Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my pleasure to welcome Arv Greywal. In this interview he talks about his life-long love of movies, the various roles he enjoyed in the art department in the last two decades, the changes the technology brings to building the physical and augmented worlds we see on screen, and what keeps him going after all these years. Around these topics and more, Arv dives deep into his last two episodic productions – “Genius: Picasso” and “Alias Grace”.

Budapest, Hungary – Arv Greywal on the set of National Geographic’s Genius: Picasso (National Geographic/Dusan Martincek).
Kirill: Please tell us about yourself and your path so far.
Arv: I’m Arv Greywal and I’m a production designer working in feature films and more recently in television on limited series. I grew up in Mumbai. My father was an architect, and my entire family had a huge interest in arts during my formative years. I was about nine when my dad took us to my first movie. It was “Lawrence of Arabia”, and it’s still my favorite movie. I watch it at least once a year, if not more. They played it in an IMAX theater in Toronto recently, and I went to watch it again. Still in awe of its beauty, its technical accomplishments and its power to tell an impactful and resonant story.
I remember that as I was watching it, I was enthralled by the story, but I also wanted to know about how it was made. My dad got me a small book on that movie, mainly about the actors, but some back story as well. At that time, the seed for my love of movies was sown. I didn’t know how, but I could really see myself being involved in some way with making movies.
My family immigrated to Canada, to Toronto and after I finished high school, I began my studies in Architecture at university. Toronto wasn’t the film hub it is today and the idea of life in film seemed distant. Yet, most of my free time during university was spent watching and learning about film, reading books and interviews by and with film makers. My favourite section of the library was where all the bound copies of old Cahiers du Cinema were kept.
I finished my degree in architecture and spent the next 4-5 years in that field. Then when the recession hit in the mid-90s, architecture firms were laying off staff by the hundreds. Around that time, I was about to get married, and my wife (also an architect) and I decided to spend all our money on a 3-month trip, our honeymoon; then come back and start brand new careers.
I started sending out resumes to film production companies and designers in early 1995, and after a lot of doors being shut in my face and luckily some meetings, I finally got a job as an art department assistant on a small indie movie. It was perfect. It was the best experience that I could have had. The production designer was impressed with my work, and my ability allowed her to move some people in the art department around to other departments that were understaffed. She and I became the entire art department. We had one carpenter and one art director building things, a set designer promoted to assistant set decorator and I ended doing all the drafting, designing sets, making templates for backdrops, helping with the painting of sets, prop building, set decorating, helping with special effects, etc. It was the best job that I’d had until that point.
I never went back to architecture. I worked on more movies, studios films, doing set design for a few years and then moving onto art direction. It’s an amazing job. I used to go in early every morning to check on people’s drawings and prepare for what we would want to accomplish that day or that week. We stay late after the day was done, for a drink or two and discuss the work. We worked hard and we were working on some of the biggest shows that were coming to Toronto at the time. One morning, I remember moving from table to table, collaborating and creating with my team, working with the paint and construction crew, bouncing back and forth from set and amidst all the frenzy, thinking to myself that this was the best job ever. We had fun.

