Bug Hunt
Director Phil Tippett (top left) with effects coordinator Greg Lanteri; star , with machine gun; grunt Lawrence Monoson faces the bugs

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You obviously have had tremendous success in the area of special effects. Have you always wanted to direct, and if so, why did it take so long to find this project?

I've been making movies all my life one way or another. I really enjoy the process, and the vantage point you get in being a visual effects supervisor is that you get to work through the entire production process from the beginning to the end. You're working really closely with writers and directors and producers to figure out how you're going to do this thing and you're in every single department. And you're there through the end with the answer print and the release print. It gives you a really strong background in what the theatrical feature film entails. I had been around actors and directors for a long time and looked at how they work and it looked like a lot of fun - you just have to be prepared.

As for why we weren't able to get anything going earlier? I've been working with Jon Davison trying to get some projects going. The short version of the story is they were all too weird in Hollywood. We did a pretty good job pulling together some really interesting talent - we had gotten some scripts together with Martin Amis and Alex Cox and Jon and I wanted to do Mars Attacks long before Tim Burton, but it was too weird. Martin did a terrific script, but Hollywood didn't think it was funny. It was actually hilarious. But when you're pitching against corporate culture and a market economy, they didn't think it was very funny.

We tried pitching some things with Pulitzer Prize-winning author Michael Chabon, but everybody thought it was too weird. So this was the only hook that anybody bit on when Jon went to Sony and proposed that we do this direct-to-video Starship Troopers and they thought it was a good idea.

Was there anything in particular that appealed to you about doing a sequel to Starship Troopers?

I liked the first movie. I understood the milieu. I knew immediately what it was. I'm very good friends with Jon Davison and we are on the same wavelength all the time. We decided that the first thing we'd do was once the studio was interested in our ideas was to figure out if there were any. Ed and I sat down for a weekend to see if we could come up with a story, and strangely enough, by the end of a couple of days batting around a couple of ideas, we came up with the story we have. We thought we could do something with it.

Your budget was a little smaller on this one, yes?

Kind of (laughs). It depends on who you talk to. Some people say that the original was between $90 and $100 million, and ours was just under $6 million. It's a big difference.

The limited budget - as the film buffs we are, we immediately realized that this had to be a horror film. We always said that if Starship Troopers was Aliens, this one was Alien. It wasn't going to be as good as a Ridley Scott picture, but it was going to be 10 Little Indians in a haunted house. That was just a given. We started from that premise and realized that we weren't going to have something that was spectacle upon spectacle upon spectacle. We have to deliver that, as well, but we had to be conscious of what we could do.

Did you ever talk to Verhoeven about the film?

He was my spiritual guide and mentor on the thing. I consulted Paul quite a bit. I'd call him on the phone and give him my ideas and ask him if they held water. He'd give me advice and would tell me if I was going up shit creek or not.

The first film had a lot of political subtext to it. Was that something you wanted to focus on the second time out?

Certainly not as much as Paul. His picture was much more idea-oriented than mine. I don't think horror completely serves that. I was more interested in some bigger Lovecraftian themes rather than political stuff within the Federation, but the central thesis was certainly borne out of the first film: War turns us all into fascists.
My idea was a bit of a skew on that. I've been reading some Barbara Enright (?) books - one called Blood Right. It hypothesized that the Richard Dawkins (?) idea that when you're culturally created, you can become stronger than the culture itself and this could be a dangerous thing that leads to war. We tried to pin these ideas - these bugs that could get inside you was a metaphor for that. We tried to create a kind of family that you liked and then watch them get infected and have them become other kinds of people.

That was an interesting aspect of it. And we wanted to carry through with the idea from the first picture that the Federation was saying one thing and doing another. We attempted to illustrate that with Dax, the man who denied the person he actually was, which was a hero. In the end, the person he didn't want to be was used by the Federation to advertise against the identity of the individual and get people to go to war.

It's very timely. Was the studio ever squeamish about any of this?

