July 9th, 2016

Production design of “The Angry Birds Movie” – interview with Pete Oswald

Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my pleasure to welcome Pete Oswald. In the last few years he has worked on “Madagascar: Escape 2 Africa”, both “Cloudy with a Chance of Meatballs” movies, “ParaNorman” and “Hotel Transylvania”. And just a couple of months ago he completed “The Angry Birds Movie” on which he was the production designer. In this interview Pete talks about the magic of animated films, the transition of the industry from hand-drawn animation to CG [computer generated], the yet-unsolved problem of faithfully reproducing human skin, creating animated universes not bound by physical laws of the real world, the job and the responsibilities of a production designer on an animated film, and the overall structure of a production. And as we talk, Pete delves deeper into the details of bringing the Angry Birds story from the original game franchise to the big screen.

Kirill: Please tell us about yourself and how you got into the animation industry.

Pete: I’ve always been an artist. My mom is a painter and a fine artist. As a child, she would teach art classes in our basement. I would sit in the back and draw all day. I always thought of going into this profession, and when it was time to look at colleges, I didn’t really know that animation was a real job [laughs]. I grew up in Salt Lake City, Utah, far away from Hollywood. I didn’t know you could actually make a living in animation until I started looking at colleges in LA. That’s when I realized that a lot of my drawings had an animated feel to them.

I started doing more research. I read Disney’s “The Illusion of Life” and got hooked. I went to Loyola Marymount University in Los Angeles to study animation and minor in graphic design. From there I was able to get hired to do my first job at the Cartoon Network, and then my career took off after that.

Kirill: When did you start working in the industry?

Pete: That was around 2003. I got hired by the Cartoon Network to work on the show called “Foster’s Home for Imaginary Friends” as a character designer. I learned so much in my first few years at that studio through some amazing artists. Then I went on to work on “Madagascar: Escape 2 Africa” at Dreamworks. That was an amazing opportunity too because I got to experience my first feature film. After that I went on to work on “Cloudy with a Chance of Meatballs” at Sony. “ParaNorman” at Laika, then back to Sony to work on “Hotel Transylvania” and “Cloudy with a Chance of Meatballs 2”. And now I’ve just finished up “The Angry Birds Movie” on which I was the production designer.

Kirill: Bringing you back to 2003, hand-drawn animation was still going strong.

Pete: Yes, it was. I think we were just starting to get into the CG [computer generated] realm. A few very successful CG films have come out by then – “Toy Story” and “Toy Story 2” and some of the first Shrek film. 2D was still on the cusp and not quite dead yet. In school they wanted to teach us both, because it’s great to learn both mediums and have an understanding of the entire process.

It was really interesting to see the entire transition from 2D to CG. I think at the end of the day it’s all still about storytelling and it becomes a different technical approach. Both are really great, but the computers are so powerful now and they can do anything you want them to do.


Sketch for “Cloudy with a Chance of Meatballs”.

Kirill: Have we seen the last breath of hand-drawn animation, at least in feature productions?

Pete: I don’t think it’ll ever die. In features I think Disney’s “The Princess and the Frog” was the last American animated feature film. But Studio Gibli is always creating beautiful work out of Japan, and Hayao Miyazaki is keeping the 2D world alive, and it’s so good. It just depends on how you want to tell the story. Right now CG is what audiences want.

Kirill: What is it about CG? Is it the level of detail, the sophisticated look of it?

Pete: I think so. It’s an easier translation to the real world. We can light and texture things, and make it feel like it looks in real world. And whether it’s more cartoony or more realistic, that’s a separate design theory. Because the computer can do that, I think it engrosses the audience and it makes you feel like you’re in that set, or talking with that character. The textures feel real, the lighting feels real, and I think that’s the sophistication that draws the audience to this.

Kirill: And yet nobody’s been able to solve the look of the human skin. It feels like it’s the last big unsolved piece to getting to photorealism in animation.

Pete: That’s always the really tough thing to tackle. There’s really no substitute for human skin. I tend to like CG things that aren’t realistic, that aren’t photo-real. You have to get everything right for it to look exact. Our eyes are so sophisticated. You can immediately tell that it’s off and that it doesn’t look right.

