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awp conference, 2009 [Feb. 12th, 2009|11:08 am]
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First full day of the 2009 AWP conference begins today; I'm going to head downtown in the next hour or so. I'm primarily there to promote a new project, the Vivarium Review of Books. Fans of innovative writing (poetry and experimental fiction) may want to check this out.

Handing out Vivarium flyers is my main goal, but I'll be doing lots of other conference-related stuff, too. Predictably, three of the panels I'm the most interested in (for today) occur at the same time (1:30 pm):

R155. Multiformalism: Postmodern Poetics of Form. (Susan M. Schultz, Hank Lazer, K. Silem Mohammad, Annie Finch) Language poetry meets new formalism at last, and the poems fly! Editors and contributors to a daring new multicultural, multiaesthetic anthology talk about where poetry is headed now.

R169. The New-Media Novel: The Intersection of Film, E-Lit, & Story. (Steve Tomasula, John Cayley, Tal Halpern, M.D. Coverley) New authoring tools are allowing a new kind of novel to emerge, one that resides between print and independent film. Often created by a team of collaborators working in sound, animation, and language, these new-media novels involve many of the same challenges and pleasures of working in film or theater. This panel will take up several aspects of this exciting new genre, including its writing, creation, collaboration, and publication.

R172. The Age of Invention: Innovation and Experimentation in Middle-Grade and Young Adult Fiction. (Mary Rockcastle, Liza Ketchum, Anne Ursu, E. Lockhart, Anita Silvey) Very innovative work is being done today in middle-grade and young adult fiction—innovative in form, style, point of view, design, and subject matter. These books boldly satirize and comment on the human condition; they take on taboo subjects; and they interweave fiction, poetry, drama, and visual art. The panelists will discuss artistic innovation in their own work and in the work of writers they admire. They will set this work in a context of the larger field of fiction for young readers.


In any case. Anyone interested in meeting up sometime in the next three days is welcome to contact me at editor@vivariumreview.org. If you simply want to track my movements, try here. Twitter users may wish to note that lots of AWP-ers are using the #AWP09 hashtag; you can see the whole feed of them here.

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100 book challenge: part six: miscellany [Jul. 8th, 2008|01:37 pm]
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Down to the final fifteen of the 100 Book Challenge!

  • As long as we're coming out of the graphic design shelf, we might as well move into Beautiful Evidence, by design critic Edward Tufte
    [I panned this book a bit when I first read it, believing it to re-hash some of the material from Tufte's earlier books. However, that also makes it the easiest one to select if I'm going to take just one. It is probably the most well-designed one of the batch.]

  • Re-Search #11: Pranks!
    [Back in the good old days of the mid-nineties, Re-Search was the ultimate arbiter of what was cool and underground, and I'm grateful to them to introducing me to a lot of different countercultural thinkers. Of the Re-Search volumes I have, this is the one that meant the most to me, but Angry Women, Modern Primitives, and the Industrial Culture Handbook are all just about equally worth bringing.]

  • Mondo 2000: A User's Guide to the New Edge
    [Along the same lines as the Re-Search books, this was a book that taught the young Jeremy about what was cool. (The book's main answer to that question: geeks and psychedelic shit.) Some of the tech romance has lost its luster in the, er, fifteen or so years since this book came out, but I'm more than willing to hold onto it as perhaps the single volume that best explains how I ended up the way I did.]

  • Along these same "formative" lines, I'm not sure I can part with any of what I consider to be the three key Advanced Dungeons and Dragons texts: the Dungeon Master's Guide, the Player's Handbook, and Monster Manual.
    [I haven't played Dungeons and Dragons in probably five years now, but these three books basically describe how to generate and stock an entire fictional world, and determines coherent rules for how players can interact with that world: the amount of entertainment that can be extracted from their triangulation is truly limitless. A book that strips away the fantasy trappings in an attempt to provide an even broader basis for world-building is the GURPS Basic Set, which I'm also tempted to bring but which I don't think would make a list that caps at 100.]

  • Continuing with games, I'd bring the Redstone Editions Surrealist Games book-in-a-box...

  • ...and the Oulipo Compendium, which defines a mind-boggling number of literary constraints to play around with...

  • ...and Jeff Noon's Cobralingus, which takes the idea of literary constraints and fascinatingly updates it by mashing it up with the kind of gate/filter/patch mechanism familiar from real-time sound synthesis programs like AudioMulch.

