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Amazon Prime 'Fallout' Panel 2 Master Craft Conversation | Variety FYC Streaming Room

Hear from the department heads of Prime Video's Emmy-nominated hit series, "Fallout." The Emmy-nominated artisans break down their process from building The Ghoul's post-apocalyptic world to creating the perfect costumes. Discover the music cue that defines Lucy and learn about the collaborations that helped bring this show to the screen.

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00:00Hi, I'm Jazz Tanke, Senior Artisans Editor at Variety.
00:09I'm so excited to be here today for this conversation on Prime Video's Fallout.
00:14Please join me in welcoming the Emmy-nominated artisans behind the series.
00:19With us, we have prosthetics makeup artist Jake Garber, VFX supervisor Jay Wirth, editor
00:25Ali Compacchio, costume designer Amy Westcott, and music supervisor Trigger Tobin.
00:32Hello, and welcome to you all, and congratulations on your Emmy nominations, and huge congratulations
00:42on bringing Fallout to our screens.
00:46You did such an incredible job on it.
00:48I'm just curious, Jonathan Nolan is such a genius.
00:54What was it like collaborating with him to bring Fallout to life?
00:59Jake, I'm going to start with you.
01:03My collaborations with him were quite minimal, actually, at the beginning.
01:07I was initially contacted by James Scott Staple, one of the producers, about doing the show,
01:13and I wanted to get a prosthetic artist that I worked with, a guy named Vincent Van Dyke,
01:18who's quite the designer and manufacturer of those type of prosthetics and all that.
01:23We'd worked together in the past.
01:25My involvement on the design aspect was limited.
01:28There was a number of people involved, including Walton and Jonah and Vincent at the beginning.
01:33I was consulted, obviously, about little tech aspects of it and all that, but I just kind
01:38of let them run with that one, and then kind of came in towards the tail end of the design
01:43thing.
01:44Yeah, Jonah was awesome.
01:45Jay, what about for you?
01:46Yeah, it was fun.
01:47I remember those first meetings, and we had all those conversations about, you know, well,
01:56what should it feel like?
01:57What should it look like?
01:58You know, how do you create this kind of, you know, villainous, horrific, multi-complex
02:05character that also has a little intrigue, has a little attraction to him, and what's
02:12that going to look like, what's that going to feel like?
02:16I had the fun, daunting one of, okay, so Jay, so one of the main characters is not going
02:21to have a nose, and you're going to have to touch every single time you see him in the
02:23entire series.
02:24What is that going to do?
02:27But it was a really fun collaboration that, you know, with that early design process,
02:31and then I remember, Jake, when we were there for that first makeup test, and it all kind
02:36of came to life, and we really took what they designed and tried to figure out how to execute
02:45it in visual effects, but really, it was all about Walton's performance, you know, and
02:51the second he put that thing on, and the second you applied that, we're there, we're like,
02:56oh, oh, this is special.
02:58That's what we hoped it would be, you know.
03:00You see, you know, still images in concept art, and you don't quite know how it's going
03:05to feel until you see him standing there in all this glory, and, you know, from that moment,
03:11it wasn't, you know, sometimes you do tests, you're like, well, it's not quite there, let's,
03:16you know, that one was like instantaneous magic, and it was pretty, it was pretty special.
03:20I'm going to do a little quick nod out to Jay on that one, because I've worked with
03:24some removal of things like that in the past, and it used to be that you'd have to use some
03:28sort of a color separation, either green or blue or something like that, and we did a
03:32little quick sample of it on Walton during the very, very first test before these guys
03:36were coming in, and he was concerned about it, because the tip of his nose, we just did
03:41green for it, and he was, wow, it was just right in his line of sight, so he just had
03:47this little green speck sitting in his eye line, and he says, is there any way we can
03:52go without this?
03:53And luckily, VFX is advanced, and Jay was able to accommodate us to just put a couple
03:57of tracking dots on his nose that eliminated that, you know, visual distraction for him,
04:01that would have been a visual distraction for him.
04:04Jake and Jay, like, talk about working together to preserve Walton's face, like, you know,
04:10he's not lost completely underneath that, but it is an, you know, it's an incredible
04:14makeup, VFX combo, but we still see the essence of his performance in every single episode.
04:21Talk about finding that.
04:22Well, that was absolutely something at the beginning that was a concern, because when
04:28you hire Walton, you want Walton, and luckily, working with Vincent is we both are very keen
04:33on treating it like a character makeup and not doing it as some sort of a grotesque imagery,
04:39which was, Joan was very adamant about, and we kept those pieces as thin as possible so
04:46that we could see Walton through that, and you can.
