Professional Documents
Culture Documents
[Production Designer]
i.
Examples of some of his students work, as posted recently on
his blog: http://fengzhudesign.blogspot.co.uk/
More can be found on the school site:
http://fzdschool.com/
Sen Lai, Director, 3dsense Media School, said, The partnership with Feng Zhu for FZD School of
Entertainment Design marks a new milestone in the history of Singapore's CG and Media landscape.
Feng brings with him massive industry experiences at the highest level from Hollywood, and by
starting a school here in Singapore not only ensures the long term sustainability of the labor force
eco system for the media industry, but also makes Singapore a very attractive and viable place for
the CG and Visual Effects industry.
ii. (1)
iii. (2)
Production Designers are major heads of department on film crews, and are responsible for
the entire Art Department. They play a crucial role in helping Directors to achieve the film's
visual requirements. The look of a set or location is vital in drawing the audience into the story,
and is an essential element in making a film convincing and evocative. A great deal of work and
imagination goes into constructing an appropriate backdrop to any story. (Skillset, 2010)
iv. (3)
Combination of both concept and production in one of the composition made for
the Star Wars III, Revenge of the Sith preproduction art.
v.
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vii.
ix.
viii.
[Feng Zhu explains his work process, across different stages of pre-production in more depth on his youtube channel, which I
found was worth checking out.
Fengs YouTube channels doesnt focus on the fundamentals as much as the others, however he shows more of the process
that he goes through as a designer for making concepts, at his school he says that they focus on the fundamentals so he
avoids it on his YouTube channel. Feng first started as a designer, work with companies such as LucasFilms, Warner Bros. and
he had also worked with James Cameron. ]
X.
Alternatively, as seen on his page (http://fengzhudesign.com/gallery_page_24.htm), we can also present work across a single spread. Here we see variations in
designs, alternative views (orthography), and experimentation in the texture, colour and general feel of the world hes attempting to create. The very page itself
seems to enforce that.
XII.
XI.
iV.
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i.
i.
Note the use of Foreground, Midground and background, to give the impression of scale, and recession in the image.
Designing also means a lot of exploration and varying designs to get to get the final version. Whether it be a building, creature, landscape, character etc. Whatever
best captures the mood, and original intention.
Sometimes however, budget can be quite restrictive, so its not always possible to keep the finalised product as close as youd like to what youd wanted. Feng Zhu
here, explains how this impacted upon one of his projects:
Often we worked on something we called bid projects, which is when the studios have a script idea but dont know what it is going to look like. Until they do, it is
very hard to get that project made. So they go to a studio like Blur to visualize the concept and the first person that this kind of job lands on is the concept guy.
For the Tutenstein project I read the pitch and it was about a little kid that had died a long time ago in Egypt and who is being shown in a museum. Somehow at
night, he wakes up and hes got little cat with him, and they control everything in the museum. It sounded like a very cool idea for a kids show and reminded me a
little bit of Calvin and Hobbes, because Calvin also has a cat or tiger and they do imaginary friends stuff. So I liked that because Calvin and the Hobbes is my
favourite comic.
The original concept for this project was actually going to be in 3D, I believe, but the real show ended up being done in flash or 2D. When I designed it, I added a lot
of details to make sure that it was very iconic and would appeal to kids. But there was also a bit of evilness in there for the older generation. It was quite fun, but I
think the final product strayed a little bit away from the original idea, mostly, I believe, due to budget.
Progression in design stages, when creating a concept design with production art elements.
So whats the standard process for you when you come to do a concept? Do you start off traditionally then move to the computer or do you hit the Wacom first?
I guess its both. When I started from about 97 all the way to 2003, I was working traditionally,
meaning I was drawing on paper and finishing stuff on paper. But in about June or July of 2003, I made the decision to completely switch over to digital. This was mainly for efficiency
reasons because in our industry, the saying that time is money is very, very true. If you can deliver something fast that also looks good then you can make more income that way.
Working on a computer increases your speed tremendously because you have things like the ability to texture, to undo and all these brushes so you dont have to carry around
equipment. It was very hard at first, but after about three months I felt like paper was no longer necessary. So I actually havent drawn a single thing on paper for professional reasons
since, I guess, 03. For the past six years, it has been all digital and everything, including the rough thumbnails, has been done on a Wacom.
Thats the beauty of digital art. Its something I call the first generation pass, which means a thumbnail to a rough to a final image can actually take place in the exact same drawing. You
can start something very rough, clean it up a little bit, paint on it and turn into a painting,
all from the initial sketch.
References.
http://www.designophy.com/newslog/design-article-1000001409-hollywood.s-leading-concept-designer-feng-zhu-to-launch-new-school-of-entertainmentdesign-in-singapore.htm
https://www.google.co.uk/search?q=feng+zhu&rlz=1C1DSGZ_enGB647GB647&espv=2&biw=1920&bih=950&source=lnms&sa=X&ved=0ahUKEwipur25s5fRAh
WRN1AKHdiGAtgQ_AUIBSgA&dpr=1
http://fengzhudesign.com/about.html
http://fengzhudesign.blogspot.co.uk/2015_03_01_archive.html
http://fengzhudesign.blogspot.co.uk/p/characters.html
http://fengzhudesign.com/images/gallery_image_446.jpg
http://blog.digitaltutors.com/understanding-difference-texture-maps/
https://www.youtube.com/watch?v=x0zl5NnEAyU
http://www.designophy.com/newslog/design-article-1000001409-hollywood.s-leading-concept-designer-feng-zhu-to-launch-new-school-of-entertainmentdesign-in-singapore.htm
https://nicholaswalsh96.wordpress.com/inspiration/culminating-artist-inspirations/
https://www.prospects.ac.uk/job-profiles/production-designer-theatre-television-film
http://fengzhudesign.com/about.html
https://www.youtube.com/watch?v=C3lApsNmdwM
https://www.youtube.com/watch?v=129imhg6kys
https://www.youtube.com/watch?v=nhkfPiZfMMc
http://fengzhudesign.blogspot.co.uk/2011/08/bugs-perspective-sketching.html
http://quanghieuart.blogspot.co.uk/2010/01/interview-with-feng-zhu.html