K.K. Barrett

K.K. Barrett has created unforgettable art working with some of the world’s most original filmmakers: Spike Jonze on Where the Wild Things Are, Being John Malkovich, Adaptation, and Her (for which he was nominated for an Oscar); Michel Gondry on Human Nature; Sophia Coppola on Lost in Translation and Marie Anoinette. He had just finished the Stephen Daldry-directed Tom Hanks movie Extremely Loud and Incredibly Close when I met him in the DUMBO section of Brooklyn where he was prepping Karen O.’s psycho-opera Stop the Virgens.

KK: I always wish somebody would win an Oscar for production design and talk for just a minute about the simplicity of the most purely correct, but minimalist, piece of production design of the year.  A film where people edit out visually what doesn’t belong until everything is pure and correct for the film, rather than the bells and whistles and the over-the-top and in-your-face design where you forget who the characters are. You can art direct a film without painting anything, without building anything, and still control a palette, still control a mood and make it a very strong statement.

AS: Reducing until you get to the essence…
KK: There’s only so much space in a film. A good example is when a book gets edited down to a script. Subplots are lost, characters are lost. You can only make so much of a statement in the hour and a half, two hours you have for the film. Production design is often the same way. You can only do so much. You don’t need to show the world that isn’t discussed or isn’t affecting the characters. Even though it may exist down the street. Sometimes the biggest process is saying, No, that has nothing to do with them, it distracts from them, let’s take that away. It would distract or confuse the character’s existence, or their dilemma, or their happiness. You just have to take things away until you’re concentrating on the character and the affected environments.

AS: The sets shouldn’t overshadow the characters…
KK: That’s a given unless you’re making a summer thrill-ride. There’s design for entertainment and then there’s design for drama. Sometimes it works hand-in-hand. Sometimes it’s dramatic and it’s entertaining. It doesn’t mean it shouldn’t be entertaining but it should always be engaging. Sometimes entertaining is not engaging. I like to think that you can help the audience have an experience on their own by absorbing things rather than telling them what to think all the time. A summer film usually tells the audience what to think and is very nervous about not telling them what to think. They don’t want them ever to get bored.  Don’t get me wrong, I buy a lot of popcorn and enjoy those movies, I am just trying to give thought to the more unsung statements of design.

Sarah Greenwood

Production design doesn’t get any better than Sarah Greenwood’s interpretation of London for Guy Ritchie’s Sherlock Holmes films. She gave us a lived-in, layered London full of texture and grit with a perfect marriage of style and realism. And her work with director Joe Wright on period movies such as Atonement and Pride and Prejudice is stunning. Then, in a dramatic show of range, she created the unforgettable candy-colored world of Greta Gerwig’s Barbie. When we talked, she had been scouting in Russia for Joe Wright’s Anna Karenina, for which she has since received one of her seven Oscar nominations to date.

AS: You just got back from Switzerland for Sherlock Holmes: A Game of Shadows and Russia for Anna Karenina. Do you ever find locations yourself or does the location department always provide you a selection to pick from?
SG: It depends on the show. I work very closely with a location manager called Adam Richards. I’ve worked with him on Pride and Prejudice, Atonement, Sherlock, and we work really well together. When you’re looking for something that’s off the beaten track that you can’t find in books I very much like to go out early days and just get a sense of it. Then Adam will carry on with his scouts and look further.

On Atonement the big house that we shot in for six weeks we found by going through the archives of Country Life with my set decorator. We were looking at old photos of 1930’s houses -the things that you won’t find in books. We found this article about this house, and then we went to have a look at it. We ended up using it and it was fantastic.

Jess Gonchor

Jess Gonchor knocked it out of the park with his first movie as production designer: Capote. Since then he’s had his hands full delivering realism with style on the Coen brothers’ movies such as No Country for Old Men, True Grit, and Hail Caesar, the last two earning him a pair of Academy Award nominations. Demonstrating he was not locked into the world of poetic violence, he also designed Greta Gerwig’s classic historic romance, Little Women.

AS: You live in New York City but do you do all of your work out of New York?
JG: No, I’ve probably designed three movies here but no, I just like it better here. I think every director that I’ve worked with lives in New York. Maybe it’s just coincidence but it’s worked out that way. I like LA too but this is where I call home.

AS: You get hired out there and then come to LA to do movies or travel to various places?
JG: Various places. Most of the movies begin in Los Angeles. They evolve from a studio or independent. I can only think of one movie that didn’t get packaged up and born in Los Angeles. Sometimes I have to go out there. The majority of the time it’s somewhere else.  Nowadays they seem to be making movies somewhere else besides Los Angeles. They make a lot of them in New York. But you tend to have to travel to some of the other places for some of the cooler scripts.

AS: It seems that’s happening more and more these days with all the tax incentives in other states.
JG: Yeah, that makes it very attractive to shoot a movie in Louisiana or New Mexico or any of those places. I’ve been fortunate enough to go to those places and have a good shot at using them for what they are. I haven’t been asked to go to New Mexico and shoot a movie about Ireland yet -which, believe me, they do! Really I think the most talented people are in Los Angeles. And it’s hard to get something off the ground there these days but hopefully soon.