04:50And the other thing, too, was Walton was very concerned about it because he hadn't really
04:54done anything quite that involved over a long run like that, and he was very concerned about
05:00his emotions coming through during his performance, and we just had to kind of keep telling him,
05:08I'm seeing it, I'm feeling it, and luckily, once he kind of got through everything, he
05:12didn't want to watch a lot of, you know, rushes or dailies or anything like that.
05:17He just kind of want to run with it.
05:18But once he saw the final thing, he was like, OK, you guys were right.
05:21You guys did me upright between all of us.
05:24Amy, talk a little bit about working with Jonathan.
05:28Yeah, unlike Jake, I had a lot, a lot of, I worked with Jonathan from the beginning,
05:34and really, I mean, our first meeting or just when I was meeting on the job, it was
05:41just so, it was such a great sort of collaborative spitball conversation between he and myself
05:50and Geneva and Graham, and it just became sort of obvious that this was going to be
05:55a real collaboration, a real, like, you know, opportunity to work with someone like Jonah,
06:05who really runs a tight ship and is very exacting and is very specific, but he's super creative
06:12and allows his creative departments to have fun and do things that are, you know, unique.
06:20Sometimes we had to press it a little bit and say, you know, come on, this is, we can
06:24do this, and once we showed him what it was, you know, you kind of won him over that way.
06:32But yeah, to me, just the fact that he was, a lot of times there's so many cooks in the kitchen
06:40that it's very hard to get that sort of like feeling of knowing what you're doing.
06:48You know, when he was, because he was in charge of it, he was just, I think all departments
06:53felt very beelined to what we were all doing, and we felt really together as a group.
07:02I think that was really beneficial and says a lot about his leadership.
07:07Trigger, what about for you when it comes to, you know, being a music supervisor and working
07:14with Jonathan on this? Well, yeah, it's amazing working with Jonah as a music supervisor because
07:20he's hugely into the music and, you know, definitely knows what he wants. And it's,
07:26it's something you just never know, depending on who you're working with, if they, sometimes it's
07:30like you go deal with that. But Jonah definitely has an opinion. He really, you know, gets really
07:35excited about the music and working with Allie really closely on the music as well. And she's,
07:40you know, they have a really short hand and trying to, you know, bring it to the next level at all
07:46times. And they think about music on so many different levels. So it's not just like it works
07:51for this scene. It also is telling a story for the whole season or the whole series and just
07:56be able to find those kind of hidden meanings and like foreshadowing and, you know, all those
08:01different. So I was really challenged working with Jonah in that way to try to bring the music to the
08:07next level. You totally do throughout because it's got such an excellent soundtrack to that point.
08:13How do you secure something like Orange Color Sky by Natkin Cole, which is such a part of the
08:18video game series, but for the TV, you know, but how do you get that for the TV show? Was it easy?
08:26Like what's the, I always love to hear a music supervision story and securing rights to a tune.
08:32Yeah. I mean, that, that wasn't, you know, his estate is, is not the hardest to deal with. So
08:40actually it was pretty smooth on that one, but you never know. I mean, a lot of times
08:45the rights will be, you know, 10% will be missing or they move around between different publishers
08:51because, you know, when the song's that old, it can be, we had a lot of issues throughout the
08:55season. That one in particular, I think was pretty smooth, but you also want to make sure that
09:02sometimes the artists had a different way of thinking about what they were open to and
09:07everything than their estate does or their descendants do. So a lot of times it's about
09:13fitting that brand of, of, you know, what the artist is known for. So it's, you're always
09:17messing with that when you're using their music again in the future. So I think that was, yeah,
09:23I mean, that's, that came into play a lot on this show, just trying to make sure that we could get
09:27things across the finish line. Cause once, once you have it cut to picture and they're like,
09:31this is amazing. Everybody loves it then. Oh, okay. We still have to get it. So I think that
09:38you know, that's always a challenge for sure. Yeah. And Ali, what about you? What was it like
09:43collaborating with Jonah on this? And like, is there a scene that you were like, I'm kind of
09:50nervous to show this to him, but here we go. I'm going to go with it, but I spent so long on it
09:55and this is, it's over to him now. I adore working with Jonah. I think he creates an environment
10:03where he, he expects a lot and pushes everyone to do their best, but also enables everyone to
10:10do their best. And he, as a director brings such a strong point of view. And you know,
10:20part of that is enabling, I think his department heads like Jake and Amy, Jay, you know, Howard,
10:26everyone to put such detail and texture into the world. And like, he's, he's so strong at
10:33world building. And that's in the details as well as the scope. And then, you know,
10:41he has got really good taste in terms of style and pacing and tone. And yeah, again, just pushes,
10:49pushes us all to do our best, has really great taste and sensibility in music and tone.
