
so it could be seen by the general public.
I was in a total flow state with that, by the way,
which is what I love to do.
You like to fall into the image and not even think about it,
just create it and it sort of just happens.
And so you're trying to find this flow state.
And so I was just doing this illustration,
it's 60 meters long by six meters high, and doing it on Photoshop and put it in pencils.
And I'm doing it and it's only it feels like at the end is when I woke up and then that the image
was done. Even though this actually took weeks and weeks. How do you set the conditions such that
that flow state is more likely to happen? What do you have? Do you have any rituals? Are there any patterns that you can spot in retrospect
that seem to contribute to that?
I'm 53 this year and I still don't know.
I would ask you that.
I remember this artist, Josh Homme,
he's a guitarist for Queens of the Stone Age,
an amazing guy.
And he actually just says, you've just got to work.
He thinks of it as the muse and the muse is out there the music the universe right and it's hopefully gonna offer you creativity.
Richard is dead but these are characters out of the mural i just want to reinforce the total of the brain works.
He works. But Josh says that, you know, that thing out there,
the flow state, the muse, the magic of creativity,
whatever it is, is out there.
And it's good to think of it as external to yourself
because that's what it feels like when it comes to you,
when it comes to you in a powerful way.
The only way is just to make yourself available to it,
which is work, right?
It's just turning up.
That's why we turn up every day and we work all day, right?
And you just do the work and then hopefully it turns up. Is there a
magic trick to make it happen more? I think anything that works that removes
yourself somehow, it makes you fall away. Like I said, when I did the mural, the
best parts of it were where I felt like I woke up at the end and it was done. And
that was actually where Richard was pointing out where all the problems came
from, because I, because I wasn't conscious during half of it, if you like.
There were things in there that were problematic.
I'd broken IP, I'd put Lemmy from Motorhead in it,
because I love Lemmy, and I just wasn't thinking.
And Richard said at the end, you know,
we don't own Lemmy, right?
So I ended up chopping Lemmy's head off.
And what did you do in its place?
And I put Richard's head on.
Richard said, why don't you put your head on? And I'm like, no, I'm putting Richard's head on. Richard said, why don't you put your head on?
And I'm like, no, I'm putting Richard's head on anyway.
But it's full of those kinds of problems
that Richard had to point out to me that were like,
hey, you've done this and you've done this.
And I'm like, oh really, have I?
God, I didn't realize.
But that's the flow state, that's the muse.
That's like the fact that it really didn't feel
like it was me doing it, it just happened.
So how did this start off?
How did the two week trial happen?
I started during the post-production
of Lord of the Rings.
So I think most of the actual creative work
that I could have been involved with
was actually already done.
But Richard was about to start on King Kong.
I think Peter had brought up King Kong.
And also Evangelion.
Remember that never happened.
It was a live action movie of Evangelion proposed.
And I sent in a folio with dinosaurs and robots in it and Richard saw it and I actually did a comic book as well that had both of those things.
Richard must have gone like oh that person looks like they can do something but I had never worked before I'd been unemployed for like seven or eight years before that almost continuously on the doll.
seven or eight years before that, almost continuously on the dole, which is not something I recommend.
And so I had no idea about working professionally or doing anything like that. I'm just a sort of creative lost soul actually. But when I saw that there was a place that was, I saw the first Lord
of the Rings film come out and it was like, you know, I was a fan of Peter Jackson's work and
everything, but my mind was utterly blown. I was not prepared for the, for the scale, how good it
really was and how it transported me.
But then I realized, oh, there's this place in Wellington
and I'm living here and it's got these crazy creative people.
Maybe, please, maybe I could work there.
So the timing was perfect.
Having that folio was some of the things
that piqued Richard's interest.
And Richard was so generous.
He brought me in a couple of weeks
after seeing my folio and showed me around. And I just said, so when do I start? And Richard was very gracious and said, well,
you can, you know, you can come on in next week or whatever. And I sort of thought I
was on a, I think I got a two week contract after a while and I don't, I think I'm still
on that two week contract.
Just to renew your vows every two weeks.
Yeah, yeah, yeah. So I constantly think I'm two weeks away from being out of a job, and I like that.
So I'm very curious, Greg, as Richard was mentioning earlier, sometimes you'll get a brief and you'll
say, sorry, no can do.
This is not something I deliver.
And then other times, something that Richard would think to be very complex gets turned
around in two hours.
And what I'm curious about in the former category, how do you know when something just is not
in your wheelhouse?
Or how do you decide to respond with that type of answer where you're like, can't do
it, can't deliver this one?
I don't know.
I'd have to probably see an example because I can't remember actually saying no, I always sit there, I guess here's what it is. If Richard or anyone asked me
for something, if my brow really starts furrowing and won't unfurrow, then I know this isn't
working.
There's a problem.
I used to describe Greg as getting pinwheels in his eyes, right? His eyes were just pinwheel like this.
And I go, this one's not for Greg.
Tim, when I started listening to your podcast,
the first one I listened to,
or actually I listened to one years ago
and I absolutely loved it.
But then I came back, I listened to one of David Deutsch
in Navale, do you remember?
Oh yeah.
And the David Deutsch one just blew my mind.
I'm reading his books at the moment.
I've become absolutely obsessed with him.
There's something in his philosophy and his science
that I totally resonate with.
It's not like I've changed my opinion.
It's like amplified my opinion.
And he talks about really finding the fun,
chasing the fun.
It's about finding really what inspires you,
what interests you.
And then when that feeling happens, you know, you're going to be able to
solve that problem where you have a chance of solving that problem because
you're motivated, you're interested in finding that state of fun and
creativity is the perfect way to learn.
You're motivated to learn and you'll overcome the challenges.
Maybe when things are a little bit too hard, not fun, you know,
when they're too easy, you know, you've already done it before,
there's no point doing that again.
And I get very bored very easily.
So the things that I've already done before, I'd like, why do that?
Let AI do that, you know, AI has already been trained or that's fine.
It can solve that problem.
I want to solve the problem where it's fun.
And so there's the things that Richard will suggest,
and this is 90% of them, in my opinion, I hope so, Richard.
I get excited, my brain ignites, and then I go like, I want to solve on that.
And maybe, and I can't think of an example, there's the hopefully very few states
where I go like, I just go, I don't know why that would work.
But I would also try and say why I think it doesn't work or why I can't solve it.
And maybe even suggest why it shouldn't be solved and could be solved a different way.
I always try and be constructive.
Greg will always philosophize with me around art, right?
It's one of the great benefits of our friendship,
irrelevant of our working relationship,
in that trying to find the purity of an idea
requires a level of philosophical exploration.
Doesn't have to be high brow by any means.
I don't think me and Greg are capable of high brow.
But it does require you looking inside yourself
and it does require a deep observational,
inquisitive journey through an idea together.
And we do that amongst a small group of senior creatives
within the building.
It's actually to me, one of the most joyful parts
of my career is that those conversations
through relationship around creativity
and what comes out of the end of them,
which is really great.
Richard, could you give an example that comes to mind, any example of what that looks like
in practice, what it looks like coming in and then what it looks like at the end of
such a conversation?
And for people listening, I'm sure they're like, that sounds awesome, but what does it
look like?
How can I try it?
I do a real meta example of it.
So we know that we want to own and operate our own location based
experience because we're building them for other people. We don't really have an
inkling to try and make a movie but we know that we want to do something that's
our own IP of our own experience. So how does the seed of the idea come to be?
We've built an exhibition in downtown Wellington
in our National Museum called Gallipoli, The Scale of Our War.
I saw it. Great.
It tells the story of a First World War campaign fought by New Zealanders,
relatively what would appear to a foreign visitor,
a relatively modest moment in history,
but to New Zealand, a phenomenally important moment
in the journey of our country, et cetera.
And it's through that level of philosophical exploration
that you come up with the seed of the idea.
And I call it the grand idea.
If you can't come up with the grand idea,
then you're almost certainly not going to be able to achieve something that will engage
the audience. It's like trying to make a movie before the script's written. With Gallipoli,
we came, myself and my colleague Rick, came up with the grand idea in the first three
hours that we sat together, because we philosophized
around what Gallipoli meant to the people in New Zealand, what the men must have felt,
what the realities of the situation.
The next exhibition that we did for the same client, which they said we want to build an
exhibition around bugs.
What was the great idea for Gallipoli?
What did you land on?
The great idea is the realization that most people only think of a past military conquest as visualized and quickly fading memories through sepia colored photographs of a time long past of people that no longer matter. That's sadly
fact, right? And most museum exhibitions of military campaigns are told through statistics,
told through the army, told through a meta-like view down on the war. Our grand idea, if you
can call it that, is make pillars of the men of our past and present
them in a hyper-realistic, larger-than-life scale in bell jars to give people the opportunity
to learn the story of the whole campaign through the intimacy of the connection to eight people,
seven soldiers and one nurse.
And that was the grand idea and the technique of achieving that.
Going back to Unleashed, the LBE that we've built in Auckland,
the location-based experience in Auckland, we oscillated around the idea for a year.
Sorry, I should have finished off Bug Lab was a five month deadline,
as opposed to the eight months that we had to do Gallipoli.
Three months in to Bug Lab,
we still didn't have the grand idea.
So we won't start until we have the grand idea, right?
So it's very, very perilous
and puts you on the very edge of potential failure
because you are trying to find that grand idea.
