Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my delight to welcome back Tamara Deverell. In this interview, she talks about making stories for big screens, what makes a great artist, pushing for physical builds, and the rise of generative AI. Between all these and more, Tamara goes back to her work on “Priscilla” and takes a deep dive into the recently released “Frankenstein”.
Kirill: We spoke about your work on “Nightmare Alley” in mid 2022. How have these last three years been for you, professionally and personally?
Tamara: I’ve moved from Toronto, which was our home base for many years, while working in the film industry. We built a house in the woods in Cape Breton by the ocean, and we’re living here now, which is really nice. It’s been a big year of change, finishing “Frankenstein” just over a year ago and landing here in Cape Breton.
I’ve taken this year off. I’m at an age now where I’m going to be picky and choosy about what I’m going to work on. I’m trying to do stuff that is a little bit more appealing to me emotionally and politically – not that “Frankenstein” wasn’t – but that’s also a little more accommodating to a change of lifestyle. “Frankenstein” was a very long project for me. I worked on it for almost two years and then took the year off. And now I’ve been doing a lot of publicity and interviews about it. It’s come back at me in a big way, which is wonderful because the movie is doing well.
It was a passion project for Guillermo and me. One of the things that we intended for the film was to make it very handmade, particularly in this age of the increasing use of AI. Guillermo is a big supporter of not letting AI replace human creativity. It’s not something we should be relying on to create our own artwork, masterpieces, and cinematic journeys. Ones and zeros don’t have human emotions. I’ve been thinking a lot about that. I’ve been trying to do my own artwork, which is actually hard [laughs]. It’s much easier to work on a film that I’ve been doing for almost 40 years. But I’ve been trying. I’ve been trying to do a graphic novel as well.
I was so involved in living and breathing while I was doing “Frankenstein” every moment of my day, 24/7. I was dreaming about what I was going to do for sets, there were so many sets and layers within sets, it took over my psyche. We had approximately 110 sets and locations, and 20 or more studio sets. The lab in the water tower was comprised of eight different separate set builds, both in studio and on location, exterior and interior. It had several different looks. It started as an abandoned water tower, and then there’s a scene where it’s renovated. Following this, there’s a scene where it’s the operational lab during the moment of creation. Finally, there’s the destruction scene and the aftermath. The same goes for the tower lobby. When you come in, it’s run down but intact. And then later on, it is post explosion, and it’s winter when the creature goes back and finds out his true story of creation and how he came to be.
All of the “Frankenstein” sets had to be carefully orchestrated and planned out to tell those stories. We ended up shooting it in order, because we were making changes that we couldn’t go back on. It was also helpful to be in story order as much as we could for the actors and for Guillermo while directing.

Production design of “Priscilla” by Tamara Deverell.
Kirill: How was “Priscilla” for you?
Tamara: It was great, it was a breath of fresh air. It was really nice working with Sophia. It was like working on a memory poem, in a way. People ask me how I replicated Graceland, and I both did and did not. I did what I considered to be Priscilla’s actual memory of Graceland when she first arrived. Then we evolved it with two distinct looks for different time periods.
When Priscilla lived at Graceland, it was not the Graceland of today. So when people ask if I visited Graceland, I say that I didn’t as it wouldn’t have served a purpose; it’s so different in our movie. We wanted to be this poetic memory. Memories are strange things. When Priscilla first arrived there, Sophia wanted this feeling of a white, creamy wedding cake. That’s what I wanted to evoke in the space.
We did want to make it feel like Graceland. Elvis had this crazy 15-foot-long couch, and we custom-built it. I purposely made it very tall because Jacob Elordi is such a tall man. I did have the blueprints from the original Graceland, and I extended the ceiling height to accommodate Jacob. So we heightened that couch a bit for him, and when Cailee Spaeny, who played Priscilla, sits on it, her feet are dangling. We thought carefully about a lot of things that we could control in that movie, because we didn’t have a big budget for that. It was certainly no “Frankenstein”.
We cobbled it together. It’s amazing the things you can do. You don’t have to have all the money in the world – just some clever and creative choices and a thoughtful colour palette. We had a wonderful cinematographer, Philippe Le Sourd, he had worked with Sophia many times in the past. Sophia is not used to shooting in studio sets, but we had to shoot in the studio because you’re making Graceland. You’re not going to find that anywhere. And she found the whole thing quite magical to see this set come out of nowhere. It was a beautiful film, and I was very proud of it.
We built Priscilla’s little teenage bedroom and the family home that would have been part of the U.S. Army base in Germany. We built onto the front of an existing Southern plantation style building for the exterior of Graceland, which I had used many years ago on “The Feast of All Saints”. I remembered the mansion, which is how we found it again. We built a facade onto the existing exterior of the house to make it look similar to the real Graceland. Again, poetic notions and poetic license freed us up to give the essence of Graceland without actually being there.