Production design of “Alias Grace” by Arv Greywal.
A couple of movies after I did Zack Snyder’s “Dawn of the Dead”, I got a call from one of the producers, asking me if I would be interested in designing a George Romero movie “Land of the Dead”. I said that I wasn’t really interested. I knew that moving into production design would get me to a more political and a less hands-on level. Luckily, I was wrong about that; since then, I’ve been able to keep my hands dirty, so to speak, negotiating the larger scope that production design requires, but also holding on to the details and doing the nitty-gritty work that just moves things ahead. Nevertheless, I declined initially, but he was persistent, and asked me to give it a try and I agreed.
I did a few sketches of my ideas for that movie. Romero and the producers were visiting Toronto looking at some locations, and my interview with them was supposed to be on that Friday. I got a call from my producer friend on Friday morning saying that they were out of time and couldn’t meet with me. A few hours later, I got another call, and he said that they had a bit of time to talk at the end of the day before they went back to LA. It seemed that even though one of the producers was championing me, the other producers were not sure about it, since I didn’t have any production design experience.
I went in and met with George, only as a fan. I wasn’t expecting anything out of it. I showed my sketches and talked about my ideas, and it was a very pleasant and creative meeting, but I wasn’t expecting anything to come of it. On the drive home, I got a call back. They asked me for a couple of names in LA that could vouch for me as somebody who could do this job. It was a real thrill, but the only reason I agreed to it, was George Romero. I had watched every one of his movies before that and was excited to be collaborating with someone who had single-handedly created an entire genre. That was my first job as a production designer.
It’s a different animal. I’ve been doing art direction for a while, and you work hand-in-hand with the production designer for most of the day. It was a good training, and it didn’t seem totally foreign to me. But I understood the difference.
Kirill: Looking back to the last 25 years or so that you’ve been in this field, what major changes have you seen in the art department as the technology continues evolving?
Arv: The art department itself has changed significantly. We used to hand-draft things. We used to build elaborate models. A hand-drafted set was quite carefully considered. There were a lot of sketches and rough models made. Art department was more hands-on to give the director an idea of size and shape, laying out taped plans on the studio floors before the actual construction would start.
When computers came into the art department, it was fantastic. We would build our models, and we could have a small eyepiece connected to a camera that would walk through. We’d create a Quicktime video of a full set, with as much detail as we could put into it. And now everything is done in 3D. It’s ubiquitous. All set drawings are done in 3D. Then everything is converted into a model for a walkthrough. It doesn’t take much time to layer on the materials to see how they would affect the set. Now I’m excited about 3d printers and we’re incorporating those as a part of the art department toolbox.
I am finding though, that we are making a lot more changes to the sets. You can pull things, raise or lower or move them around. For me it’s better because I can be more involved and get a better feel of the set as we’re designing it.
And the second aspect of it is taking that virtual 3D model and handing it off to the VFX department. They use it as a barebones model for what they need to do. I did a show called “Waco” in which we built the majority of the building. We gave the 3D model to the CG department that did the wide helicopter shots for layering the textures on top of what we’ve built, completing the full building. Even with the ubiquitous incursion of CGI, we still like to build as much as possible.
Another aspect is with previz, where the directors can previsualize how a scene is going to look on any particular lens. It helps resolve a lot of problems that previously would take much more effort.
I art directed “K-19: The Widowmaker” in 2002. We wanted to test with Harrison Ford with a beard. So instead of him spending a couple of hours in a chair with hair and make-up people, they came to us with a photograph of a goatee they liked. We we able to easily put it on a few frames to show them what it could look like on his face.
It has come a long, long, long way since then, but the basic fundamentals are still the same. The evolving technology allows you various venues to be more creative, work within shorter timelines and explore even further the fundamentals of the job.

Production design of “Alias Grace” by Arv Greywal.
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Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my pleasure to welcome Diana Trujillo. In this interview she talks about the art and craft of production design, finding stories that resonate, building lasting relationships in the industry, and creating worlds that feel authentic for the camera and the viewers. Around these topics and more, Diana looks back on her work on the first season of critically acclaimed “Narcos”, and dives deep into the spellbinding “Elizabeth Harvest”, a story of a brilliant scientist, his all-consuming obsession and a single-minded, tragic pursuit of the long-lost past.
Kirill: Please tell us about yourself and your path so far.
Diana: I was born in Colombia and my original field of study was architecture. In the middle of doing that degree, I went to New York for about a year, intending to study photography. I had a certain conflict between two dimensional and three dimensional art design, and before ending my career in architecture, I really wanted to see what was behind photography.
When I was there, I lived with some Colombian friends that were studying film in NYU. During my photography studies at the new school, I started to play with them to do kind of art direction. I started learning what art direction was and it made me consider that maybe this is something that I could be really good at. I’ve always been in love with cinema and I’m fond of art, but what I did not know was that you could choose that as a way of life.
I went back to Colombia and I finished my degree in architecture, but I always kept on coming back to that time in New York. As those friends of mine graduated, they went back to Colombia and created a production company. Andi Baiz was going to do his first feature called “Satanas”, and Rodrigo Guerrero the film producer called me asking me to be Andi’s visual consultant. I didn’t really study anything yet about the lenses or Set design, per se, but I knew about depth of field, layers and principles of architecture, photography and the basics of set decoration.

On the set of “Undertow”. Photography by H. Alvarez. Courtesy of Diana Trujillo.
I pictured everything in my mind, but I hadn’t put everything together. That collaboration was a turning point for me, and I never went back to architecture.
I was basically making all the aesthetic decisions with him. He had his production designer, art director, costume designer and makeup designer, and I remember this experience because nobody knew who I was. I was next to him and he asked my opinion on costumes, decorations and everything else. After that I decided that I really wanted to go into art direction.
My grandmother had a really big house with many different rooms and pieces of furniture and objects of many eclectic styles. I always liked that space, and I used to ask her to let me use the furniture. I started bringing these crazy collection pieces and showing them to my directors. After doing a couple of movies as a set decorator, they started asking me to be the art director. It all happened very fast. I used to draw the plans and to sketch the perspective of how a space for a frame will look. I had it in me, but I didn’t know about it until I started doing it.

