Puppet Design

Friday, August 11, 2006

Sam Hale Interview

Hale interview

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9
Part 10
Part 11
Part 12
Part 13

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Wednesday, August 09, 2006

Sam Hale Interview Part 13

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


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PJ: What is your next creative project?

SH: I’ve always got a handful of projects at various levels of development. It’s been an exciting and satisfying run on The Fox Lantern as production designer, builder and performer, but I’ve been leaning toward creating some shorter puppetry pieces for video or hybrid animation (something that gives me more excuse to be home with my 1 year-old, Kai).

A few of the bigger ideas percolating right now: “Xamoschi: Village of Crows,” inspired by a “lost” chapter of Gulliver’s Travels; “Trickster,” the misadventures of “misunderstood” Norse trickster Loki; and puppet shorts adapted from stories by Miyazawa Kenji and Jorge Luis Borges.

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Tuesday, August 08, 2006

Sam Hale Interview Part 12

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


Sam 12 copy

PJ: What advice would you give young artists interested in designing characters and puppets?

SH: If you do it, commit! It’s tough getting started and takes time to get established, but work at it and you should make headway. I’ve seen too many really talented artists waste their abilities because they’re too afraid to take the chance, quit their jobs and go for it. If you try and fail, that’s one thing, but if you’ve never tried, that’s just sad. Use your skills to bring something new and different to this boring world.

In the world of puppetry, especially, I think there’s lots of room for talented artists to create new work. I seem to run into many performers involved in puppetry who just settled into puppetry, rather than appreciating the beauty and power that puppets can have in and of themselves. I think the people who end up really making a difference in puppetry are those who grasp and appreciate what I’d call the mystery of puppetry and use it to make something inspiring and stunning for audiences to appreciate and enjoy.

Other important things: If you don’t know how, learn to draw. A drawing is the blueprint for your puppet. It will save you lots of time later on in the process when you’re trying to realize the puppet three-dimensionally. You don’t build a house or a car without a blueprint or design in hand. Why attack a puppet design differently? If you mess up when building, you’ve got to make up a lot more time than if you mess up a drawing and simply need to redraw it. I tell my college students this all the time, but I see too many of them making mistakes they could have avoided if they’d just drawn something first.

Last, I encourage young artists to find their voice, find their style. No matter how talented you may be, if you don’t have a way to express it uniquely, you’re not living honestly with what’s waiting to spring from inside you. There are a lot of really talented imitators around, and they’ll probably find work in the studios out there, but do you want to be drawing like Walt Disney all your life? Don’t be an imitator, be an innovator. It’s challenging, but I think the long-term reward is worth the blood, sweat, tears and debt.

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Monday, August 07, 2006

Sam Hale Interview Part 11

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


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PJ: How do you promote yourself as an artist, designer and illustrator?

SH: The most important thing: Get your name out there! That’s the first big step. Then keep reminding people that you are there. For the lucky ones living in areas close to all the action, it’s probably less work than for those out in the boonies who have to spend $2,000 yearly to put their ads in national artist-resource books, direct mailings, etc.

I find my website (www.mysticgnome.com) is an invaluable and inexpensive advertising tool. I remember spending hours in art school creating these beautiful portfolios, but I rarely used them after graduating -- prospective illustration and puppetry clients seem to prefer online portfolios. The website is an instant portal for a potential client to see your work, and it’s fast and doesn’t require them to mail your portfolio back after they’ve flipped through it. Once you’ve made that contact, send a tear sheet or sample of your work with a resume so they can keep it on file.

But the website isn’t an end in itself. You still need to point people to it. I get most of my work from answering ads online or hearing about a job through my network of contacts. No matter how you advertise and find job posts, keep in mind that it’s a constantly challenging and changing landscape -- illustrators compete with photography, stock images, etc., all of which are readily available at low, low prices. Puppetry competes with animation but potentially offers big savings for the client. Your pricing needs to be competitive, and you need a style that people are going to want to use. Get out there, beat the bushes, and build that network and client base!

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Friday, August 04, 2006

Sam Hale Interview Part 10

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


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PJ: Talk about the puppets you recently designed and are currently building for the show The Fox Lantern. What inspired the look of the characters?

