'Dune: Part Two' Director Denis Villeneuve Breaks Down the Sandworm Scene
Released on 03/18/2024
Hi, I'm Denis Villeneuve, director of Dune: Part Two,
and this is Note On A Scene.
[dramatic tense music]
[music intensifies]
This scene is a very, very iconic scene in the novel
where Paul Atreides will finally become a Fremen,
being fully accepted by the tribe,
by riding a sandworm for the very first time.
Riding a sandworm is something
that is part of the Fremen tradition,
is something that usually Fremen learn at a earlier age.
It's one of the scene where I tried as close as possible
to the actual dialogue of the novel.
You're brave.
We all know that.
Be simple, be direct.
Nothing fancy.
Nothing fancy.
I like in that dialogue
the fact that we feel strongly that Stilgar
became some kind of surrogate father to Paul,
that Stilgar was like a part of the healing process of Paul.
Hey, I'm serious.
Nothing fancy or you will shame my teaching.
I won't shame you.
I understand.
Shai-Hulud decides today if you become Fremen
or if you die.
There's something that I absolutely love about filmmaking,
is things that you write,
but then the actors bring something
even better than I was expecting,
which is I was looking for that kind of warmth,
feeling a bit of humor coming from Stilgar,
but the way Timothee reacts to the line
makes the scene even better for me.
So the way Timothee becomes a straight man
and the way Stilgar
introduced the ways of the desert to Paul,
there's something about the humor that is conveyed.
I thought that Timothee brought some kind of touch of humor
that I was, like, really pleased by.
Hey, Muad'dib!
[speaking in Chakobsa]
[Fremen laughing]
Chakobsa.
In Part One, we were introduced to the Fremen language.
There was a bit of it at the end of the movie.
But in Part Two,
the character Paul Atreides and his mother Jessica
immerse themselves in the Fremen culture.
It was very important for me
that there will be a prominent use of Chakobsa,
the Fremen language.
And David Peterson,
linguist behind the design of the language in Part One,
made a tremendous amount of work
to bring this dialogue to the screen.
It's a dialogue that is based
on the hints of what we have in the book,
but there was a substantial amount of it
that was created for the movie.
Hey, Muad'dib!
[speaking in Chakobsa]
[Fremen laughing]
Souheila Yacoub is an actress
that I was very excited to work with.
I love actor that feels free in front of the camera,
where I feel that there is no limit.
Shishakli in the novel is a young man,
but I wanted to increase femininity in the Fremen tribe.
Why?
Because Frank Herbert insists in his novel
to say that there's a equality between men and women,
that the women are as good fighters as men,
and that the responsibility in the tribes
are equally shared.
But the novel, it is expressed,
but doesn't show that.
[Fremen laughing]
[Shishakli speaking in Chakobsa]
When the first novel came out,
Frank Herbert was disappointed
the way the book has been perceived.
He felt that the reader were thinking that Dune
was a celebration of Paul Atreides,
but right the opposite.
His intention were to make a cautionary tale,
a warning toward messianic figures.
And in order to correct that,
this perception of the first book,
he wrote another book, Dune Messiah.
It's almost like a tiny book,
like a epilogue where we understand
what Paul really means to Frank Herbert.
What I did is that I transformed Chani's character.
I made her more prominent.
In the book, Chani kind of disappear,
dissolve into the shadow of Paul.
She's in the background, she's a believer.
There's nothing special apart that she's Paul's lover.
There was a strong opportunity there,
a character that could help me to have a distance,
a critical distance with Paul Atreides.
I love witness people that are listening in corners
or that you can just feel their presence without dialogue
and understand what they are going through,
and Zendaya is incredibly expressive with her eyes,
and she brought that strength
to the character that was required.
I wanted to see in her the power of the youth
and someone that wants to transform her world,
that she doesn't believe in the old ways
of seeing the world,
and she's a free character.
Through her eyes we understand what Paul becomes
and in which direction he goes
and which transform the movie, not into a celebration,
but as Frank Herbert was wishing,
more of a warning.
