Posts Tagged With: film

World Building

city concept 3    DSC01001

World building is something that I’ve been fascinated with for years. From game design to creative writing it is quite literally the building blocks of all fantasy and fictional worlds. Between my film and illustration projects I will be exploring the idea of world building as I see it, from research to concept; map design, characters, location and inspiration to name but a few. Although I am essentially an artist and set designer I have an interest in writing and all forms of narrative such as game design. There will be posts that focus on all types of world building as well as visual inspiration.

Oni Demon internet     DSC00299

So whether you’re a concept artist, writer or budding production designer you should find something that suits all narrative research. It’s worth following the blog and also looking back over my MA work as there are many relevant entries about science fiction film and set design.

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Categories: General research, World building | Tags: , , , , , , , , , , , , , , , , , , | Leave a comment

Additional Visuals

I worked on an extra visual for the reception space to show more detail and colour for some of the walls and screens. These colours and textures will echo the rest of the space.

rec wall visual final

 

As the image was taken from the technical drawing of the space I left the right hand side to show the original drawing/ white card model. The left side is the theoretical colour render with brushed aluminium and the blue acrylic screen that will be coloured from behind using a thin plastic for a semi-opaque finish or sprayed with a thin paint to frost it. This will then be lit from behind to provide some subdued light.

 

city concept 3

This visual was a continuation of a previous image that I started that shows the city as a whole. The lighting and colour are very much the same as the street alteration, hues of green and orange, keeping with the murky theme for all exterior scenes. The architecture is rough so this is something that I’d like to continue to work on over the next few months.

Categories: MA Practical Project, sketchbook and visual diary | Tags: , , , , | Leave a comment

Case Study 2: Discussions With Production Designer Guy Hendrix Dyas 2

I found an interview that shows what Guy Hendrix Dyas thinks about Production Design and the process as a whole. I have selected the parts of the interview that is most relevant to my question and project. The link for the full interview is found below in the references.

 

Angela Mitchell: Congratulations to you and your team on your BAFTA and many other awards for Inception! How did it feel to be nominated for an Oscar for the first time?

Guy Hendrix Dyas: It was exciting for us — it’s a rewarding experience, and it encourages everyone to keep producing the best work they can. It’s always nice to get a pat on the back from your peers. You have to learn to appreciate those moments.

Angela Mitchell: What do you think is the biggest misconception people have about being a production designer?

Guy Hendrix Dyas: The biggest misconception is that it’s simply about creating sets — production design is very abstract to those who don’t work in the film industry. In my experience, however, the designer is the director’s key ally when creating the look for a film, along with the director of photography. We’re asked to create much more than just sets, we create entire worlds and time periods. It’s very exciting.

Angela Mitchell: You started out doing industrial design, and then an incredible amount of work as an illustrator before concentrating on Production Design. Do you still ever use any of that industrial design foundation in your work today?

Guy Hendrix Dyas: I’m very grateful to have had solid training in industrial design before I even set foot in the film world. Not only did it allow me to develop a very practical design sense but it also made me strive for realism no matter the genre of film I’m working on — fantasy, historical, contemporary. That training was also a great way to learn everything there is to know about manufacturing and construction.

Angela Mitchell: When did you know that production design was going to be your calling?

Guy Hendrix Dyas: While in art school, I attended a film lecture series called “Grand Illusions,” and it opened my eyes to the behind-the-scenes of filmmaking, and the various careers open to those of us who come from a design background. I’ve always loved art and films, and as a student I was an avid filmgoer, seeing every movie I could, and always taking notice of the production design.

Angela Mitchell: When it comes to the work of other designers, which do you admire?

Guy Hendrix Dyas: I try and see every film I can, and a wide variety of genres, so there are many contemporary designers that I admire. From the large-scale designs of Ken Adam, Stuart Craig and Dante Ferretti, to the more intimate work of designers like David Gropman, Mark Friedberg,Timmy Yip and Ben van Os. But truthfully, it’s hard to name names because my list goes on…

Angela Mitchell: It seems to me that, just from reading the script, Inception would be a designer’s dream, a real playground. One of the many things I loved about your job for Inception, was how balanced it was, visually, between structure and chaos. How tricky was it to find that balance?

Guy Hendrix Dyas: Inception had many challenging sets to build, but it also offered us many wonderful design opportunities, while having to accommodate some extremely intricate action scenes and stunts.

For example, to create the illusion of weightlessness during the fight sequences in the hotel corridors and rooms, several identical sets had to be built. Each one was created for a specific shot and had a specific orientation and rotating capability. When these shots were edited together, they became convincing as appearing to have been shot on a single set.

With the scope of a film like Inception, also come the logistical challenges. We shot back to back in five different countries. We got used to the 16-hour days and being on planes every 48 hours!

Angela Mitchell: Was Escher’s work a deliberate inspiration for some of the Inception set pieces? What were some of your visual inspirations for the film?

Guy Hendrix Dyas: Escher and Penrose Staircase were directly referenced in our script. In the film, our Penrose steps are based on an optical illusion [the Penrose Staircase], made famous by Escher’s drawings — an ever-ascending staircase that can never be built or made functional in the real world.

Which is why it took us many hours of research and development to create the set that you see in the film. There’s practically no CG used to shoot the scene, just some support removal and clever camera work.

Angela Mitchell: Designwise, in Inception, it seemed to me that there was always this beautiful and very clear visual contrast between the linear and chaotic, and between tension and release — for instance, in the gorgeous hallway sequence you mentioned earlier, where Joseph Gordon-Levitt battles a bad guy in 360 degrees! What scene or moment presented your favorite challenge for the film?

Guy Hendrix Dyas: One of the most challenging sets to build was the snow fortress for the end sequence, because we chose to shoot it in a remote area in the high mountains of Calgary. Chris Nolan uses CG very cleverly and for Inception, he didn’t want a film primarily using digital backgrounds. So very early on, Chris and I made a crude clay model of this set, as he wanted to create something akin to what he’d seen in some of his favorite Bond films. That’s how we came up with a mix between military architecture and Panopticon prison design for the snow fortress, our concept being to never really know who is the observer and who is being observed.

It quickly became apparent to us that this set would have to be divided into two separate builds. The interiors would be built on stage in Los Angeles, while the multi-level exterior would be built at approximately 20,000 feet on a mountainous site we scouted in Calgary.

We started building the exterior set with a Canadian construction crew in late summer, right after returning from shooting in Morocco, in order to have it completed before the heavy snow set in for the winter. We were very conscious of this location’s natural beauty, so we avoided using concrete foundations. Instead, to anchor the set, we dropped large wood posts into foundations filled with water and let them freeze into place.

Angela Mitchell: It’s terrific that you were able to take such care for the natural environment there.

Guy Hendrix Dyas: Despite a few blizzards, we were really fortunate to have perfect weather conditions, and during the shoot you could actually see the real snow blowing across the set, and the amazing mountains behind it. It was a testament to how great it is to be able to shoot on location, with real conditions.

Angela Mitchell: Set decorator Douglas A. Mowat was also nominated alongside you for the Art Direction Oscar this year — how do the Production Designer and Set Decorator typically work together?

Guy Hendrix Dyas: A good example was the work we did on the Japanese castle sets. As per our script we knew that Saito, Ken Watanabe’s character in the film, would be imprisoned in a castle, but to me it made sense that it would be a Japanese castle. This gave my set decorating team and I a chance to create a subtle, dreamlike quality, especially when it came to choosing colors, materials, lighting and furnishings.

Angela Mitchell: There’s a definitely a richness, glow, and texture to all the scenes there. It’s very tactile.

Guy Hendrix Dyas: The hundreds of lanterns strung along the ceiling were based on something I’d seen in Japanese temples during certain traditional holidays. It was a way to add interest and warmth to this scene without cluttering the space. Our furnishings were minimal because the painted gold leaf murals and the glow from the lanterns were all that Japanese dining room really needed to come alive.

Angela Mitchell: What was it like to work with Christopher Nolan?

Guy Hendrix Dyas: It was a great experience, I learned a lot, and also felt I was given the freedom to contribute as many ideas as possible for each set. Chris is a great leader, and that’s what you need on a technically complicated film like Inception.

Angela Mitchell: What are the challenges involved when you’re designing for an existing franchise, like X2: X-Men United, Superman Returns, or Indiana Jones and the Kingdom of the Crystal Skull? I loved the way you managed to open up those worlds and give us these very different looks and feels, from the school attack in X2, to Lex Luthor’s yacht, to the inside of the pyramid in Indy…

Guy Hendrix Dyas: I think one of the most important goals of production design is to be able to satisfy a story and a director’s vision, so by definition this means that every film should be a completely new experience. Directors are really the ones guiding the way, and our aim is to bring their visions to life. Even when working on existing brands or franchises, I hope that my designs appear as different as the films and stories being told.

If there’s a constant, it’s perhaps the fact that every film is a learning process, and that for designers, it’s nice to be able to take each experience and the things you feel were the most successful into your next assignment — after a while, you start assembling your own personal bag of tricks.

Angela Mitchell: If you were going to advise a roomful of production design hopefuls, what would you say to them, and what mistakes would you caution them to avoid?

Guy Hendrix Dyas: I think we all make mistakes. That’s part of the learning process. But if you love your job on a day-to-day basis and you’re passionate about what you do, you’ll find a way to make it work.

Also, the challenges for me never come from the actual act of designing, but rather from the time and budget constraints. Although in many ways, smaller-budget films aren’t always harder to design than big-budget films.

Angela Mitchell: That’s really surprising.

Guy Hendrix Dyas: Because everything is proportional. A film that has ten times more money will usually have ten times more to create, and ten times the expectations to meet. Studios and producers simply don’t give you free money no matter the size of the production — everything is carefully accounted for, and bigger is rarely easier when it comes to films. I think that’s a common misconception.

Angela Mitchell: Do you typically sketch things out by hand in your design process, or on computer – or a combination of the two? What tools do you typically use?

Guy Hendrix Dyas: People in films seem to come from all walks of life, but in my case, the many years I spent at art and design school were very useful, as I draught, sketch, paint, sculpt and make models.

For each film, I sketch as much as possible — not only because I enjoy it as a design process, but because it’s still the best communication tool. Then, if time permits, I try to take my pencil sketches into color – however, more and more, I also work with a great team of illustrators who help me assemble the visuals we need.

Angela Mitchell: How do you approach each new film project — do you have a specific process each time?

Guy Hendrix Dyas: I think I approach each new film in the same way other designers do, in that I try and sketch out as many ideas as possible while also researching as much as possible – everything from the subject matter, to the architecture, to reading relevant books, watching documentaries, and visiting museums. I find those early days of preproduction very enjoyable, as you’re able to let your imagination run wild, and everything is still possible.

Angela Mitchell: Among the movies you’ve worked on, which were most satisfying for you, from an artistic standpoint, where you looked at the film and said, “That’s exactly what I wanted it to look like?”

Guy Hendrix Dyas: As your design credits accumulate, it’s true that one can start to discern patterns and preferences, but I’ve tried to avoid typecasting as much as possible. I’m excited by a variety of projects, and I think I’ve been able to break the mold by not always doing films considered to be big Hollywood films. Right after X2, for instance, I joined Terry Gilliam on The Brothers Grimm in Eastern Europe. I find those transitions healthy — every film is a new beginning.

Still, more often than not, the projects that come your way, and that you end up working on, are due to coincidence and lucky timing more than anything else. For me, every film is satisfying, it’s always as interesting and as visually pervading as you and the director want to it to be.

I feel very fortunate to say that all the films I’ve designed so far have brought me unique and wonderful experiences, and each in its own way has been my favorite. However, like many people in this industry, I try and keep my eyes on the road ahead — my hope is always that the best experiences are still to come.

 

 

“The biggest misconception is that it is simply about creating sets”

Dyas continues to confirm and also echoes some of the ideas of Alex McDowell in the fact that the role of the production design is abstract and doesn’t always work in a linear form. Again, it’s very much about world building and seeing the story as a whole.

 

“Chris Nolan uses CG very cleverly and for Inception, he didn’t want a film primarily using digital backgrounds. So very early on, Chris and I made a crude clay model of this set, as he wanted to create something akin to what he’d seen in some of his favorite Bond films.”

Another example of using traditional techniques in a technologically advanced film. They used a location to get the right feel and again used visual metaphors of being watched.

 

“Also, the challenges for me never come from the actual act of designing, but rather from the time and budget constraints. Although in many ways, smaller-budget films aren’t always harder to design than big-budget films.”

Here he discusses the budget, saying that the design is proportional to the size of film and budget. Budget will also play a large part in the production designers role at the early stages of film design. This will sometimes affect whether a set is built, location is used or a whole view is CGI. Titanic used a scale model to create a set, then CGI’d it in behind the actors instead of building a room for budget reasons. I had no budget to work with so designed the set to be built. This could of course been a CGI background or a model. Should the budget require that, It could easily be achieved using traditional methods of model making with advanced CGI to place the action into shot.

 

“I think I approach each new film in the same way other designers do, in that I try and sketch out as many ideas as possible while also researching as much as possible – everything from the subject matter, to the architecture, to reading relevant books, watching documentaries, and visiting museums ”

This is an important statement in terms of what the designer does at the pre-production stage in that the process is entirely immersive in terms of research.

 

It’s clear from what I have seen of Guy Hendrix Dyas’s work that he is involved from the start in what the film will look like right through to the set extensions and CGI. He provided a visual foundation for the overall design of the film, from researching the architecture through to locations, then on to how the CGI would be incorporated. Where traditional processes were needed or wanted, he was involved in their design. CGI is a tool like any other so providing that visual source material at the early stage of design is important in films that have so many concepts and needs to use multiple post-production techniques. Films like Science fiction and fantasy will always have challenges and having technology that speeds up the process can only be a good thing as it means the designer can oversee at the whole picture at a much faster pace. The important point to note is that post production/CGI etc. does not become a distraction and that it supports the design rather than becomes  a way of life.

 

Interview references:-

(MITCHELL, A., Production Designer Guy Hendrix Dyas on the Challenges of ‘Inception’) Available at:-

(http://performingarts.about.com/od/Costumes/ss/Inception-Production-Designer-Talks-About-Designing-The-Films-Dreamscapes.htm) [Online: sourced on 17/05/14]

Categories: Case Studies, MA project, Post Production, The production designer and art department | Tags: , , , , , , , , , | Leave a comment

Case Study 2: Discussions with Production Designer Guy Hendrix Dyas

Guy Hendrix Dyas discusses aspects of the design for Inception:-

Dyas also pointed out a telling sign of Nolan’s directorial philosophy: if you look at the accompanying image, you will see scaffolding supporting the stairs. Most other directors would use a green screen to create the effect: Nolan wanted the stairs built, and then used visual effects only to remove the scaffolding and complete the illusion. “Only about 5 percent of the scenes in this film actually use green screen,” Dyas says. “You’re talking about a film that has real rotating corridors, elevator shafts that were built sideways in warehouses so that it would appear 300 feet long. We have tilting bars, real trains smashing into cars.”  Guy Hendrix Dyas discussing design for Inception(LOPEZ, J., 2011)

cn_image_1.size.inception-stairs

Image available at http://www.vanityfair.com/online/oscars/2011/01/inception [sourced on 17/05/2014]

In a film that is so ground breaking in terms of CGI and  post production techniques the statement that only 5% of scenes were green screen is surprising. It’s an important point to make when looking at what the designer has to do at the pre-production stage when dealing with the newest technology; that green screen and CGI is only used when really needed.

The early stages of Inception’s design process started in Director Christopher Nolan’s garage with Dyas creating a 60 ft scroll depicting the history of 20th century architecture. This became the foundation for the design of the film because architecture was so important to the overall ideas surrounding the story. It was all about building landscapes within the dreams of the main character and reflecting his state of mind. Much of this was done through the architectural landscape that they inhabited  with scenes depicting DiCaprio’s character.

“You’ll notice at as it stretches back, the buildings get taller. I imagine Cobb and his wife started off on the beach, building buildings that were homages to their heroes of architecture. As they built more and more, they were building their own 3D museum of the most stunning architecture.” Discussing how the architecture influenced the film (LOPEZ, J., 2011)

When Cobb returns with Ariadne to the dream city, however, they find it in total disrepair—again a design concept with a specific idea behind it: “The mere fact that they were eroding away into the sea, and the sea was eating into these buildings, was another visual method of showing that he was losing his mind,” he says. Dyas and Nolan discussed the look and feel of architecture that had been abandoned, specifically at the site of the Chernobyl accident, and had the good fortune of coming across a housing site in disrepair during a drive around Tangiers, which became the final set for the abandoned dream city. (LOPEZ, J., 2011)

The film is full of metaphors and symbolism such as the crumbling buildings representing the loss of mind. Visual metaphors are another aspect of design that is discussed at the pre-viz stage of production. It’s important that the visual clues match the story that is being told, whether they are subtle or not. Inception was full of these visuals such as the maze like Penrose steps; a Escher inspired set that was actually built in reality. This was to echo the ‘fetish-like obsession with stairs.

“We went through 12 different physical cardboard models of the Penrose steps before we came up with something that worked,” Dyas says. “Once we did that, we created a digital model and started looking at what camera lenses would make this look like an Escher painting. Only then did we start building a staircase. Dyas discusses the steps. (LOPEZ, J., 2011)

They continue the maze like feel of the film with many of the interiors such as the Great Hall, with levels and steps and included other visual symbolism such as the use of lanterns. Dyas pointed out that in Japan lanterns are a symbol of lost souls, so this was incorporated into the design.

cn_image_2.size.inception-temple

Image available at http://www.vanityfair.com/online/oscars/2011/01/inception [sourced on 17/05/2014]

What’s important to note at this stage is that design is not all about creating a set for the actors to inhabit, it’s also about world creation and visual pointers to what the Director envisages ultimately what the characters are feeling, how that translates on-screen. In my set design I wanted the government buildings such as the Medical Research Centre to have a clean, more ordered feel compared to the dirty streets of London. It needed to feel imposing in some way. There is also a claustrophobic feel to the entire film. The research centre is underground and had to feel like that. I kept the colours to cool blue and grey hues for the interiors apart from the arena space which has a blend of future and medieval, though the future has almost reverted back to the past in many ways. Outside, the streets have an urban look that uses green/brown colours. It’s organic but dirty and uncared for. The Medical research centre also has a church like feel with eyes being drawn upwards towards the laboratories and levels above. Science playing God. The arena that houses the Huntsmen being even deeper could be viewed as a form of hell. My street alteration also incorporates elements of symbolism with the use of eyes in the graffiti and wings of a dove. I am trying to create a cluttered suppressing environment in which you feel that you are being watched. The towers in the background with the search lights add to that, creating a prison like environment. In the book, London is walled in, no one can leave and they keep the cities and the countryside apart.

Looking at the practicalities of set building my walkway would be constructed with scaffolding very much like the Penrose steps in Inception. This would be clad but should the walkway need extra support, scaffolding poles could be CGI’d out. This would be an effective way to use CGI instead of creating an entire set digitally. Only using the technology where it is needed.

The early stages of film design are not just about research and sets, it’s about the whole philosophy of the film, world building, subtle visual messages etc. These aspects are discussed at the pre-production stage, whether CGI is used or not.

 

References:-

LOPEZ, J., Inception Production Designer Guy Dyas: “Only 5 Percent of Our Scenes Used Green Screen” Available at:- http://www.vanityfair.com/online/oscars/2011/01/inception. 2011 [Online-sourced on 17/05/2014]

 

Categories: Case Studies, MA project, Post Production, The production designer and art department | Tags: , , , , , , , , | Leave a comment

Production Design: The concept or visual

Concept drawings are impressions of the set, often starting out as simple pencil drawings and becoming full colour renders that encapsulate the look of the film (LoBRUTTO, V., 2002). These can take on many forms from rough sketches to paintings with many being produced using computer software like Sketch Up or Vectorworks. The concept or visual is also used as a tool to show the set or character with possible colour schemes and overall mood of the scene ( BARNWELL, J., 2004). I have always had a fascination with the concept and while researching my project I have come across so many different styles. The following images are taken from various dystopian/post apocalyptic films and TV shows. Here they show how the concept creates the atmosphere and gives an overall impression of setting, props, lighting and colour.

road3

road2

Above: A visual concept from The Road found at  http://liveforfilms.wordpress.com/tag/concept-art/page/3/[sourced on 5/3/14]

TWD_prison_concept_1

Walking Dead 9.jpg-large

Walking Dead 8.jpg-large

Visuals from The Walking Dead found at http://www.thewrap.com/tv/column-post/walking-dead-showrunner-unloads-stash-concept-art-exit-photos-75131 [sourced on 5/3/14]

largecom

largecom3

Visuals from The Children of Men by Peter Popken found at http://abduzeedo.com/astonishing-movie-art-concepts-peter-popken [sourced on 5/3/14]

References:-

Visuals:- http://liveforfilms.wordpress.com/tag/concept-art/page/3/ [sourced on 5/3/14]

http://www.thewrap.com/tv/column-post/walking-dead-showrunner-unloads-stash-concept-art-exit-photos-75131 [sourced on 5/3/14]

http://abduzeedo.com/astonishing-movie-art-concepts-peter-popken [sourced on 5/3/14]

 

Books:- LoBRUTTO, V., 2002. The Filmmakers Guide to Production Design. New York: Allworth press

BARNWELL, J., 2004. Production Design: Architects of the Screen. New York: Wallflower

 

 

Categories: dystopian film and designers, post-apocalyptic film and design, The production designer and art department | Tags: , , , , , , , | Leave a comment

The MA Project: Designing for film

This is the stage  where the script gets broken down into scenes, internal/external, night/day, props, and special effects. Before I do that I am making choices about which sections of the story to focus on, ones that give me plenty of visual research and also  show as much as possible of the overall aesthetic of the film from the Production Design point of view.

Project Plan and Main Scenes

Rough outline of potential sets and locations

St Cannerwells :- abandoned underground station in which the gang meet and ride the trains(INT)*

St Cannerwells Park :- unkempt park surrounded by streets, with rubbish filled pond, boxes, overgrown with views of overpass in distance (EXT)*

School exterior :- The external area around the school gate is Victorian with alley ways, streets of burnt out buildings, looters and a view across to the east where a spacecraft is seen launching. (EXT)

Parliament Tower :- Government skyscraper building at Canary Wharf with external gardens/park land, walls, portcullis. (views from inside and outside) (EXT)*

The Governors Office/Room :- Office/lounge area inside the Parliament Tower with art on the walls, leather sofas, tinted windows and views out over central London. (INT)*

Medical research Centre :- Main experimental complex that is situated underground, beneath a warehouse. Houses multiple floors, lifts, corridors, a lab, reception area, an arena area, torture chambers, a bathroom etc. (INT)*

There are also many scenes of street locations and internal house sets that could provide further concepts. I have stared the main scenes/locations that will feature in some way as concepts and designs with the Medical Research Centre as the main set build for the model and technical drawings. I’m aiming to have a diverse choice of locations to show the overall look and feel of the film. In addition to sets there will be some prop and character concepts which will probably include the following:-

Marta Banks

Switch

The Governor

The Huntsmen ( hybrid/cyborg/animal/human hunters)

Props:- Claw boards (Skateboard without wheels but with hooks for riding the sides of trains)

Props list will be added to when I break down each scene further

Practical Work

To answer the MA question through case studies/Q & A with known Production Designers and through the exploration and realisation of a practical project (novel to film) to include:-

*Art department text breakdown (scenes/props/special effects)

* Sketchbook work/visual research/experimental design work

*A series of set concepts/designs to include at least 2 exterior adaption/locations

*storyboard of a selected scene

*a minimum of 2 character concepts, to include the Huntsmen

*Full white card model to scale of composite set with a rendered section

*Technical drawings of model set including elevations and plans

*Minimum of 2 prop makes with drawings

*Scaled up realisation of a part of set for Expo(small section) to show practical techniques (dependent on timescale)

*Scaled up realisation of Huntsmen to show practical skills in prop/model making

The next phase will be a detailed breakdown of main set choice and details for the exterior locations.

Categories: MA Practical Project, projects | Tags: , , , | Leave a comment

So What is Science Fiction? Themes and contexts part 2

I’m continuing with my research into science fiction as a whole and the breakdown of the themes highlighted in Science Fiction Cinema: From Outerspace to Cyberspace. Because my project focuses on earth-bound science fiction I won’t go into great detail about some of the themes, but this is a brief description with sample pictures of the next two that feature in both film and literature.

Travels in space and  time

Probably one of the most well-known science fiction themes in cinema. It provides stories that can be either realistic in terms of what was technologically possible at the time that the film/book was made, or pure fantasy. With space travel, the genre has taken us from the retro, colourful  This Island Earth (1954) through to the more  realistic visions of Apollo 13 (1995)  in which technology fails and human bravery and ingenuity is at the forefront of the story.

ThisIslandEarth00

This Island Earth picture available from http://www.retrocinema.wetcircuit.com/films/this-island-earth/

apollo_13_16

Apollo 13 picture available from  http://www.blu-ray.poral.net/apollo_13.php courtesy of Universal Pictures

Science fiction not only takes us beyond this world but to other times. A perfect example of this is Back to The Future (1985) in which a DeLorean car is made into a time machine. It highlights the brilliance of the mad scientist but more importantly that time is a concept that should not be tampered with; that every time an alteration is made in the past, no matter how small, it can have far-reaching consequences in the future.

“Time travel broadens the visual scope of science fiction because it allows its stars to be shown in various costume styles and interacting with important historical events” (KING, G., & KRZYWINSKA, T., 2000. pg. 26)

This makes the theme particularly popular in cinema providing the chance to use all manner of technologies and design approaches available to the filmmaker. At the opposite end of the scale, the much darker approach to time travel can be seen in films like The Terminator  and  Twelve Monkeys (1995) both showing the future world as dystopian or post apocalyptic and the present as a preferable time to live in. Here changing things in the present can be seen as a good intervention, preventing the cataclysmic events of the future. In these films maybe we can learn something from knowing what the future is, then time travel becomes humanity’s saviour.

“The Dystopias of recent Hollywood science fiction have a seductive appeal to some viewers, combined with a sense of horror.” (KING, G., & KRZYWINSKA, T., 2000. pg. 27)

Time travel, post apocalyptic and dystopian themes combine well with horror and is another good example of themes overlapping in science fiction. I will look at some of these cross overs in later posts.

twelve-monkeys-bruce-willis

Twelve Monkeys available at http://www.scriptgodsmustdie.com/2010/09/format-18-screen-direction-the-absolute-last-word/ courtesy of Universal Pictures

terminator 2

Image from  The Terminator 2: Judgement Day  available at   http://www.imdb.com/media/rm1147444736/tt0103064?ref_=ttmi_mi_all_prd_41

References:-

KING, G., & KRZYWINSKA, T., 2000.  Science Fiction Cinema: From Outerspace to Cyberspace. London: Wallflower Press

http://www.retrocinema.wetcircuit.com/films/this-island-earth/ [sourced on 22/01/14]

http://www.blu-ray.poral.net/apollo_13.php [sourced on 22/01/14]

http://www.scriptgodsmustdie.com/2010/09/format-18-screen-direction-the-absolute-last-word/ [sourced on 23/01/14]

http://www.imdb.com/media/rm1147444736/tt0103064?ref_=ttmi_mi_all_prd_41 [sourced on 23/01/14]

Categories: General research, Science fiction research | Tags: , , , , , , , , , , , | Leave a comment

Science Fiction: A brief history

This last week I  looked at the origins of science fiction. What’s interesting is the way the genre reflects its time, not only socially but aesthetically. Science fiction as a genre began back in the 1890’s with writers like H.G. Wells with such novels as War of The Worlds and The Time Machine both of which show a cultural fascination with the future of mankind. Combining science and the power of the divine apocalypse, stories of dying worlds and alien attacks opened up the imagination and spurred on the continued growth and interest in the genre throughout the 20th Century. As cinema developed in the early 20th century novels were turned into film, with H.G. Well’s The Shape of things to Come. The visually bold  Metropolis in 1927 depicted the city as a vertical, mechanical image of capitalism, which aesthetically and socially was very much a product of its time. (BARNWELL, J., 2004, p100). Metropolis introduced the world to the city of the future.

hg wells npr images7U5SULWN met metropolis-from-above

Above images from Metropolis and War of The Worlds http://2012.futureeverything.org/music/dieter-moebius-polinski/    https://film110sp12.pbworks.com/w/page/50385313/Metropolis’s%20Influence%20on%20Future%20Film   http://www.war-ofthe-worlds.co.uk/war_of_the_worlds.htm

It’s no surprise that aesthetically films took on elements of the decades in which they were made. Metropolis used art deco for its posters and Russian constructivist art, an art movement  that spanned the years between 1913-1940s. “Constructivist art is committed to complete abstraction with a devotion to modernity, where themes are often geometric, experimental and rarely emotional”

VladimirTatlin-Monument-to-the-Third-International-1919-20

Art work by Vladimir Tatlin: Monument to the Third International” (1919-20, Moscow) http://www.arthistoryarchive.com/arthistory/constructivism/

Science Fiction continued to reflect the social, political and cultural climate as it progressed through the 20th Century. During the 1950’s the film industry turned its attentions to the teenage audience also, producing low-budget B movies that were built on the popularity of magazines such as EC Comics and Weird Tales (1923-1954) (KING, G., & KRZYWINSKA, T., 2000. p4). So cinema was constantly drawing on inspiration from literature. It also drew on the political climate.

“Many can be related to concerns about the cold war and/or nuclear weapons, including a large group labelled ‘invasion narratives’ ”

This was hardly surprising given the devastation seen world-wide at the end of World War 2 with the bombing of Hiroshima. We saw what was possible with science, both the good and the bad, and science fiction continued to feed on this.  Invasion films were also in the social arena at this time as the momentum of the space program grew., though this was not a new concept with the earlier works of H.G.Wells. Technological advances made it possible and all the more real. Space travel was driven by the cold war and space race between USSR and the US and in 1957 the world saw Sputnik 1, the first man-made object in space, closely followed by the first human in space in 1961.

