HOWARD BERGER
& DEAN WRIGHT INTERVIEW
Howard, what did you do in this that will compare
with James' character?
HB: Oh yes, Mr. McAvoy, the great Jimmy Mac. Actually, it's
one of the first characters that we did on this show, which was
Trumpkin the Dwarf, who is played by Peter Dinklage. And to me he's our
Tumnus. There's just something about Peter Dinklage. I say he has
dreamy eyes, and he does; they're very expressive. And he is the James
McAvoy of this film, I feel. He's like the heart, you know. And we were
able to redevelop the dwarfs for this film. On the first film I just
wasn't really happy with what we ended up with, and same with the
performers – they were just little people that we had pulled
from Thailand, and India, and they weren't actors, they were just
little. And this time, we really talked about it with Andrew, and said
we really should cast dwarf actors. Peter Dinklage, who's probably the
best there is – and then we got Warwick [Davis] to play
Nikabrik, so we really got to develop some beautiful makeups. Tami
Lane, who co-won the Oscar with me, does Peter Dinklage's makeup, and
then Sara Rubano handles Nikabrik – Warwick's makeup. They're
just really beautiful makeups.
It's interesting – you look at Peter Dinklage, and it looks
minimal, but he's got a full gelatin nose on, and these big ears and
all hair where we shaved Peter's head entirely, which was great. And
then Warwick has a really big, big makeup: a full gelatin face makeup
and ears and a lot of hair work. It's just really nice to be able to
revisit characters like that, especially ones that I just felt were not
so great in the first film and now they're really outstanding. I think
those two characters are really the heart and soul of this film.
How difficult was the casting process for finding
the dwarfs?
HB: I think it was relatively difficult. Andrew really didn't
have a lot of choice.
I was just going to say, I can't imagine that
there was a lot.
HB: Yeah, there's not.
DW: That are high quality actors.
HB: High quality, exactly. At first they
thought, well, we can go to theatre, and see who we can find. But Peter
Dinklage was always the first idea. And we were designing –
prior to Peter getting cast – around Peter's looks. And then
it just worked out perfectly. Hoping and praying … they had
Peter, then they didn't, then they did, then they didn't. Then they
finally got him at the eleventh hour.
Oh, why?
DW: Deal-making. I mean we were going back and forth
… are we going to end up going the "hobbit route", and
casting a full-size actor, doing the makeup and then having to scale
them down? We didn't want to do that because this movie is going to be
big enough as it is with visual effects. If Howard can do it, it's
great.
HB: And there's so much interaction
between the kids and Trumpkin; I mean, he's in so many scenes. But
Peter just brings so much to the table. And it's cool for Peter too.
The thing is, on the first film, Tami and myself and my crew became so
close with James, and on this one it's the same thing. We've really
become so close. I mean, they spend practically the entire day with us.
We start at three in the morning and then they go home when we go home.
DW: Peter's great too – he's
very funny.
Caspian is set 100 years or 80 years later...
DW: It's actually 1300 years.
Oh, 1300. So that obviously has a whole different
look and feel...
DW: It's dramatically different, actually. It's much more
wild, and I think the whole theme of this film has a much grittier tone
to it, and it's reflected in both the production design, and the
character design, and ultimately it will impact all the visual effects.
Basically the kids went back to London, they've been there for a year,
and as they get sucked back to Narnia this time, they're expecting to
find the same place that they left. Cair Paravel – they
stumble upon it (the ruins of it) and it's been destroyed in a battle.
Plants and vines have overgrown it all, and it's like, what happened,
what went wrong? It's through the course of the story that they find
out after they left, the Telmarines came in and wiped out all the
Narnians, and they feel very responsible for that, even though it
wasn't by their choice. They have to then help Prince Caspian and the
remaining ragtag-bag of Narnian refugees (slash underground resistance
movement) to help take back Narnia for the creatures, and bring peace
to the land.
So it's less of a fantasy world, and more of a
medieval kind of...
DW: Yeah, it is. And in the way of castles and all that, they
definitely looked to a sort of Spanish influence, and Isis (the costume
designer) looked at it greatly for all the costume and armour. And I
know in terms of the characters too, Howard spent a lot of time with
his gang, and his partner Greg Nicotero spent a lot of time designing
the characters and giving a lot more variance to the types of
characters, making them different ages. For us it makes a lot more work
because we have to then replicate that times fifty, which means we have
to keep creating more and more different types to make it all look
correct.
Particularly because of the spiritual overtones
that were emphasized in the first film – how much does that,
if at all, impact the practical design of characters or the work that
you do? Or is it a matter of literally creating a character?
HB: When we designed some of the Narnians – I
haven't taken any of that into consideration really...
DW: I think it's all about the book,
right?
HB: Yeah, it is, and that book is what
the source material is. And on the first film it was the source
material, and trying to come up with things that Andrew imagined them
to be when he was a child – that was really it. This is kind
of the same way. Andrew's a great, great source of inspiration and
information and direction.
DW: But he does let you go off and he'll
give you a chance to go create something different...
