Posts Tagged With: Production designer

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]

 

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Digital Matte Painting and Set Extensions

As part of my project I need to look at set extensions, both for the reception space to extend the height and also for the external scenes to change the sky lines. Matte paintings are used behind a built set, filmed action or scale model to extend the set or create a world that would be impossible or too costly to build. In the early days, matte painting was done on sheets of glass. Today it’s a digital composite.

Craig Barron, once matte cameraman at Industrial Light and Magic discusses matte painting.

“Good matte paintings are as much about design and planning as anything else,” states Barron. ” Long before anything is filmed, a matte shot will be carefully planned by us and the film’s production designer. This usually entails producing a number of small test paintings in which we figure out composition, colour schemes, lighting effects and how live action will integrate with painting.” (RICKETT, R., 2000)

matte_painting_5_by_astrokevin

http://slappylafunky.wordpress.com/2010/04/24/creative-inspirations-ron-crabb/ [sourced on 7/05/14]

An image like this would take many hours to produce, so a production designers job is to produce images or collaborate with artists to design scenes that portray the overall look of the film and act as a guideline for VFX artists.

The videos that I’ve found so far about Matte painting either use photographs or images to start with or draft up drawings then paint over, adding photo elements on top. This video is an example of how the image is built up using stages or layers to produce a realistic view.

https://www.youtube.com/watch?v=8-kdXbjwAME

 

 

From this I have thought about how I go about designing with matte painting in mind. I’m not trained in the art of digital FX like the VFX artists of  companies such as Framestore but I can design concepts  that convey the colour palette of the film or a certain look to some of the architecture.

I had a go at using photos and digital painting in Photoshop to try to produce concepts/matte painted backgrounds as a guideline image for colour schemes and lighting.

skyline1

skyline 7 purple

 

blend panorama C

This image is a progression from the first drawing with  background and foreground pieces inserted. To finish this digital Matte/concept I would need to add some detail and some more buildings in the foreground. When designing my locations where a CGI is needed or a space that needs green screen I will create a matte concept that will give a good idea of how I want the scene to look as part of the set design.

 

References:-

RICKETT, R., Special Effects: The History and Technique. London: Virgin Books, 2000.

You Tube and videos:-

http://slappylafunky.wordpress.com/2010/04/24/creative-inspirations-ron-crabb/ [sourced on 7/05/2014]

http://www.youtube.com/watch?v=UkYWop-G0p4 [sourced on 7/05/2014]

 

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The Role of the Production Designer (Matthew Gant): Case Study 1- part 1

Introduction to Case Study 1

To answer my MA project question I have organised a more hands-on approach to research as I feel it is one of the best ways to really understand the role of the production designer and get some first-hand experience in real-time. A large part of my project focuses on the pre-production stage of design and will go on to compare the processes within the art department and relationship with post-production. The work is split between asking questions about the role in general, questions that are more off the cuff in response to my experiences and own work, and observations over the two-day work shadowing period.

As the case study focuses on a designer rather than a particular film or programme I am looking at the role in both film and TV. The 2 day work shadowing focuses on a T.V. drama so will show the contrasts between T.V. and film as well as budget and variety of jobs that the production designer takes on. My questions will incorporate both T.V. and film and will attempt to bridge the gaps in design processes. They will also be about the production design role as a whole and how it is evolving in light of technological advancements.

My aim is to answer the following question and to inform my own project and personal development.

Given the post production techniques available today, what is required from the Production Designer at the pre-production stage in terms of scenic design?

This case study comprises of several research approaches:-

 

An overview of Matthew Gant’s work

Q+A session prior to meeting

My work shadowing and observation of his role (2 days)

Reflective write-up and how it relates to and informs my work

Conclusions

 

I will start my study by a brief overview of Matthew Gant’s work to date.

Matthew Gant currently works as a production designer. After working his way through the art department from graphics  to art director for the first series of Life On Mars he got his big break into production design when he was employed to design the second series. The show was nominated for a BAFTA for best production design. Since then he has worked on a variety of T.V. shows and features, most recently Endeavour and Chasing Shadows, both of which are crime dramas. The features he has designed includes Hush, The Liability and the recent top 10 entry The Quiet Ones with the Hammer Horror production company.

I have complied a series of images to show the variety of productions he has designed including some concept art below.

 

matt gant 1

Reference:- http://www.fracture.ltd.uk (gallery) All images are property of Matthew Gant’s website.

 

Before organising a meeting I sent Matt a selection of questions so he could see what elements of his work would be the most beneficial to observe. Below are some of the answers he gave:-

Questions for Case Studies (Production Design)

• How long is the pre-production stage and what does it usually involve?

