Cheers Bolt!
It was interesting to work on - although when Joby first approached me saying 'I really like the way you did the eyes on Strontium Dog' I was a bit, uh here we go...
Originally I was just going to be doing the eyes and a few muzzle flashes/squibs - they had other people doing rotoscoping, matte paintings and models.
Then it really needed someone to put it all together - so I ended up doing a lot more than planned.
Helped that everything was pretty much edited so I was only doing FX on the relevant bits, which was a useful lesson.
Yeah, I think the biochips work OK - they were added late on, they'd asked about adding some animations, and I did a few tests.
It made me consider placement of them is pretty important, I guess it helps shifting Bagman to the back so you don't always have to film from the one side like you're forced to with Gunnar. Gets a bit fuzzy when the chip's obscured, but it helps locate the voices when you can't have speech bubbles.
There was a limit to how much input I could give generally - I think I pushed quite a bit to add the intro animations - they'd talked about having the drop-pods, but I thought right lets give it a bit of visual backstory.
I had a stock model from when we were going to a Rogue short before Stront, and the ruins were something else I had lying around.
I thought it would have been cool to have done some kind of Captain Scarlet style end credits, stills or shots of more Rogue-related flavour, but someone else had done them by the time I was on the team.
I did originally push the chem smog more, but was told to pull it back, think Adam wanted to see more of the background.
Most annoying thing was the make-up/body paint wearing thin - had to do a bit of digital retouching there.