SH: The Fox Lantern came out of discussion with Leslie Gray, the director of a show I worked on last year called Pink Dress. We wanted to tell an antiwar folktale and use a design idea we started developing more than a year ago. The idea was to build Japanese doll-like puppets that could be performed with one hand. In order to do this, I developed a spring mechanism in the head, neck and shoulders that would allow the puppeteer to either hold the puppet with one hand and be able to swivel the head with their thumb, or operate the torso and head separately with two hands.

We call these kinds of bunraku puppets “spring-yos,” combining the word spring with the Japanese word for puppet, ningyo. There’s a cool demon puppet in the story that has a second spring mimicking the spinal column and supporting the weight of the puppet while allowing movement in the upper and lower torso. I’m pretty pleased with this design innovation.

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The puppets are about 18-20 inches tall and generally require two puppeteers -- one for the torso, head and hand(s), and one for the feet or hands. (We’ve basically eliminated one puppeteer from the traditional bunraku trio of performers.) The puppets are a mixed-media blend of paper clay, foam, wood, handmade paper, stretch mesh and metal. I sculpted heads out of paper clay and then molded them with silicone gel in a plaster mother mold to be able to duplicate them. I got a lot of materials and advice from Burman Industries, including paper clay directly from the Japanese company’s website at www.paperclay.com. (I discovered paper clay, or kami nendo, when I lived in Japan -- kids there love the stuff! And it’s made with volcanic ash!) The Fox Lantern is primarily performed with modified tabletop bunraku puppets and embellished with marionettes and shadow puppets.

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The look of Fox Lantern: Overall, I’d say the style is my style, which is influenced by the works of El Greco, Tamara de Lempika, Thomas Hart Benton, Mike Mignola and Yoshitoshi. It’s a flowing style balancing soft and hard angles and hard shapes with soft shapes, all pushing and pulling against each other. For the projected backgrounds (slides made in Photoshop on a Mac), I drew heavily from classic woodblock artists Hokusai and Hiroshige. I also referenced many Yoshitoshi woodblock prints composition and costume ideas. I would design characters and costumes and then pass them on to Leslie Gray, an accomplished designer and builder who made gorgeous costumes for our puppets.

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Last year I got a chance to study Japanese bunraku puppets up close when artist Masaya Kiritake toured the West Coast. She was an immense resource for this project. A lot of ideas came out of our one-on-one exchange, especially the idea that the base of a traditional Japanese puppet, the kashira, is what the rest of the puppet is built around. The torso is actually hollow in traditional Japanese puppets. I used these ideas, but rather than carving the kashira out of wood, I built it from an industrial base of PVC pipe, springs and epoxy putty. I wrapped that in L-200 foam and finished it off with a well-sculpted paper clay head. I’m really happy how well the springs contribute to the head movement overall -- it’s smooth and controllable. The research-and-development period was quite lengthy to get the right balance of materials, durability vs. flexibility, etc. But now that I have the process down, expect to see me making more of these kinds of puppets!

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Thursday, August 03, 2006

Sam Hale Interview Part 9

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


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PJ: You've designed puppets for several theatrical productions. What do you take into consideration when designing puppets for the stage?

SH: How a puppet reads from a distance is very important. Big shapes and bold colors help a puppet read well for the audience. Lighting contributes to readability, and the stronger the shapes in the character’s face, the easier it is to read the face from a distance, even in bad lighting. How you color the character can also aid in readability -- again, bold, contrasting colors work great. In Japanese theater, actors’ (and puppets’) faces are painted a stark white with black eyeliner and red lipstick. Theater came way before electricity, so performances happened by candlelight, and the only way to see the performers was to paint their faces brightly and boldly!

Another thing to consider is what the production’s puppet needs are, versus building an all-around good puppet for general use. When I first go in to planning a build, I look at the script and start a list of all the actions that will be needed from my puppet. Then I start planning how to build “specialists.” The more specialized the puppet is, the better it can perform its tasks. If you need a puppet to climb out of the scene, a “climber” puppet works better than a generic one. Even if it means more building, I prefer having more puppets that perform specific tasks than a few generic ones. For example, if you only see a puppet from the waist up, why give him legs?

Also, building something tough but simple is better for theater. If a puppet is going to go through a lot of rough handling, it’s better if it holds together well. The fewer moving parts there are, the less likely it will break and need repair. On a TV or film shoot, a damaged puppet could cause an inconvenient loss of time for repairs, but in live theater there’s no time for repairs. The better built the puppet is, the better it is for the show. Simplicity is important -- the fewer moving parts, the less likely it is to break. Again, I say build more specialists to do specific tasks and reduce the need for repairs along the way.