The designer’s pre-production stage for a television series can be anything from 4 to 16 weeks, depending on the complexity of the project and the budget. A low budget film could be similar and the more money there is on a film, the longer the prep period normally.

Prep consists of research and concepting after liaising with director, Dop, producer and other HODs.
We will then go on to choose locations and design and build sets with art directors, at the same time working with set decorator/production buyer to begins choosing dressing props and finishes for sets. Simultaneously there will also be graphic designers, props makers, vehicle coordinators, SFX and VFX technicians and many other contributors to liaise with and brief.
At some point during the the prep period we will have a schedule drawn up by the 1st AD which will then allow us to prioritise the sets and locations in the order in which they will be shot.

• Does design for T.V. differ from film in any way?

One-off TV drama is similar to film, serial drama is different in that you will often have more than one director shooting different episodes, and the prep continues for the next director whilst the previous director is filming, so it’s a bit like spinning plates sometimes.
• Are you involved in the production/post production stages of design? If so how?

Sometimes we will have an input with VFX where there are set extensions and CGI work to complete the picture. But often on smaller budgets, we will finish in the final day of principal photography.
• How much are you involved in the decisions about location or budget?

The rate department budget is my responsibility and takes up probably about a third of my time, unfortunately all design decisions are made in the context of how much they will cost. Location choice is a big part of design and so it is one of my responsibilities.
• Would you say that the role of the production designer is changing in regards to todays technology such as CGI?

Yes. Will explain more when we speak.
• In regards to genres such as historical, thrillers etc are there different challenges in terms of design?

Yes. Again – we should discuss this in person.

 

• How did you get into production design?

Started as a graphic designer on work experience then worked my way up through the art department. My first design credit was Life on Mars 2 (after having been the art director on the first series).
• Do you use any particular software packages for design or more traditional skills such as drawing?

Still draw by hand but use Sketch Up a lot for 3D concepting and photoshop for image manipulation and rendering.

 

It made a lot more sense to discuss some of the questions in more detail on location. Also some of the observations will allow me to flesh out some of the information.

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Case Study Breakdown

My case studies are a combination of academic research, question and answer sessions, work shadowing/ observation and studying elements of design that have come before. Each case study will have its own focus and approach and will encompass more than one genre. What will link them will be what I want to find out to answer my MA question:-

Given the post production techniques available today, what is required from the Production Designer at the pre-production stage in terms of scenic design?

From this I will look at the Production Designer and their role, write-up any observations or research relevent to the pre-production phase and how it follows through to production/post production. I am looking in particular at what needs to be done in the early stages of design, the planning that goes into design for later stages particularly in film and the relationship between the designer and the art department/director/director of photography. One of the most important parts of the research will be how it informs my own practical project, so each case study will have a reflective element. The majority of my findings will be based on qualitative research rather than quantitive as it’s more relevant to the question, as is the hands-on approach to some of the enquiries.

Case Study 1:- The Role of the production designer in pre-production/production: Matthew Gant

This case study comprises of several research approaches:-

An overview of the designers work

Q+A session

My work shadowing and observation of his role (2 days)

Reflective write-up and how it relates to and informs my work

Conclusions

 

Case Study 2:- The role of production designer in science fiction film: Alex McDowell and Minority Report

An overview of the design/designing the future

The relationship between the designer/director and post production

The future of the film industry/production design role

How designing science fiction and post production relates to my work

Conclusions

 

Case Study 3:- Production design in the post apocalyptic and horror genres: Various designers of The Walking Dead

An overview of the design and designing the future/adapting the graphic novel

Production design relationships with post production/special effects

Horror/futures in TV

How horror/post apocalyptic genres relate to my own project

Conclusions

 

Case Study 4:- The Production Designer in Derren Brown’s Apocalypse: A different kind of Apocalypse (Dom Clasby)

An overview of the designing of a reality TV show

Production designer role

Q + A session

How it relates to my own project work

Conclusions.

 

 

Categories: Case Studies, MA project, post-apocalyptic film and design, The production designer and art department | Tags: , , , , , , , | Leave a comment

Thinking About The Future: London Concepts

I will also be looking at the city of London itself alongside designing interiors; how it might change over the next 50 years and producing concepts that could influence the post production side of design. I think it’s important for the Production Designer to have a good idea of how the world will look down to the smallest detail, even if some of the design jobs are done by other departments. The production designer oversees the overall look of the film.