[Stilgar speaking in Chakobsa]
The eyes.
The prep of Part Two
was much more compressed than Part One,
because I wanted the movie to come out
as quickly as possible.
It is not a sequel, it's a second part,
so it was important for us
to bring the movie quickly to the world.
Now, saying this,
there's a tremendous amount of R&D
as we were doing Part One.
We knew the vocabulary, we knew the design,
there was something, we were on solid ground.
But there's still some technical advancement that were made.
And as in Part One,
the eyes were done hand by hand.
This time software were designed,
so the AI was like a way to help us
to bring the level of realism that I want.
The eyes of Part Two are much more precise
than what was made in Part One.
[Stilgar speaking in Chakobsa]
[Paul breathing heavily]
[sand thumping]
I am madly in love with a shot like that.
When I was drawing storyboards,
sometime with Sam Hudecki,
we were just doing a line with a tiny dot.
It's just like there's something about the purity,
and it's probably linked with my childhood
where I was raised with an horizon with nothing around.
But it's like there's something here
about bringing back the human
as its right scale in the landscape,
like a hand in contact with the immensity,
with the meditative impact of the desert
that I think is very powerful
Lower.
[sand thumping]
[Paul breathing heavily]
[sand hissing]
The sound here that has been done
is I asked Richard King to go back in the desert
and to make sure that we will hear that specific sound
of the hissing of the sand
that sounds almost like a strange singing.
I was very pleased with the sound crew
that were able to bring back that specific sound
that we were hearing all the time in the desert.
[sand booming]
[Paul breathing heavily]
[Paul] Okay, okay.
[wind whistling]
That is something that happens in the novel,
but what happens after
is what the movies bring to life.
[thumper thumping]
Here in the book it's written that Paul rides the worm.
It's very evasive about how a human being
could jump on such a beast.
I knew it would be a central scene,
probably one of the most important scenes of the movie,
and I knew that if this scene was a success,
I will have a movie.
There's some description, of course, in the book,
the Maker hooks and the thumper.
How precisely to bring that to the screen was like,
I had to figure that out
and to create a kind of seminar for my crew
where I taught them how to ride a sandworm
and I explained to them
how we will bring that to the screen.
When I did so, there was a silence around the table,
because what I was asking for
was like to bring a level of realism
that will require a tremendous amount of time.
I wanted to shoot everything on the real sunlight.
That was the key for the VFX.
[worm rumbling]
[Stilgar speaking Chakobsa]
[worm rumbling]
Okay.
Okay.
Okay.
This shot where we see Paul walking,
I really love the tension
that is brought by a stillness,
being in front of a still landscape.
There's something here, to be honest,
that was inspired by Jaws,
the idea that what you don't see is more frightening.
It's knowing that there's something underneath
that might come soon
is a lesson that I learned a long time ago from Spielberg.
So the idea here is pretty simple.
A Fremen, in order to jump to ride a worm,
will put a thumper at the lower or side of the dune,
stand on top, and wait for the worm to catch
and get like that and will eventually jump.
But of course, it's the first time
that Paul is riding a sandworm,
so I had to find the right equilibrium,
the right balance to show his skills
and in the same time how difficult it is
and how he risks his life.
Having been in this desert in Part One,
I knew that there was those kinds of crater
in between sand dunes, those kind of vast flat space,
and I thought that a Fremen will use that flat space
in order to be able to calculate the trajectory
of the sand dunes.
I was pleased to find the right one
with the right sun position,
because we didn't use any artificial light in the desert
shooting Part Two like we did in Part One.
It brings a level of high realism
and a feeling of a strong tactile sensation
that you feel with the nature that I was looking for.
[worm rumbling]
[Maker hooks hissing]
Again, I tried to shoot as much as possible on camera,
meaning that the VFX would be blended
inside the reality of the landscape.
[worm booming]
What I can say about this moment
is how I was absolutely pleased with the sound design.
