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, for publication in Cinefex 171, due out in June of that year. By the end of April the article was finished, edited, reviewed and ready for production.

By this time, however, the global COVID pandemic had brought the world to a shuddering halt and swung a wrecking ball through movie release schedules. By the time

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Was finally released on the Disney+ streaming service on June 12, 2020, we’d been forced to scrap all our theatrical release content for the June issue and replace it with streaming shows. My

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Story was one of those that ended up on the cutting room floor. Cinefex went on hiatus shortly afterwards, before finally closing its doors following the publication of its final issue, Cinefex 172, in February 2021.

Story does not include the range of effects-related images normally featured in a Cinefex article, but the text is exactly what you would have read if Cinefex 171 had been published as originally planned.

Author Eoin Colfer has a deep affection for the fairy folklore of his native Ireland. He also happens to be a big fan of

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, Colfer’s breakout novel about a 12-year-old criminal mastermind who kidnaps a fairy from an underground realm and ransoms her for a ton of 24-carat gold. The author challenged conventions not only by making the book’s lead character something of a villain, but also by giving his fairies possession of a unique brand of advanced technology.

The anti-hero Artemis Fowl II went on to star in seven more books, with motion picture rights secured by Miramax Films in 2001. Years of development followed, culminating in a 2013 announcement that Walt Disney Studios — owners of Miramax between 1993 and 2010 — would adapt the first two novels in the series. Kenneth Branagh was appointed as director and the film was scheduled to hit theaters on May 29, 2020. However, as the marketing campaign hit high gear early that year, the COVID-19 pandemic prompted major studios to postpone theatrical releases across the board. Weeks of uncertainty followed, at the culmination of which

Spans two different worlds: the familiar above-ground realm of human beings, and an underground domain where fairies and their kin have spent millennia in hiding. Kenneth Branagh discussed design strategies with his key department heads, including production designer Jim Clay, director of photography Haris Zambarloukos and visual effects supervisor Charley Henley. “Everyone was keen for an element of originality on the fairy front, ” said Henley. “We didn’t want to be too traditional. The idea is that humans split off from the fairies years ago, but they’ve carried on developing just as we have, in a parallel society. The fairies have more of a connection with the natural world than we have and that’s become part of the technology they’ve developed.”

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Working alongside visual effects producer Barrie Hemsley, Henley assembled a team of visual effects vendors led by Moving Picture Company (MPC), supported by Framestore, Industrial Light & Magic, RISE and BUF. Additional work was done by Exceptional Minds and an in-house team of artists led by associate visual effects supervisor Martin Walters. Nviz, Argon and The Third Floor shared a variety of previs, postvis and virtual production duties.

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Is wrapped in a framing narrative. From his prison cell inside a remote sea fortress, a dwarf called Mulch Diggums (Josh Gad) narrates a tale about young Artemis Fowl (Ferdia Shaw), who discovers his father Artemis Sr. (Colin Farrell) has gone missing. With the help of faithful family bodyguard Butler (Nonso Anozie), the boy learns of his father’s involvement with Haven, a vast fairy realm hidden deep underground, and embarks on a quest to free Artemis Sr. from the clutches of the evil pixie Opal Koboi (Hong Chau).

In Eoin Colfer’s novels, Haven is the second-largest city in the Lower Elements, one of the subterranean realms to which fairies and other magical creatures retreated after a fateful battle with humans around the year 7, 500 B.C. The version of Haven seen in the film reflects the long history of this secret underground world.

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“We planned out the city as if parts of it had been built at different times, ” Henley outlined. “You’ve got ancient buildings that are worn out and newer buildings on top, like you might find in cities like Rome.” This eclectic mix of architecture resides in a system of caverns buried deep in the bowels of the Earth. “Ken was keen to have a sense of the geography and the geology. There’s plenty of rock, of course, but also a lot of minerals and iridescent elements. The fairies use geothermal energy from lava as their power source, and their lighting is based off the sort of phosphorescence you find in natural organisms.”

The audience is introduced to Haven by way of a dizzying approach shot. The camera first frames Artemis reading his father’s notes, before plunging into the book and down through layers of earth, rock, lava and water. Finally arriving in the underworld, the camera targets an elf, Captain Holly Short (Lara McDonnell), as she arrives by public transport at her workplace: the reconnaissance division of the Lower Elements Police (LEP).

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Nviz explored the shot in previs. “We built the cave and a two-mile-square segment of Haven, ” said Nviz head of visualization Janek Lender. “We started out by mapping Holly’s entire journey to work, including shots of her inside the transport. As the sequence evolved it became more condensed, and more about linking Artemis and Holly together.” Artists built assets for use in Unreal Engine, allowing Kenneth Branagh to choreograph the shot using a virtual camera. “Ken had a very clear vision. He wanted the camera to come up over the lip of the platform as the transport lands, then follow Holly as she walks towards the LEP. The whole shot was a big stitch from a plate of Artemis above ground, through the CG reveal of Haven City, to a couple of live-action plates of Holly joined together, shot about four months apart.”

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Live-action for LEP sequences was shot on sets at Longcross Studios, a complex built on the former Military Vehicles and Engineering Establishment in Chertsey, just outside London. Special effects mounted a practical transporter on a custom gimbal with four axes of movement. “We used four large hydraulic rams, ” explained special effects supervisor David Watkins. “That allowed us to move it in pretty much any direction. We also did a funky step unit that drops down so she could climb on and off.”

, the transporter conformed to strict safety regulations introduced in recent years on film sets. The transporter interior contained pressure pads, which shut down the whole rig if anyone stood on them; a laser curtain trip system did the same job externally. “Our game has changed considerably in the physical effects world, ” Watkins observed. “We now have to follow the same rules as if we were installing something in a factory that’s going to be there for 20-30 years. We’ve always tested everything and made it safe; now we’re actually bound by law to do it.”

MPC executed the final Haven approach shot, introducing the fairy city as a sprawling urban environment inside a ten-mile-wide cavern. Artists based rock structures on the spectacular cliffs of the Faroe Islands. The rugged terrain of this North Atlantic archipelago also inspired the muted color palette of Haven’s agricultural regions, where fields are laid out in terraces reminiscent of Chinese rice paddies.

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Artemis Fowl (film)/credits

The MPC environment team created a library of buildings ranging from ageworn to pristine. Architectural styles varied from sculptural to crystalline, hard-edged to round; cottages stood cheek by jowl with fairy skyscrapers. “Each little house came with its own little rock, ” said MPC visual effects supervisor Axel Bonami. “Some were standing on the ground, some could be attached to a vertical rock face, some to the ceiling. When we had created enough variations, we tested them in little clusters. We would show these combinations to Charley and Ken and they would say which they liked.”

, artists at MPC laid out building clusters according to predetermined rules. “It’s very important that you don’t just randomly build, ” Bonami commented. “We wanted to base everything on real cities, from New York, which is very square, to London, which is more messy. Cities in Spain have a lot of circular structures, whereas, in Paris, everything converges in areas like the Place de l’Étoile. We extracted black and white maps out of all of these and used them to grow our buildings into that giant cave.”

The buildings were scattered across the city as instances. This allowed artists to work in parallel: while one team refined the geometry, texture and displacement maps of each individual piece of architecture, another iterated on layouts, with assets updating automatically to the latest approved version. Artists illuminated the city by planting phosphorescent light sources into lakes hanging upside-down in the cavern ceiling.

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MPC extended the LEP set with its digital Haven environment. A bluescreen wall facilitated this for certain angles; another part of the set was flanked by a scenic painted backdrop,

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