Showing posts with label work in progress. Show all posts
Showing posts with label work in progress. Show all posts

Sunday, February 17, 2019

Thesis_Part 5_ Conceptual Research and Process


I’ll admit the visual research for this project was incredibly messy and hard to organize, mostly because my actions couldn’t keep up with my mind.  Now that I’m sitting down to organize my thoughts into blog posts, I realize that my original plans to write these while working on everything would have helped sort my research and made everything so much easier.  It would have saved me from the countless wasted afternoons I spent in panicked indecision.





I started my visual research collecting images referenced in Pullman’s interviews and ideas I’ve kept throughout my many years reading the series.  His Dark Materials is an inverted allegory of John Milton’s Paradise Lost and draws largely from the writings and illustrations by and William Blake.   Throughout Lyra’s journey, her experiences with people and the places she visits explore the topics of innocence and power, knowledge and wisdom, and society’s support and hindrance of human growth and actualization.  I split the research into four categories: conceptual, historical, setting, and character. This post will discuss general mood, inspirations, mood, and production research.
 

I drew a lot of inspiration from illustrator Keith Thompson, particularly his character designs and works in Scott Westerfeld’s Leviathan series. There’s something in the quality of his dark and detailed steampunk designs that resonate with the essence of HDM.  Similarly, Tony DiTerlizzi’s older fantasy work and designs for The Spiderwick Chronicles add to the more child friendly fantastical elements in HDM.  


In addition to hoarding pictures, I looked into films with young female protagonists, particularly those that visually represented events through their point of view.  I paid particular attention to how costumes aided visual production, character development, world creation, and narrative.
  


Next, I began to think about how this production would realistically be produced. With so many fantastical elements and scene changes, I wanted to somehow utilize technology in a way that blended as seamlessly as possible with human driven devices.  Since the story is about the human experience, I did not want to conceal those aspects in the production. I wanted to showcase the fact that all this magic is accomplished by humans. 


The original production of HDM at the National Theatre took advantage of the Olivier Theatre’s drum revolve stage and projections to help with the storytelling.  The daemons were played by puppets designed by Michael Curry, who is best known for his work in The Lion King on Broadway.


Because this is a theoretical piece, a comprehensive production plan was not necessary but there were still questions that had to be considered. Since the original production in 2004, there have been major advances in technology. So what can be done today that couldn’t not have been achieved 15 years ago? What could be improved or re-worked to supplement my vision of this production?  I found that theoretical production plans were more challenging for me because I was unable to experiment with materials and technology that would aid in designing such a fantastical show.  Instead, I had to look into what was already being done and extrapolate upon what could potentially be developed for the play. I started with puppetry and then looked into other methods of storytelling that could be visually represented on stage including animatronics, holographic projections, and costume/stage manipulation.



Swatching

The term “swatching a show” involves attaching fabric and trim samples to a design so people know the materials that will be used to make the costume.  


Swatching is probably one of the most time consuming, mentally and physically exhausting steps in the costume design process.  It involves visiting fabric stores and grabbing sample swatches of fabrics that would be used for the designs.  You never know what you’re going to find and you never know if your design will change so the smartest method of action would be to grab as many swatches as possible. This also has to be done within reason because store proprietors can and usually will give you the side eye if you swatch their entire store. Chances are their selection would be so large it wouldn’t be feasible to swatch their entire store anyway.  The best that can be done when preparing to swatch is to have an idea of what types of fabrics you want and in what color palette.  Had this been a realized production, extra care would be taken to catalog details on each and every swatch from fabric type, content, yardage, location, and cost. This information will then help the production houses in determining budgeting, quantity, care, and ease of purchase. 
 
A fraction of the swatch mountain


Once the initial hoarding is complete, it’s time to sort and make sense of the chaotic pile.  Swatches are sorted depending on what makes sense for the story and for the character(s). Certain colors or types of fabric can be grouped together that works well in a costume ensemble.  Sometimes, initial plans for costumes can change depending on the swatches gathered. Most times, additional trips to the fabric store are needed in order to fill the holes in swatching as the show slowly comes together in the microcosm of these small pieces of fabric.
There are times when you may not find exactly what you’re looking for at a fabric store, or you know that the fabric needs some treatment done to it in order to get the effect you need for the costume.  This is when you can dye or treat the swatch to exactly how you like in order to accurately convey your intent. 