Still from “Elizabeth Harvest”. Production design by Diana Trujillo.
Kirill: If I can bring you back to your first productions, was there anything particularly surprising or unexpected for you?
Diana: What really caught my attention was that moment when the director says “Action”, and everybody has to stay silent and not move at all. It’s like the time freezes for a while. You have to really listen to what they’re saying. When I watched it, it looked like a ritual. It was the perfect place to be in, because you’re creating something in that moment.
You’re creating through the director of photography, through his camera. You can feel it around you, there is the silence, and then you see it. You’re looking at this tiny monitor,and you are looking at the work of 80 people. I remember saying that this is something that I really enjoy doing. Definitely it’s magical to be there, to be creating as a team.
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Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my pleasure to welcome Ben Kutchins. In this interview he talks about his early experiments with film and the influence of that phase on his work, the importance of learning from mistakes, hiding the technical complexity around the shots and making them look effortless, and the transition of the industry from film to digital. Around these topics and more, Ben dives deep into his work on the first season of the critically acclaimed “Ozark” on which he shot six of the ten episodes.

Kirill: Please tell us about yourself and your path so far.
Ben: When I was 12, I found my dad’s old 35mm camera buried in a drawer collecting dust. There was a drug store near my house that sold film and processing, so I started taking pictures of my friends. I became more and more interested in what the world looked like through a lens.
I took pictures all the way to the college, when I got a summer internship with Lucasfilm at Industrial Light & Magic, and that was the first time that I saw people making movies. Like for most people, it was a complete mystery what happened behind the curtain. When I saw the craftsmanship that goes behind making something, I was hooked.
I saw a cinematographer lighting a miniature set from Jumanji that was going to get blown up. He spent a whole day lighting a miniature that was going to be on screen for something like two seconds, and most of that time it would be exploding. But he was giving so much care to every flag placement and every detail of how it was lit. That fully captured my interest. It was at that moment, I thought to myself, “I want to do that.”
I worked at Lucasfilm for a few years. It started as the internship, and then they offered me a full time position in the still photography department. They had a full photo lab and I was given time and materials to experiment and learn about film. My background is in film and photochemical process, and Lucasfilm is where I started developing different looks, cross-processing, over-exposing, under-exposing, using different stocks to see how they reacted. It’s not something that I utilize today at the technical level, but it fully influences what I do creatively. Most of choices are made in a digital world, but the idea of strong color choices, strong grain and texture, creating a vibe or a mood comes from the photochemical process and that time of experimentation.
There came a point during my time at ILM that it became clear that if I stayed there, my job would end up being creating computer-generated graphic work. When Lucasfilm originally offered me the job, I had quit school. I knew that I didn’t want to spend my life at a computer, so I decided to go back to school and study filmmaking.
I transferred to NYU and it was an amazing experience. I shot around 60 films in two years. There were only about four or five students interested in cinematography, and the rest wanted to be directors. The four of us included Rachel Morrison who just shot “Black Panther” and Reed Morano who directed “The Handmaid’s Tale” and a handful of other productions. It was a great opportunity for us to be able to shoot all those films for all the people who wanted to be directors. It’s where I learned the basic language of filmmaking. The majority of those I did hand-holding the camera in one hand, sometimes a china ball lantern in the other, running around the streets of New York shooting.
I only learn by making mistakes, and it was a great opportunity to make lots of mistakes. Some of those “mistakes” I love and I use today, and some of those taught me lessons and I try to never repeat them [laughs].
Kirill: Was there ever any disappointment in those days to see those tricks that almost fool the viewers to believe into seeing something on the screen that is not there on the set?
Ben: I was fascinated by the extreme amount of hard work that it takes, and I was never obsessed with thinking that we were fooling the audience. I am fascinated today still, and I am always deeply engaged in the process. When you are right in the middle of a setup or a shot, and you are trying to figure out the brutal honesty of the story that you want to tell, everything else falls away.
That is the reason why I keep on coming back to filmmaking. It’s the reason why I will always love it. Everything else falls away and time doesn’t matter. There is no moment where I’m thinking about the external world or what I should have for breakfast tomorrow. So there is no moment where I feel that we are lying to people. The reality is that we are not lying. At that moment I am fully engaged in the story that I am trying to tell, and I am looking for the truth and honesty of that moment.
You can view it as a trick, or you can view it as my truth. What is my memory of when somebody really hurt my feelings? What is my memory of pure joy? What is my memory of someone being dishonest? What does that feel like, and how do I translate that onto the screen so that the viewer feels just a tiny bit of what I am feeling? If I can transmit just the tiniest bit of that feeling, then I’ve done my job. For me, it’s the search for the truth.

