Blueberry: Searching for Your Inner Soul


The design process of the shamanistic sequences lasted for about a year, with Kounen sketching his visions on paper and Chabrier building animatics in 3D. It occurred very quickly to the latter that traditional storyboards wouldnt suffice for this project. Chabrier explains, During a [shamanistic] experience, you see your environment perpetually modifying itself. Since these changes sometimes occur extremely rapidly, there is not really a possibility for a freeze-frame that could be translated into storyboard form. The only way to visualize it was via 3D animation. Later, these animatics were a valuable tool for describing the concepts to executives who had difficulty to put it mildly in grasping this whole shamanistic thing.
Given the changing, flowing nature of the shamanistic experiences, Mac Guff had to devise a new approach to the effects. Since theres no cut, there are no shots per se, but three sequences that feature non-stop 3D animation, says Chabrier. Thats why its deceiving for us to talk about shot counts. These shots are several minutes long!


Translating Mental Images into Film Images It was a difficult question and we eventually opted for an approach that combined both, comments Chabrier. In the subjective point of view, the image was too confused and too abstract for the spectator to clearly understand what was going on. So what we did was to design the visions for a subjective approach, and then integrate the character into the imagery. Generally speaking, its extremely difficult to represent mental images. To start with, there is no such thing as motion blur in a trance. You see objects or creatures moving at light speed but at the same time, remaining perfectly sharp. If you put this on film, the effect will look completely artificial. The other thing is the infinite depth of field. You can simultaneously see with equal sharpness an ant walking on your eye and the stars on the horizon. Again, thats impossible to translate on film, as, with an infinite depth of field, the images we were creating would have been a mess. In order to address this, we applied various levels of sharpness to the different layers. For example, the foreground will be in focus, while the midground will be blurred and the background in focus. It gave the images a sense of depth and a very rich look without visually overloading the viewer .
The design process was followed by a year of R& D under the supervision of Francois Launay. There were many conceptual issues to address, the least of which being the point of view of the sequences. Since the shamanistic experience is what the subject sees and hears and smells and feels, should the camera take the subjective point of view of the character, showing what he sees with his own eyes, or should it take an objective point of view and show the experience from outside, visualizing the hallucinations around the character?























I just wanted to thank you for this excellent look behind the scenes.
I guess I'm a little slow but I just recently even heard about this film and I eagerly searched it out and found a copy and watched it just last night. Stunningly beautiful work overall.
I enjoyed the movie but, being honest, the plot was a bit thin, which is made up for by the rendering of the spiritual experience. But I can easily see how people who haven't had some kind of deep, psychedelic experience would be hard pressed to really "get" the film since so much of it is really just hinting at a much deeper, ineffable experience that simply cannot be shown on screen.
As the write-up says, this is 1/10000th the real experience and this is only the superficial visual and auditory components. You cannot put deeply felt emotions, or a true sense of the oneness of everything, or the breaking and formation of your very soul on the screen. Much like love, the filmmakers can only hint at the truth of the underlying experience and the audience has take it from there.
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