|
BY DAVID SERVER | Recently,
David Server conducted an interview with the Conceptual Designer of "Hellboy",
TyRuben Ellingson.
CD: So just to start off, youve filled a bunch of different roles
in the special effects industry, and on Hellboy, youre the Conceptual
Designer. What does this role require you to do throughout the films
various stages of production?
TRE: Well, historically, Art Direction and Production Design,
those are both widely recognized titles. They really kind of grew out
of the Hollywood system of dealing with props and designing and overseeing
the creation of props, and its really kind of a set decoration, set designits
very much from the old school way of thinking about film design. So the
Production Designer is in charge of building, as a contractor is, with
the additional emphasis on being creative. So theyre like an architect/contractor.
Theyre coming up with the global look of the picture, and then theyre
overseeing the construction; thats what a production designer does. An
Art Director is really like the hands on guy, on the set, whos moving
the books around or putting the vase on the desk and putting the lamps
out and all that stuff. But to be a Conceptual Designer is something that
grew out of neither of those worlds, its sort of an entity unto itself.
Youre working with the director to realize something that isnt necessarily
a prop or a set piece or an effect, its actually kind of a loose term
for a creative designer thats working almost exclusively without the
necessity to understand how it might be done on set. It doesnt require
that you design it so that it can be built as a model, and it doesnt
mean you have to design it so its built as a computer graphics character
or anything. Youre actually doing the purest form of design. So the title
of Conceptual Designer is exactly that. Youre creating concepts that
then other people will utilize, to conceive of how to do what it is that
is required by the picture. So for me, personally, its been a dream
of mine and a goal of mine to get to the most pure form of creative undertaking,
which is to have to worry only about the vision of the director, and not
have to worry about how its going to be executed, or how its going to
cost all those kinds of things. So its a very specialized niche, especially
with science fiction and horror and those kinds of projects. Often times,
the make-up guys for example will take on that responsibility of the Conceptual
Designer. Theyll conceptualize in clay or make-up a creature, but they
dont have the luxury of just being able to work independently of the
actual material. So my role is primarily to be an inventor, if you will,
with no rules and no restraints, who works with the director to conceptualize
and conceive of whatever chaotic madness he may have in mind. :::laughs:::
Now, because of my background at ILM [Industrial Light & Magic, George
Lucas SFX House], and my history with effects, I can switch gears. And
I have done that role of Art Director many times. And thats much more
of a nuts and bolts, like, how do we build this and what kind of material
should it be. Ive done a little bit of that on-and-off for Guillermo
[del Toro, director of Hellboy] over the years, but primarily the joy
that I feel with being involved in this project is that he doesnt ask
that of me early on, he wants the craziest most eccentric most blown-out
idea he can find without any feathers to how it will be generated or delivered
to the screen.
CD: Were you a fan of the Hellboy comics at all before you joined
the team?
TRE: Im not a comics guy, Im a film guy. Its not that I have
a feeling one way or another about it, but Im of an age that when I was
growing up, I was really attracted to Creepy and Eerie or Vampirella,
because they seemed a little more broken into bits that I could digest
in one sitting. I dont have the kind of patience for sequential things.
And additionally, I think a lot of the comic books that I grew up with
were from a mold that pre-dated me, so it felt like it was my friends
older brothers stuff that I was looking at; it didnt speak to me personally.
So my interest in film was really what I focused in on. So when I first
heard of Hellboy, I had no knowledge of it at all. Guillermo called me
from his home in Texas, and he said Hey, I really love this thing, you
should check it out. And I was very shocked to when I then looked at
the images. I first logged on (I didnt even go to the comic book store,
I found Mike [Mignola, creator of the Hellboy comics]s website) and I
was able to see what he was doing. And it was surprisingly different than
anything else I had really seen before, and so then I became acquainted
with the material at that time and bought the books and was always surprised
at the integrity of the work. And then when I met Mike the first time,
I actually wasnt able to communicate with him with any kind of knowledge
of comics, cause I was a film guy. So when I first met Mike on Blade 2,
we shared an office and he actually kind of invented himself, if you will,
as an artist who I got the opportunity to meet in his studio. For me it
was like I was meeting a guy and I really respected for his work, and
I didnt really relate it specifically to the comic book. So I was really
only familiar with Hellboy because it was being adapted for a movie.
CD: What kinds of designs did you work on for Hellboy?