But without it, the work is a waste of time
because it doesn't congeal around a central conceit.
And with Unleashed, it took us a year of exploratory ideation
and philosophical discussion till we landed on the incredibly
obvious but the thing that we really, really wanted to do and the story we wanted to tell.
That's a good example at a large scale, but that stuff is happening most days of the week
as well on micro decision making.
Can I just add some color to that?
Cause you brushed over it really quickly that they're huge sculptures,
like most exhibitions of war, as Richard says, or even history in general.
This is for Gallipoli.
Yeah.
I really, they're either dioramas, small or recreations of soldiers at real
scale and lots of photos and lots of documentation, right?
And then you kind of supposed to pour through the documentation.
Sometimes they have a little bit of audio and video,
but this is these huge people, hyper realistic, down to the pores,
like every...
I remember looking at the pores when I first walked in, the sweat and the pores and the hair and the eyebrows.
A man picking up food.
How large are these figures?
Two and a half times life size.
Massive.
The biggest that we've built at Hyperrealism is eight times life size.
So that's a 16 meter tall figure.
If they were to stand, right?
One and a half kilometers of fabric in their garments.
Even the fabric is scaled up, right?
Everything is scaled up.
People are complimentary about the heads and the hands because they can rationalize that
to their own skin and how we've scaled it up.
The challenges of making the heads and the hands pales compared to making the different
fabrics and components within the costuming. Because to make a larger costume, you have to find a sheep with a two and a half times larger denier of hair density to what was used for the real costume.
And then you've got to weave it. You've got to loom it and then weave it and then build it into a costume, then you can't just use a sewing machine because
the stitching won't be big enough and on and on and on it goes. So we want to tackle it
at that level. Some listening may go, oh God, that just seems either obsessive or a waste
of money and time. We take it to that degree because you are trying to pay a depth of respect
To the memory of the people and if you shortchange the effort you've shortchanged the respect to those people
These are veterans right there return servicemen or men that lost their lives in service to our country
So what is it to us to make that extra 10% to try and?
What is it to us to make that extra 10% to try and get it as good as we can possibly get it? A lovely thing with Gallipoli is over 4 million people have been through it now.
Now that may not seem a great number to people listening,
but that's in a population of only 5 million people.
We're very proud of Gallipoli. It's just been extended by a few more years, so
means more people can get to see it. And Tim, when you experienced it, but when you stand there
under the people, it is a different, it's very, very different. I don't think I've seen anything
like that before. I didn't make it, so I can kind of hype it a little bit, I think. I just got to
wonder it as well and sit there beneath these giant men and characters. And you feel, because they're hyper real and the beautiful way it's all presented
and lit, you feel a magnitude, right?
Literally, but emotionally, that's a very unusual approach.
If you, I think that idea on paper, hey, we'll make giant versions of these
figures, it almost seems kind of weird and surreal, but it has an emotional
impact that makes you feel the situation profoundly.
Yeah.
Richard, did I hear you correctly?
You said the deadline was eight months on that.
Yeah, we had eight months from first meeting with the board to deliver that.
Wow.
Very few things we do has the luxury of time.
So it could be argued if someone took an in-depth look in our company
that it does not make
good business and financial sense to carry the level of infrastructure that we do at
a manufacturing level.
We have 11 different divisions doing 17 different disciplines under the one roof.
And so you've got experts that are poised and ready to go.
The reason for that, other than the fact we just love,
you know, having that type of expertise and creativity
along for the ride, is that we simply could not simply
do many of the jobs that we do,
because the inability to turn on a dime,
to react that quickly, it's very rare that
we will do a film job that has more than eight weeks. Very rare. Has more than
eight weeks you said? More than eight weeks, yeah. We'll deliver, we've literally
just done a job over Christmas that saw us deliver hundreds of, I think over a thousand weapons and hundreds
of suits of armour in less than eight weeks. So that comes down to innovating new methodology
and having process. Obviously all the other things, passion, enthusiasm, tenacity, everything
that comes along with a great crew of people, but
being able to innovate new methodologies every year to be able to stay ahead of the deadline,
basically. Yeah. So let me ask a question about process and then we're going to come back to you,
Greg. But first, I do want to talk about because this certainly is so iconic and it's in the minds of probably most people
listening which is Lord of the Rings.
And I'd like to understand what some of the most, first of all, kind of how that came
to be, Richard, and then what some of the most crucial decisions were with respect to
taking on a project of that scope,
because for a lot of companies,
I could see that being the hug of death,
where you suddenly go from reasonably moderately contained
and small to sprawling, taking on so much responsibility,
and many companies would implode.
I've seen it happen many, many times.
So how did that come to be
and what were some of the most important decisions made
that allowed you to grow the company and take that on?
Yeah, that's a really big question.
I'll try and answer it in a very condensed way.
We have time.
I just pulled this out, right?
This is Sting from the movie. This is one of my
favorite things that we've made in the company and I keep it next to me and I
pick it up and it gives you strength and it gives you a sense of wonder and it
connects you back to a very happy time and it glows if there are challenging
clients in the car.
For people who can't see that that is a sword. Yeah. Oh, sorry. Those that can't see it here I'm showing all these visual aids because that's how I
I'll drive people to the video. Yeah, I just held up the one point four eight times larger than life-size
Sting that's carried by Elijah Wood at his scale.
I likened it to teetering towards the edge of a precipice.
There's probably a much better visual metaphor than this.
And you do this frequently in one's life, the decision to start a family, the decision
to buy your first home or the home that you'll spend the decision to start a family, the decision to buy your
first home or the home that you'll spend the rest of your life in, like the home that my
wife and I bought way back on Meet the Feebles, right?
The decision to X, Y and Z.
But Peter Jackson offers this opportunity.
And when he offered it, my wife and I, Tania and I, discussed with Peter,
and we ultimately settled on doing the design for and the manufacturing of
the armor, weapons, creatures, miniatures, special makeup effects and prosthetics.
Like five divisions of very, very large body of work.
And you teeter to the edge of the precipice, and as a human, just as the human animal that we are,
you've got a decision.
You either step back from the edge
and let others take up the slack and do it for you,
and you follow, or you choose to leap.
And you either will then slam into the bottom of the cliff
and make a mess with your
guts and your brains everywhere or you will actually arrest your fall through a number
of different mechanisms. Self-belief being the most important one. I have four very simple
tenants that I operate by and four tenants that I try and operate our company by and the first
one is love of oneself. That doesn't mean that you're egotistical or believe that
you're better than you are, but if you can't see in yourself your virtues, how
the hell are you going to expect anyone else following you to see your virtues?
Right? So love of oneself is the first of those four tenets.
And there is mixed with that, as corny as it sounds,
ignorance being your greatest ally.
I think all of us operate to some degree
where we are blinded by the love of what we do.
Like Bertram Russell, if I've got the right person, has a lovely quote, And I think that's hindered by the love of what we do.
Like Bertram Russell, if I've got the right person,
has a lovely quote, work is more fun than fun.
And people that don't understand that struggle.
Even if you're in a low level position
that you're not really enjoying,
you can still make the people that you work with really fun, right? I used to clean toilets on international aeroplanes, but man, the people I worked with, I put a
cricket ball through the window of the international terminal because we were playing cricket out
on the tarmac under the planes. You can turn anything into fun. So I had, once again, a very corny and I couldn't think of something better at the time, but
we needed 158 crew working for seven and a half years on 48,000 separate things to deliver
those five divisions to the trilogy of movies.
Our works are 98 to 99 percent of the films because our works
in almost every image shot other than mountains with no one in it or etc. And you've got an
inexperienced crew. You're highly inexperienced yourself, right? We'd done Hercules and Xena
at the time and we'd had a career of about eight to ten years
doing Peter's films. Peter of course is a inspiration in his own right and highly
knowledgeable so he's helping as well. I used to say no matter how fine and how pale the thread
that I give you, if you don't weave it with care into the tapestry, the tapestry
will be in some way threadbare. What I'm talking about, that's sort of more of a silly poetic
way to say you're only as good as your weakest link. And in our case, we literally were linking,
right? Handmade chainmail, 12.5 million links over three and a half years. And chainmail is only as good as how well you glue the top link on your shoulder,
and whether the chainmail is going to fall off you.
So trying to get us collectively, myself and my wife,
and our team to believe that we could do it, didn't require,
because there is a, I'm'm sure exists in other countries,
but it is a fundamental part of New Zealand. I think it's because we're a young nation.
We're at the back quarters of the world, a long way from marketplaces where you can buy
components to fix your tractor. So there is this intense can-do attitude that still exists today. Thankfully, we hire
people that come with that beautiful can-do attitude. And we were able to benefit and
bottle that so significantly on those three films. And the overjoyed nature of knowing
that you're trying to prove something,
prove that New Zealand could do it, that we could stamp our mark on the world stage.
That was really important to us.
To do justice to Tolkien's writing was really important to us.
To meet Peter Jackson's vision was really important.
And to make sure that we had really good fun.
That didn't mean that it wasn't
brutally challenging, it was, but at no point in the seven and a half years did I ever think
that I didn't want to be doing it. That was really a special part of that experience.
Work is more fun than fun.
What are the other tenets you mentioned for?
