OF
MICE AND MONSTERS: AN INTERVIEW
WITH BRIAN WADE
Working in the film industry as a Special Effects
Artist for 25 years, Brian Wade has been there...done that.
Having worked alongside pioneers in the field, Rick Baker
and Rob Bottin in the 1980s, Brian went on to develop quite
an impressive CV. From John Carpenter's The Thing
to The Terminator, A.I. to Hellboy,
designing Stuart Little and just recently working
on The Chronicles of Narnia: Prince Caspian - it's
safe to say that Brian is quite happy doing what he does best.
EC: Welcome to Erth Chronicles
Brian.
BW: Glad to be here.
EC:
You have worked on some of the most ground breaking movies
of the past 25 years – most notably being given one
of your first big breaks on John Carpenter’s The
Thing. How was this experience for you and what were
the most important things you learned from Rob Bottin?
BW: That was a great show indeed. It
was a real trial by fire. We worked seven days a week for
months straight. Sometimes sleeping at the studio.
For me, working with Rob at such an early point in my carreer,
had a huge impact on the way I learned to look at makeup effects.
What the script says and what you can put into those moments
are only limited by your imagination.
EC: Other than Bottin, artistically, who
have been the main people to inspire you in your life?
BW: Well, if you’re looking for
my creative mentors, I'd have to say first Rick Baker, and
then Dick Smith and again Rob Bottin.
Rick and Rob are two different styles of creativity,
and perspective. Both equal in their own unique style of creativity,
but from different perspectives.
Dick Smilth gets my utmost respect for pioneering his creativity,
his development of so many techniques, for sharing them so
freely, and for his truly exceptional work throughout the
years.
Over the past few years there have emerged a lot of new
concept artists that are bringing a breath of fresh air to
makeup effects and creature design. I am loving that.
I feel like a bit of an artistic chameleon of sorts.
By that I mean, I have worked with so many artists of such
varying styles that have had a huge impact on my way of looking
at things. I remember everything I have ever been influenced
by artistically, and creatively, but I like to bring something
new to the table.

EC: Where were you brought up and how do
you feel this may have imprinted on your visual style?
BW: I was brought up in the Studio City,
North Hollywood area, which for a while was pretty much the
makeup effects capitol of the world. So I'd have to say that
was good fortune. There are so many artists in the business,
and they were the cream of the crop. So that tends to raise
your awareness of what you should be striving towards. That
drove me to work hard to be better than I was.
EC: What’s the first film you remember
seeing that had an influence on you?
BW: Well, Frankenstein, and
Creature from The Black Lagoon were early favorites.
I thought the Creature was amazing. Still do. But when makeup
effects started to be like an obsession to me was around 1974
to 1976. I remember seeing a low budget movie called It's
Alive. It had this really well done mutant killer baby
in it and it was a nice design. This was Rick Bakers early
work. Then later in 1976 I saw Squirm, about some
worms that were eating people, a terrible premise. In one
shot this guy falls down in a boat filled with these worms,
and when he raises back up into the shot, you see the worms
eating into his face, and moving under his skin. It was done
on camera, their was no such thing as CG at the time, and
I remember thinking, “How did they do that?”.
It was makeup done by Rick Baker, and it drove me to push
myself more intensely into makeup effects.

