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No one wanted Star Wars when George Lucas started shopping it to studios in the mid-1970s. It was the era of Taxi Driver and Network and Serpico; Hollywood was hot for authenticity and edgy drama, not popcorn space epics. But that was only part of the problem.

George Lucas Photo by: Dan Winters

As the young director had conceived it, Star Wars was a film that literally couldn’t be made; the technology required to bring the movie’s universe to visual life simply didn’t exist. Eventually 20th Century Fox gave Lucas $25,000 to finish his screenplay—and then, after he garnered a Best Picture Oscar nomination for American Graffiti, green-lit the production of Adventures of Luke Starkiller, as Taken From the Journal of the Whills, Saga I: The Star Wars. However, the studio no longer had a special effects department, so Lucas was on his own. He would adapt, and handily: He not only helped invent a new generation of special effects but launched a legendary company that would change the course of the movie business.

Industrial Light & Magic was born in a sweltering warehouse behind the Van Nuys airport in the summer of 1975. Its first employees were recent college graduates (and dropouts) with rich imaginations and nimble fingers. They were tasked with building Star Wars’ creatures, spaceships, circuit boards, and cameras. It didn’t go smoothly or even on schedule, but the masterful work of ILM’s fledgling artists, technicians, and engineers transported audiences into galaxies far, far away.

As it turns 40 this year, ILM can claim to have played a defining role making effects for 317 movies. But that’s only part of the story: Pixar began, essentially, as an ILM internal investigation. Photoshop was invented, in part, by an ILM employee tinkering with programming in his time away from work. Billions of lines of code have been formulated there. Along the way ILM has put tentacles into pirate beards, turned a man into mercury, and dominated box office charts with computer-generated dinosaurs and superheroes. What defines ILM, however, isn’t a signature look, feel, or tone—those change project by project. Rather, it’s the indefatigable spirit of innovation that each of the 43 subjects interviewed for this oral history mentioned time and again. It is the Force that sustains the place.

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Darth Vader’s helmet from Star Wars: Episode IV Dan WInters

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Darth Vader’s helmet from Star Wars: Episode IV Dan Winters

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Lucas had been toying with the idea of what he called a “space opera–fantasy thing”—and had even hired artist Ralph McQuarrie to sketch out some of his ideas—but he was hamstrung by technical constraints.

George Lucas (founder): I knew it was going to move very fast, with lots of pans and this giant space battle at the end. Only in those days, you couldn’t do that. I thought, “We’d better figure it out.” It was destined to be my undoing.

Dennis Muren (creative director): Fewer movies were being made. Occasionally studios would make effects films: an Earthquake here, a Towering Inferno there. But there was no future.

Steven Spielberg Photo by: Dan Winters

Steven Spielberg (director, producer): George said, “I’m going to figure this out one month at a time.”

Lucas: We hired a handful of people—a lot of young kids, basically. Very few of them had worked on a feature film.

John Dykstra (VFX supervisor): I got a call from George and we met at a bungalow on the Universal lot. He wanted Star Wars to feel like it was shot with a World War II gunsight camera, to have that sense of intimacy with the action.

Lucas: I wanted to set up shop in San Francisco, but there was no film processing lab, so John insisted we stay in Los Angeles. We found an industrial warehouse space in Van Nuys, next to the airport.

Steve Gawley (model maker/supervisor): There was no interior; our walls were two-by-fours, Visqueen stapled onto them. Every once in a while we’d get crazy with the music—the big record was Fleetwood Mac’s Rumours—and you’d have to turn it down because the walls were plastic.

Lucas: We had about 45 people working for us. The average age was 25 or 26.

Charlie Bailey (creature and model maker): Everybody there was an industrial designer or architect or engineer.

Gawley: Across the street was a military surplus store. We bought a lot of used, obsolete things there to use in our models because we were trying to stretch the dollar.

Lucas: We were working on the articles of incorporation and we said, “What are we going to call this thing?” We were in an industrial park. They were building these giant Dykstraflex machines to photograph stuff, so that’s where the “Light” came from. In the end I said, “Forget the Industrial and the Light—this is going to have to be Magic. Otherwise we’re doomed, making a movie nobody wants.”

Dykstra: The warehouse was probably 1,300 square feet and smelled like a gym locker. It was hotter than hell. If you lit a model with 6,000 watts, you could get to 130 degrees.

Lorne Peterson (model maker, model shop supervisor): Somebody found a big water tank, and we filled it with cold water. We’d dip in during break time.

Dykstra: At the surplus store, we got an escape slide from a 727. You’d put a little Wesson oil and water on there—it made for a hell of a good Slip ’N Slide.