Love of oneself, love of what you do, love of who you do it with and love of who you
do it for. That is as a father of a family, well, as a husband or partner to a loved one,
a father or mother to a family, a president of a country, a CEO of a business. If you
can't find those four tenets, obviously the first one, love of yourself, love of
what you do, you've got to love being a parent, you've got to love being a lover,
a husband, a wife, a partner. You have to love the people that you do it for.
It is so easy to become cynical about your audience or your fans or your family or the
person working above you, right?
But that's who you're trying to capture it up in your passion for what you do.
And you know, the other one's very obvious.
So that's how I think of things
very simply. And that's after 30 plus years of working, it started to congeal that that's
thinking about all these things that you might think about. That's the things that drive you
forward. I think I've settled on those four simple and try not to be a dickhead is the
and try not to be a dickhead is maybe the fifth. There are thousands of self-help books.
I've actually only read one of them.
I can't remember the title even.
Someone said to me once, you only need one page,
a one page book on self-help.
And it's simply, and there's only one line
and it just says just
don't be a dickhead right and if you put that against almost anything in life
it's actually correct if we understand collectively what being a dickhead means
and no doubt I for foul of that and invariably am sometimes you know we all
are we can't it's very hard to not be,
but you try really hard not to be, eh Greg?
Yeah.
Yeah, trying, always.
Trying.
And have I answered your question well enough?
I've sort of been a bit fringed around the outsides of it.
No, you did.
I'll have probably just one or two follow-ups
related to that, but before I get to that,
you mentioned the can- do attitude of a fairly remote
country and the resourcefulness that that engenders.
And I'm wondering if there are any other advantages that you can think of,
of doing this, whether it's the workshop or Lord of the Rings or the combination
of the two in New Zealand. Are there advantages that you can
think of? Tim, when I'm talking, I'm talking about Wedder Workshop, we were a small component of the
overarching endeavor of making Lord of the Rings, right? We're very proud of the piece we played and
we did a lot on it, but the art department, the costuming department, the props department,
the camera department, the grips department, the grips department,
the directing department, et cetera, et cetera.
The miniatures, there was phenomenal number of people
all focused on the same mission.
And I've actually said in the past,
Lord of the Rings wasn't made by a director,
it wasn't made by a film studio,
and wasn't made by a film crew,
it was made by a nation of people coming together in that moment to try and make Lord of the Rings in
New Zealand for the world. That speaks to the phenomenal number of people that Peter
and his producer drew into the collaboration of making Lord of the Rings.
I mean the government, the military,
I mean, the whole country was buying it.
Yeah, the government, the military,
our tourism department, I think everyone felt
you would have to have been pretty cynical at the time
to have not felt a certain level of pride
in what Peter was trying to do in our country
and get behind it.
And a lot of people benefited because of it.
The driving desire to that
term punch above your weight. I don't specifically like that term, but that's a well-used one
that speaks to it. New Zealanders do have a burning desire to try and achieve great things
regardless of where we may come from and the scale of our country, that should
not restrict you at all. And you only need to look at our sports teams to see that, whether
it's our national ballet, orchestra, contemporary dance, poets, writers, painters, artists in
general, never mind the film industry or the creative industries, we have technology
companies in New Zealand that are competing with the best in the world. Rocket Lab comes to mind
that are doing astounding things on a fraction of the budget. You know, the robots that we're
building in our workshop right now, probably at a 500th to a thousandth of the investment cost of some
of the robots that we're seeing online, but we're pulling it off.
We're getting there slowly, but getting there with five people and the money that we can
save from projects we're doing.
It's that attitude.
I think that plays a big part of it. Peter Jackson mustn't be missed in this equation
to his self-belief and his just sheer drive.
I've never ever seen Peter quiver in uncertainty
to fluctuate in a sense of uncertainty
that he isn't sure of what he's doing.
That is an amazing thing to work around
because if your leader is confident, then you know, and there's a lovely quote, the
Emperor will not remember you for your medals or your diplomas. He will only remember you
for your scars. And I think there is a mentality of that very much in our country.
You just got to knuckle down and do it, right?
Grit is a important component in the journey, not the accolades at the end.
It's the task of getting there that is seen as equal in accomplishment as winning baubles.
Quick follow up on never seeing Peter fluctuate
in uncertainty.
I'd be curious to hear your thoughts on that.
Is it because in your perception,
he's very clear on the right thing to do
and or is he also very good at identifying things
that can be fixed later?
In other words, he moves very quickly and values fast decision making with incomplete
information over trying to get complete information.
I don't know if that's a coherent question, but could you expand a bit on why you think
he's able to do that?
It's a hard question because not to be disingenuous in any way to Peter because he is an extraordinary
human being,
a filmmaker, et cetera.
But of course he makes mistakes, he leads things possibly in a challenging way.
I'm not actually speaking to the outcome as much as the sense of self-belief and confidence that he's got it, that he knows what's right
for him and he knows where to go with it. And maybe others have seen him but I've,
as close as I've had the pleasure of working with them at Times through my
career, I've not walked into a meeting, which I do in front of my own
colleagues here at the workshop. I'll go, guys, you know, with this one, I'm not
completely sure where we should go with this. Could we talk it through? Could we
philosophize on it? Could we... Peter doesn't need to do that. He'll come to us
and say, I can't yet visualize it. I know what I want to do with it,
but I don't know what it's going to look like yet. Could you do some concept art around it?
But the conviction of how he's going to actually make the images on the screen is so certain.
I think a lot of that is his self-education and what he has taught himself about most
of the ways film is made.
If he had a thousand years, he could have made Lord of the Rings himself.
So my assistant Ria is just trying to catch my eye to let me know.
No problem.
Do you have to exit stage left?
I got to bug out very quickly.
Sorry.
No problem. No problem at all. Do we have time for stage left? I got to bug out very quickly. Sorry. Yeah.
No problem.
No problem at all.
Do we have time for 60 seconds?
One last quick question.
Okay.
Yeah, of course.
So Richard, you mentioned creating creators, making makers and also inspiring kids.
And I'm curious for people listening, if they want it to be more creative to lay their 10
digits into making something, Are there any resources,
books, exercises, anything you'd suggest they start with?
Obviously today with the internet, there's a near infinite source of extraordinary training
videos. I'm doing some sculpting of my own at home at the moment and why I'm sculpting,
I just have a video playing, not that I can watch the video because I'm sculpting,
but just listen to a guy that's talking through
doing his own sculpture, right?
Because I just love to think that maybe there's a sculptor
standing next to me and so I've been inspired by that.
But in answer to your question, to me,
the core attribute of creativity is to be inquisitive
To be curious and I do see that a lot of people choose to journey through life
Looking at the world but not studying the world. They don't find
beauty and curiosity in the simplest of things And if you find it in yourself to start
finding extraordinary lessons and beauty and inspiration in most if not
everything around you, specifically the simplest things. Like there was that
great American movie that came out with a net bending with the dancing plastic bag that was caught in the wind.
Oh, is that American Beauty, maybe?
That's right. Yeah, we've all seen bits of plastic caught in the eddies of a a lusting wind in the corner of a building or in a rubbish bin or whatever. But that director remembered it, captured it, and shared
it because his inquisitive mind loved it. And it became like my mind has instantly gone
to that image when I've been trying to visualize how to answer your question because it resounded
so fundamentally with me. And then there's only one thing that you can do
is just start making.
It doesn't matter what the medium is.
We have people turn up to interview with me,
and you can see that they're slightly bashful.
And I say, well, what do you do?
And they will go, well, I do macrame,
or as you guys call it, macrame, I think.
Well, Makrame is about hand skills, dexterity,
eye to hand coordination, pattern, weaving,
color combinations, strength, engineering,
et cetera, et cetera, all these things add up.
That person is possibly exactly someone
that we'd want to hire.
And it doesn't matter what the craft is, just start making something, leave something behind,
right?
If you think about who are the true immortals in the world, their teachers and parents,
people that pass information to others to carry on into the next generation.
But I do think about artists as crafts people as being creatively
immortal. Like this is not a prop. This is an artifact to me because it will carry on
and bring joy long after I'm dead. The sword maker that made that imbued it with creative immortality. And to me, that's a good place to be as a human.
Ree is losing her way.
Thank you, Ree.
Thank you, Ree.
I thank you, Richard.
I show her action of telling me to hurry up.
All right, Greg, you and I have lots left to talk about.
Well, I'll leave you with Greg now.
Give Greg a chance to get a word in after I blabbed for most of this.
No, I'm learning.
I'm sitting here.
I love it, actually.
So Greg, let's talk about some of your projects that are,
I suppose, Greg projects as much as anything else, and how you chose them,
why you chose them.
And let's begin with vintage inspired ray guns in 2006.
Where did that lead?
And then I certainly have questions about more recent
projects, but let's start there.
Yeah, the ray guns.
Well, that's a childhood inspiration.
I'm a 50, I was born in I'm 53, I think. Is that
right? Done the maths?
Yeah, sounds about right.
And I'm a child of Star Wars. But before Star Wars, I remember really fondly the black
and white serials of Flash Gordon and Buck Rogers and those things. And so those things
are seared into my like four, five, six year old mind. And so when Star Wars came along,
it was like all that stuff in technicolor
and high definition and the sound and the music
and everything.
So there's always been this kind of love
for retro science fiction in there.
And so the Ray Guns came from that love,
really a flash Gordon,
but in a way it's not really science fiction.
