Posts Tagged ‘design’

Lighting Dance in the Digital Age

Monday, November 1st, 2010

Most everyone I know would agree that the ideal way to light a work for live performance is to see at least one run through prior to hitting the stage. Even under very short schedules and tense conditions this one rule of thumb is typically met. Every so often you encounter a situation where, despite everyone’s best intentions, it is not possible for the lighting designer to see a live run prior to tech.

I am now in the midst of just such a situation.

Next week, I am lighting a dance festival. Due to a combination of scheduling issues I will be unable to see the pieces live before tech. Ten, even five, years ago this would have been a bit of a problem. I’ve done it, so I know it’s not impossible, but it sure is not easy. Fortunately, there have been a handful of technology advances which make this current situation, while less than optimal, not even approaching a disaster.

Let’s look at the old model first to see how this would have been done just a few years ago.

The pieces average around 10 or 15 minutes each with 45 minutes of tech per dance. This gives time to run each piece twice with notes in between runs. Prior to the run, I would have written a handful of placeholder cues ahead of the rehearsal. Then, when time came for the tech of a particular piece, we would have run it while I modify the placeholder cues as the dance happens. During the notes we would discuss my lighting approach and I would make any desired changes, give cue placements to the stage manager and run the piece a second time, further refining the cues.

Cueing of this model is unfortunately common in the dance world. While it is far from perfect, it works.

These days we have all manner of technology at our disposal to bring us closer to an ideal situation. In this case, each of the six companies will video a rehearsal of their piece, upload those videos to Youtube, and send me the URL. I will see the pieces, though small and digital, before we hit the stage.

While I will not be able to see the pieces live before the show, there are some discrete advantages to this model. By having the piece on video I can pause, rewind, and restart the piece. Thus instead of trusting my notes from a single pass, I can get more detailed information about the choreography.

This in no way should be a default substitute for seeing a piece live. While a good addition, and a fantastic solution to my current conundrum, there is nothing like seeing a live body move through space. Video, certainly rehearsal video, is incapable of capturing the nuance of relationship between dancers or the connection of a performer to their audience. What video is very good at is capturing the shape of a choreography.

It would be a shame if video became the default means of lighting dance or other live performances. Video, however, is an invaluable tool when schedules collide and disallow a lighting designer from seeing the work he is soon to light.

I once heard the line “Anybody can light a dance they’ve seen. The real trick is to light one you’ve never seen.” attributed to lighting designer Sara Linnie Slocum. It is with all thanks due to modern technology that I will not be putting that line to the test next week.

Tis a poor craftsman who blames the right tool for the right job

Monday, September 20th, 2010

For a long time I was a strong proponent of the saying “Tis a poor craftsman who blames his tools.” The principal is a sound one at a certain level. Blaming a hammer because you did not hit a nail straight is disingenuous and foolish. It does not allow you to learn by paying attention to what you did wrong.

This idea becomes corrupted when translated into “I can make anything work under any circumstances.” While one could make a project work under poor conditions, they will not make the best work that could be made. It is possible to light a musical with three dozen lights on a two scene preset but it will never look good. One could make a passable effort and do something which looks good in spite of the limitations, but when we are concerned with truly great work we must have the right tools for the job.

This is a problem that lighting designers encounter regularly when working in the theater. Many venues have a stock of lights and many producers want to use that stock of lights rather than renting or buying equipment which fits the specific needs of the production. While one can do decent work sometimes without the right tool it is not the best work possible. A bank of PARcans is fundamentally different than a single 4k HMI. A Leko with frost is not the same thing as a Fresnel. SketchUp is not Vectorworks.

Too often a lighting designer is forced to use equipment that is simply not the right tool for the job. We learn to make the best possible work we can but that is fundamentally different than having the right tools to begin with. This happens with the physical lights themselves as well as control systems. While I have learned to program an ETC Expression so that it can do nearly everything an Obsession can do, having the Obsession makes the workflow much smoother and ultimately results in better work. And there are some things you just cannot do with an Expression.

Selecting the right tool for the job is what makes the great stand out from the good. Sometimes a bank of PARcans is the right choice over a 4k HMI. Sometimes an Expression is preferable to an Obsession. More complex technology is not always the right choice. Worklights from Home Depot make better footlights than nearly any theatrical lights available.

Knowing what technology to choose makes a great designer. If the solution does not work after having chosen the technology, the fault is not in the technology but in the designer’s choice. Always carefully selecting the tools we use does not preclude us from occasionally choosing the wrong ones. But then we learn and grow and do not make the same mistake twice.

This is an important idea for producers to understand. If we do not have the right tools we can not do our best work. This is a plain and simple truth. But it is incumbent upon the designer to choose wisely and appropriately. Being indulgent and buying into the idea that newer and more complex must be better diminishes the cause of getting the right tools when we need them.