EC: Films such as The Thing and
An American Werewolf in London have certainly had
an influence on my life growing up in the 80s and I’m
sure have crept into Erth Chronicles – what
is it do you think that makes the 80s such an important decade
in terms of nostalgia and visual effects?
BW: Well, probably because so many new
techniques were being implemented and also because it was
in the time before computer generated effects had taken hold.
We were forced to use our imagination to solve these effects
in a practical, real time fashion, and I think people loved
that about it. It was like doing a magic trick. Everyone loves
seeing something with their own eyes that fools them. I think
audiences would love to see more of that. Now they just assume
its all done in CG, and it takes some of the mystique away
from it.
EC: Explain your process of working.
BW: Well, it can go many ways, but usually
I start with a design phase which can involve studies in clay
or in the computer to develop the concept and give production
an idea of what they want or the possibilities. I usually
try to keep the context of what the story requires, and try
to push it in a visual way that can convey the character,
creature, or makeup in the most effective way - particularly
if the opportunity and production will allow for it. The rest
is a variety of techniques to implement the design into a
real world makeup or effect.
EC: You have had the chance to work on some
very impressive films, from The Terminator to Hellboy
– what is it you learn each time from working on a new
project?
BW:
Each film seems to have a life of its own. From
the production side, and the people and personalities involved,
all the way to the on-set crew. The people involved can have
a huge influence on the experience for me. I always hope to
be working with good people, but it doesn't always work out
that way, and sometimes that's disappointing. But that's the
business for you.
Guillermo del Toro was a real pleasure to work with.
He approved my design right away and even made a nice suggestion
that I liked. He remembered me by name every time he saw me
and always had a positive attitude – he’s one
of my favorite directors. Jim Cameron and I worked prior to
Terminator back in the Roger Corman Studio days on Galaxy
Of Terror, then again on Piranah 2, and he was a talented
and extremely creative guy back then as well. He's as sharp
as they come.
EC: What project are you currently working
on?
BW: I am currently creating
a 3D model for a computer game and prepping for a show that
involves some heavily gruesome and graphic Makeup Effects
scenes in it.
EC: How important do you feel conceptual
art is to the role of an effects artist?
BW: I think a good design is paramount.
So conceptual art, in all its forms is extremely important.
You need to convey your ideas in a manner that everyone involved
can clearly see what direction you are going in.
EC: Research is an integral part of the
design process – do you feel that this helps inform
us as individuals and therefore the work we produce? What
would you use as an example of ill informed design?
BW: Yes, research and studying is also
an important part of the process. The more knowledge you gain
from all the vast resources available, the more well informed
you are as an artist and the more this knowledge becomes part
of your repertoire. I would rather not mention any designs
I am not fond of.
EC: What do you feel is the common trait
we all share as creatives?
BW:
The desire to push ourselves creatively and technically.
The passion for our craft that makes us work so hard and sometimes
put our artistic needs before everything else. The respect
for other creative artists that excel in their craft. It's
all an obsession of sorts I suppose. Simply put, we can't
help it. It's what we love, what we live for, our ‘Raison
d'être’.
EC: In your experience so far, specifically
the film industry - how important is art direction? How has
it helped push your own vision further?
BW: I think it is important
for everyone to be on the same page, so it is important. It
can give you a sense of the visual style involved and help
guide your thinking in the direction production is looking
for. It can inspire.
EC: What is the process of creating artwork
for such huge projects like? The concept, the fine-tuning,
the development?
BW: Generally it starts off by discussing
the scene or character with the Director to see what his take
on it is. From there some sketches and Photoshop renderings,
then a review of the concept art to show the director the
possibilities. If there are revisions or a new direction,
it is done and the final concept is locked down. Sometimes
sculpted clay maquettes are done to help aid in the development
of the process.
EC: Do you think digital art and the use
of CGI has affected traditional techniques - if so, in what
way?
BW: The availability and creative strength
of so many programs ranging from Photoshop, Correll Painter,
Zbrush, Maya, Softimage, etc, have opened a huge door creatively
for artists and creatives. The sky is literally the limit,
and the options are wide and varied. It is now so much easier
and quicker for some artist to render their work with the
aid of some digital means. It is a very useful adjunct to
traditional techniques. They all serve to supplement the traditional
artists repertoire of tools. In film, they have all definitely
affected the way things are done, and digital programs are
here to stay. But, they are only tools. They don't think up
or make good ideas. The appeal of an effect, a design, or
a character, all hinge on a good idea or concept. That will
always be the case, and it should always be paramount, regardless
of what medium or means is used to realise the idea.

EC: With films such as Slither, do you think
we are about to see more of a resurgence in traditional effects
over CGI?
BW: Well I haven't seen Slither, but
I think I understand where your going with this. I would like
to see more makeup effects being used as opposed to CG. It
all depends on the shot, and the needs of each project. But
I don't think that particular film will be the reason for
a return to more makeup effects, regardless of the fine work
done by the artists involved.
EC: Fantasy and Science Fiction has grown
tremendously the past ten years, thanks to the likes of The
Lord of the Rings Trilogy and The Chronicles of Narnia, continuing
to inspire many fellow artists. How do you see this genre
changing and developing over the next few years?
BW:
I think it will continue to develop as long
as audiences are interested. I think their has been a real
lack of good stories and original ideas in films over the
past several years. That has been a complaint of many moviegoers
over the past few years. Look at how many movies are being
remade for this generation. Many of them paling in comparison
to the original versions. With films like The Lord of the
Rings Trilogy and The Chronicles of Narnia, they are both
top selling book series' both with built in fan bases and
followings. So producers look to properties like these for
a safe potential return on their investments. The Industry
will always go in the direction that moviegoers are most interested
in, and what translates into the most profit. New artists
seeing these films may very well be inspired by them and continue
to develop their craft with inspiration from films like these
and many others.
EC: What’s the most important professional
advice you would give a prospective artist?
BW: I would say to follow ones dreams
and creative passions, no matter what, and to work hard to
develop your craft, for yourself as well as others. If it
is something you feel compelled to do, do it. Don't let anything
discourage you or sway you. Hopefully, you are passionate
about it, and then you can’t help but to do it.
EC: Are there any filmmakers that you’d
still like to collaborate with?
BW: Jim Cameron and Guillermo del Toro
were both great to work with, but other favorites I would
like to work with would be Ridley Scott, and David Fincher.

EC: What advice would you give to artists
at Erth Chronicles in continuing to effectively bring
someone else’s vision to life?
BW: I would have to say try to make sure
you communicate effectively with the client, and be ready
to be open to compromises. It is always a good idea to bring
a few of your own ideas to the table, so that they can see
other possibilities that they might not be aware of, maybe
a new possibility or direction on the general idea. Make sure
you have all the resources to fulfil the vision, and try to
exceed their expectations whenever possible.
You can check out more of Brian getting his hands
bloody over at www.myspace.com/brianwademakeup.
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