TRE: Guillermo and I have this history where he really looks to
me to kind of take whats a notion in his mind, like a semblance of an
idea, and hell throw me the ball and say, Heres what I need and these
are my thoughts. Then what I need to do is to go out on by own and try
to create something thats original to my aesthetic, because I know thats
why he hires me specifically, and usually then hell say oh thats cool,
but can you change this or what do you think about this, and so it bounces
back and forth like a ping-pong kind of a creative process. And in this
particular picture, I would say that this is going to eclipse, in many
ways, a lot of the bigger pictures that Ive worked on, because so many
elements had to be conceptualized and fabricated. Obviously, the opening
sequence that involves the Nazis and the machine that creates the vortex
that then connects to this alternate reality (or to Hell or whatever it
is, its not spelled out in really specific terms), but theres a Nazi
kind of hybrid technology thats very authentic to the time-frame, in
that the machines and mechanisms seem authentic to World War II, but theyre
kind of fantastic in the sense of what they do. Now my sensibility is
not really a fantastical sensibility. Im not a guy that would be good
at the Wizards Quarters for Harry Potter, Im much more of a guy who
would design a Robot Garage. I bring kind of that sensibility to that
Nazi technology that I wanted it to seem authentic, like if you saw it
in a museum, youd go I totally believe that that exists. You wouldnt
be shocked. So theres this opening sequence with the various machines
that the Nazis use. Then theres some things that Mike had already pre-designed
in [the comic series] like the gloves that Rasputin wears
CD: Yea, I was gonna ask, does he still have those crazy metal
gauntlet things? I loved those things.
TRE: Well, again, Guillermos attempting in a very sophisticated
and I think a very loving ingenious way to retain all the greatness thats
in those panels. So I was told, look at this but think about it in terms
of your sensibilities and the reality of the time, how would this thing
function? What would it be doing? And so, the Mecha-Glove (or the Ragnarok-Glove
or whatever its called), it was really trying to keep an authentic connection
to Mikes panel, but at the same time, give it an authenticity that would
let the audience who didnt know anything about the material, have access
to it and go That makes sense to me, it makes sense that the Nazis would
have created some kind of connection between humanity and the human body
and this machine. So theres a lot of that stuff, and then theres the
BPRD [the Bureau of Paranormal Research and Defense, where Hellboy works],
which is really kind of being expanded upon. And then of course, Hellboy
has his own little accoutrements and technologies and his weaponrytheres
actually a lot of interesting takes on how obviously you would need X
Y and Z, but if he had X Y and Z, how would it vary from what we actually
have today? Keeping it real so that its believable on a street level,
so like if you saw it in a store youd be like, I believe that. But
then how do you make it the next level where you go, Holy s**t, I never
knew they built *that!* :::laughs:::
CD: Can you tell us a little about Hellboys signature gun that
you worked on? Guillermo indicated that he was *very* excited about it
at the San Diego Comicon presentation, and Mike Mignola called it amazing
TRE: Thats the one thing that I feel really like of all the things
that I personally take a lot of ownership of conceptually, I cant talk
about it at all. Because I think we actually took the authentic idea of
a working mans gunthis is a guy who uses a gun to do the job of getting
business done. Mike draws it in the panels like a pipe with just a handle.
However, Guillermo wanted to breathe into that something that would make
people go, Oh, I never knew that they built a gun that big! :::laughs:::
So the approach again was to take what Mike had already created, a working
class weapon, and provide it with the persona or the design sensibility
of something you could go down to get at the hardware storethey may not
have it in your upscale, finer weapons boutique, but if you asked enough
people, they would go below the counter and say, well yknow theres
this, now this *really* gets the job done, you dont wanna be messing
with this! So thats a lot of what I tried to do, I wanted people to
go, Holy S**t! Where do I get that?! Yknow, you dont want thatthats
not what you wantthats a little to much for what you need. Here, get
the Smith and Weston, youll be fine with that :::laughs:::
CD: So when youre designing something like that, do you ever
look to actual real-life gun models for inspiration?
TRE: I have a theory, and I get asked similar questions about
robots and Star Wars, and I have to say I have the perfect job in a weird
sort of way because I live in ignorant bliss. I dont think about machines
in objects in real terms. To me, its all about vocabulary of the forms.
Cause Ive never fired a gun. Ive only fired a .22 rifle and a shotgun
once in my life, and I just designed a bunch of weapons for Van Helsing,
and I did the Blade 2 weapons, and Ive done weapons for LucasFilm, Ive
done tons of weapons. But for me, I relate them to seductive objects almost
like clocks or fishing reels. I dunno if youve ever been to a fishing
store, but if you go in and look at the rods and reels, theyre just amazing.
They have all these working parts, and things click open, and theres
gears and knobs and handles, but on guns you want very little of that
stuff cause you dont want it to be complicated. So I somehow try to just
think about it in terms of the shapes and what I want the shapes to suggest
to the viewer. And one thing that Id underscore about my design sense,
and this goes across the board on anything Im involved with, is that
at the end of the day, the best designs are always judged by the silhouettes.
That is, what you would see if you took all the details away. And often
in science fiction, the mistake is made about adding a bunch of details
and making all kinds of pipes and little things poking out, and it ends
up making a crappy silhouette. And I always refer to the Millennium Falcon
in Star Wars. Youve seen the shape, that kind of flat disc with the two
extensions and then that side cockpit, and its such a striking shape
that your brain for the rest of the movie never has to think twice about
whos ship that is. And thats what I strive for, I always try to first
look at the shapes, then look at the details, then figure if it all makes
sense from a mechanical perspective. So I dont look at guns to figure
out, yknow, this is a piece from a Colt .45, I only look at it in terms
of what do the mechanical elements do. How come theres a button here
on a handgun oh it releases the chamber. I dont look to try to design
like, if I scan 10 guns in from 10 different manufacturers in Photoshop
and merge them together, I wouldnt be happy as a designer, and I certainly
wouldnt care about it; cause to me thats just like going grocery shopping.