I remember hearing Warren Flynn talk once about seven years ago. At the time I was very caught up in the newer is better mentality. His perspective made me question that. Someone made a derisive comment about some Autoyokes in his moving light rig and cheap producers. He was quick to point out that he specs them intentionally because they are quick to program and save tons of time when a simple frontlight special is needed. Shutters, gobos, rotation, frost control, and color all take valuable programming time when what the director wants is simple facelight or a downlight on a chair.

The designer needs to control the technology. If things go the other way around we have a disaster waiting to happen. Many draftsmen use nothing more than vellum and a number 2 pencil. It takes a lot of hand control to draft a high quality, readable set of construction drawings with a single middle weight pencil but if that is the right tool for the craftsmen then it is better than two boxes of top of the line drafting pencils or the most sophisticated 3D computer drafting program.

Learning new technologies is easy. Having complete control of the fundamental tools of one’s craft takes constant dedication and total attention. Focusing on our choices and learning from less than perfect ones allows us to grow and further perfect our craft.

Design Software – Fall Preview

Monday, September 13th, 2010

As designers in the 21st century it is hard to imagine anything more fundamental to our work than the computer. The software we use to turn our ideas into designs is central to the work we do. Having played recently with Maya I have been thinking a lot about software and its role in design. While anyone with any degree of creativity is not bounded in that creativity by the tools they use, when you have the right tool for the job, the work becomes a lot easier and imagination is given freedom to roam unfettered.

There are some really exciting developments happening in the world of CAD this fall. The two of most interest to me are Vectorworks 2011 and AutoCAD for Mac. Vectorworks has long been a cross platform tool and the default drafting tool for theatrical lighting designers. AutoCAD has only ever played a minimal role with lighting designers and has been absent from the Mac since 1992.

Let’s start with Vectorworks. Information is a bit slim coming out of the company. What is known comes from a series of vague videos posted to their YouTube channel (Clip1, Clip2, Clip3). While the full range of of features remains unknown to the public, the direction they are moving in is very exciting.

The 3D environment looks to be vastly improved. The previously laborious 3D interface now appears to be a state of the art intuitive UI. Earlier versions of Vectorworks treated 3D space as an extension of 2D space. From their videos it appears that VW2011 3D space has been wholly redesigned as a native 3D environment. This is very good news.

Not only has the 3D working environment seen a massive upgrade, but the rendering engine is new as well. Renderworks is now based on Cinema 4D by Maxon Computers. This brings Vectorworks up to the cutting edge of 3D rendering technology. With the drafting precision we all love about Vectorworks and increasingly intuitive user interface combined with this massive upgrade to its rendering engine, Vectorworks is firmly taking a step towards being a competitive player in the 3D software world well beyond its conventional arenas of live entertainment, engineering, and architecture. I don’t know how popular the software is with game developers now, but I would imagine a substantial increase in that market with this release.

The next exciting development comes from Autodesk with their announcement of AutoCAD for Mac.

I have not used AutoCAD since it’s 2001 release when I was at San Francisco Opera. Having come from a Vectorworks background I found the logic behind the software a bit difficult to wrap my head around. Still firmly rooted in its early 1980′s command line mentality, AutoCAD 2001 was a very foreign language to me. The new software looks to be quite different. Being a new build of the program based on OSX from coverflow to a Mac style UI, the advances look to be very promising.

Not only does the visual layout of the UI look good (as a designer I want my working environment to reflect good aesthetic principals) but the 3D rendering engine looks beautiful.

I would honestly be surprised if AutoCAD made the developments necessary to really gain a foothold in the world of theatrical lighting. I will certainly keep my mind open to the possibility, but last I knew AutoCAD the difference between an AutoCAD block and a Vectorworks symbol were so far apart as to make them an ultimately useless comparison. Unless and until AutoCAD has an object type comparable in scope and functionality to the VW symbol it will never be a goto program for lighting designers.

All that said, it looks like a beautiful program for all other manner of draftsmen. In fact, I am waiting excitedly to get my hands on a copy of the software and see what they have done with it. AutoCAD for Mac looks to be very exciting indeed.

Providing a Mac platform for its software was not enough for Autodesk however. AutoCAD has also developed a line of mobile applications for devices like the iPad. This move will be wonderful for architects and other designers to share drawings and renderings with clients. Allowing the client an interactive experience rather than the static experience of a JPEG or PDF will be a boon to designers, engineers, and architects around the world.

It is an exciting time for software in the entertainment industry. Not only is the basic drafting technology improving at a rapid pace, but the 3D environments are becoming both common and easy to use. That ease of use will allow 3D to move from a nice to have to a need to have as both rendering and modeling time drops substantially.

All these new developments have me excited. What software are you looking forwards to?

Lighting in Maya – Naturalism

Monday, September 6th, 2010

30 days is just enough time to get a basic familiarity with a computer program. Certainly when exploring it in one’s spare time between other projects. I began by working my way through the getting started guide to Maya 2011 and then moved on to my own projects. I knew I wanted to try my hand at some naturalistic lighting but did not have the modeling skills to get the level of detail and control that I would like with a project.

