January 9th, 2017

Cinematography of “Crimson Peak” – interview with Dan Laustsen

Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my pleasure to welcome Dan Laustsen. In this interview we talk about Dan’s work on one of the most visually striking films of 2016, “Crimson Peak”, as well as about the transition from film to digital, different ways to convey suspense and horror, minimizing disruptions on set for the actors, and the magic of making films.


Dan Laustsen on the set of “John Wick: Chapter 2”. Photography by Niko Tavernise.

Kirill: Please tell us about yourself and your path so far.

Dan: I was born and educated in Denmark. I studied set photography, and when I was 21, I was bored with it. At that time I went to the Danish Film School to study cinematography. I’ve spent three years there, and after graduating started working on my first feature film straight away at the age of 25.¬† Nobody in my family has anything to do with filmmaking, but I am very happy about being here.

Kirill: Has much changed for you in your field over the years?

Dan: Telling a story is the most important thing that we do. That’s the basis of everything that you do. You work with the script and you paint with light.

In the old days we shot everything on film, and things are getting faster and faster now. The equipment is getting better. At the beginning of it I was against digital. I didn’t like the look, but that has changed after a while. We did “Crimson Peak” on digital, and I was very pleased with the look. Alexa is doing a fantastic job with its cameras.

It’s easier to see what you’re doing. In the old days you had the magic of capturing the image on camera, and that’s disappearing. It’s a shame because you were not totally sure how it was going to be, and you had to wait for the lab to process dailies. All that disappeared, but I’m not afraid of that. It works fantastic and helps with what we do, which is to tell a story in the way we want to.

The lenses are getting better, and I’m very much for that high quality that it brings to cinematographers. I don’t go for old-fashioned lenses. I’m using the high-end equipment as much as I can.

Kirill: While that magic is gone, on the other hand everybody can immediately see what the camera sees. That must be creating a tighter feedback loop for fixing whatever issues crop up on the set.

Dan: For sure, and that’s good. Everybody has opinions, and I think the most important part is for the director and the cinematographer to work together. Everybody on the crew works together, and it’s much easier now. We have high-quality video monitors on the set, and everybody can see small mistakes and fix them right away. But the magic of movie-making has disappeared. It is what it is, and I think it’s helping everybody.

Kirill: Do you think it’s becoming easier for people to get into your field, as the equipment for shooting and editing is becoming cheaper and more widely accessible?

Dan: I’m sure it is. You can shoot with an iPhone or a small camera. Everything is about the story, and it’s much easier to tell those stories now for younger directors. You don’t need to spend a lot of money on labs, for example. You don’t have to be afraid of anything any more, and that gives a big push to everybody.

Kirill: What makes people still go with film as a medium?

Dan: You’ll have to ask somebody who is still shooting on film. People are shooting on 70mm, and the quality is amazing. For me personally, digital is doing a fantastic job. You can get a bit nostalgic about it. I’ve shot feature films on 45mm, and I was very much against digital at the beginning. But what we’re getting now from digital is fantastic in my opinion.

You still have to light the scene to tell the story in the right way. What I like about making movies these days is that there are no rules. You can do whatever you would like to. In the old days you had so many rules about what you could and could not do, about lines that you could not cross. All those rules have disappeared and that’s so good. You can tell a story in exactly the way you want.

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October 19th, 2016

Screen graphics of “Independence Day: Resurgence” – interview with Derek Frederickson

Continuing the ongoing series of interviews on fantasy user interfaces, it gives me great pleasure to welcome Derek Frederickson of Twisted Media. In this interview Derek talks about his early days in mid-1990s experimenting with Flash on the web, the screen graphics work his company has been doing on numerous episodic cable shows in the last ten years, and the software tools he’s using and how he would like them see evolve in the future. In between and around, we talk about his work on the recently released “Independence Day: Resurgence” that bridges the world of 2016 with the alien technology left “behind” in the first installment in the franchise, as well as glimpses of Twisted Media’s work on the upcoming “The Space Between Us”.


“Independence Day: Resurgence” Area 51 monitor test. Courtesy of Twisted Media.

