WHAT WENT WRONG - Below The Line - Creature Design & Practical FX (Starship Troopers)
Episode Date: August 22, 2025You’d be hard pressed to find someone who’s contributed to more of your nightmares than Alec Gillis. He’s behind creature designs for monsters from Predators to Xenomorphs, Graboids, to brain bu...gs and everything in between. Join Chris and Lizzie as they discuss his career, creatures, and his favorite James Cameron memory. Hosted on Acast. See acast.com/privacy for more information.
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Hello, dear listeners, and welcome back to another episode of Below the Line with What Went Wrong,
where we interview the incredible artists and storytellers that you don't often hear from,
responsible for some of the most interesting movie magic to grace the screen.
Today is no exception as we are speaking with a veteran of the creature design and practical effects industry,
and that is Alec Gillis.
Alec Gillis came up under Stan Winston and Roger Corman.
He co-founded the Oscar-winning Creature FX Studio Amalgamated Dynamics Incorporated,
and he currently runs his solo studio, Studio Gillis.
He has worked on or designed nearly every monster under the sun,
our son, and alien sons alike,
from graboids to werewolves to xenomorphs to predators and so, so much more,
and I'm not even including some of the directors he's worked with.
So without further ado, we hope you enjoy our conversation with Alec Gillis.
And action.
Alex, if you can, please describe your job as if you're explaining it to a three-year-old or, as you know, working in the film industry to your parents or somebody who does not work in the film industry.
What do you do?
Well, I am broadly, I could be called the character creator.
and the tools that I use are more traditional tools,
animatronics, special makeup, specialty costumes,
we do props as well.
I have another company called ProMocana
that builds miniatures, miniature spaceships,
and things like that.
So it's anything that it has to do with,
in my heart, a character,
because a spaceship could be a character,
that we create through more traditional,
practical effects mean.
So otherwise, I get go like, you know, I'm a monster guy.
Right.
There are a lot of monsters in your history that we need to talk about.
Nearly all of them, I would say, or at least all the ones I grew up with.
But let's go back before that.
Why movies and why monsters, characters, practical effects within movies,
of all the dozens and dozens of jobs that you could have had in this business?
Well, I did run through some.
in my mind as a kid.
I've wanted to be a monster maker since about age 12.
And prior to that, it was things like president of the United States.
Sure.
Thanks God.
I didn't go that way.
I did play the president of the United States, by the way, in a Neil Blom coach short.
Wow.
So called Bad President.
So that was, I did achieve that goal, actually.
Congratulations.
But, you know, childhood things, it just sounded like cool, astronaut, whatever.
But I also wanted to be a comic book artist for a little while.
And I was, you know, when I was nine or ten, I was drawing all summer to try to, you know, be as good as Russ Heath and, you know, Joe Cubert and guys like that.
But then when I think I landed on Monsters was the summer that I was, you know, looking at a bunch of magazines on.
the rack and I saw a magazine called Castle of Frankenstein and on the cover was
Talos from Jason and the Argonaut. So this would have been, you know, it was not a new movie
at that time. But I thought, ooh, I loved that monster. I started flipping through it. And then I
saw the Cyclops from Sindad. I saw, you know, the first men in the moon, the Cylonites.
I just saw the Eamer. I saw all these like creatures.
There's the hydra from Jason the Argonauts that were like, I thought were just spectacular designs.
And then I realized it was an interview with one person, one artist who had created these things.
And that's when it clicked in my mind that this is a job.
This looks like a lifetime of creativity.
Ray Harry Housen, of course, is the guy.
So that's who I wanted to be was Ray Harry Housen.
Where did you grow up, Alec?
I grew up in California, in Orange County.
I could see the Disneyland fireworks from my bedroom window.
And so I spent a lot of time at Disneyland,
which was also formative for me because I really fell in love of the animatronics
by hanging out in the park.
Back when my mom would drop my brother and I off,
when the park opened at like 11,
and then she'd pick us up when it closed at 11.
11. Oh my God. That's the dream. We'd run out of tickets. There were ticket books back
then. So we'd run out of tickets within 90 minutes because there were no lines that I could
really remember. You could just like run through Pirates of the Caribbean and you'd get back on it
again. That's amazing. But the tickets would be gone in 90 minutes and then it was just all
eating like, you know, what can you buy? You know, giant dill pickles. You walk around.
So am I right in thinking that you came up in both Roger Corman's studio and Stan Winston's?
Yeah, the order of events were, you know, when I was in high school, I was making stop motion movies.
And, you know, I took over my mom's garage.
And, you know, I was learning about foam latex.
You know, it was all the self-taught stuff because there was no YouTube to do.
back then. And so that segued into, I went to two years at community college with the,
I had the idea that I wanted to go to film school and I got turned down by the school of
cinema at USC. And then I was like, well, now what do I do? I guess I'll go to, you know,
the local community college. So I went, I went to two years there. And during that time,
a high school art teacher that of my wife, I wasn't married in high school, let me back up.
My girlfriend, you know, when we were in high school a couple of years, this high school art teacher that I knew said,
hey, my husband teaches oceanography at Cal State Fullerton, and there's this guy who is making movies,
and he kind of does what you do, and you should connect with him.
And I got a phone number, and it was Jim Cameron.
Wow.
Who lived in Brea, I think.