I contacted my friend Deb who used to work with Maya professionally and she offered to build and texture a scene for me. I drew a rough 2D layout in Vectorworks showing the groundplan of the scene I wanted. A street that Ts into another street, brick buildings, windows on the right hand side and a warehouse with steel rollup doors on the left. I wanted streetlights as I knew I would light the scene at night. Basically everything was there to show off different lighting ideas from streetlights to bare bulbs to fluorescent tubes to the headlights of a car.

Below is the opening frame of the animation.

A few seconds in a 1963 Jaguar rounds the corner and drives down the street. The light from the car scrapes against the various walls and textures creating a lovely effect.

It was an interesting experience to manage all the various ways in which light can exist in a 3D world. Obviously there are the rays of light emanating from a source. But it can be decided by the designer if those rays cast shadows or even if they stop when they hit an object. The headlights, streetlights, and lit windows all had an added feature of glow. Just because a light emanates from a source does not inherently mean that source glows, even though it would in the real world.

One of the most interesting aspects of this project for me was dealing with the rate of decay of a light. At one end of the spectrum a light can have no decay meaning its intensity continues unabated over space. Obviously we know from the inverse square law that this is not the case in reality. But in a 3D environment we need to trick the software in order to look real. The light from the sun, for all practical purposes, should have no decay in a digital environment. A fluorescent on the other hand should have a very rapid rate of decay. The sodium vapor of a streetlight, or an incandescent bulb, would land in between these two.

I often find myself, when working on a theatrical production, trying to fake naturalistic lighting conditions. Yet no matter how much it is faked I am still using real lights. As such they behave like real light should behave. In a digital environment like this, one has control over every aspect of physics. As such you can explore what parameters will make the illusion most accurate.

My license with Maya 2011 is up just in time for the new release of Vectorworks 2011 on September 14th. From what I have seen, VW2011 has added some amazing new features to its 3D environment. I look forward to exploring these new features with the 3D knowledge I gained in Maya.

Lighting in Maya – Skies and Clouds

Monday, August 23rd, 2010

I have been working with a trial version of Maya over the last few weeks teaching myself basic animation and 3D lighting techniques. In my first week I reconstructed an image from a show I lit several years ago. This past week I tried my hand at animating a little scene. Even simple animation is a wholly new skillset and takes a lot of concentration to make even moderate gains.

This past weekend I shifted to somewhat more familiar terrain, skies and clouds. While the 3D medium is new, I have been lighting sky drops for years. The basic set up included a white translucent rectangle for the sky and some clouds made of nParticles (Maya’s objects that recreate realistic clouds, smoke, and water). Once I got a cloud formation I liked, I stopped the animation at that frame and began lighting. What follows is the same exact cloud formation altered only by changes in the intensity, direction, and color of the light used. The big revelation for me was that because this is a 3D environment I did not need to leave the sky drop as a passive object but rather could have it glow as well as be lit from the front and through from behind. I must admit, I felt a little bit like Neo from The Matrix realizing that the laws of physics are provisional at best.

The above image was lit as close to a true recreation of natural light as possible. The sky had a light blue glow to it and a single light shone and refracted through the clouds to illuminate them. One thing I found particularly interesting was that by simply shifting the colors, angles, and intensity I could invert the image above into the one below. Thus the Cumulus clouds of the above image are transformed into Cirrus clouds below.

Some of my early attempts used a lot of lights since I began from my background in stage lighting. As I worked with the scene I kept taking away more and more lights and found that far from diminishing the image, the quality and dynamism would improve with fewer lights. Some ideas required the use of numerous lights. The image below has a set of lights for the lavender horizon to give it some slight color variation and several lights at the top to light the higher sky in green tones. The clouds too had a variety of lights pointed at them to give a nice range of color and tone.

More directional sunset effects like the one below obviously required multiple lights in order to get the desired effect. But I found multiple lights to be difficult to work with as they quite easily blew out and over exposed the clouds themselves.

The ease of moving and refocusing the lights in a virtual environment makes experimentation fun and easy. In a real world setting it can take a lot of time, effort, and manpower to move and refocus a single light. In virtual environments like this is takes a couple of seconds. Be the interest naturalistic effects like the above or moody more abstract looks like below, lighting in virtual environments gives the designer a wide latitude in terms of what is available to them.

Lighting with Video

Monday, August 16th, 2010

The last show I lit had a lot of video. The set, with the exception of a table and two chairs, was comprised entirely of moving video screens. Four in total. The show, having a lot of comedy, wanted to be fairly brightly lit. Solving the technical issues with the lighting was enough work for one show. Then I had to make it look good and follow the emotional currents of the piece. Quite a challenge, but par for the course when it comes to heavy video pieces.