Creating Multiple Worlds



At the very least, the costume designer creates one cohesive world within a production through garments and accessories.  This curated world conveys the time period, character, mood, and background to the audience. For example, Lyra’s Jordan takes place in an alternate Oxford University based on our own.  Characters in this setting would be dressed in academic garb or something more professional and professorial.  In contrast, outside of Jordan College, in the Oxford streets, you will see a greater number of people in work clothes and middle to lower class street garb.  The differences in these two groups allow the audience to recognize the change in setting and the shift between academic and utilitarian lifestyles.  Each ensemble or setting can then be broken down into individual characters.  How the individual wears their clothes denotes their status, personality, and lifestyle.  A meticulous student at Oxford will have their uniform buttoned up and pressed dress shirts whereas perhaps a less studious one would wear wrinkled dress shirts with their uniform only partially buttoned.  Creating worlds through costumes always has to be a balancing act.  

The biggest challenge I had throughout this thesis process was in HDM world creation. Not only are there multiple “worlds” within Lyra’s World by way of its diverse settings, there are literal alternate worlds that Lyra journeys to outside of her real.  The costumer has to find the balance between creating Lyra’s World by drawing from silhouettes and items that are recognizable to the audience but somehow different enough to show that it’s not a purely historical place in time within our own universe.  Additionally, the worlds outside of Lyra’s World have to utilize silhouettes and designs that are different enough to set them apart but also similar enough to fit into the story as a whole.  
  Hopefully, in the next few posts, my efforts to differentiate and unite these worlds through costume are successful to the audience.


Friday, January 19, 2018

Thesis_Part 3_An update and current challenges


 
A portion of research material
 Previously on HDM Thesis:
·         First draft ✔
·         75% (ball park estimate) of research ✔
·         60% of a beginning conceptual idea ✔
·         Costume plot ✔
Currently:
·         Starting rough sketches (yay!)
·         Revising my paper
·         Clarifying characters/worlds/visual story
Ongoing:
·         The existential stress of the amount of work I have yet to accomplish before the deadline in 3.25 months
Future:
·         Too much

Current Challenges of the Trade

 

The Mythical Perfect Reference Image

 

One of the most time consuming and what I find to be the most difficult process in all this is the amount of time it takes to find the right visual references. Whether they’re references for visual representations and concepts or the perfect pose for your character I always have a specifically amorphous cloud in my mind’s eye that I can’t seem to find on the internet or elsewhere.  Some images are almost perfect but a detail or two throws it off.  A few subjectively quick remedies exist (1.) Photoshop what you need or (2.) Talk through specifics with whomever you are presenting this concept.  Despite discussions of visual worlds, it also helps a great deal if the people in this meeting communicate on the same level as yourself to decrease misunderstanding and disparate mental images.


Finding the perfect pose reference is the bane of my existence.  Not only do I have to find an individual (real or made up) that visually reads as the character I am drawing, I would like the pose to be interesting while also showcasing important details of the costume.  Most times, I tend to use multiple references and Frankenstein them together.  But again, there are only so many reference images you can find that can go together and frankly, I am not yet a skilled enough artist to freehand the missing parts I need.  In addition to the technical, consideration should be made to “casting” choices.  Choices in race, gender, size, and various other physical attributes can say a lot about who these characters are and also who you are as a designer. What kind of story are you trying to tell? What is the impact you want to make to the audience watching this? (Notice the mention of costumes or visual aspects has yet to be introduced)

Setting

 

One of the more specific challenges to this piece is the sheer amount of worlds both literal and figurative.  In Lyra’s World, she travels and interacts with people from many “worlds” such as the witches, Gyprians, scholars from Jordan College, and armored bears. All these characters are defined by what they wear and what they wear is inter-defined with where they live.  Visually, all these “worlds” have to be separate from one another while still remaining in the literal world of Lyra’s World. To add another layer to this, Lyra then travels outside of her World to many others altogether (eg. CittĂ gazze, Will’s World, The Land of the Dead).  All these have to also be visually separated.  I was so muddled trying to balance and get a clear picture of these settings that it kept me from moving on with my work.  There were so many factors to consider, I just froze.  Eventually, after I calmed down and took a few breathers, I realized that I need to get these sketches down to visually see my concepts before going back in to clarify what was missing.  In other words, I should really trust myself more seeing as I know this story backwards and forwards. 

On the Plus Side…
·         My academic course load has lessened considerably so I can now focus more time on this project. 
·         I have tentative plans moving ahead. (Look! I even made a checklist for my characters!)
 
Daunting no?
In conclusion, I need to shut up, endure, and get to work.


Onward,




*please pardon my grammar mistakes

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