This was during his work, his very important work delivering school books for the school district there.
But, you know, I met him and I like went out to Pomona to see a movie that he had worked on, a short film called Xenogenesis, which you could find online.
I think a really terrible copy, maybe you can find online somewhere.
And this movie was shot in 35 millimeter.
And I went back to his place afterwards and saw the models he had built.
There were these giant stop motion models.
He had taken a 16 millimeter camera and stripped it down and turned it into a projector
and put it inside a stop motion model for the woman in the cockpit.
And I was like, holy crap.
Granted, he's six years older than me.
So I'm like, okay.
But what a great role model on example.
of sort of like he was on fire.
And that was that era between Star Wars and meeting Cameron and that kind of shifted my focus,
expanded my focus away from the pure fantasy filmmaking of Ray Harryhausen to the broader
sci-fi world.
And then I got an interview with Roger Corman's folks for Battle Beyond the Star.
So that would have been in 1979.
and if you'll hold on one moment.
This is my, sorry, let me put this back on.
You see, I'm a master of technology.
This is my first paycheck.
Oh, wow.
From Roger Corman's for Battle of Beyond the Stars.
And so I framed it, of course.
But anyway, that was Battle Beyond the Stars,
and that led to a couple of other Corman films
that I worked on Galaxy of Terror, Android.
some other things.
What was that like?
Because he's come up so much across so many episodes
and seems to be a place where people really learn a lot.
Was it just, was it like very shoestring?
What was that environment like under him?
It was extremely exciting.
But being that it was my first professional experience,
I went from my mom's garage and shooting super eight movies
with my friends to working in a professional environment.
But we were always aware.
that we were not top of the line and that this was, there were limited, limited resources.
But what was great about it was the opportunity that was there, the collection of people that were
there. I mean, you know, Gail Ann Hurd was there at the time. The Skotak brothers who went on to
win multiple awards for Cameron's movies, aliens and the abyss and stuff. They were miniature
geniuses. And Bill Paxton was a carpenter there.
I didn't know that.
I remember reading that.
There's so many people getting work in that studio.
Yeah, I met Rob Boutin there.
My very first time I met him, he kind of harshly yelled at me
and told me to get away from his monsters.
I'd never seen a full monster before.
There were humanoids from the deep,
and they were shooting, like, they had a pup tent set up.
So I think there was a, you know, it was probably,
Corbyn probably said, we need more sex.
So in the offices, they had a pup tent.
And Rob had his stuff set up, and I was like, you know, just drooling over all this.
And I hear this voice, you know, you're not supposed to be in here.
Go on, get out of here.
And he was like a Sasquatchewan with the hair.
And I'm like, and then I discovered we were the same age.
And then that's where depression sinks in because you're like, this guy, when he did the thing, you know, at like age 22.
And I'm like, is this what you have to do to fucking get your name noticed?
So anyway, the people were there were just spectacular and it was great.
Well, let's talk about that a little bit.
Like, Boutin kind of famously nearly killed himself on the thing.
And like in those early days, it's kind of the wild, I'm guessing it's the Wild West with
Corman a little bit.
And, you know, what are, what makes a disastrous or difficult production in that early
part of your career?
Well, I think, you know, I built up to responsibility in my career.
You know, like I think I was about 22 or 23 when I did the miniature shark for Jaws 3D,
the famous one where it breaks the glass in a chilling and most effective moment.
And I cannot imagine being that same age and being in charge of the effect on the thing.
Holy crap.
So, you know, I know I believe that from what I've heard, he did have a rough time with that.
and who wouldn't, man.
Earlier on in my career, the things that had me most distressed were if someone
entrusted me with an opportunity and I took it and I could not deliver that I was in
over my head.
Because, you know, that's what me and Cameron would do this.
I learned this from Jim, you know, when we were at Corbyn's, you know, because we started
off as model builders.
And I was sort of, you know, Jim's assistant.
assistant on that. He was, you know, he was levels ahead of me in terms of self-confidence and
experience and all that stuff. And so I would sort of like help fill in some gaps that he'd mold
making, whatever that he didn't have. And then he would move up the rung of the ladder. And then I
would finish up that and then I would join him on the next rung, you know. So it was a lot of fun.
It was like the best, I dropped out of film school because Cormons was unparalleled. There's no
way I was doing working with motion control systems and loading 35 millimeter
bypass cameras and you know building miniatures and you know and this this there was
nothing like that why would I pay money to sit in and listen to failed filmmakers
teach you know screenwriting classes you know what exactly did you do professor before
you started screener well I was an assistant camera man oh so now you teach screenwriting
I get you.
So anyway, but that's, but I, and there were a few times where I, I kind of dropped the ball and I felt like shit about it.
And I just thought, my career is over because, you know, you're very dramatic when you're young.
And, but there were very supportive people, Chuck Kamiski, who ran the VFX department there and the Skotak brothers.
They were very supportive.
And, you know, they, they, well, if you're trying, you're really trying.
Let's figure out how to fix it rather than, you know, abuse you and kick you to the curb.
I'm very grateful for that.
You mentioned feeling like the worst thing that could happen is that you couldn't deliver on something.
And I very much relate to that.
I'm curious about the first movie that you did with your company, ADI, which, of course,
is one of my all-time favorite movies, Tremors.
What was the experience of kind of going out on your own for that,
project. What was that project like? I would love to hear more about tremors.
Well, Tom Woodruff and I formed ADI after we left Stan Winston's. I was with Stan for about
two and a half years. And two and a half years with Stan Winston was like 10 years. Yeah.
You know, anywhere else because we were just doing, you know, the original predator, aliens,
monster squad, Alien Nation, amazing stories, Leviathan, Pumpkinhead. You know, it's just hand over fist,
great opportunities. Stan was great about giving us responsibility. So Stan didn't really teach you
technique. He put you in the deep end, and that was the best possible. And he gave you support. Maybe
he gave you floaty. But that gave Tom and I enough know how to know that we could run a department.
You know, we didn't know business. We didn't know anything about payroll, really. So there was a lot of
business stuff that we had to fill in. But we left Stan's, um, because we had written a script
that Gail and Hurd's readers really liked. And it was an anthology horror comedy thing. And we thought,
we'll go get this movie and then bring it back to Stan. And, you know, Stan will direct one and
I'll direct one and Tom will direct one. And I think Stan couldn't wrap his head around that that might
actually happen. And in retrospect, it didn't. So I guess Stan was right.
So he said, you know, well, basically, like, you got to make a choice because I need you as monster makers.
But you got to make a choice.
And I thought, well, I didn't really get in the business to be, you know, shackled to somebody, despite my love of Stan.
And he is a mentor of mine.
So I left.
And then shortly Tom followed me.
And then we shackled to each other.
So we used to joke that the company was formed on failure.
because the script never got made.
It was a valuable learning experience.
But we were out of work for quite a while after we left stands.
That was like, ooh, do we go crawling back or do we?
And we just sort of like, you know, hung on.
I think we did some Laurel Entertainment had the TV show Monsters.
We did a couple of episodes of that.
And then Gail Hurd contacted us and said, I've got this script.
I think you guys would be perfect for it.
you're going to get a call.
And then Steve Wilson, Brent Maddock and Ron Underwood, the two writers and the director,
reached out to us.
And it was a little while before the movie came together, but we knew we could do it.
There was no question in our minds that we could pull this off.
And we were just like chomping at the bit for an opportunity like that.
And we were going to repeat the success of aliens, right, in terms of the methodology.
We said, we'll build big worms as we built a big queen alien for alien.
But you got to have a miniature version of the worms as well to do the really crazy,
cool stuff that's going to put it over the top.
And Gail's like, well, yeah, of course, because she was the producer on aliens, you know.
And then we brought the Scotex in to do the miniature photography.
We built miniature puppets.
So that's how that all kind of came together.
How much was the Graboid described?
on the page versus what you and Tom put together?
Not much.
Not much.
I need to get a framed copy of my sketch that kind of was the one that we jumped off from.
But they described it as being a worm and that its head opened up like a grotesque flower.
Nailed it.
And that was really all it was.
So then we started talking like, well, you know, the only, the closest comparison is doing.
the De Laurentis, David Lynch, June.
And we looked at that because, like, you know, this, we're going to be compared to that.
God forbid, they should feel like we're just ripping it off.
So our thought was instead of going earthworm, which is more what the, what the David Lynch sandworms were like, we would go more kind of what I was calling it terra-dynamic, right?
We'd have a sharp, bony head that was very, you know, aggressive.
It could just punch through, push things away, scoop it aside, you know,
and then a body that was more kind of leathery and reptilian.
And then they have in the film, they have those three different explanations
when the character's going, it's from outer space.
It's nuclear radiation, whatever.
So prehistoric.
So we had to make it look like it could be any one of those things.
which was a blast. It was a great, really a highlight. Were there any problems from the set or
from making that movie? Any what went wrong moments from tremors? Yeah, that's the thing about
about what goes wrong is that if you don't run away from it, but you, you know, run into the
burning building, you tend to find solutions, sometimes better solutions than what you think.
You know, when we worked with Ridley Scott, I had a million questions for him about the original
alien and he said that the suit could not move as much as he expected it was very stiff and restrictive
and he had to change the way he shot the creature which is what led to the piercing mouth like instead
of just like tearing you apart and throwing you around it had to pin you down and go to right and he
said thank god for those limitations it made the film better so i'm a believer in that kind of
stuff like i don't i like to solve problems um and the and the the the worms on tremors
basically work as we hoped that they would but we did have some sometimes on set where we were
we hadn't really worked out this is kind of typical of the practical effects where you're given
you know you ask for five months to build things and you're given three months and then so when you're
when you're on set and you're you're out there in the sun and you're like how do we get the tentacles
to like come out of the mouth and you're like, shit, because now you have these heavy tentacle
mechanisms that you got like guys with big giant levers that are making them squirm.
You can't really push them in a bundle because the whole inner mouth, rubber inner mouth
and goes boop and prolapses.
And which, if we'd have thought of that, that could have been a pretty cool thing to work into it.
But it was an undesirable serendipity for us.
So we were going back and forth, you know, trying to like yank it out with cables.
You could see the cables.
It just didn't look good.
And then we're like, wait a minute, what are we doing?
We got to do this in reverse photography.
So that's, and that was like, you know, we learned this on aliens, you know, the value of reverse photography.
So when the worm opens his mouth and those tentacles come out and they come right to the camera,
that's because we could position them at the end of the shot right to the camera.