Gawley: Sometimes in the afternoon we’d duck out with our bag lunch and three golf clubs. In an hour we could knock out six or seven holes, but we ran in between.

Peterson: We also got an oxygen tank. I’d think, “God, it doesn’t seem to do anything, just kind of smells different.” But after, people in the hallway would ask me, “What are you smiling about all the time?”

Gawley: The studio finance people thought we should shut down. They called us the country club.

Dykstra: Our reputation wasn’t stellar, because we were breaking a lot of rules. But at the same time, we were there at 3 o’clock in the morning when those studio guys were asleep in their beds.

Peterson: The shots were not happening very fast.

Dykstra: It was an impossible number of shots for an era in which none of the equipment or the processes that were used to produce the film existed. It was overwhelming. It took almost a year just to get the camera going.

For 40 years, Industrial Light & Magic has ushered cinema into the future—conjuring worlds, creatures, and even filmmaking techniques out of imagination and willpower. ILM has worked on more than 300 movies to date; this supercut comprises some of its proudest moments. Photo by: Courtesy of ILM

Lucas: The budget for the whole movie was $9,999,999. The visual effects budget was $2 million. The camera was probably going to cost $400,000.

Dykstra: We built cameras using all kinds of weird technology. We built computers. We designed and built our own electronics from scratch.

Gawley: The track for our camera was probably about 3 or 4 feet wide and 40 or 50 feet long.

Dykstra: It was nice of them to name the camera after me, but it was obvious that every one of those guys made some contribution to the system that became known as the Dykstraflex.

Peterson: George was disappointed when he came back from filming in England.

Lucas: Those guys didn’t quite understand the critical nature of making a movie. You can’t be a day late; it just doesn’t work. It all fits together into a giant mosaic. All the pieces have to fall together.

Spielberg: I saw the film in a rough cut. No effects, just black-and-white World War II newsreel footage George had cut in to show where the star wars were actually occurring.

Lucas: We had 800 shots to get through. They’d spent a year and a million dollars and had one shot—a cannon going boom, boom, boom. I said, “OK, at least we’re on our way.” This was in August 1976. The film came out in May 1977.

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Lucas had been toying with the idea of what he called a “space opera–fantasy thing”—and had even hired artist Ralph McQuarrie to sketch out some of his ideas—but he was hamstrung by technical constraints.

George Lucas (founder): I knew it was going to move very fast, with lots of pans and this giant space battle at the end. Only in those days, you couldn’t do that. I thought, “We’d better figure it out.” It was destined to be my undoing.

Dennis Muren (creative director): Fewer movies were being made. Occasionally studios would make effects films: an Earthquake here, a Towering Inferno there. But there was no future.

Steven Spielberg Photo by: Dan Winters

Steven Spielberg (director, producer): George said, “I’m going to figure this out one month at a time.”

Lucas: We hired a handful of people—a lot of young kids, basically. Very few of them had worked on a feature film.

John Dykstra (VFX supervisor): I got a call from George and we met at a bungalow on the Universal lot. He wanted Star Wars to feel like it was shot with a World War II gunsight camera, to have that sense of intimacy with the action.

Lucas: I wanted to set up shop in San Francisco, but there was no film processing lab, so John insisted we stay in Los Angeles. We found an industrial warehouse space in Van Nuys, next to the airport.

Steve Gawley (model maker/supervisor): There was no interior; our walls were two-by-fours, Visqueen stapled onto them. Every once in a while we’d get crazy with the music—the big record was Fleetwood Mac’s Rumours—and you’d have to turn it down because the walls were plastic.

Lucas: We had about 45 people working for us. The average age was 25 or 26.

Charlie Bailey (creature and model maker): Everybody there was an industrial designer or architect or engineer.

Gawley: Across the street was a military surplus store. We bought a lot of used, obsolete things there to use in our models because we were trying to stretch the dollar.

Lucas: We were working on the articles of incorporation and we said, “What are we going to call this thing?” We were in an industrial park. They were building these giant Dykstraflex machines to photograph stuff, so that’s where the “Light” came from. In the end I said, “Forget the Industrial and the Light—this is going to have to be Magic. Otherwise we’re doomed, making a movie nobody wants.”

Dykstra: The warehouse was probably 1,300 square feet and smelled like a gym locker. It was hotter than hell. If you lit a model with 6,000 watts, you could get to 130 degrees.

Lorne Peterson (model maker, model shop supervisor): Somebody found a big water tank, and we filled it with cold water. We’d dip in during break time.

Dykstra: At the surplus store, we got an escape slide from a 727. You’d put a little Wesson oil and water on there—it made for a hell of a good Slip ’N Slide.

