Taking Up Arms for Battle: Los Angeles
"It was a very complicated collaboration because a lot of them had to share assets," Burrell suggests. "But we warned them that the film was going to be all hand-held, a lot of zooms and roto and tracking and we had to share assets. I couldn't award it all to one company, because not one company was big enough. And we couldn't afford ILM or Weta or even Sony Imageworks, so we spent our money wisely. The most difficult part was getting vendors to match assets with one another. It certainly kept us on budget doing it this way, but it kept it hard for me and my staff to keep track of everybody."
Bill Desowitz is senior editor of AWN & VFXWorld.