MORALITY
TALE : AN INTERVIEW WITH LAITH BAHRANI
Laith Bahrani's quirky animations have gained recognition
in various magazines such as Computer Arts and attracted a
number of high profile clients. After creating the superb
Low Morale
shorts, Laith went on to animate his own 'Low Morale' version
of Radiohead's Creep. This was followed by the music
video for the christmas 2006 number 1, JCB Song by
Nizlopi. His latest animations, Hard as Snails and
Everloving can be viewed at his official site www.monkeehub.com.
EC: Welcome to Erth Chronicles
Laith.
LB: Thanks for having me here Richard,
I like what you’ve done with the place…
EC: Where were you brought up and how has
this imprinted on your visual style?
LB: My formative years were spent in
a sleepy little backwater village deep in the pace-maker aided
heart of Surrey, just outside London. My upbringing was idyllic
to say the least and the backdrop to my childhood capers consisted
of, amongst other things: a large deserted piece of land featuring
a fully functioning apple orchard, a derelict fountain teeming
with wildlife and a huge empty haunted Victorian manor house.
Virtually every weekend was spent cavorting through forests
chasing all manner of frogs, newts, dragonflies, snakes and
ghosts. Eventually the land was purchased by developers and
raped of all natural beauty to make way for six charmless
properties but not before it had time to impress an indelible
influence on my life. Even during the period when the land
was being ‘modernised’, my friends and I managed
to turn the cemented maze-like foundations of new housing
plots into an exposed labyrinth of corridors and tasks. Growing
up with such a fantastical playground nurtured a fervent and
wild imagination and this has probably helped me develop an
artistic style infused with fantasy and idealism. I also like
the colour blue.
EC: Have you been self-taught or did you
attend Art School, College / University?
LB: An affiliation with drawing and
animation is something that has been with me since birth and
I have been unreliably informed that my first words were Bugs
Bunny’. A lot of my youth was frittered away watching
Warner Bros cartoons before scampering upstairs to doodle
on any parchment to hand whilst my tongue protruded from my
mouth in a strenuous attempt to taste my own face. Despite
this passion for animation I have never actually undertaken
any education or training in the field. In essence I am completely
self-taught and I have used the opportunities presented through
education, and particularly through my multimedia degree at
the University of Plymouth, to steer my work towards the areas
I wanted to explore and to learn the software required. During
University I was introduced to programs such as Flash, Photoshop,
After Effects and MSN which opened up an infinite universe
of creativity and freedom. I viewed these programs merely
as advanced pieces of paper and in this way I approached them
with an attitude of experimentation.
EC: Explain your process of working.
LB: Broadly speaking most projects will
be subjected to a similar procedure. An initial brief (the
more open the better as far as I’m concerned) will be
discussed and dissected with my creative co-pilot Greg Rudman.
Greg is a great friend of mine and someone I have worked with
for a long time so we are able to bounce ideas of each other
easily and achieve some seriously lateral thought. Single
sessions can last anything up to 6 hours as we try to decipher
a song with a view to pitching a music video or discuss animation
ideas. Best of all our juvenile and homogenous humour means
it never feels like work. From a miasma of mediocrity and
banality that inevitably congeals a few ideas will spawn and
crawl around seeking our approval. The ideas are then discussed
from a technical and schedule perspective and then interrogated
further to see if they have potential to grow. If after much
scrutiny we can still discuss the idea with enthusiasm and
vigour we know we’ve got something to go on with.
Once an idea has been established the next stages involve
planning, perseverance, pressure, and programs. Styles are
tested in Photoshop and rough shots or storyboards are created
to help guide things. Then it’s into the merciless infinite
void of blackness that is the animation process. Food becomes
a luxury, social life is condensed to the 3 letter acronym
‘MSN’, and you remember with hazy nostalgia the
times when sleep was a right, not a privilege.