As part of my location scouting day I also took photos with this in mind, so thinking of potential visuals that would probably be developed as CGI rather than built. One is a future Canary Wharf. I took this photo with the goal of adapting it. The visual is an early stage concept so there is still a lot to do to the foreground and some buildings to add in the distance, but just by adding some colour filters and sky detail, I can see what is possible.

DSC00054

 

composite a

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The Tube Riders Sketchbook: Corridors, rooms and lighting for the research centre

My first task is to design the medical research centre that houses various spaces including corridors, a lift, a lab area and an underground arena. I’m starting with the reception area and its walkways, gantries and the corridors leading off. It needs to be clinical and well-kept but I’d like to give it a sense of theatre with some height and levels to create interest. I’m also looking at the idea of introducing some industrial elements inspired the station photos I took in London.  At the moment the colours are going to be whites, muted blues/greens and metallic shades.

Below is a selection of mood board visuals that I used as inspiration.

corridors and stairs1

reception1

Sketchbook visuals

cor1

Above: an adapted corridor introducing some industrial detailing.

rec3a

Above: Looking at spaces and shapes of the reception area.

rec2a

Above: Possible reception design showing desk area and some height and lighting.

rec1a

Above: layout of ceiling with opening and gantry. This could also be mirrored on the floor as a detail.

Below: A selection of photos showing a scale 1:50 figure on what could be a floor plan or ceiling detail.

DSC00150 DSC00151 DSC00152

DSC00154

DSC00155

The production designer needs to think of not only the general space and how it will be used for filming but also about the detail and materials that it will be made from. It needs to be believable as well as working for the story. Although the book does not mention the dimensions of the space I thought it might be a good idea to play around with the size of the room, maybe to give the impression of height. The reception is situated deep below ground so to show the depth of the complex the character can be shown looking up towards the upper levels.  A shaft of light could originate from some of the upper levels, casting parts of the reception in shadow and soft light. I  also need to look at Post production in regards to creating spaces in science fiction–how much is built and how much is or could be CGI?

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Skills and Digital Design: Auto CAD

cad

Above image is a screen shot jpeg of my computer screen.

The second practical session this week was Auto CAD. It provides a quick way to produce technical drawings for scenic design, but can also be used for architecture, product design and a number of practical applications. It’s a particularly important design tool for film and TV design as the role of the Production Designer involves a fair amount of technical drawing that has to be produced to a high standard for the construction team. The drawings have to be clear and to the appropriate scale, which is usually 1:50 for film and TV design.

I had a go at drawing some simple shapes, cross-hatching, adding a few measurements and then exporting the document as a jpeg just to get a feel for the basics. In my next session I plan to do a basic room layout with measurements and to have a go at importing an existing plan of a sound stage that I can add to.

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The Production Designer: Views and roles in an everchanging industry

I have come across various points of view on the changing role of the Production designer.

Essentially film and T.V. is all about story and the act of telling/visualising it and portraying it to an audience. It’s the Director’s point of view and the audience’s experience, blending old design techniques with new.

While this is the case, experiences can vary from film to film for the Production Designer with a few designers feeling that the post-production stage of the film process takes away the control of the designer. However, others embrace it or re-invent the role.

I recently read a chapter in which Production Designer Alex McDowell went on to explain how he sees the role of the Production Designer in the modern world. I was interested to see how he saw his role as a more holistic part of the team; the production designer role having no real boundaries physically or digitally.

McDowell also has the un-popular view that a Production Designer doesn’t always need the set of skills that are taught at art college/film schools including drafting, modelling, drawing abilities etc.

“I think the primary quality is not entirely different from what makes a good director it has a lot to do with the ability to visualise and tell stories, to hold a vision of a world and help your team attain it” says Alex McDowell. (HALLIGAN,F., 2012. p138-141)

While I think that my own development of these skills is important at this stage of my career, I do think there is a lot to be taken from McDowell’s views and experience. I like to see a project as a ‘bigger picture’ and I also like to have an understanding of all the processes even if I don’t have all the skills. I work holistically, a ‘Jack of all trades’ so naturally I see where he is coming from in terms of the overall film process and design.

With this in mind I narrowed down some of his comments and thoughts to help with my research and development below:-

1. The acceptance of the digital age.

2. The ability to visualise and tell stories over the ability to draw or draft.

3. Ability to pitch ideas as both physical and digital. That the design exists in all spaces, both physical and virtual.

4. The role of Production Designer is much bigger now, gone are the days of pre-production/production/post production. The designer is there to see that the overall design follows through.

