Category: Costume Design

  • ‘Ender’s Game’ Costume Budget: $4M

    ‘Ender’s Game’ Costume Budget: $4M

    Tyranny of Style talked with Ender’s Game costume designer Christine Bieselin-Clark and she talked about some interesting things such as the budget for the film, which was around $4 million. We already know how complicated the flash suits and helmets were, but still, wow!

    The level of responsibility and accountability that comes with heading a department is gargantuan. You’re talking millions of dollars. Our costume budget on Tron was over $10 million, for the costume department. The costume budget on Ender’s Game was close to $4 million. The level of stress that you have for being accountable for not only bringing something visionary and interesting- a design that the director, producer, and the studio are jazzed about, but then executing it on time and on budget that’s what the designer wears. As the assistant designer, though you’re fully invested and responsible for those things as well, it’s not your plan, really. It’s not your designs. There is a level where you can just kind of take a step back and be a worker bee. Whereas going in and being the designer you really have got to be on your toes 24/7.

    ENDER'S GAME

    She also talked a bit about why she chose Valentine’s outfit, something I found particularly interesting because I felt like Valentine’s clothing contributed a lot to the character Abigail brought out in the film.

    [M]y future is an amalgamation of some iconic things from different time periods. Like I have a Peter Pan collar on Valentine and this Mandarin kind of stand collar on things. You take kind of things that our mind’s eye will recognize from other times and you put them all together and you make a new time. That’s sort of what we did aesthetically. And there are other reasons behind those things. You want to create an innocent childlike feeling to Valentine, so that’s why you give her the Peter Pan collar. I don’t really have one thing, because it was such an amalgamation, a mish-mosh of all kinds of different time periods.

    Clark describes in detail how technologically advanced the costume design was for Tron and that this actually prompted her to go the other way for Ender’s.

    [W]hen we went into Ender’s Game I didn’t want to use foam latex. I didn’t want to sculpt anything. I wanted to go the other way. So on Ender’s Game, the suits that we made are actually fabricated with normal pattern making and draping. The materials we used were technologically advanced. And we made materials, but the suits them self are patterned, drafted, cut, and stitched.

    We did most of it in our department. The department started in Los Angeles and then we migrated to New Orleans. So we had a lot of in house people doing the pattern making and drafting. And then Quantum, the company I had worked with on Tron, mass-produced the suits for us. So we did a prototype in house and then they did the mass-production. There are some sculptural elements like the body armor pieces on the shoulders and the helmets- they did all of that stuff for me also. The helmets we did do exactly like Tron. We did sculpt them digitally and grow them. It’s easy to do with hard stuff. The hard parts are easier to grow and 3D print than anything else, I have to say.

    I have to admit, even with the Sandboxr ship sample I got, I still don’t know what 3D printing is or how you “grow” a helmet. I’m going to have to go find a video with the process.

    Read the full interview at Tyranny of Style.

  • EnderWiggin.net Interviews ‘Ender’s Game’ Costume Designer Christine Bieselin-Clark

    EnderWiggin.net Interviews ‘Ender’s Game’ Costume Designer Christine Bieselin-Clark

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    While Comic Con can be described as amazing and fun, it’s also crazy and hectic. On Saturday, after meeting some of the cast of The Hunger Games: Catching Fire I headed over to Poppin’ Some Tags where the Costume Designers Guild was holding a panel with designers from various movies, including Ender’s Game.

    After the panel, Ender’s Game costume designer Christine Bieselin-Clark was able to squeeze in a few minutes with me, which we ended up doing as we walked to her autograph session in Sails Pavilion. It was different and fun and a real pleasure to talk with her.

    What did you look to for inspiration for Ender’s Game?

    It’s a military world. It’s a very structured society that we’re living in […] but it’s an international military force, so I looked at tons and tons of military uniforms from all countries, all time periods, just looking for things that kind of spoke to us, that gave the audience the feeling that this was an international association of authority.

    That’s got to be intimidating, it’s planet-wide.