Kirill: Please tell us yourself and how you started in the field.

Derek: I’ve been doing the things that I do today pretty much my whole life. I’ve always been interested in design, programming and animation‚Ķand that’s exactly what you need to able to do work in this field. Back in the early ’80s when I was in my single digits, I had a TI-99/4A. I went to school to study video production, and that helped with certain aspects of shooting, and understanding the whole flow of writing, capturing an image and editing. I was also a musician, so I have a lot of audio experience.

These three things combined helped me ever since. In the early ’90s I was doing CD-ROMs, designing interfaces, interactions, movements – a combination of all of those elements. And that’s still what I do now. If we do a command center or some sequence on a phone, it’s an interactive thing.


Derek and Tony on the red carpet premiere

There’s an interesting thing about me deciding to name my company Twisted Media. It was just me, doing freelancing from time to time. And I got a random email from the assistant to Mark Franco who was the VFX producer that worked with Dean Devlin a lot. They were doing a show called “Leverage” and they were coming to Chicago, which is where I was living at the time, to do the show. And they literally saw the listing for my company in a creative directory and liked the name.

They asked me if I could do graphics for a TV show, and I was so excited after looking up the list of productions they’ve worked on, that included Independence Day and Stargate. So I wrote back “Yes, I can” [laughs]. That’s how it started. When Dean interviewed me, he knew that I was new to that field. But he also knew that the stuff that I showed him was very close to it. He recognized that I could do what was needed. And when he asked me if I could do that, I told him that I had waited my entire life to do it. I’ve worked on a lot of productions since then, and I’m now back to working with Dean on “The Librarians”.


Screen graphics for TV show “Powers”. Courtesy of Twisted Media.

Kirill: If you look back at 2007 when you started working on “Leverage” and your work since then, do you see any big changes in what productions expect from what you do?

Derek: It depends on what kind of a show it is. If it’s a show that takes place today, there’s been such a huge shift in our everyday lives. You look around, and no matter where you are, people are looking at their devices. So for these shows, art is imitating life.

There’s an interesting difference between the shows back then and the shows that are made now. A lot of these shows deal with the world of social media, where you can track somebody’s activity based on what they posted on Facebook. These things are mature and established, so there’s not much creative design or inventing how it looks. There’s still work to be done, but it’s such a mature playground now.

Everyone sort of knows what it looks like. We know the interfaces of Facebook and Instagram and Twitter. They are well-established. You are asked to show a character being on a social media, but it can’t be the actual thing. It is limiting, because we all know how that “looks like”. It’s not reinventing the wheel, but rather coming up with a creative way to do it. And oftentimes it looks a little weird. It’s just text on the white background [laughs].

We grew up with this in the last decade or so. This affects everyone’s lives. Consequently, when you design for it, you can’t take the viewer out of the moment and you have to take those well-established elements. You have to work with the parameters of what has come before and has been accepted.


Screen graphics for TV show “Scorpion”. Courtesy of Twisted Media.

Kirill: Is that due to production restrictions of not being able to use those branding elements without explicit permission from that company?

Derek: The clearance department is always the bane of our existence. They have to look at everything. You can’t use real usernames, for example. Everything that we make is fake. Oftentimes we call it Fakebook, because it can’t really be Facebook. We do work for “Empire” that has a lot of music gear. There’s a program that they use, and it looks a lot like ProTools, but it’s not. It’s FauxTools [laughs]. Everything has to be vetted. The design of it is copyrighted and owned property.

In a sense, working on something like “Independence Day” is so liberating. It’s not in a real world, and you can explore and make something, and it has nothing to do with today. You’re really creating a new world, and that’s where you can stretch your wings and do some neat stuff.


“Independence Day: Resurgence” alien biology research, head, interface. Courtesy of Twisted Media.

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October 10th, 2016

Cinematography of “The Neon Demon” – interview with Natasha Braier

Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my absolute delight to welcome Natasha Braier. In this interview we talk about the art and craft of cinematography, the hierarchical structure of feature film productions and how that structure still lends itself to predominantly male voices, and the pleasure and pain of working long hours over months at a time. The second half of the interview is on Natasha’s work on the meticulously crafted “The Neon Demon”, an engrossing story of a young girl taking her first steps as a fashion model in the wild urban jungle of Los Angeles.