John Myhre

John Myhre has been nominated for five Academy Awards and has won two- one for his amazing work creating an entire Japanese village in Memoirs of a Geisha and another for the Best Picture winner Chicago. His enthusiasm for design has taken him across genres: he’s designed everything from musical blockbusters to period pieces to stylish action films and he’s not slowing down any time soon…

AS: What project are you currently working on?
JM: I’m working on a really exciting project called Snow and the Seven which is a live-action version of Snow White and the Seven Dwarfs being made by Disney. That alone is really fun –I’m a huge Disney fan and just finished Pirates of the Caribbean: On Stranger Tides for Disney and they were really wonderful to work with. But the really exciting thing about it is that it’s set in 19th century China. Snow is a colonial English girl. She has a step-mom who’s actually not bad at all but who gets possessed early on in the story by the spirit of an evil Chinese queen through an ancient Chinese mirror that they find. And Snow needs to flee away from her mother who’s out to get her. She flees through the wilds of China and runs into the Seven. But they’re not seven dwarfs, they’re seven warriors. Warriors from all around the world who are part of this organization and have been around for thousands of years. They keep the world safe from evil. Evil like evil queens. So Snow actually becomes one of the Seven and really becomes a warrior princess. It’s almost a superhero movie in a fun way and much more Pirates of the Caribbean than a kid’s traditional fairy tale story of Snow White.

Guy Hendrix Dyas

Guy Hendrix Dyas is a rock star in the world of film design: he designed Christopher Nolan’s Inception, Steven Spielberg’s Indiana Jones and the Kingdom of the Crystal Skull, Terry Gilliam’s The Brother’s Grimm, Shekhar Kapur’s Elizabeth: The Golden Age, and during this interview he was hard at work on what was then Spielberg’s latest project, Robopocalypse. After studies at the Royal College of Art in London and Chelsea College of Art and Design he went from industrial designer to visual effects art director to concept artist and finally to production designer where he quickly rose to the top of the field…

AS: I was amazed to hear how much of Inception was practical versus CG. Is it true that the foundations of the fortress in the snow were made out of ice?
GHD: To our surprise many people have commented on how they thought the hospital was a real location but this bunker-like fortress doesn’t exist. Very early on Chris [Nolan] and I made a crude clay model of this set, Chris 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, governmental architecture and Panopticon prison design. Very quickly it became apparent to us that this set would have to be divided into two separate builds. The interiors were built on stage in Los Angeles while the multi-level exterior was built at approximately 7,000 feet in altitude.

Kim Sinclair

Kim Sinclair won an Academy Award as Set Decorator/Supervising Art Director on the record-breaking blockbuster Avatar and has also production designed numerous films, all from his home base in New Zealand. He lives on the cutting edge where virtual and practical sets come together, as exemplified in his work as visual effects art director on films like The Adventures of Tintin with Steven Spielberg, and as supervising art director in Avatar 2 for James Cameron…

AS: On the first Avatar your primary involvement was the physical sets?
KS: We shot all the live-action in Avatar here in New Zealand. If at any time, in any frame, there were humans either in the foreground or the background, any humans at all, they were shot in Wellington. We provided a lot of large sets. The vehicles, the weapons, the props, the dressing. It was all pretty straightforward but the trick was the integration into the digital world. There were shots that were purely digital and there were shots that were purely live action. However, a large percentage of the movie featured digital characters in real environments or real people in digital environments. And that was really the challenge.

AS: What was your process collaborating with Rick Carter and Robert Stromberg?
KS: Rob Stromberg headed up what we used to call the virtual art department, in LA. He had a team of designers and they designed the look of the planet, the look of the vegetation, and they headed up the creature designs. They did some 3D modeling but basically that went to Weta Digital in New Zealand.

Robert Stromberg

Robert Stromberg won an Oscar as production designer of one of the highest grossing movies of all time, Avatar. His second Oscar came from Tim Burton’s Alice In Wonderland, which has also made over one billion in the box office. A leader in visual effects, he began as a traditional matte painter and now directs.

AS: You’ve said that production designers don’t need to feel threatened by visual effects these days because they’re involved during the physical production of a movie. Whereas traditionally visual effects would only happen in post and the production designer would be long gone.
RS: Sometimes you get a kind director that will keep the production designer involved into post but most of the time the production designer leaves the show right after the physical production is done and then the design part of it actually falls to the visual effects vendor, the visual effects supervisor and the director. They create what goes into those greenscreens and so on. But with the new technology you’re seeing what will be there on the day you’re shooting the physical set. It gives the production designer input and they have a say in what the design should be.