I come from more of a cartoony background where I like to exaggerate and caricature, and I’m not too concerned that the skin doesn’t look realistic. I like to design shapes that are pushed and expressive. It’s more about the story and the emotion of the characters and environments than the photorealistic aspect.


Sketch for “Cloudy with a Chance of Meatballs”.

Kirill: And in stories such as “Madagascar” or “Angry Birds” we might not be looking for the animals to be photorealistic. We’re there to be entertained, and I guess kids don’t care as much either.

Pete: As an audience member, you easily transpose yourself into that world. We’re not concerned that Red from “The Angry Birds Movie” should look like a real bird. We did that on purpose. We made him more anthropomorphic and creature-like. He has a beak and feathers. He’s iconic as a bird, but he’s not a photo-realistic bird. Red had to be appealing and cute because of his anger issues. There’s a great juxtaposition between cute and dangerous. That’s what makes Red a successful character design.

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July 7th, 2016

Production design of “Sicario” – interview with Patrice Vermette

Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is an honor to welcome Patrice Vermette. His portfolio spans hundreds of TV commercials, dozens of music videos and such recent notable films as “Young Victoria”, “Enemy”, “Prisoners” and his latest “Sicario”. In this interview Patrice talks about getting into the field in the early ’90s, building the trust with his main collaborators and working with the same director on multiple productions, the impact of high-definition shooting and viewing equipment on his craft, the evolution of digital tools for set extensions, what happens to the sets when a production is done and what makes him stay in the industry even after all these long years.

The second half of the interview is about his work on “Sicario”, from the opening compound sequence, to building the sets of the Homeland Security office, the gigantic expanse of the border shootout, and the intricate setups of the underground tunnels.

Kirill: Please tell us about yourself and how you got into the industry.

Patrice: My name is Patrice Vermette and I’m a production designer. I got into the industry around early 1991. When I was a kid in 1977, my dad took me to see a movie called Star Wars and it blew me away, and I started recreating those worlds in my parent’s basement. I didn’t know it back then, but it was the seed that was growing inside me – to want to have that in my life.

I grew up in Montreal, Quebec, and it wasn’t necessarily a reality for us. It wasn’t US or France or Germany or England. The local movie industry was looking much more towards documentaries or political comments.

In 1990 I graduated from the communications program at Concordia University in Montreal. My dream was to make soundtracks and produce albums. In late 1990 / early 1991 I was doing PA work on commercials, and in March 1991 I was invited to work on a video on which the art director showed up totally stoned [laughs]. I had a friend who would come to see my band live, and for those performances I used to make a new decor for each show. That friend was working as a grip on that video, and he introduced me to the director, telling him that maybe I could help out, as the next day the shooting was starting, and nothing was being done.

That director offered me the job, as he pretty much had no choice [laughs]. I said that it wasn’t really what I did for a living, or wanted to do, but I promised to give it my best shot. The next day we had a set standing up with some help from my good friends that had never done that in their life either. And from that day on that director offered me all his jobs as a production designer.


Princess Victoria and Duchess of Kent’s Kensinton Palace Bedroom on “Young Victoria” at Shepperton Studios 2007. Courtesy of Patrice Vermette.

I kind of learned it while I was doing it. I learned so much from my mistakes. Then as you keep on doing music videos, you feel strong enough to start doing commercials. In commercials you meet directors who dream of getting financing to get their movies going. So through these commercials I’ve met the wonderful director Jean-Marc Vallée, and in 2004 we made a movie together called “C.R.A.Z.Y.”

That movie had huge success in Canada and a lot of people saw it at festivals throughout the world, and it gave wings to both of us. Those were my early years.

Kirill: How was it seeing the scope of a feature film for the first time?

Patrice: I used to do pretty big commercials, so it wasn’t a very big transition. I saw that I would work for a longer period of time, and work with characters. I think of production design as the back beat, the baseline, the drums that create the visual rhythms for a story, and that’s always been my approach. If it’s a good story, and I always try to choose my movies based on that, it’s always challenging and exciting.

You might have a small budget or a big budget, but it’s always about the story and the script for me. It’s always quite exciting to support the story and to be invisible. That’s always one of my goals – not to show off, just to be invisible and help tell the story.


