Since graduating from Makeup Design for Film & Television in 2006, Mike Nickiforek has carved out quite a career for himself in prosthetics and fabrication. With recent credits Unknown, Mr. Popper’s Penguins, and Rise of the Planet of the Apes under his belt, Mike was invited by fellow grad Jonghee Song to help on a shoot in her native South Korea. Ever the adventurer, Mike accepted and filed this report.
Guest post by Mike Nickiforek
Jonghee hired me to come over and head the shop work she was doing over there for the makeup effects preproduction work on the film. I basically was in charge of the shop work, as well as doing most of it myself. I was there for 2 months for all of July and August.
I sculpted an old age makeup for the film, turning the main character from about 33 to 70 years old. Once the main sculpt was finished I broke it down into eight pieces, then made separate molds of the pieces. Hand appliances were sculpted and created as well. There was also a 50′s stage, and we created separate subtle prosthetics.
From there we needed to run 60 days worth of silicone prosthetics. That means every day they use a new set of 10 prosthetics on the actor, which in turn means we needed to make about 600 prosthetics+ in total for all the different age stages. Due to time constraints though I was unable to finish all the pieces before I had to return to Canada. They continued the prosthetics fabrication after I left and finished it themselves. I trained VFS grad Mikyong Choi how to efficiently run the pieces herself. By the time I left she was doing an amazing job!
VFS grads Bora Jin, Jonghee Song, and Mikyong Choi
Throughout the process of creating the prosthetics I was involved in doing the first test makeup, then later giving pointers to Jonghee as she did three more tests. After the first test, I had to redo the neck and cheek prosthetics, which means I had to re-sculpt and re-mold them, then run new prosthetics from those molds. Then after the second test with the new pieces in the mix, I also ended up re-sculpting the foreheads and chin prosthetics. After that we were able to achieve a look the director was really happy with.
From the shop perspective, it [the South Korean film industry] doesn’t differ much at all really. The only thing is what’s available to them there as far as supplies and materials go. We had to do a lot of ordering from the States as that’s where most makeup products are actually produced, and if you do buy anything locally in Korea of the makeup effects nature it is usually double the price. So even with shipping it was cheaper to buy from the States for a lot of stuff. The on-set test makeup stuff we shot seemed to be very similar to North American standards of on-set work, and they even use some of the English film terminology which was surprising to find out!
Thanks, Mike!
This spring, you’ll have a chance to meet a diverse group of writers and take on a barrage of screenwriting tools, techniques, and exercises that closely represent what students learn in the one-year Writing for Film & Television program. The first weekend (March 23-25) focuses on the elements of great storytelling and the business of screenwriting, and the second weekend (March 30-April 1) is all about workshopping and discovering how the words on the page affect the production process. Here’s what participants said after finishing the Writing for Film & Television Two-Weekend Intensive last fall: “It was exactly what I wanted, and exceeded every possible expectation.” “The instructors were knowledgeable, personable and it was a great learning environment, impressive amount of feedback and insight.” “I learned a lot in making interesting dialogue, about pitching as well as about the film business from the instructors.” Find out more and register here. Don’t miss this opportunity to get a taste of the program that helped launch the careers of screenwriters like Terri Tachell (District 9) and Seth Lochhead (Hanna).
Last summer’s SIGGRAPH conference provided VFS students with a ton of opportunities to hear from industry pros at the top of their game. We hosted a number of those talented men and women for special presentations and campus visits, including 3D Animation & Visual Effects grad Lino DiSalvo. Now a Supervising Animator at Walt Disney Animation Studios — where he’s made significant contributions to films like Tangled and Bolt — Lino graciously shared some advice with students and sat down with us for an on-camera interview. Check out the video here or on the VFS YouTube channel!
Here’s a quick look at some of the Oscar-nominated films VFSers helped create: Best Picture Animated Feature Film Visual Effects Check out the rest of the nominees and air times on the Oscars website.
We’re pleased to announce that Lance Mueller (pictured at centre) will be joining Relic after graduation to work as a level designer on, as Dan put it, “undisclosed project”. Lance comes from the team behind the very well-received Remnant, and all five members were in contention for the position. Congratulations, Lance!