Science fiction I like to think of as,
it's actually very cleaver people who know about science
and know about technology and then speculate
on what could happen culturally or you know narratively with
those things. Dr. Grodbortz and the Ray Guns was not really about that actually
it's a veneer of science fiction, right, technology and weapons and spaceships
but it's actually a satire making fun of our current culture and that culture in
that world and also making fun of how science fiction and science in general gets things wrong.
How did you decide to do that?
And I want you to tell people more about it,
but how did you decide to do that?
We all have finite time,
and people listening when they're listening to you
and Richard, they're like, good God.
I mean, they can't keep track
of the number of projects and so on.
Certainly the energy is a big piece of that, right?
So you find the things that excite you
and you focus on that.
So you have the fuel in the tank
before you necessarily decide on the destinations.
But how did you decide to go after that saga specifically
and create that?
So the first thing you just alluded to,
and I said it before, that it really is just,
that I found that so exciting.
I thought about the ray guns and I started painting them and I found that so exciting. I thought about the ray guns and I started
painting them and I found it so intriguing. I thought I could draw a thousand ray guns.
I could just keep on drawing them. Just drawing a ray gun. By the way, a whole world came
out of it with characters and everything, but I could just draw a thousand ray guns.
Like there's infinite variations. And so the creative potential in that just caught me
and I would have done it. And I did do it. I did these nine, they're up on my wall over here,
these nine illustrations.
But really the decision to keep going is Richard.
I was very, very lucky.
So what happened, like how did you tip over
that domino of the ray guns?
Like what was the germ?
Because you alluded to it, right?
But it's always interesting to me
when you end up with like an immersive world,
where did it start, right?
So maybe you could tell that story. That's Richard fanning the flames. I had done these
nine paintings just for myself because I love Ray Guns. Ray Guns. Yeah. 1930s style classic Ray
Guns. There's something beautiful and arcane about them that I really love and silly at the same time.
But Richard was just as King Kong was finishing and Richard, one of the businesses we have is collectibles, but we don't own any of the IP
that we make collectibles from generally. And so Richard had this aspiration like,
and when you don't own the IP, right, you don't really control it.
You don't get to do the exciting things you'd really want to do with it.
You've got to go through the filtering process of whoever owns the IP or whoever
manages it. And you don't necessarily make the lion's share of the money.
So, you know.
Sure.
So Richard wanted to do our own IP.
So he put the word out to the entire workshop,
said, we'd love to,
if anyone got any creative ideas for collectibles,
you know, and I was doing those ray guns.
So it was perfect timing.
I was like, Richard, we should make these ray guns.
Look at that.
And luckily for me, he got the idea straight away.
He saw it in real.
And we almost said the same thing at the same time.
We should make these as real.
They'll be metal.
They've got glass, right?
They'll be in a case, right?
We'll just pretend they're real.
They will be real as far as we're concerned.
I had this vision that like,
we'd even put, cover them in dust
and put moths in there, right?
And they are all stained in age.
We didn't go as far as putting the moths and the dust on.
You make them dusty and old
and then you put them in your loft or whatever so that you
can pull them out and say, look, this was granddad's rag and he fought in the Martian
wars right back in the day.
So it was just this philosophy of doing that.
And luckily, because Richard got it, before I even knew it, we were away and making them,
really making them as real collectibles.
And then the next step was provocation from Richard.
I love comic books and it made them my whole life.
And he said, well, what's this world about?
I know you've got these beautiful ray guns,
but who made them?
And so I'm like, I think I know who made them.
And I just started making the books from there.
So it went from ray guns to inventor of the ray guns.
And then what came after that?
I think that to me, there's something in that creativity.
The first spark, you don't really know where it comes from.
Maybe it comes from your childhood or something random
that you've picked up along the way
and that just ignites your information.
But then if you've created all these sort of why questions
to start coming from it.
So if you've got these Reagan's, who made them?
Why did they make them?
What are they for?
And your imagination starts presenting answers to that.
Right, and then you just, I think about this a lot. Why choose any creative direction?
This is a whole big metaphysical thing. I think about a lot about the, there's actually two
different ways, I think, two distinct directions in which people create stories and narratives and
worlds. And one way is directed where you kind of know where you're going to go. You know, the
ending and the other way, which I've discovered I do more
often than not, is I am just chasing these why questions, getting your imagination, giving
you answers back and you following with the one that is most profound to you, that makes
you feel the most. It must make sense logically to you, but it also must excite you. And then
also, I guess it feels the most powerful, but you can possibly see more branches coming
out from there. And as soon as you see the more branches you like,
that must be the way. And so you're taking all these choices as they pop up and present
themselves to you. That world of starting off with a series of nine paintings of rayguns
ended up being a whole universe. And we made games from it, made dozens of different collectibles
and books and all kinds of things, all from that process of just chasing the right thing
and having Richard being the one going like,
do more, do more, do more.
So I was actually just having a conversation
a few weeks ago in Utah with the fiction,
mostly fantasy writer, Brandon Sanderson.
And he was discussing exactly in different terms,
but these two stylistic options, right?
Or creative approaches.
And I think, can't recall exactly the terms used,
but it was something like the improviser
and the architect, right?
Some people like to have the blueprint, the outline,
they execute to outline,
and that produces what they expected.
Other people, let's just say in the realm of fiction writing
might start with two characters or one character in an interesting situation and then they
just run with it right from there. They start with that germ of an idea and then they see
where the tree branches, but they don't know where they're going to end up, which is such
a fun and liberating approach, which I've only explored in a little bit of fiction that
I've done, but most of the time I'm architecting in terms of nonfiction.
I was going to ask. So you're more on that architect side.
You can kind of see an endpoint potentially or see the thing you're trying to say.
And then it's about like, okay, how do I plan to get there?
Well, you know, now that I think about it and thinking it through out loud,
I would say that when I'm in the second phase of my work, that's true.
And what I mean by that is my books are actually two broad buckets.
The first bucket is research and experimentation.
And when I'm doing the research and the experimentation, there is a lot of groping in the darkness
and finding my way from one interesting thing to the next.
So I can't really predict, otherwise it would be very boring, where the experimentation
is going to lead for any of the books, which almost always include experimentation, especially
the first three and the one that I'm working on right now.
And then once I have all of the material, more or less, then I decide how I'm going
to pick and choose and massage and create a sort of interwoven puzzle, so to speak.
Maybe that's not the right metaphor, but you kind of get the idea, like an advent
calendar maybe, for the reader to experience as they go from one page in one
chapter to the next and to the next.
So I would say that in the beginning,
it's exploration, improvising,
and it gives me the dopamine hit and the rush of energy
necessary so that when I end up having to do
the blueprinting and the bricklaying,
which I intrinsically find less enjoyable,
then I have gas in the tank to push me through
that second phase.
There's probably not a hard distinction between either.
And in fact, you're probably oscillating back and forwards between both approaches all the
time to some degree.
It's just some people naturally veer more towards exploring and some wanting to know
a place.
I discovered it a little bit when I was showing the early stage of my current book to a friend
and had a character in it.
And they wanted the character to resolve a certain way, right?
And they said, I hope you have this character
beat that character.
I'm being really reductive,
so I'm not being specific about anything.
But they're saying, you know, they hope that happens.
And that was the realization for me
that I wasn't doing it in the way that they were thinking.
Because I was thinking, well, actually, really?
I don't know.
I don't know who's gonna win.
I don't know where it's gonna go.
I'm just following it and seeing where it goes.
Part of that might just be a choice of that feels more fun.
That is riding the wave.
That's being on the skateboard,
not knowing whether you'll fall off or not.
If you can keep it fun, then you keep on going, right?
And so not knowing where it's gonna go is good. But you know that your imagination will present you these options
and that if it feels powerful, then you know you've hit somewhere good.
I think you touched on a key component there, at least for me, which is effectively if you
have confidence in your imagination in the muse also to present you with discoveries along the way.
Having that confidence seems to be a prerequisite.
And I think I've always had quite a lot of self-doubt
when it came to taking something from beginning to end,
idea to final product without a blueprint.
And that's part of the reason why I've,
in the last few years
and moving forward, I want to do many more creative sprints,
short deadlines with really capable people,
where I don't know exactly where the end product
is going to end up.
And to play around with honing that confidence
in more of an improv jazz way,
as opposed to a orchestral piece
where you have everything figured out in advance
and executed to spec.
Oh, and it's been catching one thing you said there though,
but there is a missing ingredient
in that you do need to have the deadline, right?
Or the reality, you need to have the wolf at your back
to some degree, right?
If you're completely creatively open
and just gonna find your way, but there's no deadline,
there's no pressure on you, you can kind of wander anywhere.
There is something about making a commitment to someone else, however you do that, to a
publisher, to whatever, or taking money on to do the project and knowing that you have
to pay it back or whatever.
That wolf at your back is so important, even if you don't know where you're going to go,
because now you have to go somewhere
and you have to beat the wolf.
So you've got to be careful not to take that away from yourself.
I think that can be maybe something I'm speculating, but maybe if you get too successful, that
can be dangerous because now you know you can just kind of freely float along and explore.
Maybe you find something, maybe you don't.
But when you know that failure is an option, you go, I can't, I have to, I have to keep on going.
I have to solve this.
Yeah, for sure.
So the new book, tell us about the new book
and how you ended up deciding on this
as a project to put your energies into.
Yeah, that's one path.
There it is, ah, pretty.
It's my first time seeing it.