  • And ultimately, for when I was through with the wacky wordplay and wanted to get back to writing normal English-language sentences, I'd bring a copy of Strunk and White's The Elements of Style.


I'd cram in a few more great works of fiction...

  • Cathedral, by Raymond Carver

  • Snow Crash, by Neal Stephenson

  • my version of Moby Dick, by Herman Melville
    [My edition has great illustrations by Rockwell Kent, circa 1930.]

  • ...and one excellent work of humor: Our Dumb Century: 100 Years of Headlines from America's Finest News Source

  • ...and maybe one exemplary picture book for children: The Mysteries of Harris Burdick, by Chris Van Allsburg


And that'd be 100 (OK, closer to 115, given the various cheats and bundles I stuck in there.) Could I live with this 100? Maybe, although there's a lot of good writing in the piles left that remain. I find myself already wanting to make a list of a second hundred... the "honorable mentions," perhaps...

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100 book challenge: part five: comics, art books, graphic design [Jul. 7th, 2008|11:59 am]
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Thirty books left to go in the 100 Book Challenge!

Last time I left off on the cusp of "comics," so let's proceed into that realm. I'm fortunate that a lot of the comics I want to bring are actually in comics form, in long-boxes under my bed, and are thus exempt from the purge. But in terms of "trade paperbacks," let's see.

  • Watchmen, by Alan Moore and Dave Gibbons
    [Totally essential; besides being a gripping thriller, this is also a decade-by-decade history of the archetype of the "costumed hero" in the twentieth century, with an appreciation of the form of the "horror comic" thrown in to boot. It's also one of the best examinations of what it means to be an aging superhero; in this regard it is joined by Frank Miller's The Dark Knight Returns, which I'd bring if I hadn't lost my copy somewhere.]

  • From Hell by Alan Moore and Eddie Campbell
    [If I can bring another Moore, I'd pick this paranormal retelling of the Jack the Ripper story.]

  • Read Yourself Raw, edited by Art Spiegelman and Francoise Mouly
    [A giant, oversized version volume collecting selections of the first three issues of "the comics magazine for damned intellectuals." My introduction to Spiegelman, Charles Burns, Mark Beyer, Gary Panter, and Windsor McCay. Speaking of whom....]

  • Dreams of the Rarebit Fiend, by Windsor McCay
    [Surreal, fantastic dream comics, circa 1904 (predating Surrealism by a comfortable margin).]

  • Rabid Eye: The Dream Art of Rick Veitch, by Rick Veitch
    [More dream comics, these circa 1996. But no less fantastic.]

  • Cheating: I have most of the run of G. B. Trudeau's Doonesbury in a series of volumes: The Portable Doonesbury, The People's Doonesbury, The Doonesbury Chronicles, etc. Any of the individual volumes might not be that valuable, but together they make a form of the Great American Novel.

  • Another cheat: volumes 4, 5, and 6 of the book-sized comics anthology Kramer's Ergot
    [Probably the most important comics anthology since those 80s RAW volumes. I'm not sure I could part with a volume.]

  • And another cheat: volumes 1-4 of Joss Whedon / John Cassaday's Astonishing X-Men
    [I've been reading a lot of comics this year, and I'm prepared to say that, although this isn't high art, it's probably the best stuff that mainstream comics is putting out these days.]

  • American Splendor Presents: Bob and Harv's Comics, by Robert Crumb and Harvey Pekar
    [Crumb and Pekar are both essential comics creators, and getting both of them, at the top of their respective games, makes this volume a must-keep.]

  • Jimmy Corrigan: The Smartest Kid on Earth, by Chris Ware
    [Ware's world-view is bleak enough to nearly constitute a form of comedy, but there's no doubt that he's an absolute master of comics form and vocabulary.]

  • Monkey Vs. Robot, by James Kochalka
    [A little bit of brilliant minimalist stuff... his American Elf collection is also great, but I have that in individual-issue form.]

  • The Frank Book, by Jim Woodring
    [Jim Woodring drew my LiveJournal user icon, a character named Frank who roams about in a creepy, psychologically-rich cartoon universe. This stuff is a good example of the kind of things that can really only be done in comics (they've been turned into animated films, but their eerie, airless logic works best on the page).]


