Shrek - Production

Production

At the time DreamWorks was founded, producer John H. Williams got hold of the book from his children, and when he brought it to DreamWorks, it caught Jeffrey Katzenberg's attention and the studio decided to make it into a movie. After buying the rights to the film, Katzenberg quickly put the film in active development in November 1995. Steven Spielberg had thought about making a traditionally animated film of the book before, when he bought the rights to the book in 1991, before the founding of DreamWorks, where Bill Murray would play Shrek and Steve Martin would play Donkey. In the beginning of production, co-director Andrew Adamson refused to be intimidated by Katzenberg, and had an argument with him how much should the film appeal to adults. Katzenberg wanted both audiences, but he found some of Adamson's ideas about adding sexual jokes and Guns N' Roses music to the soundtrack a bit too outrageous. Andrew Adamson and Kelly Asbury joined in 1997 to co-direct the film. However, Asbury left a year later for work on the 2002 film Spirit: Stallion of the Cimarron, and was replaced with story artist Vicky Jenson. Both Adamson and Jenson decided to work on the film in half, so the crew could at least know who to go to with specific detail questions about the film's sequences; "We both ended up doing a lot of everything", Adamson said. "We're both kinda control freaks, and we both wanted to do everything."

Some early sketches of Shrek's house were done in 1996 through 1997 using Photoshop, with the sketches showing Shrek first living in a garbage dump near a human village called Wart Creek. It was also thought one time that he lived with his parents and kept rotting fish in his bedroom. Donkey was modeled after Pericles (born 1994; also known as Perry), a real miniature donkey from Barron Park, Palo Alto, California. Raman Hui, supervising animator of Shrek, stated that Fiona "wasn't based on any real person." and he did many different sketches for Princess Fiona and had done over 100 sculptures of Fiona before the directors picked the final design. In early development, the Art Directors visited Hearst Castle, Stratford upon Avon and Dordogne for inspiration. Art Director Douglas Rogers visited a magnolia plantation in Charleston, South Carolina for inspiration for Shrek's swamp. Planned characters not used in the film include Goldilocks and Sleeping Beauty.

Further information: Shrek (character)

Chris Farley was planned to do the voice for Shrek which he recorded 80 to 90% (or 95% according to Farley's brother Tom) of the dialogue for the character, but died before completing the project. DreamWorks then re-cast the voice role to Mike Myers, who insisted on a complete script rewrite, to leave no traces of Farley's version of Shrek. After Myers had completed providing the voice for the character, when the film was well into production, he asked to re-record all of his lines in a Scottish accent similar to the one his mother had used when she told him bedtime stories and also used for his roles in other films such as, So I Married an Axe Murderer & Austin Powers: The Spy Who Shagged Me. After hearing the alternative, Katzenberg agreed to redo scenes in the film, saying, "It was so good we took $4m worth of animation out and did it again." Because of Myers voicing the character, more ideas began to come; There were clearer story points, fresher gags and comedy bits. Myers said: "I got a letter from Spielberg thanking me so much for caring about the character... And he said the Scottish accent had improved the movie." Another person planned to voice a character in the film was Janeane Garofalo, who was set to star alongside Farley as Princess Fiona. However, she was fired from the project with little explanation. Years later, Garofalo stated "I was never told why . I assume because I sound like a man sometimes? I don't know why. Nobody told me... But, you know, the movie didn't do anything, so who cares?"

Shrek was originally set up to be a live-action/CG animation hybrid with background plate miniature sets and the main characters composited into the scene as motion-captured computer graphics, using an ExpertVision Hires Falcon 10 camera system to capture and apply realistic human movement to the characters. A sizable crew was hired to run a test, and after a year and a half of R & D, the test was finally screened in May 1997. The results were not satisfactory, with Katzenberg stating, "It looked terrible, it didn't work, it wasn't funny, and we didn't like it." The studio then turned to its production partners at PDI, who began production with the studio in 1998 and helped Shrek to get its final, computer-animated look. At this time, Antz was still in production by the studio and Effects Supervisor Ken Bielenberg was asked by Aron Warner "to start development for Shrek." Similar to previous PDI films, PDI used its own proprietary software (like its own Fluid Animation System) for its animated movies. However, for some elements it also took advantage of some of the powerhouse animation software that was in the market. This is particularly true with Maya, which PDI used for most of its dynamic cloth animation and for the hair of Fiona and Farquaad.

“We did a lot of work on character and set-up, and then kept changing the set up while we were doing the animation,” Hui noted. “In Antz, we had a facial system that gave us all the facial muscles under the skin. In Shrek, we applied that to whole body. So if you pay attention to Shrek when he talks, you see that when he opens his jaw, he forms a double chin, because we have the fat and the muscles underneath. That kind of detail took us a long time to get right." One of the most difficult parts of creating the film was making Donkey's fur flow smoothly so that it didn't look like a Chia Pet's fur. This fell into the hands of the surfacing animators who used flow controls within a complex shader to provide the fur with many attributes (ability to change directions, lie flat, swirl, etc.). It was then the job of the visual effects group, lead by Ken Bielenberg, to make the fur react to environment conditions. Once the technology was mastered, it was able to be applied to many aspects of the Shrek movie including grass, moss, beards, eyebrows, and even threads on Shrek's tunic. Making Human hair realistic was different from Donkey's fur. It required a separate rendering system and a lot of attention from the lighting and visual effects teams.

Aron Warner said that the creators "envisioned a magical environment that you could immerse yourself into." Shrek includes 36 separate in-film locations to make the world of the film, which DreamWorks claimed was more than any previous computer animated feature before. In-film locations were finalized and as demonstrated by past DreamWorks animated movies, color and mood was of the utmost importance.

As the film was about to be completed, Katzenberg suggested to the filmmakers to redo the film's ending in order to "go out with a big laugh"; Instead of ending film with just a storybook closing over Shrek and Fiona as they ride off into the sunset, they decided to add a song "I'm a Believer" by Smash Mouth and show all the fairytale creatures in the film.

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