Designs
on the Sea
Starlog Science Fiction Explorer
December 1995
by BILL WILSON
"I consider storyboarding to be the greatest example of motion in
still art," declares Mark Simon, storyboard artist for seaQuest.
"I take a script and an idea and I illustrate what it's going to end
up being in motion. I have to take the director's ideas and present
them to a crew of 200 people so that everyone understands and
can work toward a common goal. Because science fiction and fantasy
projects generally require more FX and more extensive action sequences,
they therefore require more storyboarding. There are so many different
elements that go in it that the only way you can keep the story flowing
so that it makes sense from one shot to the next is to have a visual
design of the entire story. You have a director who has his own vision
of that script, but everyone has a different idea in their head of
what the story should look like. So, I sit down with the director
and I visualize what he has in his head, and that becomes the guideline
for everyone else to work around.
"If you can look at storyboards and tell what's happening without
reading anything, they're successful," Simon continues, emphasizing
that the key is substance over style. "Being a good artist does not
make a good storyboard artist. Drawing a pretty picture does not necessarily
make motion sense. Being able to carry a story visually is
totally different from being able to draw a realistic apple. IT's
getting the idea across, more than the art itself, which makes a storyboard
successful.
In addition, Simon explains that detailed illustrations are mostly
unnecessary as well. "we're not talking stick figures here, of course,
but sometimes on a set, my work may not be much more than that. I
may not even draw eyes: I may just draw cross lines on a face to show
the center lines of the nose and where the eyes would be, just to
show what direction the head is looking. If I'm in a real hurry--
and I'm pumping out as many as 150 of these a day--that's all I can
really afford to give them. It comes down to not one drawing, but
how many drawings there are in a row, and how they flow to show the
action.
"I tell artists who are learning how to do storyboards to show someone
their work, and if that person has a question, don't explain
it to them," he insists. "If I'm showing someone my stuff, and they
look at something and say, "Well what's this?" the first thing I do
is pull it away and ask them "OK, what don't you get? What do I need
to fix?" That's my problem. I obviously did not make something
understandable enough.
"That's tough for an artist," he continues, "Because there's a lot
of ego involved. You're not talking about something designed for just
one person to enjoy; there's a purpose behind it. When I go over the
script with the director, I pay attention to every little detail.
If there's a question, it may mean an additional drawing or two, or
it may be handled as easily as a description of to the side. You have
to make other people understand it. It's not like you can take it
around to all 200 people and explain it to them!" he laughs.
"Storyboards also aid in budgeting. The stunt coordinator can look
at the scene and know exactly what his people have to do, how much
time it will take and how much it will cost to do the stunt. The FX
guy can see how many bullet hits there are to judge how many squibs
are needed, or he can see a fireball that requires this much material
which will cost this much money. Now you can budget and schedule off
the storyboards. My storyboards are the blue prints for the production."
Simon asserts. "Storyboards are not cheap, but they can save
so much money. If the director sees only one camera angle looking
into the corner of a room, you only need to build two walls instead
of a huge four-wall set. The savings on that alone could more than
pay for all the storyboards. Storyboards help the production in many
different aspects, but the biggest element that is that it provides
the entire crew the director's vision to work towards."
Board Stories
Simon explains an instance last season where storyboards had a particular
impact: "One really bizarre episode was the Poseidon story, where
the seaQuest encountered Neptune. Obviously, on something of
that size and scope, we had many different elements to contend with:
underwater photography, green-screen photography and several completely
computer-generated things.
"There was a sequence in which the seaQuest is fighting head-to-head
with Neptune," he continues. "The director had an idea of what he
wanted, but I think where my expertise came in is where I suggested
a different angle to shoot Neptune reaching down to grab the ship.
The director just wanted him to reach down for it. I said, 'Let's
put the camera right behind the seaQuest, and do some foreshortening
so we see this hand come up huge in frame to grab the ship." With
the hand bursting out of the screen towards you, it's so much more
visually dynamic. Shooting with a wide-angle lens so you see this
enormous hand reaching closer and closer towards you is much more
exciting than a static shot of a guy reaching down to pick up a toy."
In his book, Storyboards: Motion in Art, Simon explains that,
in the film and television industry, a picture is not worth a thousand
words, but actually much more than a thousand dollars.
