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Production Designer
Setting the stage for Spike Lee's paean to jazz, MO' BETTER BLUES |
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Thomas served as production designer for director Spike Lee's first several films, beginning with SHE'S GOTTA HAVE IT. The following is a transcript of an interview with Thomas at the Empire Stages in Long Island City in November of 1989, at which time he described the development of this modern throw-back to another era in music. Portions of this interview appeared in Millimeter Magazine, June 1990.
Thomas: This was a sort of typical film in terms of my relationship with Spike, in terms of the type of discussion that I have. I must say that with Ernest this was a different film in a sense that Ernest was not around, he was away making another picture. Normally he's around very early in the process and as a result of his presence he's usually involved in the whole design
process a little bit more. Because he was away on this film, I essentially
designed a set without his consultation. That is different then how it has
been in the past. For example on DO THE RIGHT THING, I would speak to Spike, and then I would speak to Ernest, and as a result of that, for example with
Sal's Pizzeria was originally a sort of boxy square room, and as a result
of my conversation with Ernest I gave it more of an L-shape.
You know that the room leads off to other places.
My relationship with Ernest is a little bit more detailed in
terms of the extent of the conversation because with Ernest I'm really starting
to deal with shots, how the shots are going to work, the planning of the
lighting, because one of the ways you can support your director of photography
is to give him areas of motivated light. So as
a result of that my conversations with Ernest seem to be a lot more detailed
in terms of the specifics of the script. And that's because I think again
he has to light it, at that point we really start talking about movement,
in terms of the actors, the placement of scenes. But again, all of this comes
from Spike's script, we're being stimulated by Spike's script. And at least
with my relationship with Spike I go back to [him] when I'm unsure of something,
of the way an actor should move in a scene, the details of the character
that will be projected on the set. And that relationship has been consistent from the beginning. That's how we've worked since SHE'S GOTTA HAVE IT.
When does Spike lets you know if something is or is not
working?
You know how you know? Spike will ask a question. If something is
not right, he will come to a room, he'll come into a set, and he'll have
a question about it. It's very rare when it happens, but he'll come and he'll
question something.
It just won't feel right?
Yeah, and usually 99% of the time that question is appropriate and
correct because I've made the wrong choice. And it happens in reverse; usually
when I'm unsure of something, about a choice that I'm making in terms of
dressing a set or the placement of an object on that set, whenever I go to
question him about it, I'm usually making the wrong decision, because he
confirms that. Again, it's an instinctual relationship that we have here.
I'm not being as articulate as I would like to be about it, but it's when
I feel that something is wrong, it usually is wrong. And the times that he's
comes to a set and has pointed out something he has felt is wrong, 99% of
the time I end up agreeing with him, saying yes this is the wrong choice,
and let's change it. And then all the other times, he walks into the set
or he walks into the space and he doesn't have anything to say, it's fine,
and it works. You can stage the scene, the atmosphere is right, it's working,
it's functioning for the script, the details are correct.
Is that instinct common in your work with other directors?
No. What occurs here with this group is a very unique experience.
I don't have it anywhere else where I work. Usually I'm talking to the director
much more, trying to get more specific information out of him, because they
have a tendency to be more, I don't want to say anal, they want to
control things a little bit more. Spike is very easy, and Ernest is very
easy about letting other people make the contribution. So that tendency to
feel the need to control every aspect of the whole entire process doesn't
exist here.
When someone expresses that need to control every aspect, do you
feel it's because they know what they want, or they really don't know
what they want, but they're unsure how to express that?
So the information I got from him about the club was that all of the rooms had to be connected and that we didn't want it to be dark, from that conversation, I designed this club. For some people that's a small amount of information. But again my whole point is I am responding instinctually to what's in the script, and that's really all the information that he needs to give. He didn't need to say I want it pink or blue, I want it to have this type of bar. He doesn't need to say that to me.
And he responded favorably to it?
Yes.
