artistic process

Episode 5: The White Model by Kristen Zarabozo

Actual picture of me in my natural model making state without assistants

Actual picture of me in my natural model making state without assistants

So we start getting into the rock stars of the scenic design world: the model. Models are obviously not only limited to the realm of scenic design, but they are an essential tool for communicating and (in a way) proving a design. They are the closest you can get to actually test driving how everything is going to look in real time. As has been told to me many times, “We work in a three dimensional art form and so we should be showing our designs through a three dimensional medium.”

There are many advantages to a physical model. You are creating a tool that can accurately inform you down to the inch if what you are thinking is even going to fit, let alone look good in the space. To put something “in scale” means simply that we can shrink the whole world down by logical proportions to a size that we can put in a box and carry around (although admittedly some scale sized models are still enormous relatively speaking). You take increments of measurement (in the case of America increments of the inch while the rest of the world calmly goes about using metric increments) and simply make it equal to 1 foot in real life. For show models, I tend to work in 1/4”=1’-0” scale. While still tiny (think about it, a person measuring 6’ in real life is only an inch and a half tall in scale), you can get enough detail to communicate the idea while still keeping the whole model relatively manageable in size.

The model is an excellent communication tool, especially for the director. While a ground plan drafted out can be helpful, the model really conveys the whole meaning and consequences of each piece in in the actual space, in all the planes that matter to the performance (i.e. three dimensions). It’s all about the idea of “show don’t tell.” Words are very easy to confuse or misinterpret, but if you can pick up a piece and move it around in the actual space in this tiny world, that gets everyone a lot closer to being on the same page about what the design is shaping into.

White models are a kind of first draft of the space, some designers will even refer to them as “sketch models.” The process is similar to a sketch in the sense that you are trying to rough out ideas and just get something down on the page; only with the model it’s inside a scale replica of the theatre. Despite this designation, white models can be as simple or complicated as desired. They are called white models because they are often made out of white paper materials and don’t have color applied. Some are truly just the simplest shapes while others are works of art showing off all the architectural buildups and detail. However, the usual point of a white model is to get the basic gesture of the set, possibly starting to play with texture and smaller details.

My process isn’t terribly unique for a number of designers working in the industry at present. For models, I tend to draft the pieces in a computer program that I can then print out to cut and install. I happen to work out of Vectorworks, but that’s more a matter of comfort for me personally than any specific advantage the program offers. Drafting things in the computer is a marvelous modern wonder that I’m not embarrassed to admit still amazes me. I can make the piece with absolute accuracy and then reproduce it swiftly and, again, accurately, as many times as I wish. And trust me, for a model, that is crucial.

I make what’s called a model kit. This simply means that I draft the pieces so that they are a flat version of the object that can be built up during the install. Think about a four legged table; now, pretend you smashed that table flat and then fly directly overhead and look down. You would see the table top, and then the four legs sticking directly out from each side. That is what you are trying to draft for each piece, a smashed flat, or disassembled version that can be printed on a flat piece of card stock and then folded or built back into its 3 dimensional form.

Example of White Model Kit for Little Shop

Example of White Model Kit for Little Shop

Example 2 of White Model Kit for Little Shop

Example 2 of White Model Kit for Little Shop

From these kits, my assistants and I build up the pieces for the model and then install them in the box. Little Shop was a show that saw many incarnations of the white model from the most basic, to the inclusion of buildups and textures. I started exploring this show initially under the idea that the shop could turn a full 360 degrees, stopping on the front view or the back depending on the scene. The white models were mostly built exploring this version of the shop in the space.

The only surviving picture of the very first fully assembled white model made for this show. Truly a “sketch” model.

The only surviving picture of the very first fully assembled white model made for this show. Truly a “sketch” model.

First model version pieces

First model version pieces

Tape for scale

Tape for scale

That rectangle on the floor is totally an accurate representation for Audrey 2 (definitely not true, we will get there in a later post).

That rectangle on the floor is totally an accurate representation for Audrey 2 (definitely not true, we will get there in a later post).

Next Version, White Model 2.0

Next Version, White Model 2.0

Interior of Shop 2.0

Interior of Shop 2.0

Up close and Personal with Shop 2.0

Up close and Personal with Shop 2.0

White Model 3.0, getting in a little texture and detail to start seeing how that reads

White Model 3.0, getting in a little texture and detail to start seeing how that reads

White Model 3.0 shop interior

White Model 3.0 shop interior

Oh yeah, and we have a dentist!!

Oh yeah, and we have a dentist!!

Some 3.0 Pieces

Some 3.0 Pieces

Shop 3.0

Shop 3.0

Upstage surrounding pieces for model 3.0

Upstage surrounding pieces for model 3.0

Splay wall pieces for model 3.0

Splay wall pieces for model 3.0

Exhibit of White Model pieces….or at least what made it through the great sudden studio clean out and move out of COVID19

Exhibit of White Model pieces….or at least what made it through the great sudden studio clean out and move out of COVID19

While lacking in some of the more fleshed out details, white models are an awesome way to start communicating the broad ideas of the world before investing too deeply in details. Again, I’m always in collaboration with my director, and I find that if I can start with showing broad strokes, then my conversations about those structures with the director will really start to clarify the details. I like to try and develop models that make clear my thoughts and ideas, but still provide a lot of flexibility for us to tease and tweak, moving forward together with ideas that will serve the aesthetic and the performance. White models are just another tool for successful collaboration, a way to shift forward towards a more detailed color model as the process continues.

