14.09.2023 Aufrufe

Filmakademie Baden-Württemberg Campus Magazin 23/24

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think it wasn’t Shetland. The lighthouse was one such<br />

find. Suddenly I was convinced that Wagner must live<br />

in it. In the story, Wagner was basically punitively transferred<br />

and sent to a remote part of the world to do field<br />

research. I thought the lighthouse was an perfect symbol<br />

for someone who is practically trapped in such a lonely<br />

place. Luckily, the idea also resonated with Frank Doelger,<br />

so we pursued it.<br />

What exactly does the collaboration between<br />

classic production design and the VFX supervisor<br />

look like?<br />

did, we at least discussed the possibilities. I was able to<br />

learn a lot in the process. When I graduated from the <strong>Filmakademie</strong>,<br />

I felt sufficiently well trained and was able<br />

to contribute my experience. That is an important factor<br />

in being able to discuss with other trades.<br />

You also said in the interview mentioned above<br />

that although the director has the final say, you<br />

fight for your own vision until then. Has it ever<br />

happened that you didn’t recognize this vision<br />

in the finished film and you were totally disappointed?<br />

I try to connect with the VFX department very early on.<br />

The VFX supervisor Jan Stoltz was one of the first people<br />

I worked with on THE SWARM. For me, that’s very important<br />

when I’m designing a world. Because first of all<br />

it doesn’t matter whether I create it through buildings or<br />

through a location that I adapt or whether it is realized<br />

on the computer. These are simply different possibilities<br />

that I have at hand. And of course, I have my preferred<br />

variant. I prefer to realize everything in front of the camera<br />

and only try to use VFX where it is really necessary.<br />

But such worlds very often need set extensions, mostly<br />

as compositing or matte painting, to complete them. Not<br />

to mention a creature like the Yrr, which we developed<br />

organically but then implemented with VFX. It was important<br />

for me to discuss with Jan early on whether it<br />

would all work for him. I always looked at the locations<br />

with a view to what might have to be added or changed<br />

in digital post-production and then coordinated my ideas<br />

with Jan in a timely manner. How far can we intervene<br />

in the landscape? Can we use the trees all the way<br />

to the beach? Is the addition still 2D, “2.5D” or do we<br />

already need a 3D element? Can we add water or will<br />

that be too expensive? We were always in a very good<br />

exchange and also worked closely together in post-production.<br />

Did you benefit from the fact that there is an interdisciplinary<br />

workshop on digital set extensions<br />

at FABW?<br />

I had very good access to it early on. On the one hand,<br />

because I originally come from photography and I was<br />

already involved with the possibilities of compositing at<br />

that time. On the other hand, because at FABW, Animation<br />

with an own institute is a separate and important<br />

discipline. Regardless of the special workshops, animation<br />

is always a topic here. And in most of the projects I<br />

In the end, everyone brings in their own ideas, and at a<br />

certain point you find a common vision. But I have definitely<br />

experienced some disappointments. Film is an artistic<br />

process that involves many people. That’s the beauty<br />

of the craft, but it often leads to a result that doesn’t<br />

quite match one’s own vision. How far this deviates, you<br />

usually only see after the editing. You have to let go at<br />

a certain moment. In production design, this process already<br />

begins during the shoot. Sometimes a project then<br />

develops in a different direction due to various factors.<br />

Especially when working with the actors, a whole new<br />

component comes into play. There are always situations<br />

in which you think to yourself: we had discussed this<br />

differently or had already illustrated it with concept<br />

drawings and storyboards. What happened to the common<br />

idea? I actually fight for a long time for the vision<br />

I have in my head. I also see that as my task: to bring in<br />

a design attitude and to make sure that it is consistently<br />

carried out. That a stringent look is created that is not<br />

constantly broken up. The DoP also makes sure that the<br />

visual language and the lighting concept are carried out<br />

consistently. Sometimes elements that were very important<br />

to you get cut out in the editing process. That’s the<br />

little pain you feel now and then, it happens to all the<br />

trades. But I have never experienced that this common<br />

vision has completely turned around - or I have suppressed<br />

such memories.<br />

In the course of THE SWARM, have you become<br />

increasingly involved with topics such as environmental<br />

protection, climate change or sustainability?<br />

These topics have been with me for a very long time and<br />

are always in focus, not only in my professional life. At<br />

THE SWARM, the topic of green production was a binding<br />

requirement for the first time. This is not always<br />

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