5. Education in the film industry needs to incorporate these changes.

References:- HALLIGAN, F., 2012. Production Design. Lewes: ILEX Press

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Future Landscapes: Photoshop development

I want to develop my Photoshop skills  further as it’s a useful tool for the Production Designer when producing concept art. I am trained in the more traditional approaches to design such as hand drawn concepts/costume etc. and on Carcass I had a go at drawing concepts and altering them in Photoshop. This time  I have developed images that are made up entirely of photographs. Here is one of my attempts with a few variations on colour, showing some of the stages of adaption.

The sky, moon/planet and city were all different photographs pieced together to create a composite image.

moon background

A cloud scene that is altered in Photoshop using hues/saturation and gradients. Below, the moon is added in stage 2.

moon background 3

Below:- Colour variation. I like to save variations just in case they come in useful for another scene at a later stage.

moon background 2

london-skyline-2012-olympics

The addition of the cityscape. Original photo above.

apoc city 1

…and colour variations below.

apoc banner 3

apoc banner 4

moon background weird

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Designing the future: Clarifying dystopian and post apocalyptic

Designs of the future can be divided into utopian or dystopian in their  underpinning conception. The surface design tends to fall into a limited set of styles, defined as futurism, retro futurism, realism, gothic and post apocalyptic” (BARNWELL, J., 2004: pg 100)

I have already looked at some futurism art references so I will now turn my attentions to post apocalyptic futures and what dystopian actually means in terms of society, film and literature.

When dealing with film and fiction, dystopia and post apocalyptic are usually categorised as separate types of film although some stories encompass both situations.

Dystopian:- The antithesis of utopian: figuring a nightmarish world in which rational impulses to engineer society back-fire dangerously. (KING, G., & KRZYWINSKA, T., 2000)

dys·to·pi·a

noun

a society characterized by human misery, as squalor, oppression, disease, and overcrowding.(online. available at http://dictionary.reference.com/browse/dystopian?s=t  [sourced on 21/12/2013]
So looking at recent films I can start to clarify what films are classed as dystopian:-
min rep
Minority Report (2002) Picture and budget courtesy of IMDb.com  :-
In a future where a special police unit is able to arrest murderers before they commit their crimes, an officer from that unit is himself accused of a future murder. http://www.imdb.com/title/tt0181689/
Production Designer:- Alex McDowell
Director:- Steven Spielberg

Budget:

$102,000,000               (estimated)

Utopian:- An imaginary state of ideal harmony and perfection derived from Thomas More’s Utopia (1516).  (KING, G., & KRZYWINSKA, T., 2000) For the purposes of comparison.

Post apocalyptic:-

a·poc·a·lyp·tic

adjective

1.

of or like an apocalypse; affording a revelation or prophecy.
2.

pertaining to the Apocalypse or biblical book of Revelation.
3.

predicting or presaging imminent disaster and total or universal destruction: the apocalyptic vision of some contemporary writers.
(online. available at http://dictionary.reference.com/browse/post-apocalyptic?s=t [sourced on 21/12/2013]
So anything set after  apocalyptic events such as large-scale environmental disasters, widespread viruses, biblical events, wars etc. Living in the after times is termed as post apocalyptic.
the road
The Road (2009) picture and information  courtesy of IMDb.com
A post-apocalyptic tale of a man and his son trying to survive by any means possible. http://www.imdb.com/title/tt0898367/?ref_=nv_sr_1
Production Designer:- Chris Kennedy
Director:- John Hillcoat

Budget:

$25,000,000               (estimated)

The films and books are often categorised together as there is often a cross over of ideas, situations or causes. The same audiences or readers are drawn to both kind of stories as seen in on-line book groups such as Apocalypse Whenever found at https://www.goodreads.com/group/show/967-apocalypse-whenever. Both types of story are generally about forms of survival.
What I will be looking at as part of my research is the audience/social context  through engaging with fans of the genre but also as a designer thinking about such questions as:- Are there differences between the two strands of dystopian and post apocalyptic stories in terms of design? Do they present the same problems in terms of budget and approach?
At first glance at the two example films above, there does seem to be quite a difference between the size of budgets. I will look at this in more detail in future research.
References:- BARNWELL, J., 2004. Production design: Architects of the Screen. London, New York: Wallflower
                        KING, G., & KRZYWINSKA, T., 2000. Science Fiction cinema: From Outerspace to Cyberspace. London:
                        Wallflower
                        Online sources :- https://www.goodreads.com/group/show/967-apocalypse-whenever
                                                        www.IMDb.com
                                                        http://dictionary.reference.com [All sourced on 21/12/2013]
Categories: Dystopian and post-apocalyptic philosophy, dystopian film and designers, post-apocalyptic film and design | Tags: , , , , , , , , , | Leave a comment

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