#3.43.2 – Defying Gravity

First published on February 22nd, 2012. #1.206

In celebration of ‘Gravity’ release week (around most of the world anyway. The UK doesn’t see it until November 8th, boo!), I am republishing cards I wrote in the last couple of years during the production of the film. 
In a move now so rare I can still hardly believe it, the crew was offered the opportunity at various points during the production a look at the film-in-progress. Having now seen the finished product, I can safely say it lived up to its promise, and more.


#206 - Defying Gravity
#206 - back
sent from: London, UK. destination: St Germain-en-Laye, France

Such is the close relationship between us, the visual effects facility and the studio, that we were afforded a screening of the film we are working on, Gravity. This is a rarity these days, works in progress more tightly guarded than a nuclear weapon, encased in the sweaty expectations of the studio execs who are counting on riding its success to their next home in Bel-Air. And how was it?
There was a Commodore 64 game called Thrust. I remember buying it – designed by a physicist, the blurb said. You had to pilot a small wedge-shaped craft that was being pulled down by gravity, using only thrust power to navigate treacherous tunnels and protective guns. You then had to find a spherical – thing – I can’t remember what it was – and it hung from you like a pendulum, (and this is where the physics came in), affecting your momentum, pulling you this way and that as you desperately tried to use your thrust to escape the caves, the extra weight and swinging motion often dashing you against the cavern walls.
It was exciting stuff.
That’s what Gravity was like.

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