Then came the films during the 1960′ and 70’s that looked at science fiction in everyday life with mundane suburbia being turned on its head with films like Village of the Damned (1960) and  The Stepford Wives (1975). This was a result of America’s sociologists fearing that the American suburban family was ” … sinking into a morass of suburban conformity and complacency.” ( KING, G., & KRZYWINSKA, T., 2000. p 6)

So science fiction continued to find inspiration in the social contexts and it seemed that audiences wanted more. The film industry knew that these kinds of films were a lucrative business. “Suddenly, science fiction films were viewed as financially profitable and audiences  flocked to the theatres and craved more” (filmsite.org. on-line)

Money had its part to play in the audience/popularity story and later in the 20th century cinema was able to take audiences to far off galaxies in a visually realistic and engaging way with Star Wars (1977). Star Wars used the age-old tale of good versus evil and was often referred to a ‘western’ in space ( KING, G., & KRZYWINSKA, T., 2000. p 10). It mixed genres including fantasy with the presence of a magical force that binds everything together known as ‘The Force’. Spectacle had finally arrived in Hollywood and technology seemed to be leading the way in terms of how things were being produced and were going to be produced in the future.

But the social context always had an influence over the story that was to be told. The years following saw Virtual Reality/ computer versus human films  like The Lawnmower Man and The Matrix Trilogy . Invasion films like Independence Day continued to pull the audiences with special effects and the post apocalyptic/dystopian futures have seen a rise in popularity again due to environmental issues/politics and the war on terrorism  with The Hunger Games , The Road , The Terminator  combining horror and science fiction and creating all too believable outcomes for humankind.

References:-

KING, G., & KRZYWINSKA Science Fiction Cinema: From Outerspace to Cyberspace. 2000. London: Wallflower Press

BARNWELL, J., Production Design: Architects of the screen. 2004. London/New York: Wallflower Press

http://www.arthistoryarchive.com/arthistory/constructivism/ [sourced on 15/01/14]

http://en.wikipedia.org/wiki/Space_exploration [sourced on 15/01/14]

http://www.filmsite.org/sci-fifilms2.html [sourced on 15/01/14]

http://2012.futureeverything.org/music/dieter-moebius-polinski/  [sourced on 15/01/14]

https://film110sp12.pbworks.com/w/page/50385313/Metropolis’s%20Influence%20on%20Future%20Film [sourced on 15/01/14]

http://www.war-ofthe-worlds.co.uk/war_of_the_worlds.htm [sourced on 15/01/14]

Categories: General research, Science fiction research | Tags: , , , , , , , , | 5 Comments

The Post Apocalyptic Landscape: Location and Production Design(The Road)

When  watching films and TV programmes I am always trying to guess which locations are real and which are built sets or have been altered with CGI.

Being fascinated with derelict buildings and looking at the photographs that I have recently documented I am turning my attentions to actual locations that have been used, albeit slightly altered to suit filming. From a production design point of view, it’s interesting to see how and what informs the decision-making for the Production Designer/Director and whether it is story or budget or both that influence these.

 

Here are a few actual locations used for post apocalyptic films/TV so far:-

The Road

Much of the filming was done in Pittsburgh and not in the studio as the budget was small and the story  called for multiple locations. Chris Kennedy talks about his location experiences to Rochelle Siemienowicz.

“AFI: And was it always going to be a location-based shoot? Was there ever any talk about doing it in a studio?

CK: Basically it was an independent film and always had a very small budget, so there wasn’t really the money to do it in a studio. Also it’s a journey story and needed a lot of different locations. So straight away that meant asking the question what kind of landscapes can we use? Straight off the bat, what country can we go to? Russia would be good – Chernobyl! Those kind of landscapes. Iceland was one idea. Even thought about Australia. But what about the gum trees? And blue sky? A lot of people just think, ‘oh post-apocalyptic, oh go to the desert.’ But of course the  book isn’t set in the desert. It’s set in North America. So I spent a fair bit of time online looking at places in America and found all kinds of places. Eight miles of abandoned freeway in Pennsylvania, a beach in Oregon, an abandoned amusement park. Started putting together a list of locations, the ideal plan. We had to do a certain amount of it in Pennsylvania due to tax incentives. So a lot of it in Pittsburgh rather than where we wanted to. We found pretty much what we needed. Abandoned coal piles. And Pittsburgh itself is pretty much an abandoned city. Back in the early 20th century  basically half the population left…so that all came together pretty well.”

http://www.afi.org.au/AM/ContentManagerNet/HTMLDisplay.aspx?ContentID=9954&Section=Turning_words_into_pictures_An_interview_with_production_designer_Chris_Kennedy [sourced 30/12/2013]

The following images are taken from the film and are courtesy of Dimension Films. They are of locations in post Katrina New Orleans, Pennsylvania and Oregon.

road_beach_1200-660x277

An Oregon beach location.

The Road excerpt:
They stood on the rock jetty and looked out to the south. A gray salt spittle lagging and curling in the rock pool. Long curve of beach beyond. Gray as lava sand.road_bridge_1200

Abandoned freeway in Pennsylvania.

road_suburbs_12001

Post-Katrina New Orleans.

road_industrial_1200

“One of the more compelling aspects of John Hillcoat’s 2009 adaptation of Cormac McCarthy’s novel The Road is the fact that the film’s post-apocalyptic landscapes are not computer generated but largely shot on real locations in the United States.”( Cited Chiarella 2009: 91).