It's my first time seeing it in this form.
I saw the early digital way back. That is gorgeous.
It came out really, really good. I'm very, very happy with it. I've gone with a publisher
called Mad Cave, who I didn't know before, but they've been fantastic. So I started our
game studio. I was one of the few people at Witta Workshop that had a real keen interest in games,
and I wanted to make our own games.
And really luckily for us, we partnered up with this guy, Roni Ebbavitz came along to
our lives who started Magic Leap, a company that make 3D goggles, like AR goggles, they
call them spatial computing.
And we started a studio through them and he was massively supportive of me, even though
I'd never made video games before.
I had a vision of how to do that, of what I wanted to see and I understood what he was massively supportive of me. Even though I'd never made video games before, I had a vision of how to do that,
of what I wanted to see,
and I understood what he was trying to do.
And so we were very lucky
that we formed a relationship with him
and then made the game studio.
And I made a series of games,
and I'm really proud of them.
They were great.
They're very pioneering and very challenging.
But sadly for us, not that many people saw them magically,
only got to a certain level
and needed more funding.
And then COVID came along.
And luckily, Magic Leap managed to limp its way through and is now continuing on, which
is great for them.
And hopefully they continue to grow and get back to strength.
But they were massively punched in the guts and my whole team was gone almost overnight.
It was crushing, you know, all the speculative money, as you'd know, sucked up at that moment and went into the safe things, which is totally understandable.
It went in traditional games and it went into food and you know,
all the basics that we actually need when we're in a crisis.
But it disappeared from Magic Leap's endeavor at that time.
And so I actually had games halfway through production, some almost entirely finished.
Brittle. Yeah, dude. Emotional punch in the guts for me.
And so we all went home and I actually sat here thinking about, well, what next?
And so I handed over reins of the game studio. I didn't really want to make traditional games.
I was so in love with making the kind of wild and crazy technological things that Magic Leap was aspiring to do
that I kind of went back to basics. I thought, I need to go back and do something that I can do on my own. I also discovered about myself that maybe I should take a break from
running a big team. It's an amazing thing that someone like Richard can do to have so many people
you know doing these things. It's an art unto itself but I realized I needed to get back to basics
and I'm a lover of dinosaurs. I grew up in a very dinosaur-y kind of place in the bush.
And so this world of cave woman and dinosaurs,
it's been in my head for years
and it kind of crystallized, it started to crystallize.
And sitting here looking out my window at the bush,
back at home, away from civilization,
as civilization seemed to be falling down a little bit,
I had these very primal thoughts of this kind of world
and the story started to form around those ideas. And it is very much a little bit. I had these very primal thoughts of this kind of world and the story
started to form around those ideas. And it is very much a cave thing. I felt like I was
going back into my cave like a weird little shaman and concoct something new, something
I knew I could do more or less on my own as well. A comic book is a beautiful thing because
you can do the entire thing yourself. That said, I have two other writers, Andy Lane
and Nick Boschier, who co-authored
it with me. And they really helped me to sort of shape it and put a lot more depth into
it.
But to your point, you knew that it couldn't be taken away, in a sense.
And I thought, I can do this. I don't need to hire 20 people to do this. I can do this
all on my own. And emotionally, it became a story about technology and about collapse
and about, you know about being back to basics.
I think going from such a technological world,
working with Magic Leap,
who are doing the most highfalutin crazy stuff
and thinking about that every day
about what the future of computing could be
to like, know I'm gonna work on dinosaurs and blood and gore
and people living at the edge of survival.
Yeah, that's what really motivated it.
What was the set of tools that you used and when you were originally concepting this and
working on layout and so on were you doing the majority of it in Photoshop? What did the set of tools look like?
I tend to draw first mainly in pencil and then go into Photoshop from there if it's interesting
But the first thing was really conversations
I would be having conversations with my co-authors
just bouncing back and it was really just percolating
ideas in the broadest possible sense
of everything that could happen,
why the world would be the way it was
and everything and all the ingredients.
And then some idea really catches your mind
and I can see a spark of it, see a little vision.
And then it's like, okay, I'm gonna draw that.
I'm gonna draw that moment. And then I started drawing a bunch of those moments
that some of them went on to become key plot points
in the story.
And other things are more matter of fact of like,
well, I know there's a character,
it's named One Path after this character called One Path.
And so I needed to see her, you know,
your mind's kind of searching around for who she really is.
So that's an exercise into itself.
I need to draw her. Normally in a film that would be conceptual design, you might draw
a hundred versions of her. But for me, luckily, because I'm creating it, I just like draw one
drawing and I know that's her, you know? And then doing that for all of the elements of the story,
doing that for all the dinosaurs, the places, the characters. So I essentially concepted it all out.
I don't need to be as methodical and full
as you would with a film,
because in a film, you need to design every single thing
and every single place because it's gonna go on
and someone's gonna actually have to build it.
But in this case, I know I'm gonna be drawing
all the comic panels, so there's a lot I can fill in
in the future that I'll solve when I get to it.
But I wanted to draw a high level of it
and see it in front of me and get that feeling of like,
is this a place, is this actually a thing know that drawing it all and spending the time with it gives you a chance to live in it and
Feel does it make sense and do you want to move further into it? Do you want to explore more?
You know, what are the best places for people to visit or maybe a better way to phrase the question is how can people get a
taste of your artwork and storytelling?
That certainly includes one path so you can give people an idea of where and when they
will be able to get that.
But also if they want to get a taste for the many flavors of Craig Broadmoor, I don't know,
wording's a little awkward, but you get the idea.
Where should they go?
I've just actually released a new website at longlonglastcregbroadmoor.com.
My partner made it for me. I've always just relied on Blogspot and Instagram and all that kind of
stuff. Never actually done a decent website. So finally I've got a good website and it's got a
bunch of content out there actually. And I'm also on Instagram. But yeah, it's probably not
comprehensive, but it's got a ton of my work. Beautiful. And then OnePath. What's the timeline
and how are people going to be able to get it? So OnePath Beautiful. And then One Path. What's the timeline and how are people
going to be able to get it?
So One Path comes out April the 8th.
That's like a month from now.
That's very soon.
I don't know when they release this,
but yeah, hopefully very soon for your audience.
Within a few weeks of recording this.
It's a 200 page book, but there's three more books
altogether.
There'll be four books in total, each about the same size.
So I've already been doing it for like, uh, when was the pandemic?
When did that start?
I've lost track of time already.
Boy, 2020.
Yeah.
2020 has been five years.
I feel like I've just started it, but I've already been making it for five years and
I'll probably be doing it for another two years yet.
So yeah, that's wild.
Now, do you foresee, do you have any aspirations to see it expand beyond comic books?
Have those ideas started percolating or have you put those on a leash so that you can focus
on getting the work done that's at hand?
Yeah, I really pushed that stuff away actually.
I work in the world of film and video games and so on.
So everyone would ask me, you're making a new IP, is it going to be a game?
Is it going to be merchandise?
Is it going to be film and so on?
And actually, I was completely uninterested in that.
And I don't know why I'm not being dismissive
of those things, because I've made them
and helped to make some of those sorts of things.
I realize it's because I wanted to keep the thing
as pure to itself as possible.
There's a bunch of weird and possibly challenging ideas
in one path that I knew, let's say,
I would just run the simulation in your head,
there's going to be nudity in this book, right? If I think this creative world has to solve these
other paradigms, film, games, whatever, then I know I have to curtail some of the decisions or...
You'll start censoring or you'll start editing.
Censoring is the worst, but editing in ways that sort of take all the edges off and make it less
unique. So I thought, no, it's a comic book.
It's purely a comic book and I'm going to do the things that I can do there.
And then if I'm so lucky down the line that the opportunity arises for it to be
other things, then great, we can adjust it there.
But I'm not going to think about those things at all.
In fact, if I'm honest, I was almost a little disdainful.
I was like, this is a comic book.
This is like pure baby.
I should say graphic novel. That's a grown up word for it, but I still.
Yeah, graphic novel.
Oh yeah, no, the tuxedo.
The sort of black tie version of the comic book.
And let me, and I'll point people to One Path,
certainly in the show notes and linked to the website as well.
When you reflect back on your work and time
with Weta Workshop, can you think of an example
of something that was particularly hard to pull off
that you ended up being very proud of?
I'm just deeply interested in following you
through that journey, having you tell a story
of any project that comes to mind.
The one that resonates for me is District 9.
I got to work on District 9,
which was Neil Blomkamp's debut film.
I'll tell you the whole arc of that
and jump into a couple of moments from it,
but I know other people had this experience.
It started as Halo, and actually we started working on Halo,
the feature film adaptation of the video game, amazing video game.
It started there with no director. So Richard just said, you know, we might be working on this, Peter's trying to produce it, he's going to try and find someone, let's just go.
We don't have a script, we don't have anything, we just have the game.
And so we actually spent a long time creatively exploring that. And then we met Neil Blomkamp and it was like, that was a revelation. I had my doubts about that as a film because I thought it's a great
game but how can this be a film? I wasn't even quite sure. Then when Neil turned up
and he'd never made a film before I'd seen his little shorts. I was like, holy hell,
okay, now I get it. This guy has got a style and a vision and it's completely unlike anything
else. Now I can see the film. This is gonna be amazing.
But then all of a sudden one day that whole film fell over.
Now at the time, just for context,
at the time what had you been brought on to do exactly?