And then we just start undulating them, and then we count down and pull them in and snap everything shut.
And it's a beautiful comedy.
You know, like you have the miniature worm comes up out of the ground and hits the ground,
and then you punch in for the close-up.
It looks so good.
Beautiful.
We also, for some reason, Tom and I were like, you know what?
The whole bit with this movie is it's like it's outdoors, it's naturalistic.
It's not a scary alien movie.
be in drippy, you know, corridors with lots of slime and all that.
Yeah, it's very bright.
Let's not use any slime.
So we were leaving the mouth as if it's kind of like, like,
if you've ever seen inside of a parrot's mouth or an alligator's mouth.
They're not like wedding, slimy, right?
And so we did that.
We had a shot where its mouth opened and there was no slime.
And the studio, the next day, your came back said,
okay, there's something wrong with the mouth.
And this is typical, you know, studio execs don't necessarily talk.
And, you know, they don't talk about viscosity of, you know, in clear transit.
They don't, they say, it looks like it was painted with nail polish.
Oh, no.
And we're like slime.
From this point, from this point forth, we're just going to.
So we got the buckets of ultra slime, which is the brand name of the super sticky, stringy stuff.
And by the time we did the, when the worm is dead and they, you know, and they pry the concrete in the gully.
Yeah.
It's just buckets, buckets and buckets.
And at the premiere, the audience went through the roof on that.
It was just applause.
And we turned to each other and said, slime from now on.
That's great.
So, you know, you talked about when you were making the worms that you were sort of working with,
they had to look like one of three different things.
So you're creating a creature.
But you also have worked on films like Jumanji, where you're,
making a lion. It's something that exists in real life. What are the different challenges involved
with that versus creating something out of your own imagination? And what do you prefer? I like to jump
back and forth between the challenges. Like it's nice to do like a little subtle character makeup.
And that's a nice break from a, you know, 20 foot tall queen alien. But in general, it is
more difficult to create a realistic, you know, a lion. We've all seen a lion. We know what
lions look like.
So you have, on the one hand, your design is kind of baked in.
It's not like, what's this thing going to look like?
Well, it's going to look like a lion.
So it's a good starting point.
But on the other hand, you have less leeway for wiggle room.
In the case of Jumanji, though, our take on it was that because this is a game,
it comes almost from a child's imagination.
Yeah, I love that.
The game is like reading, you know, it's a game.
It's age appropriate.
So we stylized everything that we could.
We, you know, the crocodile that Robin Williams is on, we modeled that after the proportions
of the crocodile from Peter Pan from the Disney movie.
Cool.
It's a great big jowls and slender nose, all that kind of stuff.
But with realistic textures, we didn't want them to have like a Henson-y style to them.
We wanted them to just be, you know, ultra-real, but a little distorted, a little stylized.
So I'm always seeking to punch things up with style.
I also think that in movies, you tend to, like, lose about, I don't know what, 30 or 40% of your oomph if you don't punch things up a bit, you know?
And sometimes you don't want to do that because it's dead real.
Like a David Fincher movie, you're probably not really going to get away with, like, you know, making something look spectacular.
or, you know, he's going to say,
look at this picture of an actual dead person.
That's what I want.
Which is good.
That's his story.
Speaking of animals and things that we've seen before a lot,
the alien franchise, obviously you've got experience with Predator, Monster Squad, Alien,
and then Alien 3, we have the famous or infamous, depending on how you want to phrase it,
whip-it costume approach to that character.
Can you talk to us about what it was like
kind of coming up with a new spin on...
And then you did Alien Resurrection, too, I believe, right?
Which had all of the different variations of Ripley's clone, right,
with the alien DNA.
What's get like that, like getting to play...
It's like, I know what an alien looks like.
Everybody knows what an alien looks like,
but I'm getting to do my version or Fincher's version
of, you know what I mean, of what the alien is?
would be. I believe my
people said we were not going
to talk about the Wippet.
No, I'm kidding. I love talking
about the Wippet. The poor
little Wippet.
There's a lot of pressure
in working within
beloved franchises, right?
Because you have to
give the fans
what they want, but somehow
you're going to freshen it up.
You've got to make it somehow different.
Otherwise, you may as well
rent the old movie.
And it's a funny, it's like, where is that line?
You know, this is, I've been involved with the alien franchise and the predator franchise.
I think, this is a bold claim, but I think it's correct.
I think I have worked on more alien movies and predator movies than any other person.
I think.
I look at your IMGB and it's, yeah, I would guess so.
I feel like between the two franchises, I have worked on a,
of those movies.
And maybe that's double counting the alien versus predator movies.
That's fine.
You're allowed to double.
Count twice.
You had to do both the characters in those.
Yeah.
Yeah.
Well, my introduction to the pressure was when we did aliens, when I was working for Stan Winston,
and, you know, Jim came to us and said, you know, guess what?
Guess what we're working on?
And we were all like, oh, because aliens.
is like the massive artistic accomplishment in sci-fi horror, you know.
And the weird thing was five years prior to Jim directing that,
I watched it in a movie theater in a mall, the Braille Mall with Jim.
So like in five years, I went from that to directing the sequel to Sir Ridley Scott's.
It was amazing.
But what was great was, you know, we would say, I remember with Shane Mahan,
Shane and I were like, so Jim, wow, are you nervous about this?
