SPECIAL EFFECTS INSIDE SEATTLE'S NEW SCIENCE FICTION MUSEUM
July/August 2004 issue of Exhibit Builder magazine
By Geoff Puckett
President / Principal
EffectDesign, Inc.
Novato, CA
In September 2003, EffectDesign, Inc. was contracted to design and produce
visual and sound special effects for the new 'Science Fiction Museum and
Hall of Fame' (SFM) in Seattle, WA. This brand new permanent museum
exhibition opened June 18, 2004, occupying 13,000 sq. ft. within the
existing 'Experience Music Project' in an area that previously housed a
motion simulator attraction and administration offices. Major internal
renovations within the spectacular Frank Gehry structure were undertaken to
allow for the new museum.
SFM combines authentic artifacts and information in evocative
environments that immerse visitors in science fiction's "alternative
worlds." The museum presents science fiction as a genre that touches all
forms of artistic expression, reframing the complexities of science, art,
culture and the humanities. The environmental exhibits give visitors new
insights into themselves and the world around them through the use of
several state-of-the art imaging and sound special effects.
This project was both interesting and challenging because it allowed my team
of artists and craftspeople to create theatrical experiences within a
museum. The museum industry has been in a transition period for years,
searching to find innovative ways to attract a broader range of visitors
while avoiding a connection to 'themed entertainment.' SFM proves a
new paradigm can creatively capture visitor's imagination while
communicating serious facts.
With a special effect budget of nearly $1 million and a production timeframe
of eight months, I assembled a talented group of computer graphic imaging
(CGI) specialists, imaging engineers and neon experts. My own efforts were
put toward managing the entire effect effort as well as designing and
producing other specially crafted, non-CGI effect systems - which included
animated flow and crackle neon displays, fiber optic starfields, 3-D
spherical projections and short-throw, very wide angle projection systems; a
much sought after innovation in the museum and exhibition industries.
Day-to-day CGI logistics were directed by visual effect supervisor Mark
Valentine, who brought seven minutes of completely custom, photo-realistic,
high definition, large screen animation to life. The projection displays in
the 'Spacedock' and 'Cities of Tomorrow' exhibits are each 9 ft.
high by 20 ft. across, with an incredibly short throw distance of only 11
feet.
In recent years, high resolution film-quality media such as what
EffectDesign created for the 'Spacedock' and Cities cost $1 million per
minute to design and produce. EffectDesign has developed a cost-effective
custom imaging production environment which focuses intently on the story
concept and intent, presentation method and most importantly: client goal.
The media and presentation methods produced for this museum will likely
spark interest among exhibit producers since they so effectively
communicated the story of each exhibit.
For SFM, EffectDesign produced CGI effects for a fraction of the cost of
recent industry standards. We developed and produced the custom projection
systems as well. Our in-house media/hardware integration put a much higher
percentage of the budget dollars in front of visitors.
Now in daily operation, computer generated digital light projection or "DLP"
projected displays include the 'Cities of Tomorrow'; with fully animated,
high definition depictions of the Jetsons, Blade Runner and The Matrix.
"The power of this exhibit comes from the realistic interpretations of
future visions. You really believe you are a part of it. Visitors
experience the panoramic vista as if they are standing in one of the city
buildings themselves" comments museum director Donna Shirley.
Within the 'Spacedock', visitors gaze out into space from a large tower
portal to observe twenty classic spaceships approaching and departing from a
massive docking station floating in orbit above Earth. "Everything is in
motion" comments project manager/producer Larry Gertz. "We have brought
together ships from diverse corners of science fiction and created a display
unlike anything before it." Spacedock also features interactive touchscreen displays where visitors call up and manipulate 3-D computer models of each spaceship in real time. EffectDesign designed and produced the QuickTime 3D model files for this exhibit.
At another exhibit visitors can interactively select a planet from sci-fi
lore and watch it materialize in three dimensions right before their eyes.
'Amazing Places' is a truly three-dimensional display where a 24-inch
diameter sphere colorfully floats off a backing wall just 12 inches away
from visitors. No special glasses are necessary either. To achieve the
eye-catching effect, a standard 2,000 lumen Epson LCD projector was
optically reconfigured from within and fitted with a custom, extremely wide
angle lens nicknamed 'HAL' - after the see-all computer in '2001- A Space
Odyssey'. The sphere was internally coated with a specially developed rear
projection material which eliminated 'hot spotting' from the lens and
allowed an impressively wide angle view (300 degree horizontal x 280
vertical), plus high contrast and brightness. The projector/lens
configuration presents a spherically focused, fully animated image across
75% of the viewable surface.