HB: He's not controlling. He's a perfect
director, to tell you the truth, just because he trusts. And once he
trusts you – because on the first film we didn't know each
other, and there was a certain amount of holding the reins; of course
you should – on this one he's let the reins go a little bit
more, and that's where we came up with the dwarfs and the satyrs and
all that stuff, and we revisited everything.
DW: I really like the design you're
doing on the satyrs, too. On the last film it became a budgetary issue
in that Andrew had wanted the satyrs to be fully CG in the first film,
and several weeks before we started shooting, all of a sudden we're
like – we can't afford that, we can't do that, and
… Howard, design something!
HB: So we banged out a bunch of satyrs.
But they were makeups, and we just never had enough time to really
think it out, you know, and this time we did, and came up with some
pretty nice conceptual artwork. I think once it's all together, it's
going to look really fantastic.
DW: And the goal is to have the
creatures that are humanoid look like humanoid, and the ones that
aren't, not. And whether it's a werewolf or a satyr, they shouldn't
look like a human, and so Howard's done an amazing job for the upper
half, and then we have to put the bottom half there!
HB: And that's what's so cool! When I
saw The Lion, the Witch and the Wardrobe for the first time –
which is when we saw it at the Director's Guild – when I saw
Mr. Tumnus for the very first time with legs, I took this big, deep
gasp, because it was so awesome to finally see him done – I'd
been so used to seeing James walk around in green pants for months and
months and I just let out this big sigh. And I remember one of my kids
elbowed me, like, "Dad, shhhh!" But it was so awesome, and it just
pulled me into it, and this is going to be the same thing. And as we
see footage – because Andrew likes to cut things and show the
crew just to get them really enthusiastic – we've seen stuff,
it's pretty spectacular, and it's just really, really exciting.
DW: And he's definitely upped the bar
for all of us, for visual effects. We're starting out thinking we have
1500 shots. The last film we started at 800 and it grew tremendously.
This one we're starting at 1500, so I don't know where we're going to
end up. The time is not as long. We're still shooting, and we have to
deliver the film in April for a May release. And we've got at least two
and three units shooting simultaneously right now, and now we've got a
miniature unit starting next week, and that's being done down in New
Zealand. So we'll have crews shooting all over the Czech Republic,
another team working basically the opposite ends of the clock
… so we're working 24 hours a day really, so I've got to be
monitoring that stuff as well as the stuff that we're shooting. And
then before you know it, we'll have hundreds of shots in the works.
We've already started to turn stuff over to the facilities. We're using
a whole new group of companies. We're based in London this time,
because they wanted the film to be considered a British film, so we've
booked the work at some of the best companies in London, and also we're
working with WETA Digital this time. So between the demands of creating
a whole new set of creatures that we have to bring to life, that
Howard's helped us with in terms of creating some looks, and we've gone
to the companies – like Reepicheep, the mice, and
Trufflehunter who's the badger. There are new beavers and wolves and
all that for this film.
And then we've got much more environment work. We've got this castle.
It's a huge set that we built, an enormous set in Prague, the back lot
of Barrandov Studios, but still it's just the courtyard. And then we've
got towers, and towers, and towers that go all around it and we're
about to start shooting in a few weeks – I don't know if you
saw the little clip we did, but in this castle raid, gryphons are back,
and this time they help carry the kids into battle, and so they swoop
in and fly in and around the castle. And so we've got sets that'll just
be like one tower, or a couple of towers, or just the back lot set
itself, and we've got to expand and make it bigger and bigger and make
it feel just as real. And so that's why we've gone to the gang at Weta,
and Alex Funke and his miniature team that did all the work on Lord of
the Rings, because they did just fantastic miniature work and they're
going to help bring it to life.
HB: And regarding all of that, there's a
lot of miniature work that's being done for this one, way more than the
first one.
DW: We only did a little bit of the
river crossing stuff, some of the extensions and the big cracking
stuff, but this there's hundreds and hundreds of shots of the castle.
And then when you get to the battle, it's again a big effort. It's
probably going to be, at the end of the day, probably 1600 to 1800
shots in the mail. It may hit 2000, but the studio won't want that!
(Don't tell them I said that! [laughter]) These are all complex shots.
We've got shots where we've got Isis's army that she's wardrobed
– but there's 200 of them, we've got to be 5000 or 8000 or
whatever. We've got Howard's 100 plus creatures which take eight hours
to get ready – six hours between the time they go through
you, and wardrobe, and everything. And then we shoot with them for
another eight hours, so they have sixteen hour days a lot of times.
HB: I was looking at stuff from the
night raid and I just remember seeing all the creatures running with
their green legs and I just went, oh man, Dean's going to have to
animate all those legs. That's hundreds of legs.
DW: Fortunately I have about 1000 of my
closest friends that are going to help. [laughs]
HB: That's right, sitting there at home.
Your kids are doing it too. They're like... [mechanical noises].
DW: Exactly. In fact my kids are going
to learn to rotoscope.
HB: They should. Every child should know
how to rotoscope! [laughs]