
As for the TV creators of Game of Thrones comparing it to a previous TV series, Paul Inglis believes, “They mentioned The Sopranos [HBO, 1999 to 2007] because it’s a reference point for people in America. They wanted to say it’s not as [much a] fantasy as a lot of other fantasy shows are. George R.R. Martin admits himself that there are many different historical figures and events that he’s borrowed from or been inspired by in the writing of the books and in creating the worlds.” Even with all the preparations and research, which included reading the original book, the native of Britain still had to deal with a number of concerns once principle photography commenced. “We started the shoot in July and finished just before Christmas in December. We had issues with snow and with trees looking very wintry, conditions the world of Westeros shouldn’t have been going through. That forced a few last minute changes to the way that we approached things. Being a smaller team on that production and not having a studio overlooking us, it was easy to arrive at those decisions.”

To create the various worlds involved a marriage between computer generated and practical effects. “With a show like Game of Thrones we had a lot of set extensions, and a lot of exterior shots and environments being completely digitally created,” says Paul Inglis. “The producers were eager for Gemma Jackson to have final say on the visual effects plates so that the whole design look was achieved, from both what we shot for real and what was created later.” Inglis is proud of a particular set design of a structure that was meant to be at the top of a 4000 foot mountain. “Some worlds like a place like The Eyrie had to have their own identity but on the page it was very much a place which is just another great hall in a castle. It’s another rectangular room in essence.” The decision was made to have a staircase spiral around it, and to have the action happen across different levels of the set so as to give it more of a vertical appearance. “It was a set that a lot of people really liked. It is the middle of the 10 episode run that it comes in. At that point you have already seen a lot of the environments already. The great thing about coming up with that slightly over-the-top environment was that it freshened the pallet again.”

One of the diverse projects turned out to be a much anticipated movie shrouded with secrecy. “UK producer Mark Huffam, who was on Game of Thrones, moved on to Prometheus [2012],” explains Paul Inglis as to how he became involved in the science fiction tale helmed by the man responsible for Thelma and Louise (1991) and Gladiator (2000). “Ridley Scott has a lot of ideas he throws into the mix; his mind is incredibly energetic, he is very good at clearly describing what he wants and why he wants it. At the same time he’s happy for people to bring ideas to him, to integrate them into what he’s already doing. He is by no means set in his ways; he is more collaborative than you might expect. But at the same time he brings such a wealth of good ideas to the table that it can look a bit like a one-man show.” As to how one devises an imaginary world, Inglis states, “If it’s something quite futuristic science fiction like Prometheus, the Alien prequel, we have concept artists working in conjunction with the Director and the [Production] Designer creating looks for spaceships and environments, whatever they may be. From that we will add our layer of authenticity because some concept art can be quite esoteric and impressionistic, or sometimes it can be more complex than it is possible for us to make no matter what the budget.”

Questioned about what a Ridleygram is, Paul Inglis answers that Ridley Scott “at every meeting will call for a sheet of paper and a thickish 5-point pen and he’ll start doodling. Sometimes it’s framed, sometimes it acts like a storyboard panel, sometimes it’s more of a sketch of an item or a piece of an environment. He’ll do literally hundreds and hundreds of those throughout the course of pre-production. Very often off-the-cuff, and they’re beautiful. You absolutely get the sense of what he’s after, and how he draws them is brilliant.” Inglis is not the only one amazed by the artistic talent displayed by the former graduate of the Royal College of Art in London; Ashton Gordon who was the Production Designer for Legend (1985) once told him “that Ridley Scott is one of the only people he knows who can draw upside down.”
Working with Ridley Scott on Prometheus are two key collaborators, Production Designer Arthur Max (Se7en) and Cinematographer Dariusz Wolksi (Dark City). “I think with Ridley and Arthur they’ve been working together for 25 years, through commercials and then through feature films. There is an absolute trust there,” observes Paul Inglis. “Dariusz fits in so well with Ridley and the way Ridley wanted to shoot this film.” The cinematographer and the production designer were collaborative not only with Ridley Scott but also with each other. “Arthur and Dariusz discussed quite a few aspects of the set before they filmed but even so discussions aren’t the same as doing something on both sides. Sometimes you can find even heavily discussed sets ending up looking very poor; the execution of either or both sides may not be exactly what they both had in mind when they were discussing. These guys are connected and it works in their relationship. The evidence is on the screen.”
Honouring his confidentially agreement with 20th Century-Fox, Paul Inglis chooses his words carefully when discussing specific details regarding the highly anticipated picture scheduled to be released in June 2012. “What I can tell you is that it is going to look fantastic. With Ridley Scott returning to science fiction I think it will be worth the wait. With the amount of anticipation there is amongst fans, I wouldn’t want anything spoiled by me. I think it’s more interesting to go in not knowing anything and letting whatever story there might be unfold around you in the way they would have done for Alien [1979] and Blade Runner [1982] the first time around.” Inglis confirms that Prometheus was shot in 3D. “It will have its share of spectacular imagery, exciting action, [and] wonderful storytelling.”
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 and check out the first part of this interview, Constructive Concepts: A conversation with art director Paul Inglis.
Trevor Hogg is a freelance video editor and writer who currently resides in Canada.
No comments:
Post a Comment