With Rupert's blessing, Maciej and I exchanged files and resources to work together closely on various elements and props during the pre-production phase. I got a chance to work closely with my close friend and Learn Squared business partner, Maciej Kuciara. I learned a great deal during the production of GITS. You've collaborated with a lot of close friends on Ghost in the Shell, can you expand on the workflow you shared? Rupert mentioned that he aimed to make his own vision for the franchise holistic, merging various story elements from other parts that new perspective helped me to push my designs further and aim my tasks to help achieve his distinct vision for the film.Ĥ. It is very sacred for me, and so knowing that I was going to be working with this rich source material from my youth, was a bit of a challenge to get over mentally. I have a very deep love for the first anime, and I feel that everything beyond it in the franchise lives in its shadow. From the creative standpoint, what was the most challenging aspect of producing the designs for the film? Ash's work created for the Ghost in the Shell 3.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |