MATRIX:
How did you get into Computer Set Designing?
KRISTEN:
Originally, I was an English major and I had always liked to draw. When
I graduated I wanted to work in film, so I started working as a Production
PA on commercials. Then I wanted to get skills that were more marketable
and more in demand, so I started going to school at night, and I worked
at a prop house. Ive done pretty much every job in the Art Department:
Ive moved furniture, Ive been a Set Dresser, Ive been
a Set Decorator, Ive been an Art Director on smaller jobs; this
is pretty much the best job I have ever had.
MATRIX: What are some of the other
projects you have worked on?
KRISTEN: I've worked on all kinds
of things. I worked on the Gus Van Sant version of Psycho, Ive worked
on TV shows: on the Donny and Marie show, I worked on a show called Rude
Awakening on Showtime, and Ive worked on a lot of different commercials.
Ive been doing this for fifteen years.
MATRIX: How did you come into this
project, initially?
KRISTEN: I was teaching a class in
Vector Works to other Set Designers and Art Directors, and I had pulled
those really intricate Neb chairs off a web site, to show people what
you can do working in 3D on the computer.
MATRIX: What web site did you pull
them off of?
KRISTEN: It was a link to Diehl Graphsoft,
the manufacturer of the program I use, and I was showing people what you
can do in 3D. I guess they made eight of those chairs out of machined
aluminum, and every part was modeled and all gorgeous. They used Vector
Works and Form Z to create the chairs they did all the nuts and
bolts in Vector Works. I was showing this to the class, and one of the
students, who happened to be working here, said she didnt think
I should be showing this, as everything is very hush, hush and very secret.
I said it was on the web site, and its from the first film, but
ask the Production Designer, and if he has any problem, I wont show
it. Owen [Paterson. Production Designer] said to her, "Youre
taking a class in Vector Works? Have your teacher come in." It was
really exciting that I got that chance. I came in and had an interview
with Owen, showed him my work, and started working here.
MATRIX:
How does this project differ from some of the smaller ones you've worked
on?
KRISTEN: What do people actually do?
What is that you do? People ask me that, my family ask me that. On a big
show, because there is so much to do, it divided up very finely. On a
small show, you might have one person doing jobs that would take ten people
to do on this show.
If you start at the top in the Art Department, the Production Designer
is one of the three creative heads of the film, along with the Director
of Photography, the Production Designer and, in this show, it seems like
the Special Effects Designer. Those are the three creative heads. The
Producer will hire these people or, in this case, the Producer and the
Director are the same people the brothers. Under them you have
the Art Directors in the Art Department who supervise construction and
everything the Art Department does on locations. Under the Art Director,
youve got Set Designers, if the Art Director is implementing everything,
the Set Designers are just drawing up sets. Thats what I do. This
job has been unusual, in that Ive done more conceptual work than
I would on a normal film. So thats a great break for me, because
I get to get files directly from the Production Designer, and start to
develop them, and do presentation drawings that have - not just construction
drawings, which are about telling the construction foreman how to build
the set with dimensions - but I've also been working with lighting, textures,
perspectives and doing presentation drawings.
I have to step out of my box a little bit, so thats really nice.
The creativity on this project has been such that there is this wonderful
flow of information, which you dont get on a film that doesnt
have these kind of resources, or doesnt have the people who understand
the resources. So what the Directors are able to do is let everyone sort
of percolate, do what they do, share information, and develop things in
a really great way.
MATRIX: Do you find THE MATRIX 2 and
3 a large project?
KRISTEN: This is huge, its amazing;
it's two films, two huge films. When I was reading the script the first
time I'd look at the page and go, "Oh my god, thats going to
be intense, thats going to be awesome, its going to be huge!"
Id turn the page and thered be another set, and turn the page
and thered be another set. Your mind just starts to reel, thinking,
how are they going to do this? Im involved right now in trying to
define this because, again, lucky for me on this particular project, I
have been involved in the seeds, the start of getting down on paper all
of the major sets. On a lot of shows you dont get to do that, you
just get to work on your one or two little sets.
The technology Owen uses is a program called Vector Works, you can almost
doodle in 3D in that program, because it is a simple program to use. It
generates construction drawings and 3D models, so Owen has done a lot
of starting models of sets, some of them are actually quite elaborate,
and then hes turned them over to me to develop, then they go to
an illustrator, or they get developed in Maya [3D Animation and Visual
Effects Software]. I have a list of what were trying to define,
this is tedious, but a necessary breakdown of every single set. This list
is eight pages long, and includes interior and exterior, every physical
set there's going to be. Trying to figure out what each set is going to
be called is difficult. Whos calling it what? There are hundreds
of these sets of different sizes.
MATRIX:
Do you think there are more decisions to be made on sets in this film,
than in the typical film?