    Oh yeah! And so you don’t it to be American military. You want it to feel like it has some sensibilities of an international feeling so we did a ton of research on uniforms just across the board. And then that’s the world, but then we go to the whole flash suit thing and that was… we looked at so much stuff for reference. We looked at the usual suspects of motorcross, but you have to look at references of what you don’t want to do and a lot of motorcross stuff, a lot of athletic things, tons and tons of other suits from other films cause you also don’t want to be repetitive, you need it to be unique. But I think the whole thing with the flash suit was to try to make something that seemed purposeful to what the storyline was and take pieces from the book that informed what that should look like and then just do a lot of research on existing kind of protective gear across the board.

    You mentioned in the panel that doing TRON was helpful for you, but was it also a hindrance because you didn’t want to copy it?

    Well, I think it’s always kind of good to have done a movie you don’t want to copy cause then you won’t copy yourself, so I feel like I learned a lot on TRON about processes of costume making and special effects costuming. That really helped us make very successful suits on Ender’s Game that I think perhaps another designer who might not have had as much practical experience would have had a more difficult time because it’s not only to make something that looks beautiful when he’s standing still, these are suits that go into zero g and everyone’s wearing them, background kids, and so I feel like the experience on TRON really helped me as far as function goes and how to make things really work while they’re looking good.

    They talk a lot about how hard it was to work in the wires and stuff so how do you wash those flash suits?

    We have all kinds of special creepy techniques. Basically everybody wears something underneath that we can launder. So we used a lot of under armour and sports gear underneath that’s like skin-tight.

    Oh, so they were double layered then!

    Oh yeah! Oh, yeah! And so then that can be washed every day and sometimes we’d even change that out at lunch time. Sometimes you would wear one in the morning and one in the afternoon and then the suits themselves we just disinfected every day. And I can’t tell you all the secrets behind that, but sometimes we used vodka. For real. It’s an old costuming trick, you mix vodka with water and you put it in spray bottles, it kills all the germs.

    You said Gavin was very open to your ideas, could you briefly describe your creative process for Ender’s Game with him?

    I have worked with him previously. I was the assistant designer on Rendition and the assistant designer on Wolverine for a short time, so had a relationship with him already where I think we trusted each other even from the get-go. And I think that he knew that I could help guide this process and I think he had a lot of trust for me which I couldn’t have been more appreciative for.

    It helps that he’s super nice.

    He is so nice. Gavin’s one of those people who has these very distinct ideas and a lot of thoughts about what he wants to do, but he’s extremely encouraging of you to contribute your ideas so we talked a lot in adjectives and adverbs and descriptive words about how we wanted things to feel or come across, but how we got there was open for discussion, negotiation. So that was kind of the process with him as we would say, “Oh, we want this to feel this way.” and then I go away and I cook some stuff up and be like, “Hey, does that feel like that to you?” and then that would help drive the process.

    So are you a fan of science fiction outside your work?

    It’s funny, I never was. I used to say it’s funny I keep designing these films that I would never really go see. But in designing them and then becoming a part of this world and this fanbase, I have a lot of reverence for it. I have a lot of respect for the fans that come to this and have such a love for it and it’s been a real adventure and now I have to say I’m a sci-fi girl. I never thought I would say that, but I am.

    In an upcoming episode of EnderCast, Aramis Knight, who plays Bean, tells us a bit more about those layers they had to wear, so be sure to keep an eye out for that! Our sincerest thanks to Christine for taking time out of her schedule to talk to us!

  • Comic Con 2013 Schedule for Friday Released

    Comic Con 2013 Schedule for Friday Released

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    Comic Con International has released the schedule for Friday, July 19. While the attention may be focused on the star-studded panel scheduled for Thursday, there are two Ender’s Game related panels scheduled for Friday.

    A panel for various professionals in the art department for films will take place from 12:30 to 1:30 in Room 24ABC and includes Ender’s Game art director Clint Wallace.

    The Feature Film Art Department: The Art of Collaboration-and the Collaboration of Artists

    How do as few as five – or as many as 50 – artists work together to create a coherent, believable world in which to stage the action of the modern motion picture? Members of the art department of Captain America: First Avenger discuss working on the film in Los Angeles while the film was shooting in London. Panelists include moderator and supervising art director John Dexter (also Pirates of the Caribbean 2 & 3), conceptual model maker Jeff Frost (Star Trek Into Darkness), lead vehicle designer Daniel Simon (Tron: Uprising), graphic designer Karen TenEyck (The Lone Ranger), and set designer and assistant art director Clint Wallace (Men in Black 3, Enders Game as art director).