Gawley: Sometimes in the afternoon we’d duck out with our bag lunch and three golf clubs. In an hour we could knock out six or seven holes, but we ran in between.

Peterson: We also got an oxygen tank. I’d think, “God, it doesn’t seem to do anything, just kind of smells different.” But after, people in the hallway would ask me, “What are you smiling about all the time?”

Gawley: The studio finance people thought we should shut down. They called us the country club.

Dykstra: Our reputation wasn’t stellar, because we were breaking a lot of rules. But at the same time, we were there at 3 o’clock in the morning when those studio guys were asleep in their beds.

Peterson: The shots were not happening very fast.

Dykstra: It was an impossible number of shots for an era in which none of the equipment or the processes that were used to produce the film existed. It was overwhelming. It took almost a year just to get the camera going.

ILM Celebrates 40 Years of Creating the Impossible Photo by: Courtesy of ILM

Lucas: The budget for the whole movie was $9,999,999. The visual effects budget was $2 million. The camera was probably going to cost $400,000.

Dykstra: We built cameras using all kinds of weird technology. We built computers. We designed and built our own electronics from scratch.

Gawley: The track for our camera was probably about 3 or 4 feet wide and 40 or 50 feet long.

Dykstra: It was nice of them to name the camera after me, but it was obvious that every one of those guys made some contribution to the system that became known as the Dykstraflex.

Peterson: George was disappointed when he came back from filming in England.

Lucas: Those guys didn’t quite understand the critical nature of making a movie. You can’t be a day late; it just doesn’t work. It all fits together into a giant mosaic. All the pieces have to fall together.

Spielberg: I saw the film in a rough cut. No effects, just black-and-white World War II newsreel footage George had cut in to show where the star wars were actually occurring.

Lucas: We had 800 shots to get through. They’d spent a year and a million dollars and had one shot—a cannon going boom, boom, boom. I said, “OK, at least we’re on our way.” This was in August 1976. The film came out in May 1977.

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A model of the Death Star II from the production of Return of the Jedi (1983) Dan Winters

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A model of the Death Star II from the production of Return of the Jedi (1983) Dan Winters

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The movie was an immediate hit—but Lucas left for a Hawaii vacation soon after it premiered, so he didn’t realize the scope of the phenomenon until friends called him a week later. When he returned, he decided to finally relocate his budding effects shop to Northern California. Not everyone would make the move with him, it turned out—including John Dykstra.

Lucas: Before that I was completely burned out, so I didn’t really care. But then I began to say, “Gee, I could do the sequels.” We got a place in San Rafael and started moving.

Gawley: Twenty people moved up. Our assignment was to set it up again.

Kathleen Kennedy (president, Lucasfilm) Photo by: Dan Winters

Spielberg: On Kerner Street.

Bailey: The sign, which we kept from the business that was there before, said Kerner Optical. But we were under siege. There were people going through our dumpsters at night. Guys would pose as flower deliverers just to get inside.

Cary Phillips (research and development supervisor): Kerner was an absolute dump. But it was infused with this sense of “we’re here to do stuff.”

Kathleen Kennedy (cofounder, Amblin Entertainment): Jerome’s Chocolate Chip Cookies was behind us. The smells would just waft in.

Muren: John was completely different from George. Skilled at the electronic side but sort of a let’s-wing-it type.

Dykstra: I wasn’t interested in going to San Francisco. I wasn’t invited.

Muren: I hadn’t heard from George and other people had, so I called his producer, Gary Kurtz. He’d been afraid to talk to me about it because he thought I was in alliance with John. And I said, “I’m not. I’d love to come.”

Peterson: 40 years later …

Spielberg: The person with the most Oscars alive today is Dennis Muren.

J.J. Abrams Photo by: Dan Winters

J.J. Abrams (director, producer): Working with Dennis is like playing guitar with Paul McCartney. You can’t believe you’re getting to collaborate with him.

Muren: The Empire Strikes Back was the hardest film I’ve ever worked on. We had to train people to do work that we barely knew how to do.

Lucas: The big challenge on Empire was Yoda. We knew how to fly spaceships; the thing we didn’t know how to do was have a 2-foot creature make you believe that it was a real live thing and not just a Muppet.

Ron Howard (director, producer): I remember going over to the old warehouses he’d rented, and what they were doing on Empire was jaw-dropping. I felt absolutely like the kid who’d gotten into Santa’s workshop at the North Pole.

Spielberg: It was just a great place to hang out: mad sound scientists, mad visual scientists, and in between shots we’d go set off M-80 firecrackers between buildings and shake up the whole neighborhood. I was in my early thirties, and it was the most fun playground I had ever been to.

