June 13th, 2012Top Story10 Things You Didn't Know About the Making of PrometheusBy Charlie Jane Anders Ridley Scott's Prometheus is one of the year's most visually stunning movies. It's full of astonishing images that live on in your mind's eye after you leave the theater — and every single one of those images was the result of hours of work by a team of designers who worked literally around the clock. We spoke to six designers who worked on Prometheus, and delved into the untold mysteries of this film's creation. Here are 10 things you absolutely did not know about the design of Prometheus — plus some exclusive concept art. The exclusive image above comes from Prometheus: The Art of the Film, released by Titan Books. It's a gorgeous look inside the design process of this film, from its conception as a straight-up Alien prequel to the finished movie. It's chock full of beautiful, scary and moody art. See the full version of that image below. All other images below are courtesy of Steven Messing, and some of them have appeared elsewhere. For this article, we spoke to production designer Arthur Max, concept artists David Levy, Ben Procter and Steven Messing, creature designer Carlos Huante and senior art director Mark Homes. Plus writer Jon Spaihts. With that out of the way, here are 10 secrets we learned about Prometheus: 10. We could have gotten to see Mars being terraformed. Writer Jon Spaihts says his drafts involved a meeting in Weyland's office — which at various times was either on a space station, or actually on the surface of Mars, right in the middle of the terraforming project. "Terraforming was much more Mr. Weyland's burning dream in my drafts," says Spaihts. Oh, and as for why Weyland is played by Guy Pearce in old-man makeup, Spaihts says Damon Lindelof's script showed the android David going inside Weyland's dreams while he was in hypersleep — and in his dreams, Weyland is a young man, on a yacht surrounded by beautiful women. These dream conversations got cut, but Pearce's casting was already locked in. Scott had originally wanted to cast Max von Sydow as Peter Weyland. (In Spaiht's script versions, Weyland isn't aboard the Prometheus at all — instead, there's a hidden squad of company soldiers.) 9. Any resemblance between the Prometheus and Serenity is purely accidental. The early work on the Prometheus was done by Steve Burg, who left the project early on. Says Procter:
Adds Levy, "As opposed to the Nostromo, a very rudimentary ship, Prometheus is a Rolls Royce." Levy worked on the expedition Rover, with Joe Hiura, and aimed for something that looked "modern, scientific and very well thought out, as opposed to military or derelict." Everyone involved with the film had "a real passion for space travel," and was constantly consulting NASA imagery for the latest designs, adds Levy. 8. The movie's creature designer also worked on Alien Vs. Predator 7. Pretty much all of those sets were built practically and modeled in 3-D. And David Levy says that the Med Pod where Noomi Rapace gives herself emergency surgery needed to be "built and function in real life." The Med Pod went through a lot of different versions, including some early, more "opaque and heavy" versions, says Arthur Max. Arthur Max, the production designer, says he pushed the concept artists to draw set dressings in 3-D so that the set designers could work from those 3-D schematics. The concept artists working on the film had to get used to creating set dressings that could be rotated in 3-D and viewed from every angle, something that they weren't used to doing. "I introduced a kind of 3-D set design process, that ended up on the workshop floor that was very useful," says Max — and this allowed huge and complicated sets to go up in a hurry. "You can design anything," says Max, but "Ridley wants the set built. He doesn't want surprises. He wants feet and inches." Everything had to be able to fit into the space available, so you would know right off the bat that it was achievable. The only drawback of this method was that it allowed people to work so quickly that sometimes Ridley would ask for changes in a particular set — and the Los Angeles-based artists would rush those revisions to the U.K. set designers, only to find that the set had already been built. Some of the set pieces were 35 to 40 feet high, and the sculptors needed to be able to cut up huge chunks of polystyrene in bulk, so they could be fit together, says Max. So having incredibly detailed 3-D renderings from the concept artists helped them to know how these should look. Meanwhile, "some of the steel work was very big and curving, and specific shapes that they needed to be able to measure," says Max. "These things were all done in differnet workshops and different stages, and on different days. They all needed to be able to come together and fit together." And it all had to come in under budget, on time. 6. Ridley Scott was constantly sketching and storyboarding. 5. The surface of LV-223 is a mixture of real-life vistas from Earth and NASA images. As for the actual surface of LV-223, Messing says:
Levy adds that the team had a visit from NASA specialists, who talked about the potential look of different exo-planets, and these real-life scientific ideas informed a lot of the artwork. The team also had access to photos of ice being expulsed into the atmosphere of Saturn's moon Enceladus, and Levy talked a lot to the NASA team about different rare phenomena in our own solar system. 4. The Prometheus art team started very, very small. After Burg left the project, Max hired a few new designers, but it remained a small team, trapped in a conference room 30 feet away from Ridley Scott's office. "Essentially, we had Ben Procter designing the Prometheus ship, David Levy working out vehicles, props, and various set pieces, and me focusing primarily on the planet environment and Alien spaceships/architecture," says Messing. "We all had to be quite versatile in our skill set. There was also Carlos Huante and Neville Page working on creatures remotely." According to Max, they covered every wall in the conference room with art, until they ran out of wallspace and had to resort to covering the windows, "going from a brightly lit room to a black box." Later, it became a 24-hour art department, with people working in both L.A. and London, collaborating via Skype and sending files back and forth for people in both countries to modify. 3. There's an altar to H.R. Giger inside the "Head Room."
2. A chiaroscuro-style balance of light and shadow is at the heart of the film's aesthetic.
And Messing says that some of the iconic shots in this film "pay homage to Chesley Bonestell with strong graphic elements of light and shadow." Other art references include old Giger drawings, national monuments, large installation sculptures — and the Crazy Horse monument in South Dakota. Click to view 1. The creatures could have been much more monstrous. Max adds that the designs for the creatures kept evolving into something that was "a bit too monstery." Ridley Scott really wanted to "keep it real" and avoid anything that looked too overtly monstrous. In the end, the creatures in the film were "collages of creatures, that were recombined for anatonmy and skin type," and they stayed "within the realm of the real." There was a lot of time spent visiting Natural History museums. Often, Ridley would decide that he liked the texture of a creature's head, and he wanted it all over the creature's body, which meant a very time-consuming total resculpt. "Yes, but I want it," Scott would reply. For the creatures in this movie, Carlos Huante says he and Scott also pored over binders full of references, including natural creatures but also paintings by William Blake and J.M.W. Turner, and "books of classical sculpture" for the look of the Engineers. Early, Huante came up with some other types of precursors to the original film's face-hugger and Xenomorph, plus a "primitive Alien creature" that got cut. Top image: Prometheus: The Book of the Film. Image is ™ & © 2012 Twentieth Century Fox Film Corporation. All Rights Reserved. |
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Wednesday, June 13, 2012
10 Things You Didn't Know About the Making of Prometheus
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