RICARDO:
I am a Conceptual Designer in film and Im also a comic book artist.
I have worked on films like Men In Black, Tomb Raider, Dinosaur and Atlantis,
and have also done comic books: The Age of Reptiles and Hieroglyph. The
brothers [Larry & Andy Wachowski] really like comic books, thats
sort of their background, so they try to get a comic book feel for their
stories; thats why Im here.
MATRIX:
Youve seen the art generated for the first film, how would you say
things have changed from what Steve Skroce, Tani Kunitake, Geof Darrow and
the other guys did for the first film?
RICARDO:
I thought that
what they did was really cool and very ambitious, and now the thing is
to build on that, it is a much larger vision now. Basically, they set
all the ground work and we essentially have to take the ball and run with
it. It is really neat to see a different vision coming out of the first
film, and now my main concern is to keep the world consistent; to take
what they did, have as much fun with it as we can, and tell a great story.
MATRIX:
Would you say it is a bigger production this time around?
RICARDO:
Absolutely. I wasnt around for the first one, but this is a much
greater effort with more storyboard artists. Everything is still centered
around the brothers and Owen Paterson and Geof Darrows design work.
It is really cool to see so many different styles of artists being applied
to the same story, for instance, Steve Skroce has his own way of drawing
specific things.
MATRIX:
As an artist, do you naturally fall into a particular groove?
RICARDO:
Yes, you kind of fall into a groove doing the thing that you like doing.
What I am working on right now is interesting to me, its really
kinetic and theres a lot happening story-wise as well. Innately
you do well what you like doing, and the brothers are really good at picking
up on that and sort of sensing that this guy does this really well and
that guy does that really well, so lets keep them going on with
what theyre doing.
MATRIX:
Over the period of time youll be working here, do you foresee that
your style will change?
RICARDO:
Yes, it does.
On every show you start out working one way and you end working in another
way. Ideally you want to make the boards consistent, but theres
a familiarity with the designs to take into account. For example, youre
given a ship to draw as part of a storyboard, lets say the Nebuchadnezzar,
I saw the film but I dont know the shape of the ship that well.
As pre-production goes on and I draw it more, I become more familiar with
it, the familiarity comes into play, showing in my illustrations.
MATRIX:
How much interaction
do you have with Larry and Andy?
RICARDO:
They come around
the Art Department, theyre really casual in that way. Theyre
different from other directors in the sense that theyre very approachable,
you can see them and ask them about things, a lot of other guys arent
like that. They appreciate and like the same things you like, not just
comic books, but movies as well we like the same monster movies,
we like the same kung fu movies, we like the same comic books; so essentially
it is really interesting and great to work with people instead of working
for someone. You definitely feel like youre working with them and
they really appreciate what youre doing; that is what separates
them from other guys.
MATRIX:
Currently, how
many artists would you say are working on the project?
RICARDO:
At a rough estimate,
about a dozen at the moment. Again, that is the great thing about this,
we all have different styles and were all trying to mesh these different
styles into one cohesive vision, we all bring our different areas of interest
and expertise to the project. It is interesting to see how we inspire
each other as well, looking at other artists work in the next cubicle
over.
MATRIX:
Taking another
visual effects heavy film like Men In Black, how does the Art Department
here compare?
RICARDO:
Men In Black
was both the same and different simultaneously. I was on very early in
that film and did a lot of design work, leaving before the production
actually started. So this is similar in the sense that were working
really early and developing ideas, even though were supposedly making
a movie in about six months or so, and Ill be leaving the show before
the filming starts. Thats sort of the role of the illustrator in
film, you work on a film and a couple of years later, or a year later
you see this thing on the screen, and thats always really interesting,
sometimes to your enjoyment and sometimes not.
This is definitely the biggest film Ive ever worked on. Dinosaur
was a big prep, but this is a big prep on a story that is cohesive and
very well thought out, yet it is still a gargantuan story which needs
to be designed and told.
MATRIX:
How are the
required shots from each scene made clear to you?
RICARDO:
It mostly comes
through Larry and Andy, and sometimes Owen [Paterson, Production Designer].
Lets say something happens in a subway, like at the end of the first
film, you as a storyboard artist should check with your Production Designer
because he probably has plans, or a location has been found, or hes
going to have a set built. For you to execute storyboards that have no
bearing on what the Production Designer is doing is sort of useless. Its
more efficient and works out much better if you take everyone elses
feedback and then go away and tell your own little story, your own little
slice of THE MATRIX.
I try to have as little of myself on this project and as much of the Wachowskis,
Geofs, and Owens design work as possible. When Im drawing
a storyboard and theres a set, whether it be a subway or a castle
or whatever, I check with Owen because he has put a great deal of effort
into coming up with a solution to the problem, I want to make sure his
thoughts and his interpretation of what we want to do are there as well.
I would much rather see what Owen does and what Geof does represented
in the film and be able to enjoy it on that level. To me, a storyboard
artist is more a storyteller than an actual designer. Ive done a
lot of design work for other films, but its really neat to design
this story, visually interpreting the different levels of the MATRIX world,
and I enjoy applying what weve all done to this story.
MATRIX:
There are so
many artists here, how do Larry and Andy convey to you in particular exactly
what they want?
RICARDO:
They have notebooks
they carry around which have small thumbnail sketches, or a rough drawing
of what the shot is. They tell you this is a shot of the Nebuchadnezzar
landing in a sewer, your job after that is to not only draw the Nebuchadnezzar,
but to decide if it is coming down this way or that way, what kind of
a sewer it is, whether it is heavy piping, old piping or rusty piping.
So theres a lot of thought that goes into that as well, and you
decide whether it comes down at an angle or not. Larry and Andy are usually
interested in what is cool, and essentially that is what separates them
from other directors; they know whats cool, they like whats
cool, and they want to do that.
MATRIX:
Were you excited
upon reading the scripts for THE MATRIX 2 and 3?
RICARDO:
Absolutely,
they are very ambitious, and thats a tough thing, ironically enough,
to find in Hollywood: a lot of fresh new ideas, and thats what these
guys really bring to the table, theyre interested solely in a great
product and telling an interesting story. You read the second script and
you go, "Wow! Thats really cool," then you read the third
and youre like, "My God! This thing is huge!"
MATRIX:
Taking a step
back, you saw the first film not knowing you would be involved in the
future
RICARDO:
Absolutely.
You know whats really funny, theres a story behind that: my
wife wanted to see the movie and I had no idea what the film was about.
I just saw this poster with the three guys standing there, and she said
shed heard it was really good, and Im like, "Oh really?
I dont know, you dont know too much about it." And she
said "Lets go see it." When you dont expect or know
anything about a story, and you come in and it kind of floors you like
that, watching the film for the first time and seeing the reveal of what
the MATRIX world actually is, the real world, seeing the Doc Bot and the
Harvesters and all that, it was a real treat. And now, a couple of years
later to be working on it is really cool. It doesnt get better than
that.