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Ease of use is also something I’m constantly trying to perfect. I hate it when someone builds a puppet that’s heavier than necessary or has triggers or mouth palettes that don’t move well or that tweaks your wrist or arm to even get it to move. If it doesn’t work well, the performer has to struggle to make it work or, worse yet, hurt him- or herself to make the puppet move well. I really try to work toward practical solutions that make the puppet and performer both look and feel good.

I once did a show where I was squat-walking most of the time because I was performing hands on a modified bunraku-style puppet held at waist level. My knees have never been the same. Was it necessary to torture the puppeteer thus, or could the puppet have been designed differently? Could the director and builder have come up with a more performer-friendly design? Of course there is always some level of difficulty performing a puppet becasue it puts you into all kinds of strange contortions, but since I’m a performer too, I try to minimize that as much as possible. I sympathize with the poor saps who have to deal with my inventions onstage in front of a bunch of people.

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Wednesday, August 02, 2006

Sam Hale Interview Part 8

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


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PJ: Do you ever get stuck on a design? Do you have any tricks or techniques for getting the creative juices flowing?

SH: Everyone gets stuck from time to time. Some things I do to get past a block include going on a long drive or subway ride, sitting in the hot tub (or hot shower) or going somewhere I’ve never been before -- anything that relaxes the mind and takes me out of the context of my regular life rhythms. I always find myself inspired when I go to the in-laws’ up in the Monterey area because I’m out of my element there. A relaxing stroll on the beach or watching the waves roll in can be very nice too. These kinds of things help to get the juices flowing again.

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As for specific techniques, wasn’t it Da Vinci who wrote something about being inspired by flames? I try to find chaotic, nonsensical shapes and forms in things like marble, tile flooring, and even clouds in the sky and make images from them. As an extension of this idea, I’ll scribble things on paper without looking and then pull shapes from the nonsense. I like to call this my scribble technique. Basically, I look around the room as I let my pencil wander, picking out shapes and bits and pieces of stuff from all over. After covering the page with lots of scribbles and scratches, I take a Sharpie and start tracing just the lines I like. Sometimes I get interesting results!

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Tuesday, August 01, 2006

Sam Hale Interview Part 7

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


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PJ: Talk about the difference between designing a character for a two-dimensional format and one that will be built in three dimensions.

SH: Most of my designs start as two-dimensional drawings, so there isn’t that big a difference in designing for two dimensions than three. One serves as the foundation for the other. Drawing flat art is the starting point for creating more sophisticated art -- my teachers at art school always said that if you are a strong draftsman, you should be able to paint or sculpt well too. A good drawing becomes a good painting or good sculpture.

That being said, moving to three dimensions adds another level of complexity. You need to be aware of shapes from multiple perspectives and how a character reads from different angles. In general, the more variety you get in a form as it turns, the more interesting it is to look at. A character with a long snout will be more interesting to look at than a character with flat features. Turn the character around and look at it from multiple perspectives -- in the mirror, upside down, etc. -- to get a sense whether the shapes are interesting and exciting to look at from every perspective.

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You can get an interesting variety of expressions in a 3-D character. Depending on how you design the shapes in the face, the same character can look satisfied from one angle and upset from another. It can be fun to play with asymmetry too.

If you have a character with a raised eyebrow on one side and a half-closed eye on the other, it will look angry from one angle and sleepy from the other (puppeteer Rob D’Arc, a brilliant puppet designer, has experimented with kinds of ideas). If you work with asymmetry, one thing to keep in mind is how the shapes contrast and balance against one another. Yet another thing to keep in mind is the flow of shapes around and into each other as seen from different angles, and it gets tricky finding a really strong balance of movement and form with asymmetrical characters.

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Monday, July 31, 2006

Sam Hale Interview Part 6

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


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PJ: What makes a character design strong or interesting?

SH: Design can be very subjective, so answering this is tricky. However, I’d say that what makes a character design successful is whether it accomplishes its goal in an eye-catching, visually compelling and memorable way. First off, in this instant-gratification society, the image has to draw your attention immediately. Strong design is key to pulling the viewer’s eye to the work and generating interest in the show in the first place. Second, the design has to be powerful enough to stay in the mind of the viewer long after the work is done. If the design draws your attention and keeps it, I’d say it’s successful.