He's like, nah.
And we're like, really?
Are you going to bring in HR Geiger to design stuff?
He goes, nah.
He says, I'm going to do it myself.
And if we hadn't, you know, known, seen what he could do with the Terminator and with, you know, I guess by that point, he had written a Rambo sequel and stuff, you know, he was pretty much there, young, up and coming.
but pretty much there.
And we were like, okay, he's got confidence.
So that's a great sign.
So we'll just throw ourselves into it.
And we did have to kind of change things up a bit.
And the Queen Alien, obviously,
it was a massive departure from the Warriors.
But the movie was great and people loved it.
If the movie is great, you tend not to get the pushback.
It was also pre-social media.
So there was really like, you know,
nobody was talking about,
what we were doing before we did.
It was just unleashed onto the world,
and you just sit back and wait.
And our English friends who were on the aliens crew
and on the Alien 3 crew, I mean, the vibe in England was,
they were a little bit not so thrilled about aliens
because it's a very American sort of gung-ho war movie.
So, you know, that's it, you know,
and an alien is so dark and dower,
and creepy, and it has a high art quotient because of Ridley Scott, you know, and H.R. Geiger, obviously,
and it was the original. So the English didn't seem to love aliens as much as we did, but it's
grown and morphed over time. Then Alien 3, because that was a retraction away from the big,
now you have like aliens, aliens kind of conceptually skipped over a couple of
possible sequels, right? And it just was like balls out, you know, an army of aliens and a power loader
and Marines and all that shit. So where do you go from there? They didn't really know where to go.
So they kind of retracted back to one creature and no guns. And that had then the American side was like,
you know, and the English were like, boo-hoo. They loved the, they loved the darkness and the,
and the decay and the cynicism and all that kind of stuff.
And that was where I said.
That was like the beginning of social media.
I don't know whether it come out in 91 or 92.
We were working on it 90, 91.
And by the time it came out, I had never seen such vitriol aimed at me.
Wow.
You know, and Tom.
And we were like, what the hell is this?
Like people would like bring in, printed out copies of chat room stuff because I wasn't,
online, you know. And I'm reading it going, what the fuck? Because you're making really personal
attacks on us. And there was an interview with H.R. Giger, and it was sort of like, because of the
aliens production, Alien 3's production problems, right? It went over budget and it got shut down
for a little while and all the stuff. And Fincher was getting a lot of blame from the fans,
which was completely misplaced. But Giger, who I had only had a few interviews.
actions with H.R. Giger on the production of Alien 3 phone calls because he was,
he didn't want to leave Zurich. Fincher would bring us what he had done, which was faxed,
you know, curled up Dead Sea Scroll images of what Geiger had drawn. And, you know, there was a
lot of Bambi Burster, which led to the Whippet and, you know, and the super face hugger,
or the queen face hugger, there's a lot of great stuff. But it wasn't hitting all the notes for David
Fincher. So he said, I need you guys to fill in the gaps. We're like, okay, that's what we do.
You know, so in this article, you know, we would give a quote like, yeah, we designed the alien
effects. And we made sure that in the credits when we were submitting our credits for the film,
we made sure that we didn't want to step on Geiger's toes because he's a genius. I mean,
the guy's like unlike any other film artist ever and he's influenced right we know that and we said listen
he designed the original characters and it is his body of work that has led to anything we're doing
so give us alien effects designed by and and he can have whatever credit you guys are negotiating with
just we don't want to step on the toes but that somehow still got um still got warped into
us taking credit from him.
And I think he felt that way, too.
He was upset about the Oscar nominations,
because the Oscars say, in visual effects,
say it's the four individual names of people
who most influenced the effects of the film.
And his assumption was because he got that on the first film,
where he was actually the department head
and he was sculpting and he was
art directing everything.
He just assumed that's how it was going to be
and it could have been that way
if he had come from
Zurich and worked with us.
We would have happily worked under him,
but it wasn't that way.
So I think he had some,
which was a drag because he's somebody
that I really, I still respected me.
Had the right to feel however he wanted to feel.
And I know that he had some studio dealings
that I'm not privy to.
I'm just more aware
about that kind of hatch-job article that kind of painted us as villains, as upstarts who,
you know, whose arrogance, you know, was attacking.
Right.
You hear that, and it just wasn't the case.
Speaking of integrating with other versions, but in a slightly different way,
and this is obviously true of Jumanji, but so I just rewatched Starship Troopers again last night.
I watched Starship Troopers every five years, and I say, and every time I,
I watch it, I say this moment in time is when the synergy between practical effects and visual effects
CGI was at its, in my opinion, like it's highest creatively. And every time there's a shot that's close,
we get a practical insert, you know what I mean, or an effect. And every time we're wide,
we use the mastery of CGI. And it's so smartly done. And I'm curious, what was that process like?
I mean, these bugs are enormous. They look fantastic. The practical effect.
look fantastic. The CGI also
looks fantastic. How do you
create something that has textures
that then the CGI team
can realistically follow through on?
What's that working
relationship like?
Well, in this case, which I
think is not the case of Jurassic Park,
which is the other pinnacle
of the combo. I agree. In Jurassic
Park, Stan Winston
led the dinosaur design.
So he was deciding
on textures, et cetera.