Because I come from visual effects I know how much stuff that I personally designed for movies well after the production designer was gone. That’s why on Master and Commander I created this new role which I called visual effects designer. That was the person who would take over when the production designer left the show and be the mouthpiece for the director and the visual effects supervisor and the vendor. So there would be a creative entity still continuing along into post.

AS: Keeping one design vision.
RS: Yes, and of course respecting what the production designer had done. I was talking to Rick Carter about this. He’s great because not only is he interested in knowing how it all works but he also knows the value of what the new technology can do for you. He’s an old school production designer who obviously knows the nuts and bolts of traditional production design. After working together Rick can now go to another project and have a greater toolbox to play with. It’s not only about what’s going to be inserted later, it’s also about how much to build as a physical set or not.

AS: It affects the resources that you spend on the physical set…
RS: A lot of times the physical sets can be overbuilt. Especially in these days when budgets are constantly being scrutinized and getting smaller, we need to find ways to streamline and accommodate these budget changes. So one way you do that is have a better understanding of exactly how much you need to build or not. It makes a lot of dollars and cents to the studios as well.

David Warren

David Warren was nominated for an Academy Award for his work on Terry Gilliam’s Imaginarium of Dr. Parnassus, a film that effortlessly bridges the practical with visual effects. Over the years he’s risen from art director to production designer, learning along the way from the best: legends Dante Ferretti, Roy Walker, and John Box.

AS: What was it like working with Terry Gilliam?
DW: There is a certain amount of chaos. There’s quite a lot of creativity and imagination. I think to a certain extent that part of the job is understanding where he’s coming from and getting on his wave-length. That’s common to a lot of directors. What’s interesting with Terry is that in the opening stages of preparation he’s all about giving. It’s all about getting it from Terry. Some directors want to be pitched. But Terry is very forthcoming and he puts a lot of information down on paper because I think the design of the film is something he’s particularly interested in doing.

I could see a circumstance arising where if you’re a designer who doesn’t have a lot of graphic skills but instead is a very good organizer and a good interpreter then I could see Terry simply feeding you all the information.

AS: He does sketches himself as well?
DW: Yeah, he does. He uses Photoshop really well and he does it really quick. And I think the task is to kind of fill in the bits that he doesn’t do and also to challenge the ideas that you might not think have gone far enough. He does provide a lot of information up front but you’re always thinking, There’s no way you can run off and build that! or There’s not way you can do that as a matte painting. That means another circuit of sketches and drawings and improvements.

Patrice Vermette

Patrice Vermette rose from the world of Canadian music videos and commercials to being Oscar-nominated for his work on The Young Victoria and Arrival. His career has since taken off with award-winning features like Vice, Sicario, and Denis Villeneuve’s Dune…

AS: You met the director of The Young Victoria, Jean-Marc Valée on a short film?
PV: We met on a short film in 1995. It was called Magical Words. And then we went on to do lots of TV commercials together. In 2002 he came to me and said, Do you want to do a feature film with me? And I said, Well, yes, sure. And he said, I’ll give you a script and you tell me what you think. And I fell in love with it. It was called C.R.A.Z.Y.

AS: That film won numerous awards.
PV: Good writing by Jean-Marc. And then he brought his close collaborators with him for the adventure in England.

AS: When you shot The Young Victoria in England did you bring your crew from Montreal or hire a local British crew?
PV: I hired a local crew. Because I felt they have a great expertise over there for period films. To bring my own crew from Montreal on that endeavor, on that adventure, would have asked too much from them. Because they would have had to start from scratch. I read for four months to try to acquire as much knowledge as I could about that period in time and about all the characters that were real, the characters in history. I went a bit mental, just to acquire the knowledge. But people in England have done period films before and they already have an expertise so it becomes just about bringing my approach to their art.

Patrick Tatopoulos

Patrick Tatopoulos production designed the blockbusters Independence Day, I, Robot, and Live Free or Die Hard. He is also famous for creating incredible creature effects for films such as Silent Hill, the Ruins, and the Underworld series, the last installment of which he directed. I ran into Patrick on the slopes at Big Bear and he agreed to share some of his wisdom.

NOTE: Following our original interview stick around for a 2020 addendum with Patrick’s updated take on the current state of our industry…

AS: You went from effects to production designer and now to director- how did you first start out?
PT: I left Europe and came to the States to be a sculptor or designer for creature effects. The thing that actually appealed to me the most about moviemaking was special makeup effects. That was my first big target. After seeing the movie the Thing I said, This is what I want to do. So in a few weeks I sculpted a bunch of creatures- I was in Greece at the time- then I took pictures and came to the States. I had a few meetings but the one that became really, really important was with a company called Makeup Effects Laboratories. Those guys ended up hiring me and getting me my Green Card so I could work as a creature sculptor. I spent a year or so sculpting, making molds, and designing creatures for them on a few small movies that came to the shop. I built a couple of creature effects for Star Trek: Next Generation and then a company came and we had to do Beastmaster 2. They saw my drawing and said, Hey Patrick we have a great production designer on board but he doesn’t draw. We would like someone like you to be the art director.

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