It was important for me that the worm
will not express itself
like some kind of ancient dinosaur or some kind of monster,
but that the sound that it will emulate
will be inspired by the friction of such a beast
against the rock and the sand.
You will feel almost like it's a bending building
against the wind or something.
[worm booming]
The sound of a lake, frozen lake in winter in Canada
where you have like those eerie, incredible singing sound
that I feel absolutely surreal,
and I wanted to convey that kind of where nature
goes in a direction with a sound
that is absolutely unpredictable;
that feels very grounded in the reality of the image,
but feels still there's a connection with the surreal.
Richard King absolutely nailed that.
[worm rumbling]
The idea was to convey the idea that Paul missed it.
The worm is not exactly where Paul intended it to be.
There's like a gap between his position and the worm,
and that to increase the fact that he's learning,
he's about to miss his Uber, technically.
[worm rumbling]
All these shots have been made in the real landscape.
I insisted that there will be no CG element here
apart from, of course, the worm.
[worm rumbling]
I wanted to create that feeling
when you are beside a waterfall,
the relationship in the subconscious
that it brings with death.
[worm rumbling]
This first part of the sequence
has been shot in the desert in Abu Dhabi.
The problem we were facing is that Greig Fraser and I
wanted the worm to come in on the sunny side
and get out on the shadow side.
Sounds ridiculous, but there's not a lot of sand dunes
because of the wind pattern in Abu Dhabi.
The abrupt side of the sand dune
don't face the right side in the right way,
so we had to create our own sand dune
in order to do that specific shot.
There was sand dunes that were created
according to the right sunlight.
This is real until here, of course.
The idea here is that manmade sand dune,
and there is after that a set extension
where the worm is getting out.
[worm rumbling]
[Paul] Okay, okay!
[Paul screaming]
It is by far one of the most difficult shot I've done.
The idea to have a stunt man running on a specific sand dune
and at a perfect sunlight
that will disappear, collapse in the sand dune.
So in order to do so,
what we did is that we created a sand dune
where there were, like, three massive cylinders,
giant cylinders.
Each cylinder will pull by a truck.
And the stunt was running this way
and the idea was to have, at the perfect timing,
we had to pull those tubes under the sand dune
in order for the sand dune to collapse.
And the stunt needed to be perfectly,
to land perfectly at the right spot at the right time,
and that we could only shoot early mornings
because of the direction of the sunlight.
And it sounds easy, but those trucks were massive trucks,
and in order to find the proper speed
over the course of many days,
in order to arrive at the perfect timing
that I was looking for,
where we have actually saw a human being running
and seeing the world collapsing under his feet,
which I think is a absolutely nightmarish event
and that I was trying to do
with as much realism as possible.
When the trucks moved forward, one after the other,
and after they were moving in a certain order,
they were not moving all in the same time,
but with a split second each other,
so the collapse was progressive.
Once the tube were gone,
the stuntman was landing on mattress
that were hidden under the sand.
[sand whooshing]
[wind whistling]
How did we do that?
Quite simple in theory, but it was difficult in practice,
because I wanted, again,
to shoot that all under natural light.
I asked my production designer
to create a gigantic platform.
A reproduction.
We tried to build the biggest platform possible
with the sandworm skin.
This platform will be on a gimbal.
It's a machine that allow us
to move the platform in one way or the other.
The platform can modulate like that at different speed.
It's something that is used in action sequences
in the airplane or sometimes for a car accidents
or things like that,
but this time it was like a specific one
that could move quite faster
and it required a lot of engineering from Gerd Nefzer,
which is one of the best in the business
regarding special effects.
The way we did that is that we had
like what they call the dog collar,
and the gimbal was like here.
And this was oriented according to sunlight.
We were shooting each shot
at specific moment of the day
when the sun was specifically in the right direction.
Each shot needed a specific programming in the platform
to convey different moment of the worm ride.
That was, like, one of the approach.
The other one was on the building of the sound stage,
we put the platform at different angles like that
when the character is falling.
