The discussion of the Alien series of films and the props used in them is the aim, but if it's got Big Bugs and Big Guns, then they are welcome too!





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 Post subject: ADI studios reference videos
PostPosted: Fri Jun 14, 2019 10:14 pm 

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Studio ADI who did the effects for Alien 3, 4, AVP, AVP:R has a youtube channel. I was researching how I could upgrade the cannon backpack setup as I have gotten some other pieces further along and found these that would be good reference materials:

https://www.youtube.com/watch?v=1Q9V_1aXe2w
AVP behind the scenes of the predator ADI
https://www.youtube.com/watch?v=4N58PkPAQzA
Predator 2018 emissary predator concepts ADI
https://www.youtube.com/watch?v=PB6OAeztItg
filming AVP the elder predators ADI BTS
https://www.youtube.com/playlist?list=P ... NuHtwbwWOP
AVP playlist
https://www.youtube.com/watch?v=dpgznoP ... ex=12&t=0s
avp cannon test
https://www.youtube.com/playlist?list=P ... -VuZ0OwyWr
avp requiem playlist
https://www.youtube.com/playlist?list=P ... -VuZ0OwyWr
avp animatronic head test
https://www.youtube.com/watch?v=_YJb705 ... dex=8&t=0s
avp building the med kit test
https://www.youtube.com/watch?v=YWPlDba ... ex=16&t=0s
avp requiem predator on set
https://www.youtube.com/watch?v=2UdPvW- ... dex=3&t=0s
Alien 3 chestburster rig test
https://www.youtube.com/watch?v=CP5Kq4D ... dex=7&t=0s
Aliens 3 practical effects practital jokes part 1

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PostPosted: Sun Jun 23, 2019 2:49 pm 
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Cool stuff, thanks


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PostPosted: Sun Jun 23, 2019 6:04 pm 

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Osmotic wrote:
Cool stuff, thanks


Stan Winston's school has several videos on things. I will probably take the dive and buy a membership. I will probably get links to more reference videos then, but they would be behind a pay wall of sorts, but, apparently there is a big push to digitize the substantial libraries of these creative schools.

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PostPosted: Tue Nov 02, 2021 10:11 pm 

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BTTT

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PostPosted: Thu Nov 04, 2021 10:34 pm 
GarageGeek
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I would do anything to work for them.


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PostPosted: Sun Nov 07, 2021 3:33 pm 
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seven wrote:
I would do anything to work for them.


They do some incredible stuff, but when I worked in Burbank (for a different [terrible] company), I was told that working for Alec can be extremely difficult.


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PostPosted: Sun Nov 07, 2021 7:12 pm 
GarageGeek
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Got any leads on gigs or contacts? I'll sleep in a alley to work in production.


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PostPosted: Tue Nov 09, 2021 10:36 pm 
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seven wrote:
Got any leads on gigs or contacts? I'll sleep in a alley to work in production.


Nope. The last 2 year annihilated productions in LA, and generally, if you're not already one of the gang (see "cronyism"), opportunities are tough to find.

Unless you want to sell your soul, produce end products that are embarrassing, be told to work off-the-clock, not get paid consistently, be insulted daily, etc. and work at Thingergy, lol. When I was there, the owner cared more about just having bodies in the shop more than what their capabilities were.


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 Post subject: Re: Re:
PostPosted: Wed Nov 10, 2021 1:01 am 

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Prop-Forge wrote:
seven wrote:
Got any leads on gigs or contacts? I'll sleep in a alley to work in production.


Nope. The last 2 year annihilated productions in LA, and generally, if you're not already one of the gang (see "cronyism"), opportunities are tough to find.

Unless you want to sell your soul, produce end products that are embarrassing, be told to work off-the-clock, not get paid consistently, be insulted daily, etc. and work at Thingergy, lol. When I was there, the owner cared more about just having bodies in the shop more than what their capabilities were.


That means there would be major manufacturing issues. Plus such an approach guarantees no incentive to be loyal...