The below statement is taken from the blog post  It’s All out There:-

“Production designer Chris Kennedy scouted a number of locations in post-Katrina New Orleans, including the devastated neighborhood pictured above. He also found Pennsylvania to be a treasure trove of desolate settings. “The state has depressed socioeconomic situations in suburbs like Braddock and Keysport and devastated mining areas with coal piles and fly-ash piles that looked like a blackened landscape,” Kennedy said in a statement.” (Landskiper.BlogSpot.co.uk, 2011)

 

For the most part The Road was all about location and America provided many opportunities for filming. Some CGI was used in the bleaching out of colour particularly when dealing with sunnier places such as New Orleans to create the desired effect. America and other large countries will provide many locations similar and it would be interesting to see if the same can be said for the smaller more heritage influenced UK.

road_lede

Director Hillcoat discusses the film’s use of CGI when dealing with the New Orleans location above. Image courtesy of Dimension Films. Sourced from http://landskipper.blogspot.co.uk/2011/05/its-all-out-there.html

“This maritime wreckage was filmed in Louisiana by an Imax documentary crew two days after Hurricane Katrina devastated New Orleans and the surrounding area. “Cormac’s material felt so familiar, like we’ve already seen it,” Hillcoat said. “That’s why we went to the leftovers of Katrina. Then we used CGI to take out the bright blue sky and green grass.”

References:-

SIEMIENOWICZ, R., 2010. Turning words into pictures:An interview with production designer Chris Kennedy [online]. The Australian Film Institute. Available at: www.afi.org.au/AM/ContentManagerNet/HTMLDisplay.aspx?ContentID=9954

http://www.wired.com/underwire/2009/11/the-road-page-to-screen/3/[sourced 30/12/2013]

2011. It’s All Out There. Available at http://landskipper.blogspot.co.uk/2011/05/its-all-out-there.html [sourced 30/12/2013]

Cited sources from Chiarella, Tom (2009) ‘The Most Important Movie of the Year’ Esquire June: 87-91.[sourced on 30/12/2013]

Categories: post-apocalyptic film and design | Tags: , , , , , , | Leave a comment

Film Focus:The Hunger Games (Catching Fire)

After watching Catching Fire at the cinema a couple of weeks ago I made some notes on the overall visual impression that the film gave me.

The beginning of the film focuses on district 12 as the location and straight away the audience is immersed into a cold, poverty-stricken world of mining in a dystopian world. Visually I noticed how dark it was. It was winter of course and the weather certainly reflected the state of mind of the characters and of the district itself. Without reading into the hows and whys of the decision-making between the Director, Production Designer and Director of Photography I can only assume, as an audience member that this is deliberate–a metaphor of character and situation, influenced by the original novel.  A visual representation of the old poorer world.

district 12 2

Still from Catching Fire from www.IMDb.com  picture courtesy of Lionsgate (2013)

The Hunger Games: The Official Illustrated Movie Companion

District 12 (The Hunger Games) http://thehungergames2012.wordpress.com/

Later on in the film, The Capitol shows the stark contrast. The Capitol is the governing city for all the districts of future America and  is shown as brightly coloured, modern, clean and almost surreal in its portrayal of the people who live there. A depiction of the new improved world that is more technologically advanced.

the-hunger-games-catching-fire-trailer-screenshot-the-capitol-2

A screenshot from the film trailer of The Capitol from turntherightcorner.com  picture courtesy of Lionsgate (2013)

catching fire 1

Scene from Catching Fire from www.IMDb.com  courtesy of Lionsgate (2013)

To the main character Katniss Everdeen it’s an alien world. Flamboyant and unnecessary given the poverty of her own district and others, but she is forced to conform; to save her family, her own life and that of her friends.

Dystopian film and fiction seems to exaggerate opposites. The ruling classes are often shown as rich, while the masses are poorer much like society of today only taken to extremes. Like survivors of post apocalyptic stories, the poorer dystopian communities are forced to return to a simpler way of life in regards to occupations, technology and the housing that is available to them.

Production Designer:- Philip Messina

Director:- Francis Lawrence

Approx budget:- $130 Million

References:-

http://www.imdb.com/media/rm2518473984/tt1951264?ref_=ttmi_mi_typ_sf_41 [sourced on 23/12/2013]

http://thehungergames2012.wordpress.com/2012/04/21/photos-district-12seam-digital-rendering/ [sourced on 23/12/2013]

http://turntherightcorner.com/2013/07/21/the-hunger-games-catching-fire-trailer-reveals-the-quarter-quell-102-screenshots/the-hunger-games-catching-fire-trailer-screenshot-the-capitol-2/ [sourced on 23/12/2013]

http://www.imdb.com/media/rm2827670272/tt1951264?ref_=ttmd_md_pv [sourced on 23/12/2013]

Categories: Dystopian and post-apocalyptic philosophy, dystopian film and designers, Film and TV focus | Tags: , , , , , , | Leave a comment

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