Duchess of Kent Drawing Room on “Young Victoria” at Shepperton Studios 2007. Courtesy of Patrice Vermette.

Kirill: You’ve started working 25 years ago. Have things changed much for you? We’ve seen the high-def projection equipment and home TV sets taking over, and almost everything is done digitally. Does that require you to be more detailed and precise with your sets?

Patrice: Of course. You have to be so detailed. When I started doing music videos, that was on 16mm. Then we moved up to commercials and 35mm. Now we’re working with 4K cameras. Everything needs to be so precise, and I feel that it’s super-exciting, because no producer will now tell you that nobody would see something. People will see that, and it’s important to be very thorough on the finishes and details. The camera sees everything now. There is nowhere to hide.

It’s also changed a lot for make-up, hair and scenic painters. Everybody needs to be at the top of their game, because a lot of the things that used to work in front of the camera now do not. The technology has put an extra pressure on us to be very detailed in our work.

Kirill: Does it help to have digital monitors on the set so that you can immediately see what the camera sees?

Patrice: The playback system and the monitors really help. When I started, it already existed, but it was black-and-white and all blurry. We used to bet among the people on the set of a commercial how long it would be until someone from the agency would ask “Is it going to be that blurry and bad?”

Now that we’re living in the digital age, the monitors are great. I think that it took away a lot of “secret” powers from the DP [director of photography]. What you see is what you get, and the DP is no longer seen as the magician. It gives the rest of the crew an opportunity to see how it looks. It really helps everybody, and we’re all less annoying to the DP. We used to ask to look at the set through the camera’s view finder. It’s a great tool now.


A quiet and peaceful maze like neighbourhood on “Prisoners”. Courtesy of Patrice Vermette.

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June 27th, 2016

Production design of “The Last Witch Hunter” – interview with Julie Berghoff

Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my pleasure to welcome Julie Berghoff. In this interview Julie talks about her ongoing work on commercials, the beginning of her involvement with feature productions as the horror genre starting taking off in early 2000’s, creative collaborations across multiple departments, what makes people stay in the field and what makes people leave, and the evolving landscape of storytelling across various screens around is. The second half of the interview is about her work on “The Last Witch Hunter”, bringing together physical sets and digital extensions, working with live plants, sculpting the impressive sets for the movie, and extending the continuity of sets through post-production via collaboration with the visual effects department.

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

Julie: I’m Julie Berghoff and I’m a production designer for film, TV, commercials and music videos. I’m from Chicago IL and I went to the Art Institute of Chicago. I was always really interested in fine art, drawing and building. I completed a sculpting and a fashion degree at the Art Institute of Chicago. From 1994-2000, I worked for a graphics/model shop in Chicago called Kaleidoscope Imaging.

We worked mostly in table top which is directly connected with shooting food products. I specialized in sculpting oversized models. Some of my favorites were the oversized mini-wheats and Snickers bars and things of that nature. We’re talking about a 2-foot Snickers bar that you crack open with the real product inside. Around 1996, I did a stop-motion spot for Coca Cola, and I built all these models that moved and danced, and I fell in love with stop-motion and decided that I wanted to pursue more stop motion. Which brought me out to Portland Oregon, where I worked at Will Vinton Studios for 1.5 years. I did various positions on a Fox show called “The PJs”. It was a hilarious stop motion show about the project, starring Eddie Murphy’s voice.

Around 2002, I moved from Portland to Los Angeles and started working on commercials. The speed and accuracy of working on commercials was nerve racking. They were very demanding and definitely kept you on your toes. You have to work really fast, you have to be on the spot when you go on scouts with the director and they ask you about your vision, and you have sometimes to draw and build things in days.

Commercials really taught me how to be efficient, smart and fast with fabrication and concept ideas, but there was really no narrative aspect to it. You want to be inspired by your work and the film industry as a whole works incredibly hard. A 60-80 hour week is somewhat the norm. When you’re going to dedicate so much of your energy of you life to something. It’s important to be passionate about it and figure out how to keep the passion. I really take my time in choosing my projects, and I need to feel completely energized by it which is the tell-tale sign.