The importance of this visual blueprint of a production's flow of
action and design can't be underestimated or overlooked, but that's
not to say it comes without creative rewards. "This is like the ultimate
for a graphic artist,"Simon declares exuberantly, "I get to draw,
I get to work with great people, I get to do special FX, period pieces,
high action, super heroes, anything and everything--it changes constantly.
This is just plain fun. I believe in having fun in what you
do for a living. I can't imagine working a nine-to-five job and complaining
to my wife every time I get home."
Simon brings years of experience in a diverse number of fields to
his job as one of seaQuest's storyboard artists. At age 12,
he designed skateboards for Schwinn Bikes, and he later ran a small
advertising company, published his own collegiate magazine, syndicated
his own weekly cartoons and managed a custom home building company.
IT is this variety which lends a fresh perspective to his creative
pursuits. "For the past 15 years, I've been running huge crews, overseeing
a ton of money--big construction projects--so now it's nice to be
totally creative and avoid all that other stuff,"he says with a sigh
of relief. "What I'm doing now is totally creative, and that's empowering."
And this creative power comes through the use of the simplest of tools.
"Fine artists cringe when they what kind of paper I use: plain old
ordinary typing paper, Why? Because the drawings have to be
reproduced hundreds of times very quickly for distribution to many
different people. What better paper to use than a kind that can easily
run through an automatic feeder on a Xerox machine? Beyond that, it
has a nice texture, so you can get some nice shading with it. The
need for speed dictates the medium."
While advancements in computer technology are often evident on screen
as ever more outrageous and envelope-pushing special FX, Simon embraces
the technology as an additional pre-production tool as well, within
its limitations.
"I've actually done some storyboards right on the computer, " He explains,
"There are a couple of programs out there that are great for producers
and directors who need to do their own storyboards or are using them
to develop their initial ideas. It's fantastic what it can do, but
for me it's so much more limiting and time-consuming than what I can
do by hand, so it's not really a practical solution for all
storyboard work. Besides, any good storyboard artist will agree it's
always going to be better by hand: you get the nuances.
"Obviously, any computer is limited to how many images you can manipulate
at one time. I'm so used to doing everything so quickly that these
storyboard programs tend to slow me down. What I mainly use the computer
for is the construction of the seq-Quest sets in 3-D. With
a program like Virtus, I can build something really quickly, in color,
and then texture-map it and embellish it. I then take it to the director
and Vaughan Edwards, our designer and actually walk them through it.
Then, I can either do a color print from a video printer or a black-and-white
print from a laser printer. When we want a lot of detail, Ill print
out a line drawing as a template to pull all my perspective lines
from. Because everything is dimensionally correct in the computer,
I save valuable time because I don't have to figure it out by hand."
Board Teacher
Storyboards: Motion In Art is not Simon's first entry into
self-publishing. "I actually wrote two others before this one. I have
the art direction book Art Direction, The Craft In Your Career
and a follow up called The Art Direction Workbook. I've always
loved writing and drawing. Now here I am doing these cool things and
I'm really good at showing people how to do it. I love teaching. Once
again, it boils down to fun. I enjoy seeing people learn and
helping them with it. These books area great way to do it."
Simon's business experience has helped him avoid many of the pitfalls
other creatives encounter, and his books share these valuable insights
with his readers. "I've never been a 'starving artist' and I've never
sold out. But I know business, and that has a lot to do with it. I
write about the cold, hard facts: how you work, what the options are,
how to make your stuff better. I'm not getting into the theory of
design--you go to school to learn that."
Simon is quick to note that the reader best not expect an art-course-in-a-book.
"In Art Direction, am I going to teach you how to be a designer?
No. That's not what I feel I'm best at. I'm not trying to teach anyone
artistic ability; I'm passing along the little things I've learned
that I wish I had known before. I've talked with tons of other art
directors and they all said, "God, if I had only known... if there
was some way to learn this stuff."
His books are an outgrowth of several lecture series he developed
while teaching. "Several years ago, I started lecturing on art direction,
and that led into lectures on storyboarding and combining the two.
Putting those notes together, I noticed that I had collected a lot
of information I would have loved to have had when I first started.
I thought if I wanted it, other people would want it as well, so I
decided to write a book. As I was working on the art direction book,
I realized that I needed some feedback. I taught the art direction
course at the University of Central Florida and an extension course
at another university. At the same time, I was updating the book and
the workbook. I would come up with ideas for the exercises in one
class, the students would go through them and I would jot down notes
about what worked, what didn't, and what kind of responses I was getting.
