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The Art of Visual Storytelling
Ryan Church and Erik Tiemens
Previsualizing Lighting, Mood and Color
A common notion is that when a film is as deep in its post-production phase as Episode II is, the concept art work has long been completed and the Art Department sits empty. That is not the case for Erik Tiemens and Ryan Church, two talented artists that were brought in late last year to offer their talents in developing Episode II’s rich palette of color and mood.
“Studying footage that has been shot in Australia, London and elsewhere, we are sometimes dealing with lightly constructed sets and lots of blue-screen captured on digital plates,” says Tiemens, “Our job is to take that blue-screen void and make it come to life as environmental landscapes via production paintings. This provides a method of blocking out scenes, quickly giving George Lucas a flexible template in the editing room. In collaboration with the animatics artists’ 3-D work, we can deliver a complete rough cut to ILM as a reference guide.”
The heightened dramatic potential drew Tiemens to the project. “I was delighted to hear that [Producer] Rick McCallum and George wanted to intertwine a feeling of drama and moodiness as often seen in turn of the century American landscape painting, like that of Thomas Moran and Albert Bierdstadt. When I see a stormy sky over the bay, with one little glowing pocket of sunlight glittering near the horizon, I am struck by the emotions it carries –- something mysterious and hopeful. Observing different lighting conditions, colors and how you frame the subject matter are all crucial to the visual storytelling process.”
The two artists bridge the Art and Animatics Departments, working to produce illustrations keyed to specific animatics camera angles. “It’s designed for a shot,” explains Church of some of his work. “It examines an environment that was roughly designed by Doug’s group. What does that environment look like with this specific plate? What does it look like in this shot?”
For scenes that will be entirely computer-generated, like some of the epic vistas seen in the last quarter of the film, Church and Tiemens have produced rich, colorful production paintings envisioning these important events. These paintings serve as valuable reference for the finished shots that will be delivered by Industrial Light & Magic.
“It’s like doing a digital feature,” says Church. “Doing these all digital environments where you have to design everything about it. You’re building, and designing and lighting everything. This is more similar to that than a typical live action show.”
“The software we use bridges the gap between digital art and my preference for sketch painting outdoors using gouache and pastels,” explains Tiemens. “You can bring some of that spontaneity into the digital medium with these programs. A quick pencil layout can be scanned in the computer, providing a base for a digital painting. We also send digital files to Animatics and see how lighting on the actors holds up with our backgrounds, to see if we are getting a match.”
Artistic Backgrounds
Church grew up surrounded by artistic influences, as his father is an industrial designer. Citing such inspirations as Syd Mead and the original art of Star Wars, Church began down the path of commercial art with the intent of being a car designer. “I was pretty focused in car design all the way until about fifth term of school when I started doing real car design, as opposed to fun, splashy concept car design. I realized that the entertainment art industry offered a lot more fun stuff to work on, instead of designing a functional product like door handles all day.”
Following the freedom that movie concept work promised, Church eventually found himself working in the Digital Features department of Industrial Light & Magic. From there, he was contacted by Iain McCaig of Episode II’s Art Department. “Iain said that they were looking for painters, illustrators and designers, and he used the term ‘Ralph McQuarrie-types.’ He said I should submit my stuff. So I did, and got a call a while after that, to come up and join the team. This is obviously the realization of a lifelong dream, since looking at the Joe Johnston sketchbooks,” recalls Church. “That’s the stuff I copied when I was a kid.”
Specific to Tiemens are influential painters like John Singer Sargent and muralist Frank Brangwyn. “They are a rich source of inspiration for me not only in their amazing skill but sense of spirit in their works, something always alive there. I can only hope to aim in that direction.”
Tiemens, too, was recommended by Iain McCaig from work the two did on an ILM project. Tiemens’ previous experiences included such films as Forrest Gump, Jurassic Park, Contact, Star Wars: Special Edition and the Emmy award-nominated effects in the opening title sequence from Star Trek: Voyager.
Visiting five planets, the film has a lot of territory to cover in its allotted running time, and Star Wars films are not known to dawdle about in any one given location. “We’re visiting a lot of places from Episode I, but we get to see a lot more of them,” reveals Church. “We’re literally going below the surface of these locations. And there are these new worlds, just like the other Star Wars movies, with color schemes that seem to be very deliberately picked by George to reflect and mirror the story. It’s very subjective visual storytelling that supports the script.”
Concludes Tiemens, “Working on this project is similar to designing a digital feature; you try to look at the overall, in each reel, and ask yourself, ‘does this time of day support the story? How does the character feel right now? Can a busy sky with clouds compete with the actor’s somber lines?’ A million puzzles like these come up all the time. That makes for a challenge experience, full of surprises.”