Episode 3 (Part 2): My Own Research for Little Shop by Kristen Zarabozo

My personal research process in 2020 (obviously I started this project in 2019, but semantics) usually starts with a Pinterest dive. Please don’t cringe! (that’s mostly for my mentor if he ever reads this, please give me a chance). Pinterest is a deep abyss of image overload and I find it useful for the initial “falling” as I like to call it. I just wind my way down, through, around, and I don’t sensor my impulses for a couple hours. I use it to generate hundreds of “sparks” or potential “paths.” I am not looking for a particular “door” at present, I am just running through as many as I can to see which will offer a working world.

After that first dive, I select things that sing together, that all appear to cohesively look like they belong together. Then, I try and source those images; is this from a certain artist? Can I search more of their work specifically? Did this one come from a book? Can I find that book in one of the many libraries I’m apart of? etc.

On the hunt for images, books are worth their weight in opals. Books are already collections of related things gathered together in a single place so you don’t have to go to the trouble of building from scratch (and funnily enough, a lot easier to make a citation for later in an MFA Project). Still, it can sometimes be tricky to find that perfect book. Even spending hours perusing our art section in the school library isn’t always fruitful; hence why something like the internet or Pinterest, which will sometimes list that book title or artist name to start can be magical.

But, I don’t just use images. I really love to understand the worlds we are trying to build. What is it about the 80’s in American cities that’s special? What actually is Skid Row? What did life look like for people like Audrey and Seymour in a city in that time? For myself, I read a number of articles, but I also respond to audio research. Specifically for this production, I listened to the podcast 99% Invisible’s episode titled Containment Plan. This episode was about the original Skid Row out in LA, and how the city and a group of activists came to an agreement that the Skid Row area (its residents and services) would be kept to a certain few blocks and not spill into the surrounding neighborhoods. This particular piece fascinated me because, while we were definitely going with a more East Coast NYC styled place, the whole idea of people being “contained” within this small piece of the city informed so much of how I wanted our Skid Row to feel.

I wandered the highways and byways of the internet, paged through articles about hostile architecture, listened to podcasts and ultimately, pictures began to emerge. If I were to show you the whole lot of images I initially flagged….well I’m not so no worries. Below, I have curated some of the best and the brightest, the ones that I kept coming back to over and over as the design progressed. They are divided into categories of Skid Row, the Shop, and the Dentist’s office.

Skid Row Research Collage 1

Skid Row Research Collage 1

Skid Row Research Collage 2

Skid Row Research Collage 2

Shop Research Collage

Shop Research Collage

Dentist Office Collage

Dentist Office Collage

I think it fair to disclose that I made these collages recently. They are compiled from images that I found initially in the first research pass, as well as those I collected along the way as various adjustments were made through collaboration. In case it didn’t read clearly throughout these posts, I love this phase. It’s a joy to go on the hunt for the exact visuals that give you the information you need to build the show. Especially in this present time where I am blessed beyond all measure with a wealth of information and resources that I have the privilege to access and utilize to further my art. Truly, what a wild time to be alive.

Episode 3 (Part 1): Research by Kristen Zarabozo

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When you hear the word “research” it might bring to mind flipping through pages and pages of books and articles, grabbing paragraphs and sentences that you can appropriately cite in your bibliography of a very organized paper. Or perhaps you consider it more scientifically; running trials and experiments, gathering data to support your hypothesis.

For a designer, research is somewhat like that. Books are often involved and there is definitely a lot of reading. We are also on the hunt to gather data to prove a hypothesis; in this case, that a design thesis can work. However, we aren’t building a bibliography, but a planet. For the scenic designer, we are mostly looking for images that resonate with what we are thinking about for our “vision” of the play.

Think of each script kind of like that moment in the movie Monster’s Inc. where Sully, Mike, and Boo come through the conveyor belt and see thousands upon thousands of doors before them. Each script holds a multiverse of options, or doors, that the team can open and explore in order to communicate the story. Researching for the designer is the moment where we can gleefully open a whole bunch of doors and explore their possibilities, finding the paths that will ultimately serve our needs best for this project.

Image from the movie Monster’s Inc. (Disney and Pixar)

Image from the movie Monster’s Inc. (Disney and Pixar)

Now, it’s very important to understand that in American theatre the vision is very heavily influenced by one individual; the director. The relationship between director and designer is absolutely crucial for creating a cohesive design. For me, my focus is making sure that I am an ally to the director, that I am doing everything I can to listen to their wants and needs and then translate that into a design that will satisfy aesthetic and function.

In the case of Little Shop, Dexter was very clear about two things from the beginning:

-He wanted the show to be set in the 80’s

- He was very strongly inspired by B-Movies, particularly horror movies from that era. He also said he really liked the aesthetic and feel of the Netflix series Stranger Things.

80’s Horror Movie Poster Collage (not original to this post’s author)

80’s Horror Movie Poster Collage (not original to this post’s author)

Stranger Things Poster used for Universal’s Halloween Horror Nights (not original to this post’s author)

Stranger Things Poster used for Universal’s Halloween Horror Nights (not original to this post’s author)

So, now I toddle off my merry way to research. Not only is researching necessary for me to start moving my own thoughts on how things should look and feel, but this is the way I can start sharing language of the world with my director. It’s always an interesting dance because as a designer, I can see the world in so many potential pictures moving at a thousand miles an hour for every moment; endless possibilities and doors. For the director, they need a way to see what I’m seeing so they can decide if what I have to offer can work with how they want to move bodies in that space. We have to find a door into a world that works for all; so I look for images that accurately portray the paths I think might work, and then the director picks which one we will walk.