Zixx Level One image

Parched

January 31, 2004 TV Episode Zixx Level One

Studio
Phunkee Zee I Ltd.
Distributor
Film Option International, Savi Media, YTV

Synopsis

Adam suspects Zixx of diverting the city's water supply in order to obtain a prized item in the Keep.

Characters

Zixx Phunkee Zee, Adam Frake, Griff Chalanchuk, Deeth, Flanngo, Lew, Uncle Murray, Anna Frake, Wanda

Credits

Producing

Producer
Victoria Woods
Executive Producers
Paul Cadieux, Bob Carney, Debbie Nightingale, Alexandra Raffe
Associate Producer
Anne Masson

Writing

Writer
Sarah Dodd

Voices

Voice
Barbara Mamabolo (Zixx Phunkee Zee), Jamie Johnston (Adam Frake), Alex Hood (Griff Chalanchuk), Earl Pastko (Deeth), Jeffrey Hirschfield (Flanngo), Chas Lawther (Lew), Craig Eldridge (Uncle Murray), Jude Coffey (Anna Frake), Jenni Burke (Wanda)

Music

Music
Virus Music
Theme
Ray Fabi

Editing

Editor
Jean Coulombe

Crew

Creator
Jeffrey Hirschfield
Executive Story Editor
Sarah Dodd
Casting
Robin D. Cook, Nicole Hilliard-Forde
Production Manager
Michelle Morris
Assistant Director
Michelle Morris
Second Unit Director
Michelle Morris
Property Master
Tanya Lemke
First Assistant Special Effects
Jon Davis
Key Special Effects
Rob Huot
Special Effects Assistants
Andy Latimer, Jason Wells
Special Effects Technician
Derek Liscoumb
Special Effects Props Builder
Jim Peacock
Special Effects Supervisor
Jeff Skochko
Stunt Coordinator
John Stoneham Jr
Production Assistant
Darryl Assinck
Extras Casting
Aric Dupere
Casting Assistant (Toronto)
Sara Kay
Post-Production Supervisor
Connie McKinnon
Camera Operator ("A" Camera)
Michael Soos
Steadicam Operator
Michael Soos

Production notes

Working Title of Series: "Phunkee Zee."

The series officially began on January 17, 2004, but had a "sneak peek" on January 1, 2004.

With combined live action and animation, "Zixx Level One" is the first show for broadcast to contain animation created by a game engine. The Lithtech Engine was provided to the makers of the show as the platform for the animation.

Live action was shot on sets designed by production designer Benno Tutter. All the sets were built in an empty high school in downtown Toronto. Each set was built in a different room in the school, with four sets being built in the gym alone. Even the boiler room was made out of plywood. The shoot lasted three months and wrapped just before Christmas 2003.

Once the kids get into the Keep, they are transformed into animated characters operating in a gamelike animated environment. This animated segment of the show was supposed to look like a computer game, and someone had the idea that it should be created using a game engine. That's when Elliot Digital came on board. The Elliot team designed and created all the elements of the Keep.

After the animation was finished, the actors came back to do the voices for their animated characters. Finally, the live-action and animated segments were combined.

The process began, like most computer animation projects, with designs, storyboards and a dialogue track. The Elliott Digital modeling team created and textured the characters, sets, and props using Discreet's 3DS Max, but that's where the similarities ended.

Elliott Digital used a game engine called the Lithtech Engine from Monolith Productions, as well as 3DS Max and a proprietary program called the "Choreographer." By interconnecting the three programs, the team was able to use 3DS Max to create the props, sets and characters, and then to export them directly into the game engine and convert them into short film segments.

The animators then took the characters and generated "cycles" of animation. For example, a "walk cycle," approximately 15 frames of animation consisting of the character taking two steps, would be recorded. When repeatedly applied to the character in the game engine, the character appears to walk across the set. These cycles were then stored in the game engine.

Next, artists took the storyboards and applied the various pre-recorded cycles to the characters to make them walk, run, jump and act out the story. The game engine combined all the elements and rendered the resulting animation sequence.

The result is a unique style of animation which, according to its creators, looks exactly like a video game.