NOTE: This series originally appeared about a year ago at the Parabasis blog. It outlines my process for lighting a play. What follows is part two of four. Enjoy!
Having read through the play several times and made all necessary notes I am ready for my first meeting with the director and the rest of the creative team. Every show develops its own unique artistic shorthand and these meetings are critical for creating the language used to discuss the play as a collaborative team. Because of this, it is important to do my preliminary homework on each play such that we can quickly move past the surface issues and get into the meat of the work.
I like to begin by finding out from the director what the play means to them. I want to know what they like about the piece and what is driving them to create the work. The preliminary work I have done before this meeting gets me acquainted with the text itself. The text is the story as well as the linguistic or musical style in which that story is told. Now, using that as a base, the focus shifts to developing the visual style in which we are going to tell that story.
At this point, or soon after, I like to go through a play scene by scene, discussing each in detail. Doing my preliminary work before this meeting is invaluable as it allows my presence to be proactive and engaged in these early discussions. The first design meetings are critical to the final product. Here we are planting the seeds of what will later blossom into a new work of art. The more engaged and proactive I can be, the stronger my work is and in the end, the stronger the project as a whole.
The role of lighting designer is one that requires you to take a big picture view. The lighting is often the visual glue that holds together scenery, costumes and staging. As such, I often find myself acting as a stylistic arbiter, "If we make that choice there, it impacts the following scene thusly." In these meetings, I will present all my ideas for the play, be they for lighting or any other aspect of the design. Sometimes, the best ideas do not come from the designer. Being receptive to and willing to engage with other people's design ideas makes the collaborative process stronger. Just as I have solved plenty of staging problems, I have had my share of costume designers solve lighting problems, etc. The key to this collaborative process being a success is maintaining a clear focus on the show as the most important thing in the room. In order for that to happen, all decisions must be grounded by the text.
Collaboration is an art form unto itself. It takes constant practice and vigilant effort to negotiate a collaborative art form like the theater. Knowing when to press your case and when to back down is no easy matter. So long as your sights are set on creating the best work possible, even when tempers flare, you know it is for a good cause. By always returning to the text, you find a guiding principal at work that should resolve any dispute.
One director friend of mine is convinced that designers meet up without the director to plot "their" vision of the play. While this is a bit extreme, variations on the theme do exist. Rather than creating good design, I have found this to be nothing more than a recipe for disaster. It can be useful to have your own vision for the text, but only so far as the director implicitly understands the design concept and can guide the acting style and staging to be harmonious with the visual environment.
The designer is not there to create an interesting installation. Were that the case, we would be sculptors or painters or installation artists. The designer, just like the director, is there to further the storytelling of the play. We are all ultimately responsible to the text. Be the work actor driven, director driven or designer driven, the final product will only work when all those elements operate in concert, each heightening the other.
This whole process, at its root, is about furthering the vision of the director. I have seen too many failed shows where it appeared as though the design team had rammed a concept down the director's throat without the director's understanding of what was going on visually. This manner of working is more a failure of the design team than the director. Some directors know exactly what they want, others don't but think that they do. Still others are quite upfront about not having a clear visual take on a play. But all of these people know the story they want to tell. It is our job to help them tell that story. If the staging does not work with the design concept then all we have is decoration. Without a full integration of staging and design, the show might as well happen in an empty room with street clothes and fluorescent lighting. A good design is not simply setting, clothing and illumination. A good design is the visual expression of a particular reading of the text.
In graduate school I had the amazing good fortune to work with Rumanian director Liviu Ciulei. I was told horror story after horror story by my fellow classmates about how "difficult" he was. What I discovered was this so called difficulty was simply a highly specific clarity of vision. I'll admit the first day and a half was one of the most difficult tech experiences of my life. But once I saw what he saw, once I could "get behind his eyes," the whole process became a breeze. Seeing the stage through his eyes, I solved problems before they arose.
Just as when I am doing my preliminary work in the studio, my own thinking in these early meetings stays away from specific lighting instruments. When speaking with a director I avoid any technical talk. Instead of lekos and fresnels I talk about the warm glow of a setting sun or the romantic blue of the moon. I do begin to formulate rough ideas for scenes, but keep it well away from the world of jargon. My focus, as we move through the play scene by scene, is to deepen my understanding of the emotional needs inherent in each.
Depending on the path my own preliminary work took, my meetings with the director will often follow a similar route. If my work was deeply rooted in words and text there might be a lot of talking. If I found visual research to be my main source of inspiration I will use that. Whatever route we take, it is critical to remember that this is a journey through a text. A text that is filled with people and ideas and emotions and all of these things must be addressed. Just as "idea plays" often have strong emotion, deeply emotional pieces contain within them powerful ideas.
By keeping the discussion grounded by the emotional tenor of the play and firmly rooted in text, I give the director greater access to my thought process and avoid knee jerk reactions of my own. Talking through the quality of light makes my responses more specific to the needs of the piece and makes the final product stronger. While talking through the quality of light and the emotional needs of each scene, we begin to build a visual vocabulary for the play that will serve as a map when I return to the studio and transform a warm setting sun into a Head-High PAR Boom.