10:57Yeah. And it's, it's such an incredible, you know, series and, and, you know, you're also cutting,
11:04you know, incredible action sequences versus like those quiet moments with Lucy that don't have,
11:12you know, a stun or explosion or something going on in the background. Like what, what's the,
11:17what was the, the most challenging to cut? Like, is it more challenging to cut an action sequence
11:24or is it getting the tone of, you know, a quieter moment? I think every scene has its challenge.
11:31There isn't a single scene I wouldn't love to have the chance to cut again. What was great
11:37about the pilot was the number of times we got to change tone from, from pretty heavy and dramatic
11:44in the open to immediately kind of slapping the audience in the face with the irony in the,
11:52the opening montage with Lucy to, you know, the action and kind of irony and ballet of the,
12:03the raider scene in the vault and the subtlety of Walton's performance and,
12:11and Aaron's performance as Max, like there was, there was just so much there to play with.
12:17And like, as Trigga said, like Trigga and I worked really close together. The music editors,
12:24Chris and Clint and I worked really close together. Like music is a big part of my process
12:28and figuring out tone and pacing. And, you know, some of these scenes, we knew the song going in
12:36and some of them, it took a little while to find like, what is the right tone to convey the feeling?
12:42I love that. Amy, talk about bringing the ghoul to the screen and understanding that process
12:49behind who, you know, behind that costume and what made him the ghoul.
12:57Just like, exactly what Jay and Jay were saying, it starts with Walton and it really like,
13:03he's such a unique individual, but he, he sort of carries himself with such a,
13:09such a swagger and a sexiness about him that it was really important that we don't lose that,
13:16you know, all the dirt and, and everything that, that he carries around and all these layers and
13:22all this, you know, it was sort of important that we work with him, his, his body shape and, and,
13:28and just who he is to sort of hone in to what, what made that guy from Cooper, you know? So,
13:41it was great actually doing the fittings with him. It was so informative for me of what,
13:47of where we were going with the character and, and, and how much to, how much could we push it?
13:54And he was, you know, I, I really just feel like when you're working with an actor of his caliber,
14:00it's, it's so much more fun and so much more rewarding to do our jobs because it's like this,
14:08this fantastic team player that's ready for anything. And so he was, yeah, it was, it was,
14:13it was a great process, I think, for, for all of us.
14:17I mean, going back to, to the, you know, the makeup process a little bit, what was,
14:24like, how long was that application process? I mean, we've kind of touched it in the past before,
14:30but for our audience here that has never heard how you refined and finessed that process,
14:37talk about that. Well, the, the first test of any makeup is always going to take time
14:42because you're trying to find it. You're not going in there with any sort of
14:46pre-painted things. You're seeing how things fit and all that stuff. So first test was done with
14:50myself and Vincent on, on Walton, and it took about five hours, but it was very leisure.
14:55There was no sort of, there was no gun to the head as far as we had to get this done. It was
14:59our day to do it. And we deliberately didn't want anybody from production involved with that one,
15:04just so we could debug it before we presented it to production for the first time. So we could see
15:10if we had any real issues that we had to contend with before that, that second viewing, if you will.
15:14And then it's just a matter of like, once you kind of got going with it, I think the first day
15:21that I did it solo was probably maybe three hours of change and learned a lot from that one.
15:28And I've done shows in the past where I've had to replicate a makeup
15:32quite a number of times. And usually when you get to about the 10th to 15th application,
15:37you've kind of said, okay, I think I've got this about as finessed as I could.
15:42You figure out all the shortcuts, you pre-paint the appliances so they can go on quicker.
15:47I think the fastest I got it on was about an hour and a half, but it usually lived about,
15:53you know, hour 45, maybe two if we took a long break or something like that. But it was definitely
15:58a manageable time. And I have an issue too, when you're designing a makeup, I think it's a
16:04disservice to the actor, production, yourself to indulge in a makeup that runs like four hours,
16:10five hours or whatever, because now you've done all this work and now they're going to start their
16:14day. And it just doesn't, it doesn't seem right in my world. And I try to, I don't say I'm the
16:20most impatient person in the world, but I like to get it done and get on with it.