And, you know, Phil Tippett was involved with both Jurassic Park and Starship Troopers.
So I believe Phil could correct me, but I believe that the way this shook down was that Phil, who was in charge of the whole effects approach, said, in order to do something of this scale on a doable budget, we have to let the CGI lead in the,
in the decisions of design, textures, colors, all that stuff, so that it's affordable.
Because he knew how hard it can be to chase.
I mean, he told me, like, yeah, the digital stuff is amazing.
It gets you 80% of the way there, and you get feeling, like, really good about it.
But the remaining 20% is exponentially more difficult to get to than that 80% was.
And that's where it lives or dies.
So Phil and Craig Hayes, who was his designer,
they were the ones that designed the creatures.
The warrior bugs, the brain bug.
We did the autopsy beetles.
Those were so good.
And when Denise Richards vomits and it's actually real vomit, that's great.
Right in the bug.
Yeah.
And there was no digital counterpart to those autopsy bugs.
So they were like, you guys can do that.
I'm like, yeah, cool.
Lots of slime. Lots of slime.
You know it, brother.
We learned that lesson.
Great sign.
We learned that lesson.
We also did like, we really wanted, because Verhoven is a force of nature, right?
And like, he's a nut.
He's, he is so, yeah, he's so passionate and so energetic.
I remember when we were walking around, hiking around in the desert.
I don't know how old he was.
He was, I feel like he was in his, he was at least 55 if not older.
And he's out like, he's out like a half a mile ahead of him.
everyone you know and it's and it's like people are like trying to carry their books and stuff and
catch up to him and we're like this guy's going to exhaust everybody and then at one point
i remember we were doing a location scout in wyoming i think it was and we were like all talking
like how do we even get giant bugs to this location and we're talking and we're like where's
paul's gone we look up he's on the top of a block he's i don't know how he got up there it was like
Suddenly he was up there.
He was like that big on the top of a bluff.
And he's shouting down at us because he sees a road that could.
We're like, oh, fuck, he's ahead of us and above us.
He's everywhere.
Anyway, you don't want to disappoint.
I was going to say, was there any particularly, like, what was your favorite thing that he said or did over the course of that film?
Oh, my God.
Okay.
Well, it's a personal interaction.
This is where I just like, I love this guy because he is a, like, like I said, he's a,
force of nature. And I've worked with a lot of, really, you know, it's movies. You have to have,
as Ridley Scott said, you have to have an inordinate amount of energy to direct a film.
And that energy can go out in all directions, you know, at once at times. And if you know that
about the filmmaker, if you accept, they just want the very best thing for this movie. That's a good
thing for you, too, you know. And I can remember thinking with Paul, like, you know, he can be so
so in your face, literally in your face.
He is like the T-Rex.
Like he's searching for fear in your eyes.
So there was one story, if I may.
You guys can edit all this to however much snippets.
But there was one story where we had the brain bug, right?
We built the front half of the brain bug for the scene.
You know, it's afraid, that whole thing.
Yeah, with the smoothie proboscis.
the front, which I love so much. Yes. So we had to like drive that thing down in a big
grade all, which is like this massive industrial forklift, right? So the brain bug is on and
and caca, cuck, you know, and it takes a long time to traverse these. And there had been
rains as there always is down in hells half acre in Wyoming. So there was mud and all. And the idea
was, okay, on, you know, on Monday, you guys are going to move the brain bug into position
and you're going to rehearse and then we're going to shoot it on Tuesday. It took us all
freaking day just to get the thing there and we didn't have our stuff set up. And I said,
I got to call this. I got to let the ADs know that we are behind schedule and it's,
you know, this is what happens. And I said, we are,
not going to be rehearsed tomorrow.
We would like to take tomorrow to rehearse if you can move the schedule around.
And then we were like, you know, setting up.
Paul comes down with a contingent, you know, of worried, sweaty producers.
And he comes right up to me, like inches, you know, half an inch from my nose.
And he says, are you telling me that you're not prepared?
to shoot this bug tomorrow.
And I said, we can shoot
tomorrow. And he says, I understand
that that is not the case.
Well, we won't be rehearsed.
Then you cannot shoot.
And he, you know, his eyes are looking at.
You cannot shoot. And I said, I have confidence
that my team will give you a performance
that will be really great.
And he's looking at me like kind of confused.
Because I had to set the tone.
I can't just say, no, we ain't ready, dude.
And then I said, if you can
reschedule anything to give us time. Why don't you have, why aren't you unscheduled?
Well, it took us all, you know, I explained it. And he, and he's looking at me, and I said,
we would really love that to, you know, but it's up to you. We can shoot or not shoot.
And he looks at me and he realizes that there's no, there's no victim here. He's not, he's not,
you know, and he spins on his heels to the producers that I thought were all ganging up on me.
and he says, shame on you for not giving him enough time to rehearse.
And I'm like, wow, so he really, that's great.
He's not out looking for blood.
Yeah.
Well, he kind of is.
But he just wants to make sure that it's as excellent as possible, right?
We're going to a lot of trouble.
And then he walks over and stands like 50 feet and leans against a boulder with his back to everybody,
looking like, you know, I wish I had a picture of that.
And then he comes back cheerful and he says, all right, here's what we're going to do.
We're going to shoot this scene instead of, you guys, you guys good with that?
Yeah, good.