Various world cultures have evolved with radically different design aesthetics and motifs, so trying to encapsulate a perfect formula for design is misguided. For example, we may be taught that sharp angles or triangular shapes in a design generally represent danger or evil, but in Japanese pop art (with a writing system based on angular characters) images tend to have angular qualities without connoting negativity. So we get anime characters from Dragonball or Yu-Gi-Oh who are heroic but have sharp, angular hair and less softness than their American counterparts.

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Generally speaking, I like working with basic shapes to generate a certain emotional response. Curved and round shapes can create a gentle response, while angles and edges create a startling response -- sometimes harsh and sharp, other times enough just to draw your attention to a character and make you go “Hey, that’s different!”

A good example of using angles in interesting design is the character design for Dreamworks’ Madagascar (I believe these designs were inspired by 1950s children’s book illustrations). The designs are unique and stand out against a background of Disney-fied overly gentle “soft rounds” (which is something they’re very good at doing -- even taking angular art like Mike Mignola’s and watering it down into soft characters in the animated film Atlantis). Even a villain like Darth Vader, with all the angles of his helmet, has a soft, rounded top, which hints at a gentle, vulnerable side to the character.

Uniqueness is important in design. I think Spongebob Squarepants is a good example. In the world of circular character design, a square-based character emerged and took the world by storm. Powerpuff Girls did that too by taking round shapes to an extreme.

Also, in a practical sense, the design has to be true to the needs of each character and overall design. As I’ve mentioned before, characters should complement and contrast with each other well. A skinny character next to a plump character is whimsical and visually interesting (remember Laurel and Hardy?). Even in a realism-based show like my upcoming bunraku, Fox Lantern, there is contrast -- albeit more subtle than the cartoonish, simplified style of Inland Emperor’s New Clothes or Japanese Fables.

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Friday, July 28, 2006

Sam Hale Interview Part 5

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


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PJ: Do you have a favorite drawing implement?

SH: An art teacher friend gave me a set of Staedtler ink pens to draw my first series of illustrations, Discourse in the World of Symbols, which were exhibited in Japan. They drew near-perfect lines, I could swap out a variety of ink colors, and they were beautifully designed writing tools (German ingenuity at its finest!). These days I work a lot with a Wacom tablet directly in Adobe Photoshop and Illustrator. There is still a simplicity and elegance in drawing with pencil (Staedtler brand!), but squiggling with my finger on the shower door is a favorite activity too.

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Thursday, July 27, 2006

Sam Hale Interview Part 4

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


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PJ: Describe your design process.

SH: I almost always start with broad strokes -- the big shapes for the characters. Then I work my way down to the details. Silhouettes are a great place to start, as well as basic shapes -- is it round, square, oval, triangular? I also keep in mind the relationships between the main characters, trying to introduce variety into their shapes so they’re visually interesting to look at side-by-side.

Once I’ve decided these basics, I think about what mood I’m trying to create with the character. What is the essence of that character? Is he/she/it happy, sad, angry, crazy? Then I do a series of drawings until I find a look that works well for the character demands.

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For my own projects, I usually begin by drawing and complete the look in the sculpture phase. For clients, collaborators or directors, I work out everything in the drawing phase with their agreement before moving to the sculpture. Sometimes I incorporate caricatures of real people, most recently in my new show, The Fox Lantern, which includes a farmer based on artist Osamu Noguchi and a heartless government official who has elements of the current Vice President, Dick Something-or-other. Once the drawing is ready, I move to sculpting the character’s head.

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Wednesday, July 26, 2006

Sam Hale Interview Part 3

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


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PJ: When did you become interested in working with puppets?

SH: I was working on my master’s thesis (based on a mystical travelogue, “Where Is Here?” by my college roommate Tim Rummel, who died in 1993) at the Academy of Art University, and I wasn’t satisfied that the 14 paintings would tell enough of the story. One of my advisers suggested I make a puppet show to complete the exhibition (which wound up as a video played in the exhibit hall). I found the San Francisco Bay Area Puppet Guild online and went to my first guild meeting -- which featured Dave Goelz and Gonzo the Great! I was so blown away by this first meeting that I’ve been involved with puppets ever since.