On the first day when they were opening up the stage, and Ernest
came in, I noticed that there were some discussions and then they started
changing color gels.
Now what were your inspirations for this particular set? You were
pretty much given free reign...
I wanted to do a nightclub that had an older feeling. The history sort of would have been that the club peaked in the sort of `30s and `40s and was still being taken care of even
today and that the original owners had given control of the club over to
their sons. And as a result of that I was able to design a club that had
lots of Art Deco shapes, and to have more, again, we were trying to work
away from the idea of doing a traditional jazz club. My whole thing is that
at some point or another I stopped calling it a jazz club and started calling
it a jazz nightclub because as a result of that it has a whole different
feeling, it's a little bit more glamorous, more festive, I can light it,
and I could paint it any color that I wanted as a result of changing that,
of going away from that traditional approach. So as a result I was able to
draw on all this sort of Art Deco lines and colors that, I would not have
been able to do that if we had designed a sort of typical black box sort
of jazz club.
And the murals that are featured, those you designed and had
painted?
Right. My influences were people from the 20s and 30s. There is a
graphic designer named Cassandre, I don't know if I'm pronouncing that correctly,
who was really sort of my primary influence in terms of the style of the
paintings. So almost all of the sources and the inspirations came from the
`20s and the `30s.
What is your relationship with the set decorator? How much information
do you give to him?
A lot. We talk about, the set decorator really is the right-hand person
to the production designer in terms of dressing or giving the sets their
character. A set like the nighclub for example, a lot of it is architectural,
but the set decorator's job is to come in and give the set its specific details.
When you go on locations and you're dressing locations what really happens
is that again you're dealing with the art director, the production designer's
dealing with the sort of broad strokes and bringing in the set decorator
to deal with the character or to give the rooms their personality. So the
set decorator is a big part of the conceptual picture, and also a big part
of giving each set its own sort of individual personality.
Can you talk about the location work that was done for this film?
Apart from the sets that were constructed, I understand that there was another
nightclub.
Yes, there's another nightclub which we shot at a restaurant called
America on East 18th Street, and the whole idea [scripturally] again it was
one of the good reasons... it was good to do Beneath the Underdog as a sort
of 20s period club because at the end of the script there's a character
who represents what I think a modern force in the script who wants to be
more contemporary, who wants to appeal to a larger crowd. And we found, the
nice thing about America the restaurant was it was a restaurant that we changed
into a nightclub, is that it has this big sort of open contemporary airy
feeling whereas Beneath the Underdog is much more intimate, and more atmospheric.
And we wanted to go with something that was in contrast to Beneath the Underdog.
So we took this restaurant and changed it into a nightclub called the Dizzy
Club and the elements that we used there were much more contemporary, more
pop, the lettering was much more of a pop culture type of lettering. We added
lots of neon lighting in the stage area, So it's kind of a contrast between
what the traditional jazz world and this sort of new contemporary modern
jazz world. And it also sort of shows the jazz musicians that we're dealing
with, the differences involved. And then there were some other locations,
the big location was the main character in the script is a character named
Bleek, and we have, he had a loft apartment which we found at a wonderful
building at the base of the Brooklyn Bridge. And we spent a lot of time
converting that space into his apartment, building glass bedroom walls, just
bringing in a lot of furniture to give it details.
In a case where you're making changes to a space that already exists,
did you have designs for a set and say, we have to find a place that will
fit this?
No, I think what happened here was again everything starts with Spike.
I have my initial conversations with Spike, and My initial feeling on Bleek
was that I wanted to make his apartment a little slick, very sort of high
techy, and I think this is an example where Spike raised the questions, he
said, well, You know, this character makes that much money. Which when you
think of high tech you think of Italian furniture, a lot of leather furniture,
all of that stuff costs a great deal of money, and just by raising that issue,
the fact that this character is successful but not that successful, really
shifted my whole approach to designing Bleek's apartment. And as a result
I found a space that was a wide open space but had brick walls instead of
slick formica walls and was able as a result the apartment has this sort
of gritty feeling, as opposed to a slick feeling, and my initial point of
view of the character was that he was a little slicker. And clearly that
wasn't what Spike wanted. We found something that had more of a textural
feeling as opposed to a slick, high tech feeling.
But did it turn out so that it looked as if a slick character lived
in a gritty place because he wasn't making enough money?
What did the actors bring to you this time, things they had ideas
for these characters? When Denzel Washington (Bleek) comes to the set, does
he say this is the sort of place my character would live in?
I think he felt comfortable in this space, which is an example of
it working, of it being a success. I had one conversation with him in terms
of what he felt his character would have, what types of furniture, rugs,
details, and then Ted the set decorator and myself did the rest. And fortunately
I think we made the right choices because you know, when an actor doesn't
feel comfortable in a space, you can kind of sense it right away. They have
a hard time moving in the space, they don't know where things are, and they
should be able to come into a space and figure out how they would live in
it, and he was able to do that with ease, which again means that we just
did our homework correctly. We made the right guesses.
Was there any technical challenge in getting any of your designs,
your ideas to fruition? Was there anything you designed that couldn't be
built or fitted into the budget?
Well, you know the nigthclub was a big challenge. I had never built
a two story set before, and also I had to design a ceiling to light it. I
didn't want to show Ernest's lights, I didn't want to hang a lot of lighting
pipes in the set because I thought that would destroy the architecture of
the set so I had to design a ceiling which is essentially a grid and there's
a series of panels that slide out and behind all those panels are the lights
to light the club when we're not looking at the ceiling. And that was I didn't
really know how to solve that problem but that was just a way I solved it
and why. That just came about after my discussions with Ernest on in terms
of how...
And it worked out okay?
Especially since they were working with places...
Unaccustomed with dealing with movies, yeah,
And you're working with a very short time-frame, on college
campuses...
We actually got thrown off locations and part of that was because
of this inexperienced locations person. And there were other dynamics that
were also part of this picture. But what I'm saying here is that when they
were making SCHOOL DAZE, they felt that, well yeah, this is a person that's
energetic and has ideas, this'll be a good locations person. and it doesn't
work that way. It takes a very special personality and a person's who's
experienced to do locations. As a result of that experience, there was a
big change by the time we got to DO THE RIGHT THING. Cause they realized
that they really had to get the team together that had the experience and
the knowledge of how to do this so that we wouldn't have the problems that
we had on SCHOOL DAZE. That was I mean there were a lot of things that happened
on SCHOOL DAZE I think just in terms of scheduling, in terms of how to approach
shooting for example I don't there was a time period, when I look back on
SCHOOL DAZE, we built a lot of sets for that picture, but a lot of them weren't
shot properly. That doesn't happen today. They make sure, Ernest and Spike
make sure that they get every single value out of it, and I built this big
Fraternity house for SCHOOL DAZE and you see maybe one wall, two walls, That
doesn't happen today. Nowadays they go into a set, if they like it, they
make sure they get the coverage that they didn't care about then. they didn't
quite know how to take advantage of covering the set or how to stage scenes
to cover.
Do you think it's because that at the time they were more concerned
with other factors?
I think there were other factors, [for example] they were concerned about the actors.
In SCHOOL DAZE there was a lot of very theatrical lighting, in
the dramatic or realistic scenes, scenes were shot in say all blue, or half
the set was red the other half was really dark. Was that taken into
account when you were designing sets for it?
No, that was not taken into account, and again I think that was the
development of the relationship that we do talk a little bit more about those
things, the cityscape being the prime example of it. Whereas with Ernest
there was less talk back then. He is concerned now about my feelings about
how things are lit or how things are being framed in the camera, and he wasn't
as concerned back then. And we weren't having a terrible time, I think it's
just been the development of the collaborative process. And I think that
they've gotten easier, Spike's gotten better at staging things. I hope they
don't hate me for saying this, but they've all gotten better at staging a
scene within a set.