I was doing concept design.
What Workshop would have done I don't know,
but the aspiration would have been
to make many of the props and vehicles.
In fact, we were making a warthog
and we were making many, many elements
of the physical aspects of the film.
But the whole thing fell over.
I poured my heart into that film.
I had worked so hard and loved the work that I'd done,
and none of it will ever be seen.
It's all locked away.
It's all open, right?
I'd done hundreds of drawings,
and my friends had done hundreds and thousands
of drawings and illustrations.
It's just so much more work. And then one day it was just gone. Film and illustrations. It's just a astonishing amount of work.
And then one day it was just gone.
Film's done.
And then one day you're depressed.
And then the next day you're just like, well, got to keep on going.
Right. You get up and move on to the next thing.
And then all of a sudden, Neil's making the idea of District 9 came along.
And we'd seen Live in Joburg as short.
That was the basis for that.
And that was like, this is even more exciting, right?
No disrespect to Halo, but now we get to create,
if this can happen, we get to create a science fiction
world from the ground up.
It can be whatever we dream up, right?
And Neil has a crazy imagination,
so this is gonna be fun, and it was.
But Neil is, like many directors, he knows what he wants.
He has complete confidence and faith in himself,
knows when he doesn't like something, right?
But is happy to change course immediately
if he feels like that's not working.
And so the story I would say of like
the challenging thing overcoming it,
this happened to me, but it happened to other artists as well.
I designed many aspects of the film,
mainly the robotics and the weapons
and spaceships and stuff like that. And I was working on the ExoSuit robot and we designed a full organic alien that I really loved.
It was like it was not a grown robot as if it had like skin and you know,
it was actually manufactured using organic techniques.
So I thought it was a really interesting idea to add hair and it looked robotic, but it also looked really different.
And I thought it looked cool.
You know, I had my own little doubts about parts of it,
but I really liked it.
And we even went so far as to build a huge prop
and ship it to South Africa.
And they shot scenes with Shalto Copley in the thing.
So I'm like, this is cool.
And then all of a sudden Neil just changes his mind.
Like, no, it's not gonna work.
That thing doesn't quite work.
I want something bigger, scarier, heavier, right?
And so again, I had that same moment at the end of Halo of being like, ugh, right? quite work. I want something bigger, scarier, heavier. Right.
And so again, I had that same moment at the end of halo of being like, so, right.
My design that I poured months into that my friends built, it's just,
that's nothing. That's just, that's just air now. Goodbye.
And then you have to like, go snap yourself out of it. You cannot be depressed.
You can't be bummed. You just gotta be like, okay,
now I've got this new problem to solve.
I've got to figure out what this next version is.
And I think I probably did like 30 designs in the course of a week, right?
Just working my ass off to create as many options as possible.
Part of this competition is like, I wanted to make sure I got my design in there.
That's the wolf at your back.
And the thing that came out of it was even better.
Neil was absolutely right. He got the thing that solved the creative problem that was this
threatening, scary, but also superpower for Shalto to wield. So, and by the way, just for someone
else's experience, the guy who designed the aliens is a friend of mine, David Meng, amazing sculptor.
He had a similar experience where he worked for months on an alien design and we made it as
prosthetics. It was we made it as prosthetics
It was all gonna be prosthetics. You put guys in suits and then they walk around with these alien prosthetics
He sculpted this beautiful design beautiful prosthetic. They painted it sent it South Africa and then Neil went like don't work
Did Neil give reasons or was it just a very simple doesn't work. We need I can't remember in my mind. It's just doesn't work
No doesn't have a lot of fluff.
It's just like, you know.
But he may have given more.
I can't remember.
I saw in Dave what I felt, right?
Which is this like, oh.
He had made a Faberge egg of astonishing detail, right?
This beautiful thing and then goodbye is dust.
That experience is just
so common in making film. But anyway, the alien that he made out of that, he just went,
he collapsed to the floor and then he pulled himself back up. And the next day he was sculpting
the new thing and what finally made it to the film was even better than the other designs.
So I want to hear more about this. I want to dig into this psychological resilience
piece a little bit
because I've spent time with a lot of artists. You certainly have spent time with more artists,
but it's easy for an artist, whether that person is a visual artist or a writer or otherwise,
to get attached to their darlings. To get very attached. It's incredibly understandable.
to get very attached. It's incredibly understandable. And then I recall distinctly, this is a few years ago, maybe it was two years ago, and I did my first creative sprint, coming back
to what I want to do more of, with a number of concept artists who had done a lot of work
for Dungeons and Dragons, Magic the Gathering, really incredible with fantasy concept art, but also really fully
fleshed out covers of you name it, any iconic player's handbook, etc. from D&D or otherwise.
They just created these masterpieces.
But what struck me most was not their capabilities, it was two aspects.
They were both good at quality, but exceptionally good at speed. So number one, it was just the speed and their ability to hear an idea, sit down for an hour
with a pot of coffee and like start with silhouetting a lot of the times and then smashing out ideas.
But the characteristic that stuck out to me most, and I don't know if this is born or
built, that's what I want to ask you about,
is how unattached they were. Meaning, like they would produce so much work and
I was working with, let's just say a project manager,
we were all in person, shacked up in the middle of the countryside at this hotel just to do this work on
this fantasy world that has been kind of renamed. Initially it was a
this fantasy world that has been kind of renamed. Initially it was the legend of cock punch,
long story, but later legends of Varlata and could actually be modified very easily to be a serious viable full-blown fantasy world, which might be something I explore. But the reason I bring it up
is I would have a decent idea of what I wanted to do, because I also grew up collecting
comics, wanted to be a comic book penciler, so I think very visually, but they were accustomed
to having 70 plus percent of their stuff X'd out by IP holders and starting over.
And they were so unfazed by it, it stuck with me ever since my first day watching them be so unattached.
And I brought up the project manager because he's done actually have this new book here.
I'll just give him a quick shout out. Hold on one sec. So one of them was Adam Lee. And
you can see here this is worlds and realms, Dungeons and Dragons, it runs through basically 50 years of gameplay and different worlds
within the D&D ecosystem.
But he is and his writing partner both said to me, they're like, be super blunt.
You don't have to wear kid gloves and dance around it.
They're like, if you don't like something, just say you don't like it.
And it was very, very hard to do because I get so attached to my own little
middling attempts at artwork. So how do you develop that? Is it just brute force repetition
where you've built up so much scar tissue over time that you get better at handling
it?
Maybe those guys sound very, very good at handling that. I would probably be a more
emotionally fragile even than that because I do get protective. But I did realize early on, working at Weta
Workshop, because I'd never done professional work before, especially not
at the speed. I love the speed, by the way. I think speed gives a work a
quality of its own, which I think is what I love and chase after. But I
realized you have to generate a ton of work, whether you like it or not,
you're in competition with your other artists, which is a great camaraderie, but it's still a competition.
And you're all bouncing ideas off each other.
And most of your ideas will be rejected.
And you kind of know this because if you're doing a hundred versions of a character and your team's doing, you know, a hundred more each, it's only going to be one of them.
You kind of know whether you think it or not, that when you're aware of it or not, that a lot of that stuff's gonna be thrown away.
But it does hurt when it is thrown away,
especially an idea that you're passionate about.
And so you realize very early on
that you have to become unattached.
You do need to care about the work deeply, right?
It is your baby.
You have to care about it.
And if you don't care about it,
the work won't be any good.
So you cannot become cynical to the work.
You have to love it.
And you have to be able to let go of it.
Those two things are really in opposition
because you're fighting with yourself.
It's so hard to just let go when you care so deeply.
But that's what you have to learn.
And those guys obviously mastered it.
They knew that they could be in the state
of loving the work and enjoying it,
and then just be like, whatever will happen will happen.
And know that the joy is not actually in what happens next with that, it's actually in the
doing of the work itself. As long as you did something great there, and now I have an opportunity
to do something great again, or try. I think they obviously have mastered that. And that's
what I tried to chase after was like, well, I love the work, the process of doing it.
I want to enjoy that process and whatever will be will be after that. At least you're trying to get there. That's easier said than done because
you still care about it going on and becoming a part of the movie. So there's a competitive
part of you that wants to win. That doesn't go away.
Yeah, I feel like you need that though. Right. And that strikes me as the crux of the challenge.
It's easy to, I shouldn't say it's easy, it's not easy.
But it's easier to either care a ton or not care at all. But it's really hard to care
a lot and then also have the what will be will be attitude with the work. Like that
strikes me as a combination that is super tricky but
it's really really important. I think I've become better at it with writing.
I'm still very precious about anything that I paint or draw. I mean ridiculously
precious but with the writing it's like look, it doesn't matter how cute and clever you think that page
or that chapter or that character is,
if your test readers say it's fucking boring
or it's confusing, you got to kill it.
It is, right?
Yeah.
Well, they've given you a, even though it's subjective
to them, it's an objective fact.
And right, it's not like you could argue with them.
No, this is why it's good.
No.
Yeah, yeah. That's something in the art, right? argue with them no this is why it's good
that's something in the art right your artists probably realize this if it
didn't make sense to you if it didn't solve the problem if that's not the
character you were after they can't argue into saying why it is you felt it
and it's true right and so the way to solve that problem is to go back and do
it again and do I have another go at it because that's how you would actually
solve the problem and actually come up with the right answer.