Visit the Game Design Expo site to download the application kit, and find out about the Women in Games Scholarship as well. Good luck!
We asked her about her recent work in film and TV, how to own your online presence as a makeup artist, and more. You’ve got a great story on your website about how you discovered your love for makeup: “It was while playing a vampire in Dracula, blood flowing from her fake fangs, when Courtney first thought about makeup as a career.” Do you still have that same enthusiasm for the craft? Courtney: Definitely, probably even more! I feel so fortunate to be able to do something that I love and get paid for it. Every day is different, usually with different challenges. But the troubleshooting is part of the fun. I also love that makeup is an art that is constantly evolving. I never stop learning, and every job makes me a better makeup artist. It definitely never gets boring! You’ve been pretty busy over the last few years, judging by your IMDB profile. Since makeup artists are often not credited online for their work, what do you recommend they do? Courtney: You really have to put a lot of effort into getting your name out there, especially when you’re first starting out. IMDB doesn’t usually get updated automatically, that’s something that I do myself. Also make sure that you have a website. It doesn’t have to be fancy, but it’s great to have somewhere online where people can see your work. When people Google your name (which is pretty common nowadays), you want them to be able to get a good idea of your experience and what you can do! Your work spans a few different mediums – how do you juggle the changing demands of each gig? Courtney: That’s part of the fun! My biggest advice is to always be prepared for anything. Every job that I do I make sure I have a little bit of everything. It’s amazing what you can do with a few staples in your kit when you need to get creative. And make sure you do your research before a job. I have a good size photo bank of reference pictures on my computer, which is really helpful to have some inspiration before starting a new project. And don’t be afraid to play! If you’re not working as much, have a friend over and practice an effect that you’re not as confident with. I love to do fun creative photo shoots when I’m not working. I don’t get paid, but it allows me to think outside of the box and do something that I might not get to do as often on the job. Always continue to hone your skills, especially the ones you don’t utilize on a regular basis! You’ve done some work on CBC’s Arctic Air. Can you talk a bit about your responsibilities? We also got the opportunity to go up to Yellowknife a few times. What a beautiful place! Over the three different times we went up there, we saw the weather go from warm fall days, to -25 and freezing (at least for us West Coasters!). This brought new challenges, trying to keep makeup from freezing and touching up while wind and snow were blasting us from all directions. You really learn to adapt to any situation! Last question: Do you have a makeup hero you look up to in the industry? Courtney: I have many, but Ve Neill is always the first one that comes to mind. Her work is incredible, and the projects that she works on always involve amazing makeup. I’ve had the opportunity to see her work, and she creates such memorable characters. Where she draws her inspiration, I don’t know, but she never ceases to amaze me! Thanks, Courtney! Best of luck on future gigs!