Tamara Deverell on the water tower lab set in “Frankenstein”, courtesy of Netflix.
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Continuing the ongoing series of interviews with creative artists working on various aspects of movie and episodic productions, it is my delight to welcome Sam Bader. In this interview, he talks about the responsibilities of the production designer, the importance of layering for visual storytelling, what is art and what makes a great artist, and his thoughts on generative AI. Between all these and more, Sam dives deep into his work on the upcoming “The Testament of Ann Lee”, a wonderful reminder of the sublime magic of this delightful art form.
Kirill: Please tell us about yourself and the path that took you to where you are today.
Sam: My name is Sam Bader and I production designed “The Testament of Ann Lee”. I grew up in the middle of the country, St. Louis, Missouri, and starting at a very young age, I found myself doing oil painting and figurative drawing. I had a lifelong fascination with cinema, and as I was growing up, it was that golden era of TV with “The Sopranos”, “The Wire”, and later on “Breaking Bad”. Those were my formative years, the lexicon of culture in my brain from music, books, movies and video games.
I went to college at the University of Southern California in Los Angeles, and I was circling around the film school without ever having taken a major there. My paintings attracted the attention of some of the producing students who were doing the thesis projects, and I was asked if I wanted to pitch to production design. I knew notionally what that meant, and I had certain intuitions about how to approach it, and I’m pretty proud to say a lot of those intuitions carried forth. It was reading a script, breaking it down, pulling references, doing drawings, trying to figure out the structure of what you have to build in terms of staff, as well as graphics and construction.
I had that experience when I was about 22 years old, and I was gravitating in the direction of the film industry. Having come from a place where there was no real industry knowledge of what that meant, I followed the proverbial North Stars. Out of college, I was lucky to intern at Indian Paintbrush, where Wes Anderson’s whole team worked, reading and writing script coverage. That was still miles away from what I would end up doing, but I made good friends with the people who ran that day-to-day office. They put me in touch with a phenomenal production designer named Adam Stockhausen, who hired me as an art PA.
That’s when I moved to New York, and I wasn’t totally sure what I was going to do. I had a painting studio. I was working a construction job for set building. And Adam hired me to be on “Bridge” of Spies as the art assistant in the design office. I clasped at that quite firmly, and you could draw a pretty linear line from that point in 2014 to now. I stayed in the art department, and gradually – and then suddenly – went from having not ever drafted or done graphic design or organized databases of reference imagery, to doing all of those things over 7-8 years.
Once I was in that seat, I knew I wanted to be a production designer. There’s a tradeoff between striking out on your own in indie productions and staying in the big art departments. You can go out into the world, design little things on your own, and climb that ladder. Or you can stay in the “incubator” of these massive art departments with white glove teams, some of the best draftsmen, concept illustrators, graphic designers, getting to be on the floor, seeing how bigger construction and scenic teams make these worlds. I stuck to the latter pretty narrowly for the first half of my now 12-year career, and would jump out and design a commercial or design a $600,000 indie feature – trying to have one foot on both sides of the line.
And then, around 2020-21 I got to leap up and be an art director in full, which meant managing construction, managing scenic, overseeing all the designing, all the drawing, working with a production designer. I got a ton out of that. On some of these projects that I art directed, the overall budget for just wood and paint and foam exceeded the cost of a lot of middle indie features. That helped me fortify a level of knowledge and gain an amount of confidence that I am grateful for.
There were moments when I did question it. Should I be out just designing indie? Am I losing nine or ten months doing a TV series or a studio feature? But looking back on it, all of these things really harmonized for me around the time Mona asked me if I wanted to design “The Testament of Ann Lee”. I could not have done the work I did and managed the team I did, had I not really cut my teeth in that arena.