You won't solve it by like some meta analysis of this is why, look,
here's my study, here's all my diagrams of why this drawing is just the one you
should want. That don't make any sense.
Are there any particular,
and I suppose they would need to have work that people can see.
They don't have to be concept artists or concept designers,
but are there any particular artists who have really?
inspired and informed how you do what you do that could be
The aesthetic but it could also be I mean you mentioned Salvador Dali earlier, right?
It could be process it could be philosophy could be anything. I'm just wondering if you could sort of
mention any of your influences or inspirations whether past tense or could be philosophy, could be anything. I'm just wondering if you could sort of mention
any of your influences or inspirations,
whether past tense or current.
I'm not really very influenced by technical.
I'm not very interested in the technical a lot of the time,
like how something is done.
I find it interesting, but it doesn't really motivate me.
But there are artists, and it doesn't really matter
how they do their work, that have absolutely inspired me.
Salvador Dali was one of those ones where it's like,
I love realistic looking stuff,
or quasi-realistic looking stuff,
and then someone who twisted reality in such a way,
it was just like mesmerizing.
I've actually got a book here,
I should, the artist that really blew my mind,
the teenager, I grew up reading 2000 AD, Judge Dredd.
Oh, fantastic.
British series of comics.
Oh, unreal. British series of comics.
Oh, unreal.
Best, right?
Oh yeah.
I think that's how I was introduced to,
might've been how I was introduced to Simon Bisley
for the first time.
Oh, Slaying the Horn God.
Oh my God, look at that.
This is the book.
So my, I was 15 and reading 2000 AD
and I was getting better at drawing.
I wanted to be a comic artist.
I really wanted to work for 2000 AD.
I started to get to a level I'm thinking,
I think I'm okay.
I think I could send in a folio.
I think I could do this, right?
And then this came out.
Actually, the book before this came out
was ABC Warriors, which he did in black and white.
I saw penmanship, but that work, his work,
just freaking blew the little fine line.
Oh my god. It's so nuts.
It's still unparalleled. It's Frank Frazetta and Corbin and all of that dialed to a totally unique level and I don't know how he does it.
I know he's just a magician. He's on another planet. He summoned true magic here. I'm interested in how he does it.
Can I just have a super nerd fest with you for a second?
Hold on for one second.
All right.
So for people who don't have any idea what the hell we're talking about, you can look
him up.
But this is Simon Bisley.
The Art of Simon Bisley.
Heavy Metal Man.
What a great magazine that was too.
I think they've just re-released it by the way, the French version, Metteux Helland,
I don't know whether you say that.
I can't remember exactly how I chanced upon it, but I remember picking up Sling the Horn
God and just thinking to myself, what in the fuck is this?
How is it even possible?
How is it even possible?
And then his work on Lobo, I remember that very distinctly as well.
Just an incredible, incredible artist.
Okay.
Now are you inspired or deflated?
Both.
To nerd on him for one more second though, did you ever buy the Bible, his Bible?
No.
He did works from the Bible, mainly from there.
Oh, no, no.
From both Bibles, Old and New Testament.
Dude, go ahead and buy it now.
I don't know if you can still, they're still in print, but there, there's two volumes
of it and they're absolutely incredible.
Wow.
Yeah.
Really raw, but just the beautiful, but you're to your point, it was both deflation.
Like that rug pulled out from under you.
Like I thought I was maybe good enough.
And then you realized, no, no, this, the level is up here somewhere that, you know,
the ceiling just went way up and the ceiling was already very high.
So, and so it was, this was a great thing to happen.
Really.
It was, it was depressing.
I was actually really like punched in the guts by that as well.
But then you have to, you know, you're like, well, I just need to get better.
And I did something actually that I weirdly still feel a slight shame for.
Cause I never draw from life or from anyone else's drawings.
I always draw from my own imagination.
But I started copying some of his drawings for a while,
thinking that if I could just like figure out like how he does his line work or something like that,
it was useless.
It was a waste of my time, but I did it for a little while.
You mentioned two other names.
So Frazetta, Frank Frazetta.
And for people who don't know Frank Frazetta, Frank Frazetta. And for people who don't know
Frank Frazetta, I mean, go look at everything you can find. I remember being so enthralled
by this, not going to do it justice, but Viking like character with the kilt, with the polar
bears pulling the chariot and his mastery of not just the male figure, but also his women are just like,
I mean, come on. Unbelievable. Like that woman coming out of the water slash Merck with the
snake wrapped around her with that huge creature in the background. The artwork is just, it's
hard to describe, but he was such a genre breaker in so many ways. You mentioned another
name that I didn't recognize, Corbin.
Yeah, Richard Corbin. I don't know where he's from. I think he was an American artist,
but he was in a lot of heavy metal. And in fact, there's an homage. One of my favorite moments in
Slane is, I won't find the page, but there's a homage. They talk about the Slane being the
king of kings. And in the background of the shot, there's Slane being thrown as the king of the Celts or whatever and behind him is Den I think is the character from Richard Corbin
and Conan and they're both. In the back of one tiny panel are these two masterful paintings
of Conan in the style of Frazetta but in the front is Slane in the style of Bisley and
behind that is Den in the style
of Corbin. And he had a very specific way of painting. In fact, he's lit a bit like you are
now. Blue light on the side. Right? Yeah. Corbin had this very specific way of lighting his characters.
Anyway, but he did a heavy metal series. I actually don't even know what the story is about.
I don't think I even read them. I just looked at them. I just sat there looking at his work
and find his work, you'll absolutely love it.
He does big, powerful, masculine figures
as well as bucksome, beautiful, strong women
that blow your mind.
Yeah, you'll love it, you'll love it.
Okay, cool.
I'll check it out.
I saw, believe it or not,
not far from where I'm sitting here in Austin, Texas,
I saw my first original Frank Frazetta piece which is owned by Robert Rodriguez. He's a famous film director
He did you know Sin City's worked with James Cameron on Alita Battle Angel. He's done tons and tons of movies and
he collects
objects kind of like you and Richard also. He's just got the best toys.
And he has a Frazetta piece when you walk into his house and it's lit as if it's in
a dungeon of sorts with this very dramatic lighting.
And it's just, it's amazing work.
There was a museum somewhere in New York of Frazetta's work, but I think there was some
family issues.
So I don't know what state it's in now.
But I had the chance once once, I was in New York
and me and my partner, we could either go
to the Frazetta Museum, or that's what I wanted to do,
but I actually didn't know how to get there.
I didn't know where it was.
And to be honest, if I'd gone there,
I don't think I would have found it.
But the other choice was to go,
and to mention one more artist,
was to go down to Delaware to where NC Wyeth had a studio.
Do you know NC Wyeth's work?
You know, I was gonna try to bullshit, Ieth had a studio. Do you know NC Wyeth's work? Ah, you know, I was going to try to bullshit. I don't know. He's an illustrator, an illustrator from the turn of the last century.
He did like famous book illustrations of like pirates.
I was going to say, was he kind of like Leyendecker's vintage?
Yeah, yeah. In that era, maybe a little earlier.
Through Rockwell. That's why I do think I've come across the name. I wasn't totally
bullshitting. There was like a flicker of recognition. Howard Pyle. That's why I do think I've come across the name. I wasn't totally bullshitting.
There was like a flicker of recognition.
Howard Pyle was another great American illustrator
and he was one of the students or compatriots.
Anyway, his work is astonishing.
I went to see that and that was semi-religious
standing in front of his paintings.
They were huge.
N.C. Wyeth?
Yeah, the letter N.C. Wyeth.
There he is.
Yeah, yeah.
N.C. Wyeth.
That absolutely mind boggling and religious experience.
Oh, wow.
Standing in front of those paintings.
I recommend if you're in that part of the world going there,
it might still be there.
In fact, it's where his studio is.
This stuff's incredible.
Yeah.
Super mesmerizing.
But he is a great painter on the caliber
of the great painters of Europe
and that illustrious history of great paintings.
He's up there, but yet he'd be called an illustrator, which is like a word that trivializes really
what he does.
This was true for a lot of those artists in that generation.
Maybe it's just because it was commercialized.
I mean, Norman Rockwell dealt with a lot of this as well, of course.
But you know, Leyendecker, when he was creating sort of iconic male figures for selling button-up shirts and suits or whatever, I mean, as works of art, they're
spectacular.
They take you there, right?
You feel them.
You fall into those images and you feel like you're there in a way that even a photo sometimes
can't achieve.
I find that mesmerizing.
I tell you something, I just want to throw another name out there.
Bill Waddeson, Calvin and Hobbes.
Oh, 100%.
When you say Rockwell, my mind jumps to Bill Watterson.
Like absolutely mind boggling illustrations.
I know they're comic books, right?
Little cartoons in a newspaper.
But when every now and then he got to play with his illustration and take it to another
level and you could really see that he was a true master.
Yeah.
Unbelievable. I still remember to this day, I mean, I have, I own just about every
companion of Calvin and Hobbes, but for whatever reason sticks in my mind are
his color paintings of Calvin and Hobbes outside during the fall with the leaves
changing color with the birch or aspens, probably birch and other
trees and just the kaleidoscopic autumnal colors. That foliage is partially what I remember.
And also as a side note, now this could be apocryphal. I don't know if it's true story,
but I like the story, which is Bill Watterson, to my knowledge, kind of like
you with One Path was quite a purist with his characters and with Calvin and Hobbes.