The first Facebook game in North America made by students – what inspired you to make one? Stanislav Costiuc: Old-school Super Nintendo games. Facebook games have a certain style and essence to them, and we deliberately wanted to swim against the current. We wanted to prove that Facebook games are capable of having a much wider variety in genre and style. Stuart Saunders: From the beginning, we wanted Zombie-Kiri to be something that hadn’t been done before. Risk was very important for us to properly manage. We knew we wanted to make something cutting edge. Our concept originated as an iPad game and a few days later we decided it would work better as a Facebook game. Making a Facebook game was a great opportunity for us as it has a huge audience and also crowned us as one of the first student groups in the world to make a Facebook game. Tell us about the challenges and rewards of making a game on Facebook. What are the limitations? Clarence Chan: At first getting Zombie-Kiri onto Facebook was a challenge given none of us had any familiarity with the process, although that was quickly resolved; afterward, the challenge was constantly updating Zombie-Kiri to continue working on Facebook due to the environment’s frequent changes in design that affect the way apps work. Other than that, most of the problems afterward lay in the creation of Zombie-Kiri, where we had to make sure the game ran smoothly at all times and never crashed. The biggest reward is being able to have the game on the largest platform in the world, as well as the vast amount of knowledge we gained through this experience. Nathan Nasseri: The biggest challenge was making Zombie-Kiri fun. It wasn’t until we moved away from being realistic and more about being over the top with dark humour that we were more successful. Our mentor, Rick Davidson, advised us to focus on the fun of the game. Deciding to stop production and spend a few days tweaking the game to make it as fun as possible paid off big time. Clarence: I was the Lead Client Programmer. My job was to program aspects of the game in Flash Action Script 3 code. This included, but was not limited to, the menus and front-end navigation system, enemy AI, implementing visual assets such as world art, particles, and sprites, and the sound and audio system. Nathan: I was the Project Manager and my responsibilities were making sure the limited time we had was being used as effectively as possible. This involved make changes or cuts to the game as they were needed. I also helped design the mechanics and systems plus the world design and world art. In addition to these I was also responsible for the audio and quality assurance testing. Stanislav: I was the Lead Mechanics Designer responsible for core gameplay systems, balancing, and documentation. As well, I was one of the artists and programmers on the team. Stuart: I was the Network Programmer. I was responsible for setting up the server and doing all the programming for it. I was also in charge of all Facebook interactions. After basic framework was in place I began working on the game and programmed a lot of the core functionality. I was focused more on behind the scenes programming rather than the gameplay, but I did a bit of both and a lot of optimizing and bug fixing. When Facebook games come up, people usually talk about monetization. How much was this in your minds while you designed it? Stanislav: When we were designing Zombie-Kiri, we decided to make the gameplay fun first, and only then think about monetization. Clarence: We have two currencies: money and duct tape, both of which are used to upgrade the player’s items. While money is extremely common, duct tape is relatively rarer, and although it does not play a part in the upgrade system initially, the player will be required to use increasing amounts of it to upgrade their items at higher levels. Thus, the player can grind it out in order to collect duct tape in game, or pay to save time instead. Stuart: We do plan to expand the monetization aspects of Zombie-Kiri after we graduate from VFS though. Having done one, do you think you’d make another? Stanislav: As long as I work with a creative and inspiring team, yes. Clarence: If the opportunity arises again, I possibly would. Stuart: I will definitely be working on more Facebook titles, but I wouldn’t say that is all I will work on. Nathan: Absolutely, it was really fun and challenging as a designer to do something innovative. You can play Zombie-Kiri now on Facebook.
How much were you able to plan in advance? Karen: We were notified about the competition acceptance about 3 weeks before, so I had that time to design my character, based on the theme we were given — which was aliens from Men in Black this year. I prepared the costume and did a couple of tests of the main idea I had, but I knew I would have to work with the prosthetic pieces I was going to get on the day of the competition. How would you describe the character you created? Karen: The character I created was an undercover agent from the MIB agency, or at least that was the main idea. But later I came across an Obama mask, so I decided that my alien would be the American president as an undercover agent. Succeeding at IMATS seems to rely a lot on your ability to deal with tight time frames. How did you handle the stress? Karen: I have to be honest and let you know that a lot of things happened previous to the competition. Equipment malfunctions, snow in London, I struggled to arrive to the competition on time. So by the time I arrived, I was happy just to be there. I also decided that no matter what the outcome was, I was just going to enjoy it, and since I love working with prosthetic pieces, time flew by, so I really didn’t have the chance to stress. You’re the first VFS Makeup Design grad to win at IMATS London. What do you think this win will do for your career? Karen: I am hoping that this win will allow me to meet and contact people in the industry, and hopefully land some interesting job opportunities. It has also been a great exposure opportunity for me in my country (Mexico), where this type of achievement brings great attention to my work. Congrats again, Karen! Find out more about the International Make-Up Artist Trade Show here.