16:25Jay, I mean, we've talked a little bit about the makeup and the VFX, but there is,
16:32the VFX on the show is incredible. The world building, you know, working with Howard,
16:37like, is there a sequence that you were like, I spent so much time on this,
16:41but I'm so proud of how this actually came out? Oh, wow.
16:48I know it's like asking you to pick your favorite child.
16:50Well, there were just, there were so many different nuances of things like, you know,
16:56like what we've been saying, collaborating with Jonah is such a privilege. You know,
17:02thankfully I'm able to be brought in pretty early on these ones. So, you know, we were
17:07looking at locations and reading things in November of 2021, and then doing scouting in
17:122020, early 2022. And it was really like for world building, it was getting to go to Namibia
17:19and seeing this amazing place that Howard found and kind of realizing, okay, well,
17:26let's build around that. And the sequence that was probably the most versions, I mean, Ali,
17:34probably the gulper on the dock, that was the one that lived the longest.
17:41And we had some other unique ones that were just like, he kept going back and forth on.
17:48Some things though, were actually really quick. That was the other fun part is like,
17:52we found the one where she came out from the vault, you know, right on the coast at Santa
17:57Monica Pier. You know, that one, we had some fun with the design of that one, but that was more,
18:05even the first version was like kind of magical. And then it was just about nuances and details
18:11and how to make it sing. But really the gulper, because of the detail of the creature,
18:18but even that one, to be honest, we didn't have a whole lot of detours this season, honestly.
18:24Jonah and Graham in Geneva, they had such a clear vision and the work we did early on with Howard
18:32and with all of the design really kind of gave us a template where we kind of knew our direction
18:38for most of the season. We had a couple of things here and there where we'd, you know,
18:42we had to figure out like the LAX airport oddly took a long time because it was like, how many
18:47planes and where should the sand be? And that one was added in post. So we didn't have that initial
18:53design part. And when we had that initial design part, we designed all our creatures early. So we
18:58had time to chew on it and to have it percolate and marinate. And that made the ending process
19:06actually a lot smoother. Finding the design of the Cyclops took a long time just because
19:12it's hard to make a Cyclops, like we were talking about performance. It was really hard to make a
19:16Cyclops that felt like he had some humanity and humor and all this other stuff. And we started
19:22our first design on that and it was awful. Like it looked horrible. We're like, oh, I can't show
19:27this to anybody. And trying to figure out how to do a full digital face while keeping his
19:35performance was probably the, that was one of the nuanced challenges we had. And I've told
19:40the story before, but it was really when we decided to put two eyebrows on him because almost
19:44all Cyclopses have one eyebrow. And when we gave him two eyebrows, it was like, how did we not think
19:48of this before? But that was what kind of brought his performance to life in a really beautiful way.
19:55That was an amazing moment. But just looking back for all of you, you know, the series has
20:00been so well received by audiences around the world and the fans of the game
20:07love it. What is it like for you to see the reaction from both fans of the game and this
20:14new audience who have, you know, who are just in love with this world that you've built? Jake, I'm
20:19going to start with you. I'm not a gamer, so I was kind of in the dark on a lot of this stuff,
20:26which I think probably had benefited a little bit. And I've worked on a lot of projects that have had
20:31some rather epic, you know, elements to it and all that, but some obviously didn't work out that well.
20:37I remember the first time that I thought, you know, this seems like this could really be
20:41something, was they had, we had a wrap party in New York and they had a little teaser reel
20:46that had stuff in there and it had some rudimentary VFX stuff in it, but obviously not completed and
20:52all that. But I remember finishing when that was finished, my jaw was almost on the ground.
20:57I was like, oh my God. And I loved it. The choice of music was fantastic because I'm an old-timey
21:03guy anyway. And I, you know, was listening to that stuff through my mom and all that growing up. So I
21:08just think the whole, the whole package really, really impressed me. And the variety of everything
21:13that was great about it was you've got some insane humor, you've got some absolutely, you know,
21:17grotesque imagery, you've got fantasy elements, there's love stories. I mean, it really, you've
21:22got a, you've got a whole smorgasbord right there and it's fantastic. Jay, what has it been like for
21:27you? It's been really special. I've been able to randomly get to speak on some different panels in
21:34some different countries and like, it's so crazy when you're in other places. And I mean, this is
21:41the beauty of the world, right? Is that you can have these mutual conversations and you can be
21:46talking to someone, you know, on a plane. I was speaking in Moldova of all places and they love
21:52it there. They're like, oh, they're like, I'm like, how many people here have watched the show? It's
21:55like everybody. I'm like, to realize the worldwide global effect of a game like Fallout and the
22:04belovedness of it and to see how many, how much people are embracing it. It's special. It's a
22:15unique one where, and non-gamers too, like we were saying. I'll be talking to some friends that I
22:23haven't talked to in a lot of years. They're like, my mom loves your show. I'm like, your mom? Like,
22:28you know, I just love that it's hitting different people. You know, you get the gamer community and
22:34you get just people who really don't maybe have that as a connection point, but it's resonating
22:40in a way that I think is really special and across the board. And Jake, I had the same thing.