EC: How important is working in your sketchbook
- from the smallest thumbs to fleshed out sketches and storyboards?
LB: As mentioned earlier I tend to treat
programs like Flash and Photoshop as advanced pieces of paper
so as an extension of this ethos I find it relatively natural
to sketch and draft directly into them. Almost all of my work
is created in digital form so when I have an idea I’m
eager to begin testing it on screen and finding technical
solutions to the aesthetic challenges. Working in this way
I can try out concepts, techniques and styles with haste and
gauge their feasibility before committing fully.
EC: Research is an integral part of the
design process – do you feel that this helps inform
ourselves and the work we produce?
LB: The great thing about an
artistic or creative field of work is that research becomes
an almost autonomous and sub-conscious activity that occurs
whenever we are awake. Every day we are bombarded with colours,
patterns, forms, perspectives, opinions and noises from other
paradigms. Many of these influences are surreptitiously absorbed
and when a creative person intercepts a brief the chances
are that they already have a generously filled pool of resources
and references to call on. Research in this sense is constantly
informing our work and our approach to design.
With respect to a particular project or brief the research
for me is intrinsically interwoven into the process of brainstorming
and drafting. During these phases I will seek visual and conceptual
references often using the phenomenally vast media libraries
such as Google images and YouTube as a starting point. In
addition I’ll reflect on any personal experiences and
opinions that relate to the project in an effort to find an
individual aspect that could contribute towards a piece.
EC: What is it about illustration you enjoy
so much?
LB: The greatest part of the illustrative
process for me is the opportunity to try and capture an ephemeral,
intangible and esoteric concept through imagery. It’s
the challenge and excitement of staring at a blank canvas
with an aim to give form and colour to something that has
previously existed exclusively as words, narrative or mere
thoughts and knowing it could go in any direction you choose.
EC: When did you first begin to explore
animation?
LB: Animation was a natural progression
from my love of drawing as a kid so my foray into the world
of moving images began in earnest from a young age. My introduction
was greatly aided and perhaps even instigated by a very talented
kid I befriended in my primary school called Joe Green. At
the paltry age of eight he was an even bigger cartoon enthusiast
than me and his knowledge of Disney cartoons and old comic
strips was already encyclopaedic. It was Joe who first introduced
me to the concept of flick-books and we would spend hours
drawing self-styled characters and then bringing them to stuttering
misaligned life on tiny pads of papers. Joe also presented
me with my first sheet of acetate and I remember listening
in awe as he explained how many sheets of it were used to
create the Disney feature film Snow White. Our early
efforts of animation were naturally painfully crude but the
theory and principles behind flick-books were a great way
to start.
EC: Tell us more about Everloving.
LB: Everloving is a short story I was
inspired to start in response to a personal situation. An
idea for a dark tale of love struck me on Xmas day and I spent
the next 2 months creating the opening. Sadly other commitments
and lack of budget have forced me to shelve the project for
now but it is something I want to return to when the time
allows because I think/hope it could be quite a powerful piece.
The story will unfold to show the firefly and prisoner creating
a chalk montage on the prison wall before they are separated,
the montage is destroyed and the prisoner escapes.
EC: Your animation style seems to have moved
on from your 2D style – Everloving is an excellent
example of a creative exploring new techniques and looking
at the potential of 3D. Was this a conscious decision to increase
your skills?
LB: For every project I strive to create
a style and execution that works for the piece as opposed
to adopting previous or signature styles. Rather than a conscious
decision to explore new techniques my desire to create the
right mood and aesthetic leads to experimentation which gives
rise to new techniques.
When I got the idea for Everloving I knew instantly
that I wanted to create a dark, mournful yet beautifully rich
and solid style. Having only a basic working knowledge of
3D I decided to try to find a way to do animated character
using flat colours in flash and then add texture and volume
in After Effects. After a few weeks I had forged a main character
that was completely 2D but with delusions of 3D grandeur.