And we all leave.
One of the producers who I also love comes up to me, he's just like exhausted because he
deals with this all the time.
And he says, why didn't you just lie?
Oh, no, buddy.
And I said, because I'm not a producer.
Before we jump off of Starship Troopers, can you help our audience understand not just the
scale of the bugs. But oh my God, there is so much gore makeup in this, like just the sweeping
shots of dismembered mobile infantry men, you know what I mean, amidst all of the bugs and stuff.
And I have a question, was any of that miniature or was that all full size?
It was all full size. Wow. We did, our build list was the front half of the brain bug.
two fully mechanical
hydraulic and electric warrior bugs
that could lift people up off the ground
and the cranes that supported them.
And then I think it was 13 dead bugs.
I'm looking around for pictures to see if I have anything.
13 of the dead bugs that we could kind of recombine
into different poses and stuff.
And then the gore was done by Kevin Yeager, my old buddy from way back when I met him on Friday the 13th Part 4.
He does amazing work.
And he was like the guy getting shot in the head, you know, and the half body of Michael Ironside being pulled out, as well as just like a ton of dead soldiers everywhere.
And it was really grueling because, you know, my team was out there carrying like giant bug parts out.
You set them up.
And then you shoot a plate and they, you know, lay some human beings around to.
Shoot a plate, locked off camera.
And they go, okay, next position.
They have to disassemble the bug and set it.
They got 13 bugs, but everybody's moving these bugs around so that they could do comps
and make it look like, but it's all full scale.
Wow.
Crazy.
There may be some digital painting.
in there too.
But yeah, it was just a massive, massive undertaking.
Did you have any issues with the hydraulic warrior bugs on set?
No, the only issue was there was a, because of the design of them,
they have like this central, you know, torso sphere,
and everything goes up through that.
So everything, the whole bug swivels around this one point of movement,
which we made as beefy and as structural as we,
could given the size of it. Phil Tippett was great because we said, you know, your design actually
has a slimmer waste and we would like to bump it up for safety reasons. He said, yeah, do whatever
you want. Because Phil, one of the great things about Phil is that he knows that intercutting between
practical and digital, you can get away with a lot, you know, in terms of proportions. Because when you have a
real thing and you're up under it and you've got a wide angle lens it's got different distortions you're
never going to notice the sizes so we bumped it up but it still held everything and there was one
night where we had a guy in it that we were thrashing around for hours and uh i said i said to
paul uh you know the if we keep doing this full because everything with paul is like
11 you know max it out and it wasn't like we weren't really like
building up to it because he's like, why are we wasting our time? I'm not going to use anything
that's, you know, like that. I want to, you know, and I said, okay, just be aware that we are going
to break the joint. And he said, well, what will it be to fix it? I said, depending on how bad the
break is, you know, it could take us a few days, you know, because we're going to have to reweld.
And he said, yeah, well, we're not using it for a while. So we'll just break it. Let's just break it.
we did okay and we just thrashed the guy around until the bug broke and then we took a week to fix it
that's what it takes to get the shot that you need that's right it's his bug yeah all right well
we don't want to take up too much more of your time so I want to end with this because there's a
name that's come up a bunch over the course of this interview and he's someone who's come up a bunch
over what went wrong as well and of course that's james cameron jim to you alec um jimbo jimbo
Jimbo. Great. No, no, not really.
What's your favorite memory of working with James Cameron?
Or it can be good or bad, whatever you want?
Yeah, I had a ton of great positive memories, you know, because I was in the great position of working with him at Cormons when he was working to become recognized, working to, you know, achieve and accomplish something.
And it was a great inspirational time for me.
But I do remember when I finished on Battle Beyond the Stars,
we were winding down.
And he had, I think around that time,
he had the Terminator script.
And he had asked me to work on it.
And I was kind of like, I'm going to go to UCLA Film.
I got accepted to UCLA Film School.
I'm going to go finish that.
Oh, wow.
Thing, you know, that phase of my life.
And he said, film school.
He said, why?
I said, well, you know, I just want to, you know, I want to learn aspects of filmmaking that I'm not.
He says, I don't think you need that.
And I was like, he said, I don't think film school's worth it.
And I said to myself, I said, okay, mister, we'll see who gets further.
you continue working in the yeah i did not exactly but um but i thought well that's you know
that's that is what he would do because what he would do uh in in in the time that i you know when
i first met him he was if he had like questions technical questions he would go to USC to the to the
library the film library film school library and he would just you know xerox copy chapters of books
and that was that was what the film school was working
to him, you know, a buck 80 and copy costs. And then he had all the answers he needed. And a lot of
people are like that. You know, David Fincher was like that. David Fincher has a great story about how he,
how he got into ILM. He was, he was doing a like click, click, click with a 35, he had modified a 35 millimeter
camera and he was walking through the streets of San Francisco. And it would look like he was like
rushing and he entered that into a film contest he was like 17 and he got a he got a phone call from
Dennis Muran and it was kind of a as Fincher told me it was sort of like a stern like you must stop
doing what you're doing because we're developing something very similar at ILM for the
speeder bike chase through the trees and David's like I'm not going to stop it's a 17 year old
kid talking to ILM not stopping you you
You can't tell me to stop.
And he's like, well, well, what, well, you can't, what?
And David said, why don't you hire me?