Natasha Braier on the set of “The Neon Demon”. Courtesy of Natasha Braier.

Kirill: Please tell us about yourself and how you started in the field.

Natasha: I was doing still photography when I was a teenager. It was mostly black-and-white, developing them in my own dark room. The first time I looked at the end credits of a movie and saw the title of director of photography was when I was nineteen. I was immediately interested in that, and some of my older friends who I studied photography with had chosen to go to film school. It was through them that I discovered that world and the role of a cinematographer. That’s when I decided to go to film school myself.

Kirill: Do you remember being surprised at anything in particular when you started there, when you saw how things worked behind the camera?

Natasha: I wouldn’t say that I had big surprises. There were a lot of things to learn that were different from the world of still photography. If there’s anything that I didn’t know at the time I made the decision to go to the school and go down this career path, I’d say that I didn’t know that it would be such an intense commitment. You barely have time to have a life, and I didn’t know that I was going to spend so much time traveling and working away from home.

Also, I didn’t know that you could make so much money as a cinematographer. That was a nice surprise. I thought that I was going to be a humble artist doing what I love, much like other artists that I saw in my life. It was a good surprise that I get to travel the world and see all the exotic places, and make money. And the other surprise was that if you want to be home for a few months, that’s difficult.

Kirill: Looking back to when you were in school, what happened to people that went to that school with you? Are most of them still in the field, or do some leave it as years pass by?

Natasha: I went to a couple of film schools because I was moving with my family. I only stayed a few months in Argentina and another few months in Spain, and then I spent three years getting a master’s degree in cinematography in England. That’s the only education that I completed end to end.

That program was very selective, accepting only six people every year for each field. The other five that started studying cinematography with me that year were older than me, in their late twenties and thirties. Some had been camera assistants before, and they were really committed to this work. It was difficult to get into that school, and once you got in, you continued afterwards in the industry. Some had more success than others, but all of them are still working in the field.

Kirill: As you said, your job is quite intense, and you spend long months away from your family and friends, and long hours on set once the shooting starts. If we’re talking about you, what makes you stay in your field?

Natasha: It’s a great job and I love doing it. It comes with a cost, and otherwise it would have been a paradise. You pay a price. You have your freedom – you don’t go to the same job every day, you don’t have a boss, you get to choose your projects, you get to travel and meet different people. And the price you’re paying for that freedom and flexibility is that you don’t always know what you’re doing next month.

I think the world is divided into people that can live with that and people who need a stable life and a stable job. If you’re not the former, you will probably not stay in film industry. If you talk about people in the industry, we are not very normal [laughs]. We need the adrenaline and the highs. It’s like being on a rollercoaster. You have your ups and downs. That’s the challenging part of the work.

Over the years I’ve learned to deal with that in better ways, to not get so anxious about what I was going to do next, and to trust that there’s always something coming. I started enjoying the moments when I’m working a lot more, and to stop worrying about what’s next. It’s also a big spiritual test where you need to learn a lot about patience and not having control over what’s next.

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August 28th, 2016

The screens of “Black Mirror” – interview with Gemma Kingsley

It’s a rare thing to see a television show that dares to challenge the status quo of how stories are told and to explore new ways to bring stories to our lives. While “Black Mirror” has only given us seven episodes in its two seasons so far, each episode was an unbelievably bright star that shone light on how the evolution of technology can change our lives as individuals and as a society, in excitingly positive and terrifyingly negative ways at once.

It brings me great pleasure to have an opportunity to speak with Gemma Kingsley who was in charge of defining and creating the screens that exposed the technology of “Black Mirror” in episodes such as “15 Million Merits”, “Be Right Back”, “The Entire History of You” and “White Christmas”. In this interview she talks about her career as a graphics designer and art director, the variety of productions she works on, and the ways to describe how technology can evolve in our lives without having that depiction overtaking the main story line. Gemma also dives deeper into the details of what went into creating the screens for each particular episode, as well as her thoughts on the pervasiveness of social media in our daily lives.