The Frank Book is a big coffee-table style book, so let's transition and throw a few more of those into here:

  • Robert Rauschenberg: A Retrospective
    [Published by the Guggenheim, this 632-page tome contains somewhere around 500 color reproductions of Rauschenberg's work, and another couple hundred in black-and-white. This is also probably the most expensive book I have ever bought for myself (and it would be even more expensive to replace, apparently.) Worth it, though: Rauschenberg, to me, is one of the key artists of the 20th century, bringing together (in a single figure) strands of Abstract Expressionist, Pop, and Fluxus.]

  • Paul Klee
    [Another Guggenheim edition. Klee is another of my favorite visual artists, and although this volume isn't as comprehensive as the Rauschenberg one, it's well worth hanging on to.]

  • I'll bundle two graphic design books here as a final cheat: Sonic: Visuals for Music and 1 + 2 Color Designs, Vol. 2. Neither one is a masterpiece, which is part of how I can justify bundling them, but I do flip through them fairly frequently when needing ideas for graphic design projects, and books of this sort are expensive, and thus a pain to replace.]


Fifteen books left to go, and what's left in the collection? Mostly just miscellany. Stay tuned!

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100 book challenge: part four: essays and cultural criticism [Jul. 4th, 2008|11:45 am]
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Moving on with the 100 Book Challenge, we come to the "essays" area. I don't have a huge selection here, but these would be my picks:

  • I Remember, by Joe Brainard
    [Perhaps the simplest organizing principle for a memoir ever: a sequence of sentences, each of which begin with the words "I remember." Yet somehow it works.]

  • The Size of Thoughts, by Nicholson Baker
    [This book is full of great pieces, including Baker's hilarious review of the Dictionary of American Slang and his lament on the disappearance of the card catalog.]

  • A Supposedly Fun Thing I'll Never Do Again, by David Foster Wallace
    [Not quite as good as the exemplary Consider the Lobster, but I don't have a copy of Lobster—I read the library's copy—and this one is also great.]

  • I'd also probably bring the giant anthology Art of the Personal Essay, edited by Philip Lopate, which has key selections by people like George Orwell, Joan Didion, M.F.K. Fisher, etc., and thus eliminates the need for a lot of individual volumes.


Essays slide nicely into the critical writing section of my library, so let's head there....

  • Illuminations, by Walter Benjamin
    [This book is full of interesting ideas and key essays, but it also has deep sentimental value for me.]

  • America, by Jean Baudrillard
    [I find the central argument here to be incomprehensible, but in a provocative, distinctly "Baudrillardian" fashion. Like a piece of heady SF in its way. See also his The Gulf War Did Not Happen, which I could part with but which holds similar pleasures.]

  • Discipline and Punish, by Michel Foucault
    [Probably the key Foucault to hang onto.]

  • Mythologies, by Roland Barthes
    [And this the key Barthes.]

  • The Postmodern Condition, by Jean-Francois Lyotard
    [...and this the key Lyotard.]

  • Simians, Cyborgs, and Women, by Donna Haraway
    [Contains the great Cyborg Manifesto and a number of excellent critiques of the ideological biases inherent to the sciences.]

  • A Thousand Years of Non-Linear History, by Manuel Delanda
    [Between this and Patrik Ourednik's Europeana, one doesn't need any other history books.]

  • Temporary Autonomous Zone, by Hakim Bey
    [Does this belong in fringe ideas or cultural criticism? It's a little of both, but totally freakin' brilliant. Life-altering.]


Moving on into some more straightforward literary and media criticism...

  • Literary Theory, by Terry Eagleton
    [An overview of the main literary theory movements of the last hundred years, written in a style that's clear enough that a bright undergraduate could grasp every word of it.]

  • Postmodernist Fiction, by Brian McHale
    [A good argument about what postmodernist fiction is, what it does, and why it's doing it. I'd also include Marjorie Perloff's Radical Artifice here, a similar argument about experimental poetics, but I don't own a copy.]

  • Half-Real, by Jesper Juul
    [The best piece of video-game criticism I've read to date.]

  • Rules of Play, by Katie Salen and Eric Zimmerman
    [Not exactly a piece of video-game criticism, more a design handbook, but a key text for "game studies" anyway.]

  • Understanding Comics, by Scott McCloud
    [Yet, oddly, I might pass on McLuhan's Understanding Media, which has not dated especialy well and in some ways is a model for everything cultural criticsm does poorly.]


