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THE ART DEPARTMENT |
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Location: Index >> Special Features
By: Feng
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Introduction
Working in a film art department is definitely one of the more enjoyable experiences
I’ve had in my career. The amount of talented designers I’ve come across (many of
whom are now my good friends) is just tremendous. The pressure and stress can be great
but the reward is also pleasurable.
A typical art department consist about five to six concept artists, one production designer,
and a few assistants. For example, in JAK (name given to the Star Wars art department;
many teams have “inside” names), we started with four artists and ended up with seven
by year’s end. On Transformers, there were about six in-house artists, and 3 to 4 external
artists. For the James Cameron movies, the art department was extremely small, with only
3 concept artists and 1 production designer. These teams can form a close bond during
their usual seven to nine month of working together and share many fun memories.
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Welcome to the Art Department
One of the first things you realize
when stepping into a high caliber art
department is the amount of
extremely talented individuals
around you. I still remember my first
day at Skywalker Ranch. Walking into
the secret third floor was thrilling
enough, but to suddenly step into a
small room filled with beautiful
paintings, from floor to ceiling, was
overwhelming. For the inexperienced
designer, this can add a lot of stress.
But if you’ve been through it enough,
it only adds excitement.
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Planning My Week |
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We usually report to three people: The director, the producer, and the production designer.
The production designer is always in the art department, where as the director and the
producer(s) are typically running around the entire studio. However, the ultimate design
decision (what makes it into the film), falls on the director.
At the Ranch, we had design meetings every Monday morning. After getting my assignment,
I would start sketching right away. I like to basically have a rough idea of all the designs, in
thumbnail form, before Monday is done. This way, I can spend the next three days flushing
out the designs into more finished drawings (meetings are on Fridays, so the deadline is
Thursday night).
Working out the designs in thumbnails is the highest priority for me on Mondays. The demands
were very high, and we were personally producing around 10-15 finished designs/renderings
by Friday. This means not only do you need to come up with good designs, but also leave
enough time to render them out. By having all the designs “done” by Monday, it left me
plenty of time for the fun stuff – finishing.
A Typical Week
As mentioned, Mondays are spent doing thumbnails and rough designs. I would typically
sketch out a few dozen thumbnails per design. It’s very easy to end up with a few
hundred rough sketches by Monday’s end.
So what happens if no good ideas come? I get asked this question a lot; And there is only
one answer: you better force yourself to have good designs. Missing deadlines or not
delivering on presentation day basically means loosing your job. Under such pressure, I’ve
learned to always come up with interesting ideas no matter how brain dead I am on that
day.
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On Tuesdays, things are still pretty
relaxed. I have a very good
understanding of how long it takes
me to finish a rendering. For
example, for a typical
environment drawing, it’ll take me
about three to four hours to sketch,
draw, and render. This means for
10 environments, I’ll need about
40 hours. Now I can divide up my
day, and try to finish 3 and half
renderings per day (3 days total).
Once I make up my schedule, I
stick with it. This means if things fall
behind, I’ll skip some sleeping
hours to make up the difference.
By Wednesday, things get more serious. Now I can judge if I’m on schedule or not. I should
have reached about 6 or 7 finished renderings by day’s end. If not, then I need to hurry.
The art department gets pretty quiet around this time, as everyone is deep in work.
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Presentation
A good presentation is the key to “selling” your design(s). Directors are very busy, and
they often don’t have much time to spend looking at every design carefully. This means
all your renderings must be super clear. You don’t want the director to be asking “what
am I looking at?”
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Always be professional during
presentations. Remember, you are
designing for someone else and
not yourself. So if the director
doesn’t like your designs, then
that’s their choice. Don’t get mad
or take it personally. Just try to
meet their design taste next time.
After the presentation, the art
department usually holds another
meeting to discuss all the notes and
feedback from the director. We talk
about what to fix, what do design,
and just summarize the entire
meeting. Now everyone takes a well
deserved weekend break.
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Conclusion
Working in a film art department is definitely rewarding. You gain so much experience
just by working with such high caliber designers. The work pressure is some of the toughest
I’ve been under, but at the end of the day, I also gained the most. The network of friends
I’ve made in these teams will last me a life time, and so will the wonderful memories.
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