Then, I would redo it and use it in the second class as I was refining
it."
His hectic work schedule became even more so when seaQuest's
production came to town in 1994. "Actually, I started seaQuest
about a week after finals. I had no personal contact with anyone on
the show until a friend put me in touch with Mike Metzel, the construction
coordinator. I showed my work first to Mike, then to Vaughan Edwards,
the production designer, then finally Oscar L. Costo, the producer.
I was hired a few days afterward. At the time, I had the film The
Walking Dead coming up and I thought, 'The timing's perfect. I
can go right from a feature into a TV series.' Unfortunately, the
film got postponed several weeks and seaQuest moved me up a
couple. I worked practically 24 hours a day, nights and weekends,
doing both at the same time."
With the film industry continuing to grow at a rapid pace in the Orlando
area, competition for work has heated up, but Simon welcomes it. "I
do have a book which teaches people how to do what I do, which might
increase my competition even more, but the more people who buy the
book, the less I have to work!" he jokes. "Seriously, I"ve found that
as I've seen my students get really good, it has only served to push
me to make myself better. It has given me that kick in the butt to
increase my own ability. Plus, I have the added satisfaction that
I've helped someone to improve their own skills."
Storyboarding for seaQuest presented Simon with a unique opportunity--to
work on a network TV series about a subject he knows and loves, produced
by one of his idols. "It never really crossed my mind that a series
would want or need a storyboard artists full-time. The fact that Steven
Spielberg's name was associated with it, though, had a lot
to do with my decision to come on board. I would love to work with
him personally; that would be the ultimate for me. He's the greatest
filmmaker I've ever seen. Just working on something he's a part of
is extremely satisfying. But that part of it is far from the overriding
concern to be involved in seaQuest. That would be the science
fiction element. It's what I love most, what I've enjoyed reading
the most my whole life. Science fiction is really what I will always
prefer doing, and seaQuest gives me a great opportunity to
do that. You realize it's hard work; it's not glamorous. But
then one day you show someone your drawings or walk on a set and you
realize that, yeah, this really is like a dream come true.
"I like living that dream,"Simon smiles. "You realize, 'This really
is a cool thing I'm doing!' It's like comic books. I read them as
a kid, and I still do. You'll find most people in this industry read
comic books; it's a natural connection to another visual storytelling
medium. Working on storyboards is like designing a living comic
book. I get to design a comic book that shows up in a film or on TV
every week. It's an extension of my desire to create comic strips,
though the purpose and style is totally different.
"Being a comic book fan growing up, the first artist that comes to
mind as an inspiration is Gene Colan [best known for Tomb of Dracula].
Colan's comic books are storyboards. Take any of his comic
books and shoot a movie from them." Simon's eyes widen as he explains
himself. "The motion, the way the story flows, the way he pushes in
when you need to see tighter, the way he has a wide establishing shot
when you need to set a scene. Long before I ever thought about doing
storyboards, I looked at his work and thought, 'This is like reading
a movie!'
"Frank Miller is another artist whose style I really admire. It's
not fair to call him 'a great visual artist' because that really doesn't
say enough. Beyond the beauty of the individual panels is the smooth
flow of the story, that cinematic quality. s far as quality of art
itself. Neal Adams has always been one of my heroes-- Neal and John
Byrne. I"ve got probably 20 or 30 original comic book pages in my
house. Talk about inspiration! I sit at my drafting table and agonize
over how to do something, and then I look up and see one of those
pieces and it's like, 'Wow! How did they do that? That is just
so awesome!"
Looking at his experiences as a storyboard artist, visualizing countless
action sequences, environments and even alien worlds, Mark Simon would
be happy to follow the same path as another one of his inspirations.
"Anyone who's a storyboard artist knows of Joe Johnston, who was a
storyboard artist on Star Wars and is now a very successful
director [Honey, I Shrunk The Kids, The Rockeeter]. You think
about that-- it's not hard to--and considering what you do as a storyboard
artist, you are a director. I'm doing a lot of the breakdowns,
scene-by-scene, often shot-by-shot. I've gotten the opportunity to
direct second unity a few times. So, I've had a taste of it and I
really enjoyed it. I've art directed outside projects, industrials
before, and I've even directed some. And yeah, it's fun. Is it a goal
of mine? No. Would I love to do it? Of course!"
Animatics & Storyboards, Inc.
407-370-BORD (2673)
marksimon (at) storyboards-east.com