Strangely enough, not. The war started right as we were starting to shoot. That kind of stuff is kind of buried, though - it's very much subtext and it's there, but it's mostly handled in the execution and not so much on the page.

Was this always planned as a direct-to-DVD project? And do you think that the format has become the home now for the B-movie?

Another reason we were having such a hard time getting other projects going was that the bandwidth in Hollywood is very narrow and it's assumed that sci-fi and fantasy movies have to be of a certain budget to have a certain kind of a spectacle factor. That makes it very difficult for people to be interested in doing lower-budget kinds of things. The problem with advertising and marketing is just that it costs them an inordinate amount of money - $30 or $50 million. So if you make a $1 million movie that's really good, it's going to cost you $51 million to get it out.

So people are really worried about it - they want to do these tent pole things and they end up costing $200 million, and those aren't fun to do. George Lucas said it wasn't like making a movie, it was like going to war. There's all this stuff you have to carry along with you.

But the DVD market - television was difficult. I looked into doing stuff for television, but the money wasn't there and the production matrix was terrible, so this opportunity came up and we thought we could make a B-movie, if we did it right.

I was impressed with the visual effects here. As an effects guy yourself, was it hard to stand back and let your crew do their thing?

No. One of the things I learned and it's one of my philosophies about making things in general, particularly on something of this scale - where you put your effort is in hiring people the best people you can on every level. Once you've done that, your job is almost done. You hire people and leave them alone. What comes out of that is something that's much greater than any individual part because you're getting something that you're not expecting at all.

As long as everybody's on the right page, everyone brings their own interpretations to it. I had no problem at all. I worked very closely with Eric Leven - our effects supervisor - we worked together on Starship Troopers. We have a very good communication and I trusted him and let him do the work.

What was the transition from practical effects to CGI like for you as an effects artists trying to make a living?

At that particular time, that was my craft that I grew up loving. That was a horrific adjustment because all I could see was the apocalypse and the end of the world. That was one of the darker moments in my life. But things like this come around a lot and what appeases you after a while is that you have to reinvent yourself a lot in life - not once, but three or four times. You have to account for everything, pick up and move on.

In retrospect, it was the best thing that could happen to me, because it forced me to think about something that I really liked, which was hands-on work. I wanted to be more involved with the conceptual and managerial sides of things that left more focus on directing.

Do you think any of the old school practical visual effects ethic will make a comeback?

One of the reasons is that sometimes schedules are really tight and you have to move on very quickly. If you have a complicated big practical effect that could be accomplished a different way - or if the practical effect doesn't work - then you're completely screwed. You have to shut down. Whereas if you address it in post, it's generally not as problematic. But there are things that make no sense to do digitally. In Starship 2, we got lucky and had Michael Lantieri do all the floor effects and you can't live without that stuff. You can't make a movie without it.

Overall, the use of digital stuff is shoveled on and it's become kind of boring, but that's typical of most technological revolutions, especially in cinema. You look back and there were great effects in some silent movies, but when sound came around they were all shitty. Then they came up with color. There were a lot of great black-and-white movies made before then and there were a lot of shitty color movies.
We're in that boat now with visual effects. You look back and say, "Remember the flying logo?" Yeah, that was cool for about a year and then seven years later…
Now it's, "Hey - 10,000 guys charging and killing each other!" It was cool the first time you saw it, but now it's just another 10,000 guys (laughs).

These movies that are made on blue screen stages certainly lack something. You see it when you're on a set with actors and the actors really do become inspired sets and all the things around them, so if there's just a fake blue card there, that's not a whole lot to be inspired by.

What's next for you?

Jon and Ed and I are working on a couple of ideas that we should be able shop around by the end of the summer and see if anybody wants to do them. There appears to be some interest in doing Starship Troopers 3, actually. We'll see.

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Special thanks to Christian Reichert and all at Columbia TriStar Home Entertainment. All images copyright Sony Pictures. All rights reserved.

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