I have worked with video in quite a number of pieces over the years and have learned a lot from it. Successfully navigating heavy video pieces requires a clear and precise craft approach to the design. If video is a major component of the piece, the director, choreographer, producer, and video designer probably want to actually see it. And see it well. As such our first job is keeping light off the video screens.

Avoiding direct light on the video screens is easy. You have the majority of the lights pointed along the axis of the video screens and take upstage cuts off the screens. Typically, and as was the case in my recent video adventure and my working assumption for the rest of this essay, that means a lot of sidelight. However, that is often not enough for a full show, in my case a three hour opera in four acts.

I began with my sidelight systems. Three color Hi-Sides and three color booms (Head-Hi, Hi-Shin, and Lo-Shin). The Hi-Sides, while the ideal angle for the piece, present an interesting problem at a craft level. Because the light hits the floor at such a steep angle it bounces off the floor at a similar angle. The result is a noticeable increase in bounce light on the screens. I needed the Hi-Sides for the piece. Due to the difficulty of avoiding bounce light, I chose to put then at a fairly acute angle as pipe-end fixtures fanning out rather than at a consistent angle across stage. The booms proved very useful as only the Head-His hit the floor. Their angle was such that the bounce light impact on the screens was minimal.

While this solved midstage and upstage, the downstage was quite a curious problem indeed. We had two screens at the proscenium line, one stage left and the other stage right. These were backlit screens, each made of RP and about 15′ across, that singers would perform in front of. There was nowhere to put low booms DS as the only slot available was also an entrance. The ideal Hi-Side position was not available as there was the proscenium overhead. I ended up lighting the DS area with Box Booms cut off the screens US of them and a single Head-Hi raised up to avoid performer collisions. I was able to carry the colors to these front of house positions and the Box Boom angle ended up being midway between the booms and the Hi-Sides. Less than optimal, but a decent compromise.

Backlight with video tends to be deadly. I had a single backlight system in the plot but almost never turned it on due to the severe bounce light effect on the screens. A few backlight specials were needed throughout the piece but other than that I was unable to rely on these.

Frontlight was necessary, but like backlight, poses serious bounce issues. In this case the basic visibility needs outweighed the effect of slightly washing out the screens. I had to take a very steep angle for the Frontlight and, of course, make all US cuts off the screens. To add a little extra fun to the whole process, the table, midstage center, was covered in clear plexi and up lit. This meant the uplight focus had to be such that it did not catch the US screen and the frontlight focus had to keep the hard bounce off the US screen.

Since bounce light is one of the major concerns it might be obvious, but bears mention, that the lights want to be as sharp as possible. Frost is a wonderful and beautiful thing in many situations. With video it can be horrific. All the sidelights were focused sharp to the shutter (I love that crisp blue edge) and cuts made within less than an inch of the screens. The Frontlights had to be frosted as that lovely blue edge looks a bit out of place crossing a singer’s face. There were several sidelight specials built in to the plot to fill in between openings in the screens where performers crossed from the US systems of light to the DS systems of light.

Not only should the units be focused sharp, but their placement must be very precise. In this case the performers went right up to the screens so the sidelights needed to be as close to the screens as possible. Depending upon the newness of the fixtures it may well be worth your time to clean the lenses of any sidelights as the effect of dust buildup can be as bad as frost.

Color with video is a curious thing. Because the base color of the video is cool I find cooler colors to be more useful. The Hi-Sides were L161, R3202, and CLR. Booms were L161, L201, and CLR. Box Booms were L201 and CLR. Frontlight was L203. The backlight specials were CLR. Big video shows are where the slight difference between CLR and L203 really stands out. The clear incandescent light is very noticeable on the video screens (even during warm cues) while the cooler L203 and beyond, are much less noticeable. This was a bit unfortunate as the tone of the piece called for warmer colors but even CLR proved to be too warm most of the time.

Ultimately working with video is like working with any scenic element. Certain colors and angles look good and certain colors and angles look bad. Obviously the first interest is seeing the performers and the video clearly. As artists we want to move beyond the pure craft aspect and create beautiful works of art. Working with the video and what makes it look good will ultimately serve the needs of the piece as a whole better than ignoring or fighting the video. Not every piece can have that warm amber or soft focused sidelight. But every piece can, within the scenic limitations, be lit beautifully.

A Designer Prepares – Part 4: On to the stage

Monday, August 9th, 2010

NOTE: This series originally appeared about a year ago at the Parabasis blog. It outlines my process for lighting a play. What follows is part four of four. Enjoy!

Up to now I have been talking exclusively of the planning phases of the play making process. I began alone with the text learning the story. I then joined my collaborators to develop our collective reading of that text. Once the concept is complete I returned to my studio to translate the design ideas from words and images and emotions into a lighting system. After weeks and months of planning we discover the efficacy of all this when we hit the stage. We enter the theater, load-in the scenery, costumes and lighting, focus the lights and begin our technical rehearsals. Theory is now put to practice.