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Ark of the Covenant from Raiders of the Lost Ark (1981) Dan Winters

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Ark of the Covenant from Raiders of the Lost Ark (1981) Dan Winters

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Given Lucas and Spielberg’s friendship, ILM had a strict policy to never turn away the director’s projects, so the years after were full of Spielberg productions. That era also saw the beginning of ILM’s switch to digital effects.

Lucas: We did Raiders and then E.T. Star Wars.

Muren: We made it through two years without a Star Wars film. I think we did five films in that time. Dragonslayer was when we managed to make stop-motion animation look more real than it had before, by putting blurs on it.

John Knoll (chief creative officer): The dragon looked like it was alive. How were they doing that?

Muren: We had a miniature dragon Phil Tippett had made, and we programmed it at slow speed instead of having an animator moving one frame at a time. We got a Technical Achievement Award for that. We called it “go motion.” A lot of people still think it’s the best dragon that’s been done.

Dragonslayer (1981)

Ed Catmull (president, Pixar): George wanted to bring high technology into the industry, so I got a call out of the blue with the opportunity of a lifetime.

Lucas: I started what I called the computer division: Ed, Alvy Ray Smith, and a whole bunch of MIT guys Ed knew. We brought them in and put them in a building next door to ILM. ILM didn’t want anything to do with them.

Catmull: I joined in July of ’79. I worked in George’s office for the first several months because he was off shooting Empire in London.

Lucas: I gave him a list of things I wanted to build: a digital editing system, a sole-purpose graphics computer. It was a visual computer—the Pixar. The first thing we ever did with it was a little piece from Star Trek II, when they convert a barren planet into a fertile one.

Catmull: The goal was to get it so you could mix computer-generated images in with live action. The more momentous sequences in that sense were actually in Young Sherlock Holmes and The Abyss.

Spielberg: John Lasseter created the shot in Sherlock, which was the Knight Templar jumping out of a stained glass window in a church and attacking the priest.

Bill George (VFX supervisor): With the stained glass man, there were some really amazing things that gave you an insight into where computer graphics were heading.

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C-3PO life-size rod puppet from Star Wars: Episode I—The Phantom Menace (1999) Dan Winters

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C-3PO life-size rod puppet from Star Wars: Episode I—The Phantom Menace (1999) Dan Winters

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In the early 1980s, a teenager named Michael Bay had a summer job at Lucasfilm, filing artwork. Two decades later he would become ILM’s most … hands-on collaborator.

Spielberg: Michael Bay is the most demanding special effects director ever. When we do the Transformers movies, Michael lives at ILM with them. He just goes up and camps out there.

Michael Bay (director, producer): They’re always thinking about story, that’s what I like about ’em. It’s not just paint-by-numbers there. It’s a very involved shop.

Jaeger: I’ve worked on seven of his films now. It’s come to the point where he asks for me, like, “Make sure Alex takes a look before you guys send it out.” But on Pearl Harbor I was just “the guy.” I didn’t have a name.

Bay: Pearl Harbor was the first time I worked with ILM.

Jaeger: At the beginning of the process he came at us like, “I want to see real explosions, real planes, real ships.” We built a 35-foot-long battleship with teak decking, but as the model was getting prepped, we developed a computer-generated version.

Bay: We filmed 20 real planes, but we would’ve never been able to do the shots without making those digital planes.

Jaeger: In one scene where we fly over the USS Hornet, there’s supposed to be a whole deck full of B-25 bombers. We only had two on the real aircraft carrier. We sat down with Michael and said, “Pick out which one is the real plane and which ones are the CG planes.” And he’s like, “I was there, I shot this.” He probably looked at it 10 times, and he’s like, “Well, the first one’s gotta be real because you wouldn’t put a fake one first.” “Nope, it’s CG.”

Bay: After Pearl Harbor, George Lucas wrote me a note saying we’d raised the bar at ILM.

Pearl Harbor (2001)

Bay: A lot of artists worked on Optimus’ face. Getting it right was very important. But it’s like a bad face-lift. And I’m there meeting with the artists and we can’t figure out why it doesn’t look right.

Phillips: One of our technical directors—the artist who designs how parts move relative to each other—is a guy named Keiji.

Bay: Keiji wasn’t even on Optimus’ face, but he had a meltdown.

Keiji Yamaguchi (technical animator): I wanted Optimus Prime to look like a hero, but he didn’t, and I exploded. It was very gentle; I wanted the transformation to be huge, like a wrestler in a sumo ceremony. I said, “You’re insulting the Japanese idea of animation.”