We had also one platform that was vertical like that,
with the gimbal.
That was used for the shot you're seeing here
where I wanted the character
to lose contact with the platform,
like as if the platform was falling,
so the platform goes from this to this angle
so the character will fall into the worm.
And that's like a game with gravity
that I was very excited to do,
but that required my crew to work many days
in order to find the right speed and the right angle.
[wind roaring]
[Paul] Whoa!
[worm rumbling]
[wind roaring]
I wanted to make sure
that the sandworm riding will be as edgy as real.
It will look dangerous,
but also some kind of a feeling of heroism,
and despite his clumsiness,
that Paul will succeed finally being one with the desert,
that this idea that Fremen have the ability
to be in total harmony with the desert,
and that it's like humans finding the right balance
and being in one.
It's a very important moment in the book
and it's a fundamental moment in the movie.
[wind roaring]
When we designed the sandworm skin in Part One,
for Patrice Vermette, my production designer, and I,
it was important that the sandworm will feel prehistoric,
like that all the design of the worm
will be in direct relationship with this environment.
A bit like the way the novel was written,
that you could explain from it's biology
how it feeds, how it evolve,
how it lives under such harsh conditions
and it's a beast technically that lives under the sand
at a tremendous heat,
and it's like we tried to create
the most believable being as possible,
still having that kind of godlike quality to it
that is so important for the Fremen psyche.
In the book, we understand that a Fremen can ride a worm
by exposing a sensitive part of its skin.
The worm has like some scales,
and when you lift one of them,
you expose sensitive skin.
The worm, trying to protect itself,
will stay at the surface.
I felt that it was not enough.
I needed something to express to the audience
that sense, that vulnerability,
and I come with this idea of vents,
part of this breathing system,
that once exposed, you will understand
that the worm feels vulnerable this way.
[wind roaring]
The platform was surrounded by massive fans.
We were throwing an insane amount of dust on the stunt.
Tons of dust were used in that sequence.
I wanted really to feel that the character
is going through waves of sand
and disappear into the dust
and to feel that he has to master the elements,
the action of sand riding
involve lot of violence and danger.
[wind roaring]
[sand whooshing]
[Maker hook clanging]
[dramatic tense music]
One of my favorite moment in the movie
where I wanted to bring some, again, heroism,
but also a feeling of a sacred moment,
that from the Fremen perspective,
this will be one moment
that will fulfill one of the element of the prophecy
where a boy will be able to tame a giant sandworm,
one of the biggest ever seen.
A boy from the other world
would be able to be in relationship with Shai-Hulud.
And I wanted that to be conveyed in in the music,
that feeling that something very special is happening,
something almost sacred from the Fremen perspective.
[dramatic tense music]
In order to convey that speed,
the plates were shot with helicopters,
but the character actually is shot with a long lens
and a rig that goes at high speed
in order to feel that instability on the character
as if he was passing by.
[dramatic tense music]
[Fremen speaking Chakobsa]
[Fremen cheering]
There's like a precise shift
where we see that it will go
from Paul being celebrated by the Fremen
because he succeeded, obviously,
but we will see from Chani's perspective,
the Fremen will go from celebration to adoration.
When I decided to make this adaptation of the novel,
the first artist that I approached
to help me to do so was Hans Zimmer.
Hans is like me, a massive fan of the novel.
Hans gave me a warning.
He says, Is it a good idea to tackle your childhood dreams?
Are we meant to fail?
You cannot bring to the screen
the full potential of the dream of the teenager.
There was a lot of wisdom in that,
and I kind of frankly agree with him,
that was the challenge.
That was the specificity of this project,
was to try to go back in time
and bring back those images to the surface.
And now that both movies are completed,
take me a lot of time to digest this experience,
I will say that there are some sequences,
like this one, the worm ride,
that is very, very close to the dream.
Others are quite different
because of the process of the adaptation.
It will take me a while to digest them,
to make peace with that.
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