Kirill: How did the field of commercials evolve for you over the last 20 or so years? You’ve seen the advent of high-definition televisions, and explosion of video on web and mobile devices and micro-channels everywhere. Is anything different for you these days?

Julie: I just did a commercial last week, and I have to say that the client is really the king now. It was a mid-range commercial, and maybe on the higher end the directors have more of a voice, but the clients really care so much specifically about their product, and that’s what they want to focus on. And then, time permitting, you can do some fun narrative or something interesting, but it doesn’t mean that it’s going to make the cut.

I still find it to be a great learning platform for people starting off, much better than reality TV shows which I’ve never done. It teaches you discipline of fast film making. Working with a director, scout, producer on all the different platforms of how to make a commercial.

The more you work with people, the more shorthand you have. It’s the same as working with the same director. You know what they like, what they don’t like, how they tell a story, how they move the camera, and sometimes even what furniture style they like. Working continuously with the same people is extremely helpful.

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June 16th, 2016

Production design of “Miss You Already” – interview with Amanda McArthur

Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my pleasure to welcome Amanda McArthur. As a production designer, she splits her time between the worlds of film, theatre and commercials. In this interview Amanda talks about starting out in the industry and how things evolved over the years, differences between doing production design for film and stage, various aspects of working on commercials, what makes people stay in the field and what makes people leave. The second half of the interview is about her work on “Miss You Already”, a touching story about lifelong friendship between two women played by Toni Collette and Drew Barrymore, and how that friendship is put to the test as one falls ill and the other starts a family.

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

Amanda: I grew up in New Zealand, the daughter of a sculptor and an accountant. And I figure I am something in between. My job involves creating spaces in three dimensions and bringing it in on budget. My mother was a creative force and our home and garden were always full of life, beauty and wonder. Creations would be rising out of lumps of clay, wood or resin on our kitchen bench and finding their way out into the world. My Dad had a workshop under the house. So I guess I have always been surrounded by possibilities.

I grew up partly in the country with three boys having adventures, there was always a mystery to explore, an old abandoned house, a Victorian rubbish dump filled with treasure, a maori burial site, making rafts, eeling and finding the best swimming holes in the river.

I read a lot and this fed into these adventures, we would create our own stories and legends. So I guess it was inevitable I would be attracted to bringing stories to life. Collaborating with a director and finding a visual language for a story is a thrilling thing.

Kirill: What drew you into the industry, and how those expectations compared to the reality of being in the industry?

Amanda: I remember as a child sitting in a cool, dark cinema on a hot day watching a re-run of “Chitty, Chitty, Bang, Bang” and being captivated – the real world on the screen but magical. But my teachers at school were pushing me to be a scientist. I think the movie that changed it all for me was “Blade Runner” – the possibility of another world so beautifully realized blew me away. You always have pictures swirling in your head when you read any story and this made me realize that those pictures can become tangible. I knew what I wanted to do.

There was no training for film design in New Zealand at the time so I trained as an agency art director. A holiday job in a theatre troupe putting on a big summer spectacular was the springboard I had been looking for. And I threw myself into fringe and then mainstream theatre with abandon and did well. Downstage theatre took me on as a trainee and a new post-graduate course at University in theatre design followed. I was the guinea pig, the only student, having my lectures alone.

It was a very exciting time, lots of great new writing. In the theatre you do costume as well. It was a time of experimentation, and learning lots of different skills. I find now that all the best crew I have, have come up through the theatre. It’s incredibly hard work with a few moments of glamour and I find that theatre people have a strong imaginative backbone.

The only difficult thing was being so young and a girl. Sexism in the set building trade at that time was rife and I really had to earn my right of passage with the old construction managers. I won a few awards and then got a grant from the NZ and British arts councils to travel and study in England, at the National theatre and the Royal exchange in Manchester.

I still really wanted to get into TV and film so I knocked on lots of doors and ended up at Granada TV and then the BBC. A student film I designed at the NFTS (set in an imaginary world) got me into commercials because a director wanted that look.


Visual sketch for the apartment in “Piccadilly Jim”, courtesy of Amanda McArthur.

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