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Tuesday, July 25, 2006

Sam Hale Interview Part 2

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


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PJ: Whose work has influenced you the most?

SH: Stylistically, I have a deep appreciation for El Greco, woodblock artist Yoshitoshi, the Italian Futurists (minus their fascism), Tamara de Lempicka, Thomas Hart Benton and Hellboy artist Mike Mignola. In terms of puppetry, I owe a debt of gratitude to otome-bunraku artist Masaya Kiritake, who shared a lot of ideas and materials with me. In terms of storytelling, I’d say that animation director Hayao Miyazaki and classic Japanese comic artist Osamu Tezuka are up there alongside Terry Gilliam, David Lynch and Tim Burton. In theater, I really admire the work of Julie Taymor, Robert Lepage and Larry Reed. I also love Dr. Seuss, Jim Henson and the mesmerizing world of dollmaker Jusaburo Tsujimura.

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Monday, July 24, 2006

Sam Hale Interview Part 1

Sam Koji Hale is an illustrator, sculptor, puppet designer and builder. He has a master of fine arts in illustration from Academy of Art University in San Francisco and has designed and built puppets for a variety of film, video and theatre productions. His credits include Elf and Playhouse Disney's “Clay,” as well as Ahoy Captain Sid, which earned him two regional Emmy nominations. He received The Kennedy Center Award for his puppet design and construction on The Inland Emperor's New Clothes. Hale recently designed and built puppets for a Triumvirate Pi Theatre presentation of The Fox's Lantern (Kitsune No Chochin), a project he co-created and will puppeteer in.

Hale is Adjunct Professor of Theatre Arts at California State University San Bernardino. I asked him to share his thoughts on puppet design.


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PJ: You were on a very different professional path before you chose to go to art school. How did you make the decision to pursue a career as a professional artist and illustrator?

SH: It was no easy decision. I think any creative person wrestles with the question of whether he or she can make a living as an artist and still eat three square meals a day! I was a traveling businessman handling 15 customer accounts worth $2 million-3 million per year. I was sleeping in nice hotels and flying all over the country making decent money in a somewhat glamorous job, but in the end it wasn’t for me. Deep down, I longed for something creatively satisfying. I quit my job and looked into graduate schools. It actually came down to enrolling in a Ph.D. program in Japanese history or going to art school and getting myself knee-deep in debt. I took a chance, flipped a coin, and chose art school! I haven’t regretted it.

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Wednesday, April 12, 2006

Interview With Ed Eyth

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative Services for the Jim Henson Company. While at Henson, he designed characters for shows like Muppets Tonight, Mopatop's Shop and Animal Jam, as well as the video feature Kermit's Swamp Years. I asked him to share his thoughts on puppet design.

Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9
Part 10
Part 11
Part 12
Part 13
Part 14

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Tuesday, April 11, 2006

Ed Eyth Interview Part 14

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative Services for the Jim Henson Company. While at Henson, he designed characters for shows like Muppets Tonight, Mopatop's Shop and Animal Jam, as well as the video feature Kermit's Swamp Years. I asked him to share his thoughts on puppet design.

book

PJ: Designers and illustrators like Stephen Silver and Drew Struzan have published books featuring their work. Will we ever see a bound collection of your illustrations and drawings?

EE: I've been asked that before but never by a publisher, and I'd be delusional to think that my work would begin to have the mass appeal that Drew Struzan's does, so I doubt it will happen soon.

But thank you for ending this interview with such generous flattery. Tell you what: Come over to the house, we'll grab a few boxes of sketches and run down to Kinko's, and I'll publish a quick book for you. I'll autograph it too.

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Monday, April 10, 2006

Ed Eyth Interview Part 13

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative Services for the Jim Henson Company. While at Henson, he designed characters for shows like Muppets Tonight, Mopatop's Shop and Animal Jam, as well as the video feature Kermit's Swamp Years. I asked him to share his thoughts on puppet design.

advice

PJ:  What suggestions would you give young artists interested in designing characters and puppets?

EE: I don't think there have ever been more opportunities for character design, especially for the computer gaming industry and for computer-generated films. And those are the best assignments, because just about anything goes with CG characters and you're not restricted by many of the performance limitations imposed when you're designing a puppet.