As soon as the museum was announced last year, pre-opening excitement spread
throughout the U.S. via the internet and sci-fi conventions. The public's
expectation of immersive environments and interactivity was always in the
forefront of the creative team's mind as they began development
in the winter of 2002. Gertz recalls, "Our mission was to create a museum
that was not only educational, but entertaining, interactive, and
fiscally responsible - and do it within a very tight schedule."
The creative process began with a core team that included, producer Gertz,
concept lead designers Steve Kirk , Tim Kirk, and Kathy Kirk, designers Scott
Sinclair and Scott Chase and writer Dan Molitor. Also on the team;
co-project manager Annette Crump, graphic designer Pia Gilman, and
production managers Dave Clare and Jeff Thom. This team's extensive
knowledge of science fiction literature, art and media, combined with their
experience in creating themed environments and museums, served to successfully align the creative team's visions with those of the museum's underwriters and sponsors.
Once drawn up, artifact cases and specialty exhibits were built in Los
Angeles by Sparks Exhibits and Scenario Design. Construction methods were
based on square tubular steel framing with wood surfacing, some laminates
and a large amount of theatrical, hand-finished texturing and faux painting.
Focusable fiber optic lighting permeated artifact cases to provide cool,
non-UV producing illumination.
I collaborated extensively with Scenario's production manager Jarlath
McArdle to fit projection systems into the cramped exhibition spaces; two
with a mere nine foot ceiling clearance. Screen surfaces were simple and
straight-forward; flat white painted walls treated to eliminate seams.
Scenario, with its team of 'can-do' designers and craftspeople, was a major
ally in achieving magical special effects.
In order to achieve such grand vistas for Space Dock and Cities of Tomorrow,
I devised image blending systems using the on-board circuitry of Mediasonic
9200P HD players and wide angle Christie DS30W projectors. Using our own
proprietary sizing and MPEG2 compression algorithms we were able to project
2.35:1 (Cinemascope aspect ratio) images from off-the-shelf equipment. Even
the Christie engineers were surprised with our results. Our projection
throws were very short but the SXGA (1024 x 768) resolution of the
image-blended Christie projectors produced crisp, saturated, 20-foot wide
panoramas of flying spaceships and futuristic cities.
Production management was provided by Glendale, CA-based Claro Creative
Studios. Jeff Thom, Dave Clare, and Annette Crump supervised every
production element from early concepts to opening day. Since every piece of
exhibitry was custom fabricated, the incorporation of special effect
elements was critical. Jeff and Annette were my second set of eyes in Los
Angeles as exhibit elements came together, then in Seattle as exhibitry was
installed. In the end, installation went very smoothly - with technical
systems pre-programmed and tested in our San Francisco studio.
Sound effects were produced by MarcoCo and EffectDesign to add the final
realistic touches to the 'Spacedock' and Cities of Tomorrow.
Composer/sound designer Marco d'Ambrosio of MarcoCo created sonic
environments for all three cities. "Composing for these exhibits was really
a challenge since so much story had to communicated in such a
short span of time" noted Marco. Each city is viewable for 90 seconds.
"The essence of the story needed to be present at all times since we lacked
control of when the viewer would enter the exhibit."
All museum sound effects were pre-mixed in San Francisco, with final mixes
taking place in the exhibit areas themselves. Curiously, since Spaceship
Drydock and Cities are seen through real glass, the final audio mixes were
acoustically modified on-site to replicate the experience of being inside a
docking tower or city building - looking out. "This detail made all the
difference in the believability of the experience" Marco recalled. Both
exhibits use JBL Control 5 speakers.
One other area of the museum used JBL Control 1 speakers and a single Crown
CTS-8200 8-channel amplifier to create audio-only environments where
dimensional set pieces just couldn't fit. In a gallery transition area
visitors experienced phase-shifting 'sounds of science fiction' across eight
discrete channels as they approached a new area of the museum. This
technique allowed visitor's imagination to envision places that some of the
design team thought would be more exciting if left to visitor's
imaginations. And it worked!
Seattle's new Science Fiction Museum and Hall of Fame has set the stage for
affordable new methods of storytelling through visual and aural special
effects. What used to be the stuff of high-budget Broadway theater and
billion dollar theme parks is now creatively affordable for museums,
corporate events and exhibitions.
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