I mentioned in the last essay that I keep my lighting systems as flexible as possible. There are myriad reasons for this but it all comes down to a simple adage a mentor of mine once said, "The table will always move." In other words, the transition from the rehearsal hall to the stage necessitates changes in the staging, setting, etc. that the creative team can not discover until we are actually there. Even then, the potential for changes are not final. There are certain discoveries that we can only make in front of an audience. This is why we have previews, to trim the fat off a production and make the performance experience as lean and good as possible.

I have had some of my favorite cues deleted when a scene in a new play is cut because it just isn't working. Anyone working in the theatre has experienced this. During the preview process we must be brutally honest with regard to the show. If a particular moment is not working, or is not working as effectively as desired, we must reevaluate what we are doing. Sometimes the trouble has to do with a certain scene not being in line with the rest of the concept. Other times, the problem is the concept as a whole.

I once lit a musical where the brightly colored caribbean themed set, that worked so well in the model, utterly failed on stage and had to be painted black after the first preview. Needless to say, the lighting all had to be re-colored and the whole show re-cued. Instead of large full-stage color ideas we shifted to a more isolated spot-lit look for the piece. Those broad ideas I had based upon the original concept were tossed and I was fortunate to have had the foresight to break up my control of the lighting ideas for a wholly different way of visually approaching the play.

Our reading of the text and the performance becomes refined as we add more elements to it. From the first reading alone in my studio, to the addition of my collaborator's thinking, to responding to the other design elements and finally with the addition of the audience we learn as we go how a given text will express itself most effectively. Being receptive to the feed back given in each of these stages allow us to guide the show towards it full potential and success.

I love it when a concept works right out of the gate. That said, the real test of a director/designer collaboration occurs when nothing is working. You soon find out how adept you are at altering or wholly changing a concept with opening night ticking ever closer to now and joke after joke not landing with the audience. This is a situation where doing a deep reading of the text, both on my own and with my collaborators proves necessary. Having one's thinking firmly grounded in the text provides a guide as to what options will be most true to the needs of the story.

No matter whether the show is running smoothly or is falling apart at the seams, my discussions with the director remain focused on the emotional moment we are dealing with. Sometimes it is as simple as "brighter" or "darker," but more often the problem is rooted in the emotional and dramatic needs of the moment and we must go back to the conceptual language we have been developing throughout the design and development phases. We look first to our reading of the text, our concept. If we are following all the rules we created for that world, we must then take a step back and evaluate that reading as a whole. It is no fun to overhaul an entire design concept that has been weeks or months in the making, but that possibility must remain open or the final work may not arrive at its fullest possible expression.

Building lighting looks in the theatre is where the designer's ability to "get behind the eyes" of the director becomes invaluable. Even after many weeks or months of concept development there is always a shift that happens in the theatre. What "shadowy" means to one person is very different to someone else. The lighting designer must interpret and translate all those words and research images into a visual experience that resonates with the rest of the creative team in terms of the larger concept. Getting there is not always a straight line. A director may say they want such and such a scene brighter when in fact the problem is a color issue. Sometimes, instead of turning up the light they mention, the best solution is turning down or off a different and contrasting light to make a certain area appear "brighter." This is why I like to keep the discussion focused on the dramatic needs rather than the equipment used.

There are often several solutions to a given problem. Our job as designers is to look at the problem and determine the best action or combination of actions to solve it. We must not only remain true to the concept as we understand it, we must synthesize the sometimes competing needs of our collaborators, the director and fellow designers.

Being flexible with regards to the specific implementation of an idea while remaining true to the vision itself allows all the collaborators to best meet the needs of the story vis a vis the experience of the audience. This is how we make a play. Many different creative minds working in concert towards the achievement of a larger artistic vision.

A Designer Prepares – Part 3: Back in the Studio

Friday, August 6th, 2010

NOTE: This series originally appeared about a year ago at the Parabasis blog. It outlines my process for lighting a play. What follows is part three of four. Enjoy!

Once all the concept meetings are over and done with and the scenic and costume designs complete, it is time for me to begin thinking about actual lighting instruments and gel colors. Until now all my thinking has been conceptual, but this is the point in the process where I take the concept and turn it into a reality. That harsh noon sun becomes a bank of PARCans, the moon a 2K Fresnel.

This is also the phase of the process where I begin to analyze the set (or location if a site-specific piece). The director and I may have discussed a low setting sun in a particular scene. Now, with the set drawings in front of me, I can figure out where that light can be placed. The ideas developed in our production meetings combined with my own notes begin to be translated into a lighting system for the play.

The analysis of the space is critical. Be it a built set or a found space, every one is different and each demands its own lighting approach. During the concept meetings it is very important that the scenic designer and I work in close collaboration to facilitate the design ideas. It is unfortunate for everyone when ideas discussed for weeks or months turn out to be unrealizable because the set was not designed to accommodate them. In the same way, my work must accommodate the needs of the scenery and costumes, and render the colors and forms true to my collaborator's vision.