What I try to do in an abstract way, is I think Im making a meal, and
I know that in a meal of this kind, its good to have a spicy salty main
course with a creamy sauce on top. Thats what I think more about, where
it all comes from is more from my own creative imagination, more than
any specific reference. Though reference is very important.
CD: Of all the different devices/sets you worked on, were there
any specific designs that you were particularly proud of?
TRE: I think probably theres gonna be a sense of some of the
mechanical, stuff that I cant go into detail on, but the BPRD is really
kind of an expanded environment, in that in the book its referred to,
and its sort of in shadow, but actually in the movie, theres quite a
bit ofnot screen time, but you have to believe in it. The BPRD provides
the human world access to the world of the supernatural and the paranormal.
So theres a transitional component of going from Hi, Im just walking
down the street to Oh my God, theres a giant red guy in a room next
to me. So that kind of corridor, if you will, needs to have layers of
detail and layers of technology that you go, ok, in the beginning I believed
the Nazis, then you go, ok, now Im herethis seems weirdbut it looks
real. So a lot of the technology, the look of that environment, I feel
was pretty authentic to me. Its not what Mike createdGuillermo definitely
gave me some strong bread crumbs in the woods, but he really let me explore
pretty broadly and I think at least the BPRD stuff is pretty much authentic
to me.
CD: Have you seen any of the sculptures of your work produced
so far?
TRE: Ive been in this business for about 12 years, so when I
see a finished drawing, Im not just doing a drawing for the purposes
of illustrating the concept, I can because as I mentioned earlier Ive
done these other roles, but I will sometimes take a drawing and create
a schematic for something thats very mechanical looking, and so most
of what I designed, I know exactly what it would look like if I were in
charge of it. Now it may change because of the requirements of the film.
Like, take a weapon for example, you may have to have a firing weapon,
and that may mean that youll have to build in certain safety requirements
that are not part of my design, but I think that with this particular
picture, most of the things that I had the opportunity to design are gonna
look like the designs. So, Ive seen, for example, the Mecha-Glove, theyre
well along in fabrication of that, and it looks exactly like what I designed.
Now the guys at Spectral Motion (the special effects shop), who are all
geniuses, theyve added a huge amount to what it does, which you cant
capture in a drawing. Then weve done 3D versions of some of the German
technology that I mentioned. Its all looking sweet, Im really pleased
with everything that Ive had an opportunity to touch on.
CD: Awesome. Its so exciting that Hellboy is finally being made!
TRE: Oh yea, its looking incredibly, incredibly solid. I mean
the team Guillermo assembled; [Creature Designer] Wayne Barlowe, Mignola,
the groups of people at Spectral Motion, the Sculptors, everybody thats
doing it knows the material and everybody is doing exactly that, theyre
going this is gonna be kick ass, and its kinda still underground, which
is great because the expectations of people dont matter. Its the vision
of the director that matters. It has a certain freedom, and its so authentic
to itself. And the fact that Mike is involved! To have the guy that created
this stuff that much involved is amazing because he and Guillermo really
understand one another, and they are a very powerful duo. They work together
in a way that I find shockingly impressive. They somehow speak a language
thats kind of true unto itself, so I think that what this ends up being
is, although it will be del Toros vision, has really allowed Mike to
provide him access to that world that he created, and its sort of like
a passing of the baton. Its a much more authentic creative process than
Ive had the opportunity to be involved with. And Guillermos sense is
that his underlying knowledge of his material is gonna create for him
a foundation that is gonna be both successful and authentic. This is one
of my favorite projects from the whole time Ive been in this business.
Im really excited about it and its sort of weird Im going through
withdrawal. This is my third picture with Guillermo, to be down there
and be that focused and not have any distractions and really have it be
with a guy that I love and a guy that I admire and a project I love, its
been really hard to come back here [to my offices outside of San Francisco].
I go through withdrawal from the intensity of the experience. It was totally
an awesome undertaking. I told him when I was working on this picture,
you dont even have to call me. Just count me in on every picture that
you do, and Ill never say no. And Ive never said something like that
to anybody! And I will, I will do any picture the guy makes, doesnt matter
what the topic is, when it is; he calls, Im there. Ill get on the next
plane.
CD: Haha, awesome. Whats up next for you after Hellboy?
TRE: As I mentioned previously, I did some stuff on Van Helsing
this past spring, and I know the director, Steve Sommers, and several
of those were weapons designs (which is very strange, all of a sudden
Im the weapons guy) which I know are being utilized for the film. And
Ive got another project at ILM that theyre talking to me about, and
Ive got a book project that Im gonna do next year which is science fiction.
Its actually a great idea, its like my take on a future weapons trade
kind of a thing. So that looks like its gonna happen.
CD: Very cool. Well, that wraps it up for us here. Thanks so much
for your time!
TRE: Sure thing keep in touch.
|