Mood sketches for “The Testament of Ann Lee” by Sam Bader. Courtesy of Searchlight Pictures.
Kirill: How do you see the role of the production designer? What do you feel are the bigger misconceptions about it from the outside of the art department?
Sam: I think a production designer stands at the crossroads of the directing side and the producing side. It’s a little cheesy to say, but you are designing the production. You’re not just designing the film. You are working with producers to frame out the scaffolding – financially and logistically – of how you’re going to achieve this film with the money and the time you have.
If you were to ask the average person what they thought a production designer did, you’d get an answer about having the sets, the paint finishes, the furniture, the aesthetic, and the visual through line of the whole film. That is certainly true, but the misconception is the extent to which you have to shave down the contours of this whole machine, in terms of staffing and locations and budget and timeline to make it work.
You have to be able to draw and illustrate and communicate ideas on paper. And you have to be able to pull abstract ideas out of yours and the director’s heads, and communicate them to a vast group of people who are all coming with their own sensibilities.
Another misconception might be that everything that you see in front of the camera was touched by a designer. On a very small movie where you are doing everything, that might be more the case. But on most films, you have to ingest imagery, ingest information, ingest ideas from a director, and then communicate them to other people with the trust and the knowledge that they too will interpret and produce their version of what they think it is. And then it’s your job to absorb all of what you’re being shown, and know how to tweak it, and edit it, and understand the extent to which you should tell somebody that something doesn’t work at all. You steer the art department and your artists to make them motivated and inspired to do their work.

Production design renders for “The Testament of Ann Lee” by Sam Bader. Courtesy of Searchlight Pictures.
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It gives me great pleasure to announce the next major release of Radiance. The two main themes of this release are:
- Expanding on the foundational work of the previous release around color tokens
- Stability and bug fixes
Let’s get to what’s been fixed, and what’s been added. First, I’m going to use emojis to mark different parts of it like this:
marks an incompatible API / binary change
marks new features
marks bug fixes and general improvements
Theming
Components
Radiance focuses on helping you make elegant and high-performing desktop applications in Swing. If you’re in the business of writing just such apps, I’d love for you to take this Radiance release for a spin. Click here to get the instructions on how to add Radiance to your builds.

It’s been three years since the last Aurora release, and today I’m happy to announce its next major update.
It took a bit of time to get here, but I’m hoping it was worth the wait. The first main addition in this release is the full-featured ribbon container that provides the functionality of the Microsoft Office command bar. It supports regular and contextual ribbon task groups, regular and flow ribbon bands, application menu, taskbar, and anchored command area. It also supports flexible and configurable resizing of the content for ribbon tasks, ribbon bands, and individual ribbon content pieces.

The second main addition is the full alignment with the changes that went into Radiance in the last year. Aurora 2 uses the Chroma color system from the Ephemeral design library, which builds on the core foundations of the Material color utilities.

It introduces APIs for system tokens – info, warning, error, and success – that can be applied to any element in the UI hierarchy, like shown here for the “Sign In” button (info styling) and “Delete account” (error styling), seamlessly adapting to light and dark skins:

In addition to streamlining the painter APIs, this version adds new surface and outline painters that emulate the appearance of a 3D glass object lit from straight above, as can be seen here under the Mist Silver skin on buttons, combo boxes and other components:

Among the many other, smaller improvements in this release you will find:
The next couple of years are shaping up to be quite exciting for both Aurora and Radiance. If you’re in the business of writing desktop Compose apps, I’d love for you to take Aurora for a spin. Stay frosty for more features coming in 2026!