Kirill: Is there anything that still surprises you when you join a new production and start working on it?
Ben: One of the things that I love is that each production is its own living breathing entity. It’s always a collaboration of a large group of people. We rely on everybody to make this dream come true. Everybody needs to get things done, no matter which level of the production hierarchy they are on.
It’s an ever-changing group of people. It’s a new group of people that work and think differently. The pace is different, the aesthetic is different, and there’s a difference about what is important. The environment is ever-changing and you have to adapt. I can’t come in and force my will on a production. I have to be malleable. I have to adapt myself to the situation that presents itself.
Kirill: When you meet somebody new at a party and you talk about what you do for a living, do you think they realize how much goes into what you do?
Ben: When I talk about what I do, I think that they imagine me with the camera on my shoulder running around and pointing the camera at things. They might also think that we can shoot the whole movie in a few days, and they might not even understand why that is impossible.
People that know me, people that I have real relationships with, know how much I work and how hard that work is, even though they are not in my field. But I don’t think that there’s any way, until you’re there, to really understand what we are doing and why it takes so much time. Sometimes it’s mind-numbing to think about all the details that go into making a particular shot work. You can spend multiple days doing just one complicated shot. It would be two days rehearsing it and then one more whole day shooting it. I think that is really hard to comprehend.
People would probably just think that we’re lazy or stupid from the outside [laughs].
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Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my pleasure to welcome Elisabeth Williams. After doing art direction on the second season of “Fargo”, she continued into the third season as the show’s production designer. In this interview Elisabeth talks about her journey through the various roles in the art department, the arc of a production from initial explorations to watching sets being torn down at the end, the differences between the worlds of feature film and episodic productions, and working on the last two seasons of “Fargo” to build a unique universe for each.
Kirill: Please tell us about yourself and your path so far.
Elisabeth: I was born and raised in Montreal. My mother is French Canadian and my father was from Boston which has given me the advantage of being bilingual, and of having both Canadian and American citizenship.
I was on a very different career path when I started in film some twenty years ago. My upbringing had guided me towards academics, but while I was writing my Masters Thesis, the first opportunity to work as a Production Coordinator on a series arose. During that 18 month contract I fell in love with the process, and I decided that Production Design was what I wanted to do.
I did a three-month internship in the Art Department and then I hopscotched my way to where I wanted to be – over the next ten years – first as Art Department Coordinator, then as set dec buyer, set dec assistant and Set Decorator. Meanwhile, I had both my children and took night classes in Interior Design, and various drawing classes on the side. A producer I had been working for gave me my first break as Production Designer and, though I think hard work is the main reason for my advancement, a combination of fortuity and contacts helped get me to where I am today. I am indebted to those few people who took a chance on me over the years, and who gave me the platform from which to jump and spread my wings.
Leaving Montreal and my children to work on Fargo Season 2 in 2014 was a turning point in my career. There have been challenges and my children, their father and I have made sacrifices over the last four years. Thankfully, the support of my family has made it easier for us to handle those challenges and to live without regrets.
Kirill: When you meet somebody new at a party and they ask you what do you do for a living, what do you tell them?
Elisabeth: My first response is simply that i work in film, in the art department. I am never quite sure what people know about the work that goes on behind the scenes and I most often find myself having to explain the nature of my job.

Moodboards for Fargo season 2, courtesy of Elisabeth Williams.
Kirill: Do you find that people are surprised that everything that is seen in films / TV shows has to be intentionally designed?
Elisabeth: Yes, I think that people don’t realize that each element is chosen to create a universe which complements, supports or enriches the story. In certain films and series it is obvious. The design stands out intentionally. The sets are a character in themselves. It is the case of “The Grand Budapest Hotel”, for example, or “The Handmaid’s Tale”. In a series like “Fargo”, however, though we treat the sets as characters in their own right, the design is more subtle because it purposely celebrates the bland.
Kirill: Going back to your first couple of productions, what was the most unexpected or surprising thing for you?
Elisabeth: The most surprising thing for me was the amount of work and collaboration goes into making films and series. It always feels to me like the project takes on a life of its own. It becomes ravenous and there are hundreds of us feeding it every step of the way and fighting to keep up with the way it grows and evolves.

Fargo season 2, courtesy of Elisabeth Williams.
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