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 Post subject: Re: Re:
PostPosted: Wed Nov 10, 2021 2:44 am 
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knoxvilles_joker wrote:
Prop-Forge wrote:
seven wrote:
Got any leads on gigs or contacts? I'll sleep in a alley to work in production.


Nope. The last 2 year annihilated productions in LA, and generally, if you're not already one of the gang (see "cronyism"), opportunities are tough to find.

Unless you want to sell your soul, produce end products that are embarrassing, be told to work off-the-clock, not get paid consistently, be insulted daily, etc. and work at Thingergy, lol. When I was there, the owner cared more about just having bodies in the shop more than what their capabilities were.


That means there would be major manufacturing issues. Plus such an approach guarantees no incentive to be loyal...


Well, I believe I was part of the 3rd nearly-fully-replacement crew at that shop, and the 4th was hired on in 2019. I quit during the builds of the awful Borderlands 3 statues, and about half the crew I was working with left soon after. Quality and safety were never big ideals at Thingergy when I was there; it's one of many reasons why I left.

And that's kind of typical in that industry. There's always more cattle entering the chute, so what do most shops care about turnover?


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 Post subject: Re: Re:
PostPosted: Wed Nov 10, 2021 12:58 pm 

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Nope. The last 2 year annihilated productions in LA, and generally, if you're not already one of the gang (see "cronyism"), opportunities are tough to find.

Unless you want to sell your soul, produce end products that are embarrassing, be told to work off-the-clock, not get paid consistently, be insulted daily, etc. and work at Thingergy, lol. When I was there, the owner cared more about just having bodies in the shop more than what their capabilities were.

That means there would be major manufacturing issues. Plus such an approach guarantees no incentive to be loyal...

Well, I believe I was part of the 3rd nearly-fully-replacement crew at that shop, and the 4th was hired on in 2019. I quit during the builds of the awful Borderlands 3 statues, and about half the crew I was working with left soon after. Quality and safety were never big ideals at Thingergy when I was there; it's one of many reasons why I left.

And that's kind of typical in that industry. There's always more cattle entering the chute, so what do most shops care about turnover?

So I guess that is why studio adi took note of my work when we had the aliens cast reunion at fanboy.

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 Post subject: to the moon
PostPosted: Wed Nov 10, 2021 1:07 pm 
GarageGeek
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sounds like every job ive ever had, not even joking. buy that crypto guys.


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 Post subject: Re: to the moon
PostPosted: Wed Nov 10, 2021 1:38 pm 

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seven wrote:
sounds like every job ive ever had, not even joking. buy that crypto guys.


Dude, Just be careful and be picky on your employers.

It takes a very long time and great effort to find a good employer and get in there.

Fortunately a lot of employers are now having to be more delicate and careful as they can not get ready replacements for high turn over toxic environments...

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PostPosted: Wed Nov 10, 2021 3:23 pm 
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I say we tuen the legacy into a skull n bones/mafia level gamg where we're all in business together somehow. haha sorry if I derailed. It is really interesting to research how larger FX shops came into existence. Seems like a combination of things, the right place at the right time, the high skill level, location, some big breaks, insane work ethic ect ect. I really love "Volpin Props" also, Harrison built that from nothing. I watched the whole things on social media.. That guy is a natural born engineer.


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PostPosted: Wed Nov 10, 2021 3:54 pm 
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seven wrote:
I say we tuen the legacy into a skull n bones/mafia level gamg where we're all in business together somehow. haha sorry if I derailed. It is really interesting to research how larger FX shops came into existence. Seems like a combination of things, the right place at the right time, the high skill level, location, some big breaks, insane work ethic ect ect. I really love "Volpin Props" also, Harrison built that from nothing. I watched the whole things on social media.. That guy is a natural born engineer.



Harrison always seems to work insane hours, and even then, he's probably more of an exception than the rule.

The large SFX houses we know today come from a time when you could get lots of money and time to do incredible things. Modern production has too many bean-counters, and CGI didn't help matters.


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