And I'll show you what you do.
They're like, okay.
So Fincher got a job at ILM at like 17 years old.
And he was, David Fincher was a puppeteer on the rancor pit monster.
Wow.
He's down there, you know, on that.
He did that secondhand smoke thing with the little baby that is smoking,
which he told me he thought was just hilarious.
He came up with the idea because he thought it was hilarious.
Like, how did the baby late the cigarette?
He has all those logic questions.
And then he was surprised that people found it chilling.
And that just kind of jump started his career.
But I love that kind of like preternaturally balzy people who like, how the hell?
And Cameron was one of those people.
How the hell do you come out of, you know, step out of just like apparent obscurity fully foreign and ready to go?
I wasn't that way.
Do you have any advice for folks interested in practical effects for the movie business in general, aside from don't go to film school?
Yeah. I mean, I think film school has value to it because people learn differently, right?
Like those people who don't need it are probably people who are real fire brands who kind of like have a fire and they're got other people like community.
They want to be part of a, you know, a group of people.
And there's, you know, can you argue with Lucas and Coppola and Spielberg didn't.
Spielberg went to Long Beach.
I guess that's school.
But my difficulty in giving advice now is that it's such a weird and messed up time, right?
Because apparently the movie industry, at least the Hollywood movie industry, is crumbling around us.
And my optimism says, well, that must mean that opportunities are being created.
And you just have to be able to spot those.
And it's just more difficult than ever.
I think that for people who want to sort of be plugged into a system, and there's a lot of, you know, a lot of my artists are like, I don't want to run a shop. I don't want to be out hustling. I want to, I want you to tell me what the parameters are so I can ply my craft. And that's very honorable. And I couldn't do what I do without those people. But I don't know really how to advise young people, especially with AI coming in. And the, and the AI shit that you see on Instagram is like,
is it, I can say it's soulless and I can give you all the, all the reasons why I hope it doesn't
become super pervasive in the arts, but it's here and it must be dealt with.
I'm hesitant to say, learn AI, it's just a tool. It's not just a tool, though. It's more than a
tool. So I don't know. I just, I hope that, I mean, I think maybe my flip on advice to
people wanting to get in is to say to them, what do you think we should do? Do you have any,
because you're young people who have some idea of, you may not know exactly where things have
come from, but you know where they are. And can you envision where they're headed that does not
exclude artistry and human experience and camaraderie and, you know, and the team spirit of,
Like, if AI takes over, we're not going to be talking about tromping through the desert getting yelled at by Paul Barberra.
We're going to be talking about what prompts did you use.
I can't think of anything less alive than that, you know?
I mean, I'm not diminishing it because I know you have to learn how to use the AI stuff, which I don't know how to use.
I just don't know.
I'm just sad for, for, I'm sad.
You caught me in a real.
Sad moment.
Well, to try to get us into a happier moment,
is there anything, Alec, that you have coming out soon,
or that is out now, that you want to plug?
Yeah, what's out now that I'd like to plug?
We had a nice run there with the werewolf movie.
We had Smile 2.
We have, you know, prey on Hulu.
There's the bone mask from prey.
Cool.
You can always go back.
and look at the point break if you want.
More tremors.
There is.
But there is a movie that you should all go watch,
which is a movie that we created in-house.
It's called Wellwood.
There is the monster.
Oh, great.
It's available on Amazon.
And if anyone wants to follow me on Instagram,
Alec underscore Gillis,
the link in the bio has a link to purchase Wellwood.
We're starting to kind of.
creep across the world with it, but it's a good practical effects-based movie.
Awesome.
Nice.
That's kind of like, I remember watching Harbinger Down a few years ago.
And that, like, because I was a big, like, Leviathan, Deep Star 6, like, sort of fan.
And it really tickled that, like, aquatic lovecraftian itch.
Yes, I do enjoy that.
It is probably closer to Leviathan than anything else.
And I love that.
That whole era is pretty fantastic.
But yeah, so I don't know, keep a lookout. We've got another Boots Riley project called I Love Boosters
that will be coming out probably in six months or so. Great. We will check it out.
Well, thank you so, so much. This was really amazing. You've been very generous.
Thank you so much, Alec. Yes. Thank you again to Alec Gillis for joining us for today's conversation.
We hope that you guys found it as interesting as we did. If you're interested in more of Alec Gillis's
work, head to StudioGillis.com, or go watch prey on Hulu or Smile or No One Will
Save You, Werewolves, I'm a Virgo, Wellwood, or Take It Back to Aliens or Alien 3 or Alien
Resurrection. We still haven't covered that one. As always, if you guys are enjoying this podcast,
feel free to leave us a rating and review on whatever podcaster you're listening on. Check out
our Patreon for an ad-free RSS feed or a shout-out at the end of our episodes. And we've got a live
show coming up. October 8th and 9th in Manhattan at the Caviot Theater. We are covering deep
impact in Armageddon. If you're interested in seeing us live, head to cheerfuleerful.com
slash podlife events. Scroll down to our dates, click on our logo, and you can get tickets.
Thanks again, guys, for tuning in to this week's episode of Below the Line, and we will see you on
Monday for Bohemian Rhapsody. What Went Wrong is a Sad Boom podcast, presented by Lizzie BASI.
and Chris Winterbauer.
Editing Music by David Bowman.