This is perhaps the most personal part of the process for me. Up to now everything has been based around reactions to external stimuli. I have been reacting to the text, to the set, to my collaborators. Now I am at the point where I choose how I want to engage with them. Do I accentuate the angles of the space or compress them? Do I push the colors further or hold them back? Obviously these are not either/or questions but rather a matter of degree.

My first step is to analyze the set as a formal volumetric object. I try as best as possible to leave aside my notions of the play and simply look at the set as an empty space into which light can move. I will abstract the set to its basic forms and look at it thusly. Some are quite simple, a rectangle perhaps or a circle, while others are very dynamic and complex. As I begin to break the set down into simple geometric shapes, patterns emerge that show me how light can move. This analysis provides a sense of where lighting can and should be symmetrical and where that symmetry should break. While most of my final compositions tend to be asymmetrical, it can be incredibly useful for the lighting systems to be as symmetrical as possible. One achieves asymmetry then by simply turning off half the system.

Every space allows light to move in a particular way. Long spaces are more conducive to sidelight while walled-in spaces more easily allow backlight. Every play will use a variety of lighting angles, colors and textures. Many of these choices are guided by the set. This is why a close collaboration is so important. If a low angled sidelight is wanted, there had better not be a wall in the way. So too can ceilings, often beautiful, be problematic when not part of an overall conceptual approach to the text. It is critical that all members of the creative team be on the same page with regards to the visual needs of the play.

With my analysis complete I begin building the systems. Going back to my notes, I turn that sidelight into the afternoon sun or that diagonal backlight into the late night moon. I build my systems without specific concern for color or texture. I will note "warm" or "cool" or "leafy" but leave the specifics for once all the lights are placed.

Throughout this phase I keep two thoughts in mind. First, everything I do must facilitate the overall concept and second, the concept may change.

That first thought is rather straight forward. I translate the ideas into a lighting system. I find some way to express visually each idea we have discussed. Sometimes every idea will have their own light or system of lights and other times there are several ideas that can be combined into one system.

That second thought is a bit more nebulous. While we all like to think that we will come up with a perfectly workable concept in meetings and rehearsal, the truth is sometimes we put everything on stage and it just doesn't work. It thus becomes necessary to devise a lighting system that has the capacity to become something wholly other than originally designed to be. This has led to a development in American and English lighting design to use a large number of small spotlights working in concert to cover the stage from a particular direction. If the whole stage wants to be filled with that idea of a harsh noon sun you turn them all on. But you may find that the follow-spot idea for the soliloquies does not work in tech and what you want is a backlight special. Then you simply turn on one light from the noon sun idea and you have special lighting for that one moment.

Once my lights are all placed, and control channels/circuiting assigned I move on to color and texture. The palette of colors and patterns is critical for showing off the set and costumes and performers in their best light. The wrong color choice can turn a brilliantly colored set grey, or cause an amazingly dynamic costume to appear lifeless. So too can the effect of color on skin tones make someone appear with a healthy glow or sick and wasted. All these effects may be the right choice in the moment, but they must be chosen and the desired effect created at the proper time.

The color and texture palette in many ways sets the tone for the piece. It also serves as a kind of visual glue with regards to how the scenery and costumes interact. Be the design multi-colored or a tightly controlled range, the lighting is integral to unifying the visual experience for the audience.

Choosing the wrong color could make a secondary character more prominent than the lead, or give presence to the scenery over the performers. It is a delicate balancing act that necessitates a close visual reading of the design renderings. Just as the written text had to be read and analyzed so too does the emerging visual text need to be read and analyzed. The difference between a yellow-green or a blue-green can mean the success or failure of the whole lighting scheme. The right color can make a dress shine like the sun with very little light, while the wrong color can result in you pouring thousands of watts of light onto it with little to no impact.

Not only must the lighting work in relation to the scenery and costumes, it must also maintain integrity relative to itself. The final construction of the lighting plot is a delicate balancing act. For the lighting designer, it is the most private aspect of the whole play making process and yet it is the part that soon will become the most public.

A Designer Prepares – Part 2: The First Production Meeting

Monday, August 2nd, 2010

NOTE: This series originally appeared about a year ago at the Parabasis blog. It outlines my process for lighting a play. What follows is part two of four. Enjoy!

Having read through the play several times and made all necessary notes I am ready for my first meeting with the director and the rest of the creative team. Every show develops its own unique artistic shorthand and these meetings are critical for creating the language used to discuss the play as a collaborative team. Because of this, it is important to do my preliminary homework on each play such that we can quickly move past the surface issues and get into the meat of the work.

I like to begin by finding out from the director what the play means to them. I want to know what they like about the piece and what is driving them to create the work. The preliminary work I have done before this meeting gets me acquainted with the text itself. The text is the story as well as the linguistic or musical style in which that story is told. Now, using that as a base, the focus shifts to developing the visual style in which we are going to tell that story.