And as a result the set looks better?
As a result we are now getting all the values from the set. If I give
them 360 [degrees] they now will do their best to get 360. Whereas when we
did SCHOOL DAZE I'd give them this wonderful fraternity house, and they got
a quarter of it, and they could have staged it differently where they would
have shot [it all]. I think if we were to go back and shoot SCHOOL DAZE now,
it'd be a completely different picture. SCHOOL DAZE was the picture on which
we all learned how to make movies, that was the one, where we sort of fine-tuned
the craft. That's been a change and a development. Like for example I was
just talking with Monty Ross, the producer about this. Monty and I used to
have fights all the time during SHE'S GOTTA HAVE IT and in the beginning
of SCHOOL DAZE. And we haven't fought in years now. And there are two reasons
for that: primarily now because the team that we've put together is the right
team. It knows how to support not just me but all the other departments.
That wasn't the case back during those two films; and there's a lot more
money now, so we're not having financial fights. I used to have to fight
him for 50 dollars during SHE'S GOTTA HAVE IT to get air to blow up balloons.
Nowadays we don't have those types of fights. But more importantly than the
financial thing is that they as a producing team are putting together the
right craftspeople to make the picture. They didn't always do that.
So what are you looking forward to now?
I hope they continue to hire me, I'm very happy here, I feel very
much a part of the family here. I hope they continue to hire me, but I don't
take it for granted.
But also going out and working with other directors, other directors
of photography.
I can only hope that my relationships with other people will be as
good as they are here, and as open to discussion as they are here. Because
there's a freedom here that is really wonderful, and there's a family atmosphere
here. And because the core group has done so many films together now we're
all aware of each other's quirks and personalities, which just makes working
easier.
Since working on these films together, how do you think you've
developed as an artist? What areas of expertise that you had have you felt
have gotten better or brought to the forefront, maybe something you didn't
know you could do and found that you could do it with ease?
Well, I think I don't know about other artists or designers, but you
know I was never quite sure if I was a good production designer. I now feel
that I am. The more you do it, the more secure you become in your abilities,
and I am now secure in my abilities; I know that can do this, I do have the
capacity to design a picture so that the look makes sense for the entire
picture, that there's a thread throughout the whole film. There is a conceptual
look through the entire picture as opposed to it being a mismash of sets
or feelings. I've learned to trust my instincts, that my instincts never
lie to me. I think what has happened is just a matter of me I've become a
more secure artist or craftsperson, and the more work you do all your skills
are being tightened. In terms of painting, in terms of decorating the set,
in terms of working with all the people that I have to work with, I think
my skills have gotten a lot better over the years. I don't think my relationships
have changed with anyone. I still kind of relate to Spike the same way, and
to Ernest the same was as I did on SHE'S GOTTA HAVE IT, except that we're
all now a little more in-tuned. When Ernest returned from his film that he
was working on in Curacao, we had to show him all the locations, and you
know the DP does have veto power, and nothing was vetoed. That's a very good
sign. That says something.
Are you surprised that this shoot went as smoothly as it did?
No, because I think everybody is quite comfortable and competent at
what they're doing, and it's how it should be: a set without any tension
or madness, and people just doing their jobs, and doing their jobs well.
This is how moviemaking should be. There's no need for the hysterics, and
there's no hysterics on this set. You go downstairs and it's very quiet,
there's no hysterics down there. First of all, because there's one person
in charge and that's Spike. And I don't think
Is he serving as producer on this film as well as director?
Uh hmm. He runs the game down there, and there's no one else. Then
there's Ernest, the hierarchy exists for a reason, and those people do their
jobs well. Spike and Ernest do their jobs very well, they're very confident
about what they're doing, they sometimes make mistakes or whatever, but you
at least know who to go to to get an answer to your question. And that creates
a certain comfort on the set.
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