And I recall at one point, I think it was one of his partners or maybe a pitch for licensing
to create a Hobbes plush toy that was really large.
And so the story goes, I believe he took a pair of scissors
and just attacked it and ripped it to shreds.
Really?
Yeah, as his way of saying, fuck no over my dead body.
We're not gonna do it.
Which I found so endearing.
I mean, I like to believe it's true.
Is he still going?
Do you know?
I don't know what he's up to.
He's very, as I understand it, you know, very reclusive
for years. Since I started the podcast, he's been on kind of my top 10 list. I was like,
you know, if he would ever play ball, that's the key ingredient. But if Bill Watterson
would ever really sit down and just have a really open conversation where we could just
shoot the shit, have a cup of tea or a drink,
who knows, whatever his preference is, and talk like this.
Man.
I would love to know what you've just intimated there and talked about, you know, why that
emotional reaction to that merchandise.
Even if that's not specifically true, it's true that he didn't really want to commercialize
it in those other ways.
Why?
I would find that really interesting because I totally understand. I'm maybe not as adverse to that as he sounds like
he was, but I think all the time about the reasoning for making art. Why are you
doing it? What is art about? It is more than just drawing pictures and making
stories. It is finding truth. Maybe he found some real profound truth and he
found that he's expressed it and that anything else was actually watering down
to that truth perhaps. I'm just guessing.
Because I feel that art and the act of creativity
broadly and generally, well actually no,
come back to me specifically making art
as comic books and stories, is this quest to find truth
or to point towards truth, it is like science.
I don't think science and engineering and art
are very different in all.
I just think that, like the way I was describing with the way I create, your imagination is throwing up explanations,
ideas, theories, possibilities, and then you are the instrumentation, if it's a scientific analogy.
You are the instrument. Your emotions are the instrument. Some part of you throws up conjecture and then your body tells you that feels right, right? And that's the
scientific instrument confirming or giving you the measurements, right? Yeah.
It's a little bit different than science in this way, but you know when it's true,
you know when it's right, and that's why you go down that path of chasing that
thing. And I'm not saying that means that it's going to be true for everyone, but
you know it's true for yourself. And so, you know, that there's something in that and that the BMAT is one of the most liberating
ways of creating. Can you think of a project that fundamentally, maybe that's too big a word,
but changed you in some way, right? So you before the project and you after the project
are different. That could be a skill set. It could be a set of beliefs.
Could be anything,
but do any projects come to mind where you before and you after are quite
different in some respect?
It's not a project I'm going to cheap out in a way,
but also talk about something very meaningful.
And I know it's something you think about that's having a child.
I was talking about Aaron Stubble before, but it's having a child.
I was not prepared.
Not that a child is a project, right?
I guess in a way.
But having a child when my boy came out, it was like instant.
Whoa, I just snapped and you moved your head at the same point.
That was cool. It's like I'm in control.
Trent, I've been well trained.
I'm like the main Sherian candidate, all your work bearing fruit.
I cannot tell you this most changes in your life.
You're working on a project.
Something goes right.
Something goes wrong.
You have to internalize it.
You have, you feel something about it.
You have to sit there, internalize it.
It might take you a, maybe it takes you a few minutes. Maybe it takes you a week. Maybe it takes a it. You have to sit there and internalize it.
Maybe it takes you a few minutes.
Maybe it takes you a week.
Maybe it takes you a month.
Maybe it takes you the rest of your life.
But you internalize it and then you figure out a new thing from it.
But weirdly enough, having a child was instantaneous.
I felt like I was a different person.
I had a different realization.
All my priorities just got reshuffled in a split second.
I felt like a profound connection to that person. And I realized all these things like, holy hell, he's going to discover that
there are elephants, you know, like what? Or this whole world of possibility for him.
And then also you start thinking, this is maybe one of the profound things that I think
most parents get is you instead of thinking of your own life, you start thinking beyond your life. You start thinking multi-generationally
without even wanting to. You just can't help it. You start thinking that way because you
start thinking, oh my God, I've got to make sure things are good for them in the future.
I've got to give them the best possible chance. So you start thinking your horizon goes way
out into the distance, which is a beautiful thing. And then there is the mirror of a child and that everything you do
is gonna be reflected back at you.
So you can see the good and the bad, right?
And selfishly, it's a chance to learn
because you go, you realize when you're doing something
and this is a bad choice,
I shouldn't have talked to him that way.
I shouldn't have pushed him to do that.
I shouldn't have, right?
You can immediately know you feel it.
And it's like, oh boy, it, oh boy, you want self help?
Be a parent.
It will teach you what you're doing wrong very quickly.
I'm not saying you have the solutions,
but you know when you're getting it wrong,
so it gives you this opportunity to improve,
because you see where you've done something
that didn't quite work, you see it really clearly.
Well, that's hopefully my next big adventure.
I gotta work on some prereqs,
but that's definitely the orientation at this point.
Do it, man. Do it. You won't regret it.
Yeah. I'm excited about it. Really excited about it. And Greg, we've covered a lot of
ground here. You know, we didn't even, you know what work of yours has stuck in my mind
selfishly because at some point I'd still like to do a collaboration of some type. But it's the bestiary that you created with the scaling for human size.
Oh yeah.
You know what I'm talking about?
Yeah, for the Dr.Grodebot's world.
Exactly.
And I just remember flipping through that and it gave me such a nostalgic dopamine hit
because I was thinking of the Fiend folio and these various hardcover
books from Dungeons and Dragons. But what they did not have, which you put in, were
the sizing for the human figures so people could envision their proportions and so on,
which for whatever reason just got locked in my brain. I mean, from start to finish.
I love national geographic and creatures in general, animals and so on.
And just rendering the body of something like that is just really, really fun and mesmerizing.
You kind of lose yourself in it.
But I had this book as a kid.
I think so, yes, Dungeons and Dragons and the fiend folio, those kind of things.
I loved all of that with all the stats.
And if you read the Graubert's books, I'm kind of riffing on that and making fun of that.
It's kind of like someone who's clearly not a scientist writing this information.
Maybe they've heard a third hand and they really don't know what they're talking about
it. So it's sort of taking the piss out of itself. But the other thing was a book and
I've forgotten the name of it now, but it was a book from the late 60s, early 70s. And
I found it in the public library as a kid on alien
worlds. Man, I'm forgetting the name. I'll end that story because I don't remember
the name and it's terrible not to remember the name. Maybe you can flash it
up. But there was this 1970s book, I want to say MacDougall or Dougall or something
like that was the artist. He had invented an entire alien world, much like
Wayne Barlow has done before, invented an entire alien world and drawn every creature in it and written about everything as if they were real.
And I saw that book at probably seven or eight years old.
And that's something about that, creating something out of your imagination.
But utterly being convinced that it is real and pretending that it's real to the point that you summarize all of it.
I love that. I don't know why I love that so much, but it's super fun.
Grand pops ray guns.
Take it out of the case, dust it off.
Yeah, exactly.
Maybe they'll need them for when we get, when we land on Mars.
Got to take some ray guns.
We may need them.
We may need them.
Yeah.
I mean, I'm sure we'll need something like that.
So Greg, let's land the plane.
We've been going for two and a half hours here. And is there anything else you would like to say to my audience, request of my audience,
point them to anything at all that you'd like to say before we wind up close?
My new book, One Path, is coming out very soon, April the 8th.
So yeah, please come and check it out.
I hope you like it.
If you like dinosaurs, you're going to enjoy it.
There's a lot of dinosaurs in there.
If you like blood and gore, there's also a lot of that.
It is a graphic novel and yeah, I hope you really dig it.
Come and check it out.
Would the best place to look be your website or would it be somewhere else?
I think so.
Probably come to gregbrodmore.com and you can be directed from there.
Perfect.
Well, we will drive people there.
Greg, so nice to see you, man.
We'll need to share a drink and scheme up some wild ideas
in person, hopefully, in the not too distant future.
I would love that.
And we do share a pin shell for heavy music as well,
which we didn't have a chance to get into.
Maybe some juvenile delinquency also.
But for people listening,
gonna include everything we mentioned in the show notes,
as per usual, tim.blogslashpodcast
is where you'll be able to find that.
Just search Greg's name or Richard's name or I guess Weta is probably the easiest, W-E-T-A
and you'll be able to find everything.
Greg can be found at gregbrodmore.com and we'll link to that in the show notes as well.
Until next time, folks, as always, be just a bit kinder than is necessary fun before the weekend. Between one and a half and two million people subscribe to my free newsletter, my super short newsletter called Five Bold Friday. Easy to sign up,
easy to cancel. It is basically a half page that I send out every Friday to share the
coolest things I've found or discovered or have started exploring over that week. It's
kind of like my diary of cool things. It often includes articles I'm reading, books I'm
reading, albums perhaps,
gadgets, gizmos, all sorts of tech tricks and so on that get sent to me by my friends,
including a lot of podcast guests. And these strange esoteric things end up in my field,
and then I test them and then I share them with you. So if that sounds fun, again, it's very short,
a little tiny bite of goodness before you head off for the weekend, something to think about.
If you'd like to try it out, just go to tim.blogslashfriday, type that into your browser, tim.blogslashfriday, drop in your email and you'll get the very next one.
Thanks for listening.
I have been fascinated by the microbiome and probiotics, well as prebiotics for decades, but products
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