    Another panel in the same room will feature costume designers including Alan Villanueva from Ender’s Game.

    Welcome to the New Age

    Top costume illustrators from the Costume Designers Guild IATSE Local 892 talk about their latest projects and the changing world of illustration in the digital and 3D age, followed by a Q&A. Featured panelists are Keith Christensen (Man of Steel, Star Wars 7, Tomorrowland), Phillip Boutte Jr. (Hunger Games: Catching Fire, Man of Steel), Constantine Sekeris (Star Trek, G.I. Joe: Retaliation), Alan Villanueva (Oz, the Great & Powerful, Enders Game, Defiance), and Christian Cordella (Captain America 2: The Winter Soldier, Oblivion, 300: Rise of an Empire). Moderated by author Peter Clines (Ex-Heros, Ex-Patriots).

    View the full Friday schedule for Comic Con.

  • ‘Ender’s Game’ Production Blog Talks Flash Suit Construction

    ‘Ender’s Game’ Production Blog Talks Flash Suit Construction

    Christine Bieselin-ClarkThe latest entry in the Ender’s Game production blog is here and they’re talking about costume designer Christine Bieselin-Clark, who has done work on movies such as TRON: Legacy, Watchmen, and 300.

    It’s obviously a tough and daunting job to create something that fans have been imagining in their heads for nearly 30 years.

    Are the suits loose or tight fitting in your imagination? Are they completely colored in the army colors or are they a single color with the army colors on the fringes? Or do you not have much of an image of it in your mind, with more focus put on the look of the Battle Room itself?

    In truth, the suits in the books aren’t described with very much detail other than being tight:

    Worse, the suits were confining. It was harder to make precise movements, since the suits bent just a bit slower, resisted a bit more than any clothing they had ever worn before.

    Ender gripped the handhold and flexed his knees. He noticed that along with the sluggishness, the suit had an amplifying effect on movement. It was hard to get them started, but the suit’s legs kept moving, and strongly, after his muscles had stopped. Give them a push this strong, and the suit pushes with twice the force.

    Orson Scott Card, Ender’s Game (pp. 55-56)

    Ender does mention his new Salamander suit given to him on his birthday as feeling loose, but since they’d tailored that one for him, it was probably designed with growth in mind and the suits are probably tight fitting.

    So how did Bieselin-Clark go about creating them?

    With science fiction, there’s a danger in creating a look that seems so foreign it becomes alienating.  For ENDER’S GAME, we wanted to make a future that looked both functional and logical.  We wanted it to be a future where you can picture yourself in their shoes.

    But of course, it is the future.  For the uniforms, all synthetic materials were used, meaning no loud silk florals.   And for the flash suits… well, we actually had to create them out of thin air.

    Christine built the flash suits from virtually non-existent fabrics designed by our incredible production team.  The idea was to take cues from “extreme sports” to inspire our design, using real world practicality as opposed to the heightened reality of superhero spandex and a cape.

    And the best part?  They look pretty darn cool.

    The grid suits in TRON: Legacy looked pretty phenomenal, so if she brings that experience into the mix the suits will likely have a wonderfully modern and sleek look to them.

    Similar to how actor Chris Hemsworth worked out a little too much and then didn’t fit his Thor costume, it must have been a nightmare to measure growing teenagers and then make suits from scratch while considering their growth during filming.

    Speaking of big men, they also joke about the size of Nonso Anozie.

    And then there’s having to make a uniform for Nonso Anozie, who plays Sergeant Dap.

    Normally, a bolt comes with nine yards of material, and can make 2-3 suits.  Or, in Nonso’s case, one suit became a living example of the expression “the whole nine yards”.

    Amazing! It’d be awesome to see a side by side photo of Aramis and Nonso.

    510 days left, folks. We’re still a really long ways away, but hopefully the next production entry comes soon! Executive Producer Mandy Safavi assured us on Twitter there are a couple more coming.