EC: How long do you spend on planning your
animations initially?
LB: It will vary according from project
to project, but much of the planning is done during the concept
development stage where ideas are discussed and fine tuned.
After that there might be a rough storyboard or a few sketches
to act as a guide and then the animation can start. Where
possible I like to keep things open enough to allow ideas
and spontaneous sparks of inspiration to be incorporated during
the overall process.
EC: How did the Creep music video
come about? Were the visuals developed directly from how the
lyrics made you feel at the time?
LB: The Creep video was started
as a lip syncing experiment to the iconic Radiohead song using
the main character I had developed for the www.lowmorale.co.uk
series. Stuck in a job I detested and facing unrequited love
the song struck me with powerful poignancy and so was the
ideal choice to give voice to a character that aimed to personify
my pain and plight. After deciding that the character looked
quite good singing, I proceeded to do a bit more lip syncing
and then felt compelled to introduce a background. Much like
the style of the animated scenery, the ideas and animation
for Creep evolved very naturally and organically. In this
sense the animation was uncontrived and truly a reflection
of how I felt at the time. After 3 months of working every
night after work and every weekend the piece was finished
and released to a seemingly sympathetic world.
EC: Has Thom and the rest of the band seen
it?
LB: I’m not entirely certain but
I would imagine/hope so. Through a contact at W.A.S.T.E, Radiohead’s
merchandising company the video was sent directly to the management
of Radiohead who replied by email with praise.
EC: The JCB Song was known about
way before anyone was aware of the song – how was the
song and subsequently the animation suddenly revived?
LB: Although the video and website were
completed by around mid 2005 I think basically the song took
a while to gather enough momentum to break through to the
mainstream. It was only after the site began getting so much
attention that the industry began to take a bit more notice
of the band and slowly but surely they got more airtime. By
Xmas it seems the public mood and appetite had aligned with
the songs message and it had enough weight and recognition
to become No.1.
EC: What artists and animators inspire you?
LB: Anyone who has spent more than 12
hours non-stop drawing or animating is an inspiration.
EC: What inspired you to come up with Hard
as Snails?
LB: Hard as Snails was created after
receiving a brief from Red Bull to create a short animation
about ‘Adrenalin’. During the inevitable brainstorming
that followed me and some friends explored the idea of snails
as the antithesis to adrenalin rush. This led to the question:
Do snails feel adrenalin? Having decided that, yes, they do,
we began developing ideas around what snails might do to achieve
the ultimate rush. This became packaged as little show called
Hard As Snails.
EC: Creatively what will keeps your next
project from being a step backwards?
LB: Alcohol.
EC: You’re very much in awe of SF
& Fantasy – are you working your way towards a dream
project and ideas for your own feature?
LB: There are too many dream projects
to mention but I would love to do something in an unadulterated
fantasy genre. Some of my favourite films growing up were
fantasy adventures like ‘Labyrinth’ and ‘Never
ending story’ and they display amazing imagination and
style the likes of which I would enjoy trying to achieve.
I recently did a birthday card for someone and would love
to make an animation in a similar style: www.monkeehub.com/myspace/elicard
EC: Any other creators that you’d
like to collaborate with?
LB: Radiohead remain the only specifically
targeted ‘creators’ I would like to work with.
Otherwise I am always interested in working with talented
creative people.
EC: What advice would you give to artists
at Erth Chronicles in continuing to effectively bring someone
else’s vision to life?
LB: The standard of some of the work
on the site is amazing so I’d feel unqualified to give
direct advice. Personally speaking a key to bringing a vision
to life is insight; being able to really see the characters/scene.
The best way for me to achieve insight is good old fashion
thought, and lots of it.
EC: What’s the most important professional
advice you would give a prospective artist?
LB: Run away.
EC: Complete this sentence: Three cavemen
are sitting round a fire, one says to the other…www.monkeehub.com/misk/cavemen.jpg
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