Phillips: Nobody talks to Michael Bay like that.

Bay: I just smiled and I’m like, “Oh my God, I want you to do Optimus Prime.” So he took it and fixed the face. And he also was the genius who helped us figure out how to take these 10,000 parts and make them transform.

Jeff White Photo by: Dan Winters

Jeff White (VFX supervisor): It’s equal parts technology and artistry.

Wayne Billheimer (VFX executive producer): The second Transformers was my first real working relationship with Bay. I went into a couple of early preproduction meetings with him where I began to get what was going on: “I’m going to shoot it, I’m going to give it to you guys, and you guys are going to have to come up with some stuff. It’s going to be brutal.”

Bay: It has gotten heated a few times. Directors like me love our crew and we love the people we work with, but we push ’em and push ’em and push ’em.

Billheimer: There was a point toward the very end of production when he lost it. He had just come from a screening with Jerry Bruckheimer and didn’t have a complete third act. He called me, screaming: “I just saw a movie that I can’t fucking release!” It was nuclear-level Bay screaming. All I could do was scream back at him. There was a good five minutes of screaming along those lines. The next day he goes, “That was a fun little yell yesterday.”

Bay: They never let you down.

Billheimer: He gets very hot very fast, and very sweary, which is always entertaining.

Phillips: He’s a tyrant. He’s a nonstop string of obscenities. He’ll berate you and tell you you’re an idiot. But he always makes your shot better.

Billheimer: And the movie makes a billion dollars.

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Orgrim, an orc from director Duncan Jones’ upcoming film Warcraft (2016) Legendary Pictures

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Orgrim, an orc from director Duncan Jones’ upcoming film Warcraft (2016) Legendary Pictures

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In 2005 the company moved from San Rafael to the Presidio of San Francisco. Its legacy is well cemented, but as effects houses continue to send work overseas, ILM increasingly seems like a rarity in its world. Age has also brought maturation: Decades and many Oscars removed from its Animal House–like beginnings, ILM has sought to bring more women into its ranks of artists and engineers. Yet its ambition—like its innate enthusiasm—remains unchanged.

Gore Verbinski (director, producer): ILM does cost a little bit more, but they’re like the name-brand pharmaceutical: They’re willing to find the cure. ILM has an R&D department.

Colette Mullenhoff (research and development engineer): There are five women in R&D
today. At one point I was the only one.

Lynwen Brennan (president, ILM): I was so happy to see Colette get a standing ovation at the Sci-Tech Awards a few months ago. That’s really huge.

Verbinski: It’s like Xerox PARC or Imagineering in its heyday.

Brennan: Am I happy that there is still this gender bias within the industry? No. But I am happy to see it’s changing. I just think it’ll take a while.

Scott Benza (animation supervisor): Nobody can understand from a financial standpoint how this made sense for us, to buy some of the most expensive land in the state right here in the Presidio. But it was George’s desire to create a state-of-the-art facility in a beautiful place for the people that work here.

Muren: We’re in a national park. It’s crazy.

White: I can see the Golden Gate Bridge from the office. I drive over it every day, and I see it get destroyed a lot in our movies. If a monster is coming, it’s coming here first.

Muren: The other effects houses are still working in an industrial park somewhere, because the margins are so low on doing this work. A lot of companies have gone out of business.

Life-size fiberglass Davy Jones for Pirates of the Caribbean: Dead Man's Chest (2006) Photo by: Dan Winters

Roger Guyett (VFX supervisor): Digital Domain has struggled on. Rhythm & Hues filed for bankruptcy. CafeFX went out of business.

Phillips: There were three times in my 20 years here that I’ve almost soiled myself looking at a challenge we were going to take on. The first was the concept art for Star Wars: Episode I. The second time was Davy Jones in Pirates of the Caribbean: Dead Man’s Chest.

Brice Criswell (senior software engineer): We needed to create some type of procedural algorithm that could describe the different emotional states of the tentacles.

Verbinski: Davy Jones’ tentacles were a very big struggle.

Criswell: What it turned into was a system that was useful for all sorts of things, like doing the destruction simulations in Avengers.

Joss Whedon (director, Avengers: Age of Ultron): ILM really has been our introduction to the everything-is-possible version of fantasy filmmaking.

Christian Alzmann (art director): The sleight-of-hand tricks that they use are just mind-
blowing. Lorne Peterson would tell me how he made foam rocks behave like real ones on Wild Wild West and I’d almost get a nosebleed from trying to process the physics in his head.

Phillips: The third time I almost soiled myself was seeing the concept art for the film we’re working on now, Warcraft; it’s the most amazing work we’ve done in the 20 years I’ve been here.