The video, for Mangan’s “Rows of Houses”, is now up for a 2012 Juno Award for Video of the Year! (That’s the Canadian equivalent of the Grammys, for our international readers.) The awards aren’t until March 26th through April 1st, but you can check out the video now on BlatantStudios.com. We asked Jon to tell us more about how this project came together. Could you tell us a bit about the creative treatment for this video? What was the concept at the start? Jon: Well, when I was first asked to write, I was told the track was lyrically based on the movie Stand by Me and the album was a darker and deeper effort from Dan. I wasn’t interested in doing anything directly related to the movie, so instead I wrote a quick story involving ideas from the song that stuck out to me, such as homogenous urban sprawl and expansion. I then went over it all with Dan and he had similar concepts in mind, so it actually work out really well. What’s it like collaborating with Dan Mangan? Jon: For a guy who has spent so much time building a career on his own, Dan is a great collaborator. I like to get the story nailed down with him to start, and then let the details evolve as we’re making it, both visually and conceptually, and just steer them in the right direction. But if those initial ideas are in place, he is very trusting and lets us run a bit, which is great, though it may be because we’ve worked together before. For this project we were on set together which is always fun, the Mangan crew is a bunch of good dudes. He seems to have been catapulted to fame in the last while. Does that put any pressure on Blatant to up your game as music video creators? Jon: Oh for sure, but that’s a very good thing. They’re a great creative outlet, giving a chance to experiment and improve. You’ll see more. Thanks, Jon. Congrats to everyone at Blatant and good luck at the Junos!
Discover Screenwriting at VFS Over Two Weekends!
VFS first offered the Writing for Film & Television Two-Weekend Intensive last fall, offering aspiring writers with busy weekday schedules an opportunity to experience the VFS approach to screenwriting. We’re happy to announce it’s coming back!Video: 3D Grad Lino DiSalvo On His Journey to Disney
VFS Connections to Oscar 2012 Hopefuls
This weekend’s Academy Awards will celebrate another great year in film and alumni success. VFS grads contributed to a number of celebrated films in 2011 — garnering credits on 9 of the 10 highest-grossing movies of the year. On Sunday, we’ll see how many of those films take home the top prize in the biz.
*The Descendants — Acting for Film & Television Advisory Board Member Matt Lillard played “Brian Speer”.
*Hugo – 3D Animation & Visual Effects grads Elena Topouzoglou (Stereoscopic Compositor), Michael Eurek (Junior 3D Generalist), Geeta Basantani (Lead Compositor)
*The Tree of Life — 3D grads Jeff Tetzlaff (Modeling/Texturing Artist), Jesus L. Yapor (Compositor), Stephen King (Animator)
*Kung Fu Panda 2 — Digital Design grad Cesar Alejandro Montero Orozco (Surfacing Artist), and 3D grads Claudia Keene (Key Assistant Clean-up Artist), Nicholas Augello (Character Effects Artist)
*Puss in Boots — 3D grad Javier Solsona (Lead Character Technical Director) and Digital Design grad Cesar Alejandro Montero Orozco (Production Testing)
*Rango – 3D grads Cedric Lo (Lead Animator), Henri Tan (Creature TD), Jamie Bowers (Texture Painter), Kieran Tether (Digital Artist), Michael Lum (Animator), Scott Jones (Creature Lead), Stephen King (Animator), Teh-wei Yeh (Digital Artist), Will McCrate (Lighting TD)
*Harry Potter and the Deathly Hallows – Part 2 — 3D grads Annabelle Kent (Digital Compositor), Henry South (CG Modeler), Joshua Herrig (Lead Lighting Artist/Look Dev Artist), Jozef van Eenbergen (Pipeline Developer), Kevin Mah (Effects Technical Director), Mike Rhone (Effects Technical Director), Nuno Nisa Pereira (Visual Effects Technical Director), Sara Hilmarsdottir (Matchmove Artist), Sofus Graae (Visual Effects Coordinator), Will Towle (Camera Tracker)
*Real Steel — 3D grad Aruna Inversin (Lead Compositor) and Makeup Design for Film & Television grad Cristina Atkin (Mold Making, Legacy EFX)