At this point, or soon after, I like to go through a play scene by scene, discussing each in detail. Doing my preliminary work before this meeting is invaluable as it allows my presence to be proactive and engaged in these early discussions. The first design meetings are critical to the final product. Here we are planting the seeds of what will later blossom into a new work of art. The more engaged and proactive I can be, the stronger my work is and in the end, the stronger the project as a whole.

The role of lighting designer is one that requires you to take a big picture view. The lighting is often the visual glue that holds together scenery, costumes and staging. As such, I often find myself acting as a stylistic arbiter, "If we make that choice there, it impacts the following scene thusly." In these meetings, I will present all my ideas for the play, be they for lighting or any other aspect of the design. Sometimes, the best ideas do not come from the designer. Being receptive to and willing to engage with other people's design ideas makes the collaborative process stronger. Just as I have solved plenty of staging problems, I have had my share of costume designers solve lighting problems, etc. The key to this collaborative process being a success is maintaining a clear focus on the show as the most important thing in the room. In order for that to happen, all decisions must be grounded by the text.

Collaboration is an art form unto itself. It takes constant practice and vigilant effort to negotiate a collaborative art form like the theater. Knowing when to press your case and when to back down is no easy matter. So long as your sights are set on creating the best work possible, even when tempers flare, you know it is for a good cause. By always returning to the text, you find a guiding principal at work that should resolve any dispute.

One director friend of mine is convinced that designers meet up without the director to plot "their" vision of the play. While this is a bit extreme, variations on the theme do exist. Rather than creating good design, I have found this to be nothing more than a recipe for disaster. It can be useful to have your own vision for the text, but only so far as the director implicitly understands the design concept and can guide the acting style and staging to be harmonious with the visual environment.

The designer is not there to create an interesting installation. Were that the case, we would be sculptors or painters or installation artists. The designer, just like the director, is there to further the storytelling of the play. We are all ultimately responsible to the text. Be the work actor driven, director driven or designer driven, the final product will only work when all those elements operate in concert, each heightening the other.

This whole process, at its root, is about furthering the vision of the director. I have seen too many failed shows where it appeared as though the design team had rammed a concept down the director's throat without the director's understanding of what was going on visually. This manner of working is more a failure of the design team than the director. Some directors know exactly what they want, others don't but think that they do. Still others are quite upfront about not having a clear visual take on a play. But all of these people know the story they want to tell. It is our job to help them tell that story. If the staging does not work with the design concept then all we have is decoration. Without a full integration of staging and design, the show might as well happen in an empty room with street clothes and fluorescent lighting. A good design is not simply setting, clothing and illumination. A good design is the visual expression of a particular reading of the text.

In graduate school I had the amazing good fortune to work with Rumanian director Liviu Ciulei. I was told horror story after horror story by my fellow classmates about how "difficult" he was. What I discovered was this so called difficulty was simply a highly specific clarity of vision. I'll admit the first day and a half was one of the most difficult tech experiences of my life. But once I saw what he saw, once I could "get behind his eyes," the whole process became a breeze. Seeing the stage through his eyes, I solved problems before they arose.

Just as when I am doing my preliminary work in the studio, my own thinking in these early meetings stays away from specific lighting instruments. When speaking with a director I avoid any technical talk. Instead of lekos and fresnels I talk about the warm glow of a setting sun or the romantic blue of the moon. I do begin to formulate rough ideas for scenes, but keep it well away from the world of jargon. My focus, as we move through the play scene by scene, is to deepen my understanding of the emotional needs inherent in each.

Depending on the path my own preliminary work took, my meetings with the director will often follow a similar route. If my work was deeply rooted in words and text there might be a lot of talking. If I found visual research to be my main source of inspiration I will use that. Whatever route we take, it is critical to remember that this is a journey through a text. A text that is filled with people and ideas and emotions and all of these things must be addressed. Just as "idea plays" often have strong emotion, deeply emotional pieces contain within them powerful ideas.

By keeping the discussion grounded by the emotional tenor of the play and firmly rooted in text, I give the director greater access to my thought process and avoid knee jerk reactions of my own. Talking through the quality of light makes my responses more specific to the needs of the piece and makes the final product stronger. While talking through the quality of light and the emotional needs of each scene, we begin to build a visual vocabulary for the play that will serve as a map when I return to the studio and transform a warm setting sun into a Head-High PAR Boom.

A Designer Prepares – Part 1: In the Studio

Friday, July 30th, 2010

NOTE: This series originally appeared about a year ago at the Parabasis blog. It outlines my process for lighting a play. What follows is part one of four. Enjoy!

The design process typically begins well before I meet with a director for the first time about a project. Perhaps there is an email or a very brief conversation consisting of little more than, "This is great, read it and get back to me." In my studio, or sitting at a cafe reading a script for the first time is where it all starts. My first read through a text has little to do with design per se. Rather, it has to do with becoming familiar with the words and with the characters, learning about the setting and understanding the story.