The screens of “White Christmas” episode of “Black Mirror”. Courtesy of Gemma Kingsley.

Kirill: Please tell us about yourself and your path so far.

Gemma: I do motion graphics, as well as art department graphics and art direction. I used to work at a TV news station doing motion graphics, and then I completed master of art in production design for film and television. After that one of my teachers offered me some work in the feature film world. I took that job, and from there continued working on various drama productions.

Kirill: What do you do as a graphic artist on a feature production?

Gemma: Sometimes I do motion graphics, especially if it’s a smaller production. On larger productions I usually do props, anything from designing tents and ship sails on a film like “Pan” to things like parchment letters for “Dracula”. On that movie they wanted the set to be a part of the story, with old wall murals from Romania. The production designer has asked me to design the wall murals into the sets of the monastery and the chapel and castle. If you look at the backgrounds of those sets, you can see the wall paintings and murals, and that’s what I did there.


The screens of “White Christmas” episode of “Black Mirror”. Courtesy of Gemma Kingsley.

Kirill: When you talk with people and they ask you what you do for a living, are they surprised to hear that everything needs to be designed?

Gemma: I find they are surprised at how much work goes into it. A lot of the time, especially with features, they don’t realize that copyright is a major issue. You can’t just take products and use them, especially if you’re talking about famous brands. You might approach a company to use a brand of theirs, but if the storyline doesn’t reflect well on it, the brand will simply say “No” because it puts their brand in a slightly negative light. So even though they would get marketing from having been seen in a big film, they usually say “No” unless it’s being shown in a very positive light. You usually have to make up a new brand that is similar, but is not actually that brand.

Kirill: As you work on these productions, who do you work with in your immediate professional vicinity?

Gemma: If I’m working there as a graphic artist doing props, it’s with the art director or the set decorator. They contact me and ask me to come and work for them on that particular production. And if it’s something like “Black Mirror”, I work as a separate entity and not through the art department. There it’s more about post-production work, even though I start before the production starts filming. I usually work with the writer, director and production designer. You work through it into the post-production, even after the art department has wrapped.


The screens of “Be Right Back” episode of “Black Mirror”. Courtesy of Gemma Kingsley.

Kirill: Do you do anything professionally outside the world of feature film and episodic television?

Gemma: I work at Sky Sports which is a major sports channel in the UK and Ireland. I do motion graphics for them. Working from production to production takes a lot of hours, and you have a lot of responsibility. I like to take a bit of time out, and work for Sky Sports where I don’t have to work six days a week. I’m finishing a job right now, and then going back to Sky Sports. It allows me to still earn the money while I don’t have to work very long weeks. They allow me to be flexible with my schedule.

It allows me to refresh myself until the next big job that comes along. The hours are very long, and it’s a lot of hard work. It’s very rewarding, but very tiring as well. When you finish, you kind of want to rest for a little bit.

Kirill: Where do those hours go when you’re working on one of those bigger productions?

Gemma: It depends on the job. If I work as a graphic artist in the art department, most of my time is spent in the office. I also go out to the printers to make sure that the prints are exactly the way I wanted them, on the correct paper and with the right look. Sometimes I’ll be on the set, measuring and looking with the set decorator or the production designer. We’ll talk about what it is that they want to put in certain areas, so that I can see what I’m filling. Sometimes, when you’re there, you see what they may not see immediately in my field.

On “Black Mirror” I was in my office the majority of time, and then I went on sets to show the actors what it was they were supposed to be doing. They don’t see the final graphics, so they don’t know what it is that they are supposed to be doing. If I’m not there to do that, the raw material ends up costing too much money to fix. The animations that I’m doing on those screens needs to match what the actors are doing, and it makes my job easier and more cost-effective for me to be on set rather than trying to match motions the actors are doing after the fact. We are both on the same page then and it’s choreographed correctly.


The screens of “The Entire History of You” episode of “Black Mirror”. Courtesy of Gemma Kingsley.

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