My suggestions? Go for it, go wild and draw -- constantly. The best designers I've ever encountered just love to draw. When you can communicate ideas visually, you have a valuable, marketable skill. When you can come up with original, creative solutions for design projects, people will be lining up to work with you.

And don't forget to take advantage of all the great resources on the Internet. Sites like this one, where people like Patrick and Sean graciously provide crucial how-to information that's easily accessible and inspiring!

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Thursday, April 06, 2006

Ed Eyth Interview Part 12

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative Services for the Jim Henson Company. While at Henson, he designed characters for shows like Muppets Tonight, Mopatop's Shop and Animal Jam, as well as the video feature Kermit's Swamp Years. I asked him to share his thoughts on puppet design.

scupture

PJ: What is your next creative project?

EE: I've spent my entire design career repressing the urge to do fine art, specifically figurative sculpture. I left my full-time position with the Henson Company recently to do just that. I still do design work as a consultant occasionally, but I'm pursuing my real passion now.

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Wednesday, April 05, 2006

Ed Eyth Interview Part 11

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative Services for the Jim Henson Company. While at Henson, he designed characters for shows like Muppets Tonight, Mopatop's Shop and Animal Jam, as well as the video feature Kermit's Swamp Years. I asked him to share his thoughts on puppet design.

swamp years

PJ: Describe how you developed the look for the adolescent Kermit in Kermit's Swamp Years.

EE: Shrunk his body, enlarged his head and eyes proportionally and added more polyester fill for a puffy "baby fat" kind of look. Seemed simple enough, but it actually got time-consuming and complicated.

If you shrink his body shape, it becomes a camera challenge, since it's easier for a performer's arm to show up in-frame if the body's too short. So if you stretch that body form to accommodate performance, he suddenly gets gangly and thin, losing the juvenile proportions.

A lot of bodies were sculpted. The first few just looked like a small adult Kermit. It took weeks of experimentation, drawing and sculpting to work it out.

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Tuesday, April 04, 2006

Ed Eyth Interview Part 10

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative Services for the Jim Henson Company. While at Henson, he designed characters for shows like Muppets Tonight, Mopatop's Shop and Animal Jam, as well as the video feature Kermit's Swamp Years. I asked him to share his thoughts on puppet design.

reject

PJ: You've designed characters for some projects that never made it to the screen. Do you have any favorites that were never seen by audiences?

EE: Hundreds. Often I'll get attached to one particular character that I think is perfect for a role, and he won't make it. I'll actually find myself sharing the tragic disappointment of this earnest little pencil sketch, since it's taken on a life of its own with me already. Weird, huh?

And sometimes the director, producer or creative executive will select one of the designs I felt was substandard. It's all part of the collaborative process, dealing with people who are really senseless or unable to grasp the genius of my perspective. Wait, did I say that out loud? Don't use that last sentence. Seriously.

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Monday, April 03, 2006

Ed Eyth Interview Part 9

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative Services for the Jim Henson Company. While at Henson, he designed characters for shows like Muppets Tonight, Mopatop's Shop and Animal Jam, as well as the video feature Kermit's Swamp Years. I asked him to share his thoughts on puppet design.

creative juices

PJ: Do you have any tricks or techniques for getting the creative juices flowing?

EE: When I run out of ideas, I just start looking around the room for shapes. "Hmm, if I soften the edges of that lampshade, it would make an interesting body shape," or "The little plastic thing at the end of the pull string on the window blinds would make a cool head shape."

Or I look through a magazine for some random objects that might suggest a silhouette or form I hadn't considered. It's kind of a visual free association that can liberate your thinking, and sometimes something magic or exceptional turns up.

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Thursday, March 30, 2006

Ed Eyth Interview Part 8

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative Services for the Jim Henson Company. While at Henson, he designed characters for shows like Muppets Tonight, Mopatop's Shop and Animal Jam, as well as the video feature Kermit's Swamp Years. I asked him to share his thoughts on puppet design.

casting

PJ: Do you ever get stuck on a design?

EE: There hasn't been a project yet where I didn't feel stuck to some degree, but that's because I have this compulsion to overdo it, wanting to explore a hundred options before narrowing it down to a final concept.