*Rise of the Planet of the Apes — Digital Character Animation grad Chad Moffitt (Animator), Film Production grads Gary Hawes (Second Assistant Director), Gord Dunick (Visual Effects Set Supervisor), Makeup Design grad Mike Nickiforek (Animal Effects Fabrication), and 3D grads Abdullah Ecirli (Digital Compositor), Anthony Di Ninno (Previs Artist), Carolyn Wong (Creature Technical Director), Cesar Rodriguez Bautista (Digital Paint Artist), Chrystia Siolkowsky (Motion Editor), Jesse Sturdy (Witness Reference), Kristin Sedore (Lighting TD), Matt Weaver (Animator), Patrick Henry (Witness Reference), Richard Sur (Lighting Technical Director), Tamir Diab (Lighting Technical Director)
*Transformers: Dark of the Moon — 3D grads Anna Tonrungroj (Stereoscopic Nuke Background Prep), Borae Cho (Pipeline Technical Director), Cesar Rodriguez Bautista (Stereoscopic Prep/Roto Artist), Chelsea Whittet (Digital Production Administrator), Daphne De Jesus (Digital Paint Artist), Henri Tan (Creature Technical Director), Jamie Bowers (Texture Artist), Jooyong Lee (Roto/Paint Artist), Kelsey Ayukawa (Stereo Roto/Paint Artist), Kieran Tether (Digital Artist), Louis Cox (Visual Effects Artist), Pedram Daraeizadeh (Digital Production Administrator), Samson Wong (Integration Artist), Serguei Kalentchouk (Rigging Lead), Stephen King (Animator), and Film Production grad Justin Hammond (Lighting Technical Director)
*Hugo (as listed above)Relic Entertainment Picks Internship Winner
On Tuesday, when Lead Game Designer Dan Kading and Recruiter Kelly Gies from Relic Entertainment came to the Game Design campus to announce the winner of the Brian Wood Memorial Internship, they openly wished they had more than one position to offer, a testimony to the strength of applicants this year.VFS Game Design Scholarships Deadline Approaching
Just a quick reminder that the deadline for the 2012 Game Design Expo scholarships is quickly approaching, with all applications due by February 29, 2012. Ranging from $1,000 to $7,000, this year’s offerings have been generously provided by G4Tech TV, Annex Pro, Radical, Slant Six Games, and Microsoft/BigPark. Courtney Frey on How to Make it as a Makeup Artist
Makeup Design for Film & Television grad Courtney Frey came to our attention last year when she helped out on the set of the Vancouver-shot series, Mr. Young. Her career has been on a steady upward trajectory since, with a recent gig on CBC’s Arctic Air, where she worked alongside fellow grad Susan Manning.
Courtney: What a great experience that was! I was the Assistant Makeup Artist to Lisa Strong, who keyed the show [served as Head Makeup Artist]. Because it was the first season, there was a lot of establishing characters and figuring out the different looks for everyone. I helped Lisa with a few of regulars, and then I would also look after some of the actors that were just in for the episode. The fun thing about Arctic Air is that for makeup artists, there is a little bit of everything. We had our females that got great beauty makeups, but we also had blood, dirt, frost, ice, bruises, cuts, special effects and even some prosthetics. Every episode brought something different.Putting Your Game in Front of Facebook’s Millions
In many ways it’s hard to be the first at anything. For the student team behind Zombie-Kiri, firsts are what they do – first Facebook game as a Game Design final project and first Facebook game by students in North America. We’ve mentioned the game before, but now, on the cusp of graduation, we caught up with the team to find out how this all came about. (Acting for Film & Television grad Kris Nielsen provided the game’s voicework.)
Tell us about what you did on the game.IMATS London Champ on Creating Her Winning Makeup
Makeup Design for Film & Television grad Karen Uhthoff is the first VFSer to take home top honours from IMATS London. Her winning character prosthetic work was selected by a judging panel of makeup pros, putting Karen’s talents on a global stage.Juno Award Nom for VFS Grad Music Video
As we mentioned recently, Classical Animation grad Jon Busby and Blatant Studios — which he founded with Digital Character Animation grad Jesse Davidge — teamed up for a second time with Vancouver-based indie crooner Dan Mangan for a music video project.