22:46You know, you read the script and, you know, you get into the project and you get in the weeds
22:51and then you start seeing the footage and you're like, oh, this is special. This is a special one.
22:58Love that. Allie, what about for you? I mean, it's such an honor and a pressure when you work
23:05on something that is beloved by so many people. Like Jake, I think I'm not a gamer, but I was,
23:12like Fallout was the kind of one property I was familiar with the tone and it always seemed
23:16different and unique and like it had its own voice. And then like, that's something to honor
23:21the fans. You have to protect, you have to show them, we got you, we love it too. And then for
23:27the people who are, who don't know that world, you want to invite them in and make it a place
23:33for them too. And I think it was brilliant of Graham and Geneva and Jonah to, you know,
23:40to tell an original story set in an existing world. And it's an honor to get to be a part of
23:46that and help translate the tone and throwing it back to Trigga. Like, you know, we opened with a
23:52song from the game with, you know, Orange Colored Sky, but one of the other songs that Trigga had
23:58pitched for the open was, and I'm spacing on the Nat King Cole, Trigga Help Me Out Tomorrow.
24:06There's no tomorrow, no.
24:07There's, yeah, yeah. Oh my gosh. What is it?
24:10I'm spacing. It's the one that's in, it's in 108.
24:13I Don't Want to See Tomorrow was one of the other songs that he pitched for the open. And as we were
24:18working on the whole season, it was a song that when I was playing it in my bay, people would
24:25stop by and be like, what is that? And that's a song that's not from the game and has this
24:32perfect elegance, but also like a hint of a wink and fun to it that is like so perfectly Fallout.
24:39And I'm so happy we found a place for it in the season. And so I guess being able to honor the
24:45game and also speak with a new voice, you know, I think that's important, an important part of
24:52building the world of the show and an honor. Trigga, what about you?
24:58Yeah. It's it's just been amazing to see that. I mean, obviously we knew there was the built-in
25:03game audience making sure they were happy and then just seeing as everyone's mentioned,
25:08how much broader than that it has been. And yeah, there's so many different things for everyone
25:14in the show, which, yeah, it's incredible. Just the amount of people that come out of the
25:18woodwork to reach out and just say how much they loved it, which has been amazing. Like, you know,
25:23I've had plenty of projects that were, that did well, but never had a response like this.
25:28It's incredible. So, and we knew it was good, but it's, yeah, it's amazing.
25:33So many emails and texts. I'm like, oh, I haven't talked to this person in 15 years.
25:37Exactly.
25:38And now they want something.
25:43Incredible. Amy, what about for you? What is, what has it been like?
25:46Well, similar to everybody here, you know, it was such a great honor to be involved with the
25:52game that was so, that had its audience already built in and it was, you know, so well regarded
25:58and so quirky and unique in its tone. And I think we were all really petrified that we would,
26:06there's so many pitfalls, so many different places where you can screw up and, and there,
26:13you know, as now with the internet, I mean, you could get trounced very easily and very fast.
26:19Um, so I think, you know, it was just the fact that fans liked it, even though we changed some
26:26things. I mean, we always stayed true to the immediate, you know, the sort of skeleton of the
26:31game, uh, as I call it, but we did expound and do our own thing on, for, for a lot of different
26:39areas. And it was like, I hope this works kind of thing. And I think, I think, um,
26:44when the fans accepted it and people got excited about it and didn't
26:48hammer it online, uh, it was just like, it was validating for all of us. I think like,
26:53fuck you, you know. And yeah, a relief. Yes, exactly.
27:00Amazing. Amazing. Well, I want to congratulate you all on all the successes of Fallout and thank
27:08you so much for that incredible conversation and insight into your process and your craft and
27:14working on the series. And thank you all so much again for that conversation.
27:18Thank you, Jaz. Great. Thank you. Thank you. Thanks a lot.

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