I see character design as being like a creative casting call to fill a role. The more candidates you can review during the initial cattle call, the more likely you are to stumble on the ideal one, or maybe even someone whose appearance deviates from the original requirements in a way that adds even more to the role. Sort of like American Idol for character design. I have boxes and boxes of unfortunate character rejects who didn't make it beyond the first pencil round.

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Wednesday, March 29, 2006

Ed Eyth Interview Part 7

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative Services for the Jim Henson Company. While at Henson, he designed characters for shows like Muppets Tonight, Mopatop's Shop and Animal Jam, as well as the video feature Kermit's Swamp Years. I asked him to share his thoughts on puppet design.

drawings a day

PJ: When designing characters for a show like The Hoobs or Animal Jam, how many drawings do you produce a day?

EE: That depends on the day. In the beginning of a project, the initial concept work, I can do as many as 50 rough thumbnail sketches that describe various ideas in a day.

That may sound like a lot, but keep in mind they're often tiny doodles and require refinement for presentation. Developing the keepers from those thumbnails takes more time, and I may only work up five or 10 of those more-rendered drawings in a day.

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Tuesday, March 28, 2006

Ed Eyth Interview Part 6

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative Services for the Jim Henson Company. While at Henson, he designed characters for shows like Muppets Tonight, Mopatop's Shop and Animal Jam, as well as the video feature Kermit's Swamp Years. I asked him to share his thoughts on puppet design.

Muppet look

PJ: Was it challenging to create characters that reflected your personal style that were also consistent with the classic Muppet look?

EE: Muppets do have a distinctive look, and at the same time there is such a wide range of characters within the Muppet style. So it was pretty easy to assimilate enough of those consistent visual features while improvising and making a little ego investment.

But I have to say, I have so much respect for Jim and the Muppets that with any design assignment my ongoing motivation was to maintain Jim's spirit and the essence of the Muppet style while trying to encourage the evolution of relevant, appealing new characters.

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Monday, March 27, 2006

Ed Eyth Interview Part 5

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative Services for the Jim Henson Company. While at Henson, he designed characters for shows like Muppets Tonight, Mopatop's Shop and Animal Jam, as well as the video feature Kermit's Swamp Years. I asked him to share his thoughts on puppet design.

Muppets Tonight

PJ: Which Muppets Tonight characters did you design?

EE: Johnny Fiama and Spamela Hamderson. But I was so excited about the prospect of designing an actual Muppet character that I'd stay after hours and just keep making up characters. A lion, an alligator, a baby, a security guard -- it was addictive and I just couldn't stop.

Lion

I wouldn't just sketch random designs, I'd create personalities and characteristics for each one. The lion was a Richard Burton-like "master thespian" who was quite full of himself, the alligator was an attorney (get it? A-litigator?), the baby was this super-genius know-it-all, and on and on. None of them ever developed beyond a sketch and my lofty expectations.

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Thursday, March 23, 2006

Ed Eyth Interview Part 4

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative Services for the Jim Henson Company. While at Henson, he designed characters for shows like Muppets Tonight, Mopatop's Shop and Animal Jam, as well as the video feature Kermit's Swamp Years. I asked him to share his thoughts on puppet design.

strong design

PJ: What makes a character design strong or interesting?

EE: Obviously a great performance is what really conveys the soul of a character and gives it interest or appeal, but from a purely visual standpoint? After years of observing and designing characters, I haven't been able to develop a real scientific formula or predictable method to explain that.

Two vital elements seem to be personality and visual style. The elusive element of personality can't really be quantified, but I know it when I see it. It's when a design evokes an emotional response, or at least something of interest to the viewer.

If I look at a character and think "That's odd" or "That's interesting," or if I snicker or react in some way, that gets me intrigued. That's when I know a character is successful visually in some way. There are characters that convey a strong sense of who they are just by the way they look, but I'm at a loss to rationally explain how that works.

That's a challenging question, a bit like "What makes a great work of art?"

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Wednesday, March 22, 2006

Ed Eyth Interview Part 3

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Ed Eyth has had an extensive and diverse artistic career. He has a Bachelor of Science degree from Art Center College of Design in Los Angeles and prior to that majored in Visual Communication at the Art Institute of Pittsburgh. He has served as a production designer, a set and costume designer and a puppet designer for a variety of film and television productions. His film credits include Hook, The Rocketeer and Captain EO.

For nearly 10 years Eyth was Director of Creative