
“I was lucky to get straight on to a very small feature film when I left, so I was immediately drawing up and then going on to the position we call in the UK, Standby Art Director; in America it’s generally known as On-Set Dresser. Not exactly the same job but similar,” explains Paul Inglis. “Basically, you’re the member of the Art Department who is on set while the shooting crew is filming; you’re there to deal with any problems that come up.” A fortuitous conversation led to an encounter with an Oscar-nominated Production Designer. “I was talking to someone at the time. I was out of work and they said, ‘Oh, Gemma Jackson [Finding Neverland] might be looking for someone for Bridget Jones's Diary [2001].’ So I gave her a call out of the blue. I met with her Art Director David Warren [Hugo] for that show and I got a job with her. As long as you do a good job once, people do tend to use you again because you’re a known quantity.” A string of movie assignments followed: Iris (2001), To Kill a King (2003), Thunderbirds (2004), Bridget Jones: The Edge of Reason (2004), Isolation (2005) and Basic Instinct 2 (2006), resulting in Paul Inglis moving from the position of Standby Art Director to Assistant Art Director to Art Director.

As for the critical skills required to be a successful Art Director and Production Designer, Paul Inglis says, “I think you have to start off with an arts background. You obviously have to be aware of how to visually put your ideas across whether that’s through drawings, photo referencing or however it might be.” Inglis tells me, “As an Art Director you have to be adept with technical drawings and reading technical drawings. As a Designer you can get away with not having to do so much of that. A lot of them are very technical in that area. You have to be aware of scheduling and budgeting and have an understanding of how a film is made globally. You have to do very good research confinement to understand which elements of research hold valid to the look of the designs you need to create, and not interrupt your research with too many redundant ideas.”

Mentor and protégé reunited for Death Defying Acts (2007) directed by Gillian Armstrong (My Brilliant Career). “She was from our perspective more straightforward to work with than we had been led to believe she might be,” remarks Paul Inglis. “She has a reputation for being quite tough on Art Departments. But I think Gemma, Anna [Lynch-Robinson] who was the Set Decorator, and I worked on providing what she wanted.” Inglis believes, “When people who can be tricky calm down with you it’s great. Once that trust is in place, it’s hugely helpful with getting the whole production running smoothly.” However, one has to be extremely careful. “You tend to find that if for some reason you lose someone’s confidence early on it’s impossible to ever regain it no matter how good a job you do from that point onwards.” In 2008, Death Defying Acts was lauded with the award for Best Production Design by the Australian Film Institute.

“The reason for going to a location is that it gives you something physical; it wouldn’t otherwise make sense for you to spend money building,” explains Paul Inglis when comparing the pros and cons of shooting on real settings or in a studio environment. “It allows you to get a larger scope for your film than you could achieve just by using the soundstage. That being said there can often be compromises. Sometimes the ideal location just doesn’t fit, or doesn’t exist close enough to where you’re filming to make it a viable location to go to shoot on.” There is also the issue of having to deal with individuals who are, in most cases, unfamiliar with the ways a film crew operates. “On the stage it is much easier. It’s a blank canvas but at the same time that means you have to create everything from scratch. And that has its own challenges. It also ends up being a much longer slog. On location you might be there two or three weeks, even if it’s a big location, before you shoot; on the stage you might be building for 10 or 16 weeks.”

Whether it be the family drama of The Boys Are Back (2009), the slapstick comedy of Get Him to the Greek (2010), or the science fiction of Prometheus (2012), certain production design fundamentals apply. “As to how you make the decisions about how it looks, I don’t think the genre makes a difference,” remarks Paul Inglis. “If you do your research, you’ll find your imagery. You’ll want to create sets with depth, with interest, with chances for light and shade, and with interesting textures, unless you specifically want it to look very bare and untextured. But again that’s a choice you make that’s generally based on the story, on the visual emotions you want to conjure up.” Success is achieved when the audience believes in the cinematic world which has been created. “A good Designer will know how to use physical visuals to help tell a story,” says Inglis who counts The Life Aquatic with Steve Zissou (2004), The Age of Innocence (1993), Richard III (1995) and the Harry Potter films as great examples of the various types of production design.
“If people want to look further there is literature out there,” states Paul Inglis. “There are books they can get that explain other people’s perspectives, very experienced Designers for the most part, how they approach their craft and why they’ve done what they done over the years.” Included on the recommended reading list are Production Design & Art Direction by Peter Ettedgui and By Design: Interviews with Film Production Designers by Vincent LoBrutto. “Every film has challenges that you arrive at through the things you do. For me, doing Quantum of Solace was an accomplishment as well because it’s a huge machine. There are a lot of very experienced people doing their jobs in the other departments to keep happy. If you can do that it’s an achievement in itself.” Inglis is reacquainting himself with Agent 007 as he is currently working on the tentatively titled Bond 23 (2012) being helmed by Sam Mendes (American Beauty), lensed by Roger Deakins (True Grit) and production designed by Dennis Gassner (Bugsy). “I do have ambitions to design,” admits Inglis; however, his aspirations do not extend to the director’s chair. “I don’t think crafting a film in its entirety would give me the same reward I get from designing and making sets.”
Many thanks to Paul Inglis for taking the time out of his busy schedule for this interview. For more on the art director, and for samples of his work, visit his website.
Check here for more as Paul discusses his work Game of Thrones and Prometheus.
Trevor Hogg is a freelance video editor and writer who currently resides in Canada.
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