Lighting Design Simplified: An Introduction
Last week, I wrote about the difficulty of explaining theatrical lighting design to someone who has no background in theatre. Long story short, it’s hard to the point of being almost pointless. But, even as I was writing that post, I wanted to try. Maybe it was just a perverse desire to prove myself wrong. Maybe it was the desire to have my work understood. Maybe I just wanted to see if anyone would be interested in listening to me blather on about my work.
Probably, though, it’s because I can’t help but blather on about lighting design. When I go to see plays, I always try to get there early, not just so I won’t be holding up the show, but so that I can crane my head at the ceiling for 15 minutes and see what’s hung there. My fiance should frankly be canonized for all the times ze’s listened to me go on and on about this stuff.
As I said before, this is the type of thing that needs five words or five thousand, and seeing as I’m already a few hundred in, it looks like it’s going to be five thousand. In the interest of making this as readable as possible, I’m going to try to break it up into multiple posts, each post depicting a step in the process that takes me from when I first read the script, to when the show opens and I get to sleep again. And, so that I’m not simply speaking in abstract terms, I’ll be using a production of An Enemy of the People I recently worked on as an example.
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A New Feature!
As I write more and more posts, I come across more and more terms that may need to be defined for some. So, to keep from having to define these terms every time I use them, I’m starting a dictionary of terms. This All-Purpose Dictionariopede can be found either at this link, or through the one in the nav-bar above.
If there are any terms I’m missing or have defined poorly, either comment on this post, or e-mail me at BobbyArcher (dot) Zombie4Hire (at) gmail (dot) com and let me know.
New Year’s Resolution
Yes, I know it’s April, but I didn’t have a blog back when this was fresh news, so you’ll have to hear about this now.
I’ve gone back and forth over the years with how seriously I take New Year’s Resolutions. Most years, I come up with something around 10:30pm on December 31, and have forgotten about it entirely by January 7. It’s not that I don’t think making resolutions has merit. It’s more that I’ve always had trouble coming up with concrete goals; I’d much rather keep my options open and grab onto opportunities as they come around. This has worked out for me at times, and not so much at others.
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You Do *What* Now?
Since I got my bachelor’s, I’ve been working fairly consistently as a theatrical lighting designer. Seeing as I’ve had a number of other day jobs and supplemental jobs in this time (some of which I wasn’t too happy to have), “theatrical lighting designer” was what I usually described my profession as. With anyone who didn’t have experience in the theatre, this inevitably led to the question, “So…what does that mean?”
I have come up with an answer to this over the years:
“Have you ever seen a play?”
“Yeah, I guess.”
“You know how you can see the actors?”
“Yeah.”
“That’s what I do.”
Bad jokes aside, it’s hard to explain what a lighting designer does. Basically, if someone doesn’t have enough theatre knowledge to know what an LD does, then they likely don’t have the knowledge I need to touch on to explain it. Even worse is trying to explain how I do what I do. That’s a hard question even coming from other theatre folks.
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The Workshop Process
If you’re familiar with the game Minecraft, feel free to jump below the cut right now. For everyone else, a quick background: Minecraft is an indie game that’s pretty unique even among indie games. For one, its art and play styles have already gained a huge amount of notice and praise both among gamers and the gaming press despite the fact that it’s still in beta. But that’s not what I’m interested in talking about today. What’s really got me interested is its development process.
Back in May of 2009, a guy named Markus Persson started developing Minecraft. Once he got the game to a rough, but playable state (known as an alpha), he made it available to the general public for €9.95, or about half of the cost of the finished product. This served two purposes. First, it generated revenue to help continue developing the game, and second, it gave him an army of alpha and beta testers. It’s not the path that video games, even independently created games, usually take. Open alphas are rare to the point of non-existence, and charging players to take part in beta testing is also deeply rare. I can’t think of a single title, either independent or out of a studio, that has tried this before.
So, how’s it worked out for him? Read the rest of this entry
Protips: Attending the Theatre
Before I start with my post, a story:
Last weekend a production of An Enemy of the People that I had worked on closed. As it happened, I had volunteered to be the House Manager for the final performance (for those who are unfamiliar with what a House Manager is, I was in charge of the ushers and generally responsible for handling audience needs). It’s usually not a hard job; the box office and bar are run by the space‘s staff and the ushers come from the Saints, so everyone pretty much knows what they’re doing and I’m just there to make sure nothing goes wrong.
This performance in particular was a little more work-intensive than usual because we had sold out and had people on a waiting list before we’d even opened the house. Fortunately, I had plenty of help and we got almost everyone in who wanted to see the show. Some of the people who’d reserved tickets didn’t show and we got those seats to people on the waiting list. Then we let most of the rest of the waiting list take seats in the aisles and in places with low visibility. In the end, we’d packed in as many people as we could without endangering actors and only had to delay the start of the show by 5 or 10 minutes to do it.
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