My first time through a text I am not thinking of technical rehearsals or fresnels or lighting boards. My first time through, I am thinking just of the text. I want to know where we are and who are we dealing with. I try to understand where we are going, the journey. When reading through the text I underline anything related to lighting or weather. I give far more weight to lighting mentioned in dialogue than in stage directions as that has a more direct impact upon the final product. Mentions in dialogue get an underline, while mentions in the stage directions get a mental note. Let us consider Romeo and Juliet, for example. One must address the moon in the balcony scene. It may be decided later that the moon is in the mind, or is blocked by the house or is a slowly rising line of neon, but one way or another the entire creative team must address the line "yonder blessed moon." Conversely, a scene where the only indication that it is night is in the stage directions may end up set in the afternoon. So I focus on the spoken dialogue.

I look for clues, direct and indirect that will tell me where we are. I want to know what the text says about these things before I ever set foot in a design meeting. If the style is somewhat traditional, then this information becomes directly relevant. If the style is highly abstract it helps guide later discussions. No matter how abstracted the final product becomes, it is necessary to get a firm grasp on the literality of time and place. In fact, I find this especially useful with more abstracted pieces. Knowing where, exactly where, the action occurs gives me a much stronger place from which to abstract the action. If the moon is a slowly rising line of neon, what implication does that have when deciding to abstract the swords or the poison or the balcony itself.

After reading through the play at least once it is time to break it down into more meaningful pieces. I have a document template I use for this where I analyze the play scene by scene, each scene on its own page. I have fields for Act/Scene number, Location, Time of day, Weather, Scenery (this typically gets filled in later), Characters, Lines, and other Notes. At this point Notes tend to be minimal, although any special lighting needs would go here. The Lines category often does not include lighting mentions. Rather this is a way for me to get into the heart of a scene, or a character. The lines I pick out may be the opening to a famous monologue, or a clear indication of the emotional tone of the scene or a moment of deep insight into a character. Upon first reading it might simply be something that stuck out at me. As I go on, the lines will change as certain aspects of the play become more or less relevant. The job of the lighting designer is to modulate tone and mood more than times of day. As such I am deeply concerned with the emotional tone of a scene as much and sometimes more than time of day.

In the Notes section, beyond lighting mentions, will be thoughts on style or preliminary design ideas. This could be anything from color ideas, to angle ideas, to texture or lamp types. A play I lit recently had two outdoor scenes that occurred at night while the rest of the play consisted of interior scenes. There was nothing in the dialogue that necessarily placed the outdoor scenes in one location or another. Even the stage directions were vague, something to the effect of "outside at night." All we knew was that in the second of these scenes they must see a moon as there was a line "Oh my god, that moon is huge." While the specific solution would be determined after discussions with the director and scenic designer, at that point I merely noted "Moon."

But what to do with that other scene? Obviously the moon was critical to the second scene, but what about the first scene? The tone of that first scene was very different than the second, confrontational rather than romantic. Harsh was a word that came to mind and was duly noted on my breakdown. There were no direct lighting references, but we did know the time of day was somewhere late evening to late night. I chose to light this scene as though under an orange street light. In this case it was the combination of the absence of any direct textual clues combined with the emotional juxtaposition with the second scene. I knew it had to be different and I knew the second scene had to include a moon. I noted the idea down in preparation for my first meeting with the director.

There are times where the text alone does not provide the necessary clues or an idea can not be expressed merely in words. At this point I shift into visual research. Pouring through books of images or Flickr or a simple internet search in order to find the answer to that elusive question. Certain shows demand a more visual approach while others are more textual. If the piece is musically based, like an opera or musical, I find many of my ideas stem directly from an emotional reaction to the music. A particular chorus might feel harsh or soft or green. There are times when inspiration comes through words, although not through the text at hand. I have been maintaining a blog for several years now that serves to process textual and linguistic concerns. This is typically me working through my own internal thinking about a piece independent of my discussions with the director.

The more times I read a play or think through a scene, listen to an aria or pour over my research, the more detail and understanding comes to me. Any new ideas or insights go into the Notes section, as with the above mentioned streetlight. Eventually when I meet with the director and other designers, I will add their ideas and the emerging concept into my notes.

The intent with this system is to become familiar with the piece, as well as create a quick reference guide to the work at hand. As I typically have several projects running in various stages of completion it can be difficult to remember everything relevant to the show I have a meeting for that day. Sometimes there is no time for another read through of the play before the production meeting, having last read it on a flight to a different tech a month earlier. By doing this detailed prep work, I am able to reference the text and bring to mind all the critical elements of the piece.

This system gives me a solid foundation upon which to enter into a meeting. I am familiar not only with the matters that directly concern the lighting, time of day, weather conditions, etc., but I also have a solid understanding of the flow of action, the characters, the setting and the overall tone. From this place I come to the work as a full collaborator and can truly work towards creating a whole that is greater than the sum of its parts.


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