KRISTEN: Yes. Owen has got it all
in his head, and the brothers have it all in their heads. That is also
what is very cool about this is that the brothers have a fabulous visual
ability, I guess its from comic books. They can translate narrative
into a visual form, so they really know what they want, visually. At the
same time, they understand the technology; so when they walk into the
room to look at the pre-viz guys' work, they are not looking at something
foreign to them, they can look at it and get it. Its very specific
what your target is, a lot of shows are not like that, youre just
coming up with stuff, somebody looks at it, and they dont get it,
or its not what they wanted and they change it. Here, its
all very specific, or else it would be impossible, you could never do
anything this big. So theyre using the technology in a new way,
and theyre using it really well. So theres all these bits
and pieces, now weve got to try and document what theyve imagined,
and they get a physical reality, thats kind of scary.
MATRIX: How does Hugh Bateup, the
Art Director, fit into the picture?
KRISTEN:
Hugh is the man that makes it happen. So Owen is dreaming all the things
that are going to be, and then Hugh says how were going to do it.
Hes putting together a whole squadron of people to make that happen
in Australia, and that is going to be amazing, getting all those people
up to speed on that. In a week or two, I may be going to Australia, which
will be exciting.
MATRIX: Shooting is targeted for the
fall [2001] in Australia, what will you be doing in Australia in a couple
of weeks?
KRISTEN: Because Ive been on
this project since August [2000], and I know pretty much what Owen has
in mind as basic concepts for a lot of the major sets, Im in a position
to go down there and say, "This is what Owen wants for this, now
you guys can start running and developing these things." Weve
already got some stuff ready for construction documents and things
like that. Every set is so vast you could sit there forever and go through
the details, it takes forever to decide every little thing.
MATRIX: Is this all done on paper
as blueprints?
KRISTEN: It can be printed out, but
were going to do it on the computer mostly.
MATRIX: How detailed are the blueprints?
KRISTEN: Amazingly detailed, down
to the nuts and bolts. Down to every hand rail, how wide every tread is,
every step, how big the doors are, and how much molding there will be;
every bit of that has to be decided.
MATRIX: Is it more of a challenge
dealing with things and places that dont exist, and have never existed,
such as in the real world?
KRISTEN: When you think science fiction,
theres kind of a knee jerk reaction that its some weird abstract
thing thats never been seen. A lot of these sets are really spectacular,
but a lot of it is very reality based. Whether its in the Matrix
or elsewhere, there is a lot of reality to it, so its fantasy but
its very concrete also. Its taking ordinary things and making
them extraordinary. I dont think you could do what theyre
trying to do without the computer.
MATRIX: A lot of the sets, in the
real world particularly, are stressed, they look like theyve been
through hell, the metal itself has chunks taken out of it; do you have
to plan for things to look like accidents?
KRISTEN: To a certain extent. Theres
a certain organic randomness to the way things have grown up in this world
over time. You have to be able to think that way, to think about the layers
of things that have happened over time, and to build those layers in.
Thats what Owen can see happening, so hell suggest to add
layers of things in. At a certain point, as far as the dirt and the grunge
and the damage go, a scenic [artist] will come in and muck up each set,
putting in layers of dirt; so you need people who are artists at dirt.
MATRIX: What did you think of THE
MATRIX film?
KRISTEN: The first film is fabulous.
When you go to see it, its the sort of film that sticks in your
head and changes the way you see things. It is exciting to work on something
that people have actually connected with emotionally, that theyre
excited about.
MATRIX: What makes this project special
for you?
KRISTEN: This show is kind of like
the epitome of everything Ive ever wanted to do. Part of why this
is such a great show is that Larry and Andy have such a distinct vision
you read about Hitchcock having storyboarded everything
they have that kind of an imagination. What Larry and Andy are doing,
is pushing the technology; Owen is working with the CG people, and everyone
is trying to do something that hasnt been done before. Thats
whats exciting, every time technology shifts, the whole industry
changes, and you can either be threatened by that, or you can rise to
it. What happens is a lot of people are scared of it so they dont
get involved in it. When talkies came out they said it was the end of
the industry, and for a lot of people it was the end of the industry.
Silent films were beautiful, but they dont make them anymore, something
new came out of it; the same as when it switched from black and white
to color, and when TV came out. This is a major, major shift, this is
digital filmmaking, and its never going to be the same. The first
MATRIX and these movies are going to be some of those movies that define
what we do in the future.
The other aspect is, here we are struggling with this technology, were
trying to do something thats never been done before, and thats
what, thematically, the whole movie is about. So, here we are, just like
Neo, stuck in our cubicle, trying to figure out what the hell is going
on. We are inundated, and everything is hard and difficult and convoluted,
and you feel like youre trapped, but you also feel that youre
fighting the good fight. Youre trying to use this new technology
because you cant get rid of it, you cant go back; were
already out of Eden. We are trying to use it to serve us, and not us to
serve it, so you really feel like youre in THE MATRIX. Thats
what Larry and Andy get, that were all in this world where we have
to deal with this stuff, so its up to us to deal with it the right
way. Its like Neos choice, do you hide from it or do you fight
it?