That's seventeen—and since I'm trying to stick to round numbers for this project I'll include three pieces of fiction I overlooked this first time around: the bizarre Sixty Stories, by Donald Barthelme, the classic Catcher in the Rye by J.D. Salinger, and a piece of fun, dense SF, Accelerando by Charles Stross (which I reviewed here.) That brings us to twenty for today, and the running total for the project overall to seventy. I'll move on from the McCloud into the "comics" shelf next.

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100 book challenge [Jun. 27th, 2008|09:23 am]
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So in the Red Eye a couple of days ago was an article on something called the "100 Thing Challenge"—which caught my eye at first because I thought it was a spin on my long-running 100 Favorite Things exercise.

It is and it isn't. It's an article on one person's attempt to simplify his life by reducing his personal belongings to 100 things. This appealed to me, probably foremostly because I'm preparing a cross-country move in a few weeks, and so the idea of reducing my belongings has been much on my mind lately.

But 100 items only? Sheesh, I thought to myself, I don't think I could reduce even just my books to 100, much less everything else. (It actually turns out, if you look at the original post from the guy who came up with the challenge, that he's allowing himself books as an exception, so that's heartening.)

But it did get me to thinking: if I tried to reduce down to 100 books, what are the ones I would choose? I have a lot of books that I cart around from apartment to apartment to apartment, more for their decorative value than anything else. Many (most?) of them I don't think I'll ever re-read (and if I was struck by the sudden impulse to re-read them, I could probably go get them out of a library). But there are some that I do refer to regularly, or plan to re-read, or use for teaching, or otherwise just can't bring myself to part with. But is that category larger than 100?

I think I'll make a list of the 100 "must-saves," and see how I feel about the "leftovers." A complete list or list in progress will likely appear here soon.

See also: the LibraryThing Swap this Book feature; BookCrossing; and my own lament, last year, about what to do with all the CDs clogging up my living quarters (a problem I'm still in the process of solving).

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production design blog-a-thon: day seven [May. 26th, 2008|12:30 pm]
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The last day of the Production Design Blog-A-Thon opens with Richard from Bastard In Love browsing the Film Stills LiveJournal community and giving us a link to someone's astonishing collection of screencaps from The Color of Pomegranates (production design by Stepan Andranikyan). Just stunning:





Also today, I contributed my fourth and final contribution, moving on to Asia to examine the work of Wong Kar-Wai's longtime production designer William Chang. In Chungking Express (1994), Chang memorably evokes the crowded, "hyperactive" look of contemporary Hong Kong (see below).



And joining us for the first time is Bob Westal (Forward to Yesterday), on Fritz Lang's 1922 film Dr. Mabuse: The Gambler. In "Playing About," his appreciation of the film's four art directors, Bob examines the film's Expressionist use of "sheer artifice":




Then we have "Cruel Production Design," by Pacheco of Bohemian Cinema. Pacheco writes on the movie Cruel Intentions, providing some lavish screenshots of "the expensive suits, clothes, and homes of the spoiled brats on screen."




And then we're joined by Oggs Cruz, of "Lessons From The School of Inattention," who provides a thoughful write-up on 1985's Scorpio Nights (directed by production-designer-turned-director Peque Gallaga). Scorpio Nights, Cruz writes, uses its production design to generate an "unsurmountable atmosphere of fetishistic, fatalistic and erotic danger."




And closing things out [possibly?] we have Jason Bellamy, of The Cooler. In his piece, "Messaging Through the Medium: The Royal Tenenbaums," he writes on the Tenenbaum house and notes that while it is "pure fantasy, the temporary stuff of movie magic," it also "feels lived-in to a degree that many sets don't."


Includes, as a bonus, scans of the detailed drawings that Wes Anderson provided to production designer David Wasco.



If you're just now coming to this Blog-A-Thon, feel free to consider participating -- I'm likely to do an update wrapping late-comers into the fold if there's interest. Or just post a link in the comments thread, here.

I had a great time working on this, and seeing what people came up with. Expect a full wrap-up post a bit later (likely tomorrow).

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mass-populated and hyperactive spaces: william chang [May. 25th, 2008|01:11 pm]
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My final post for the Blog-A-Thon takes us away from Europe and into Asia: we're going to be taking a look at the work of William Chang, Wong Kar-Wai's longtime production designer. All of their collaborations have phenomenal production design—I considered, briefly, trying to tackle their 2004 project 2046—but the one I'd like to look at today is a much earlier one, Chungking Express (1994).

Chungking Express is a pair of love stories set in Hong Kong. Hong Kong is one of the densest cities on Earth, and correspondingly, there's not a shot in the entire film that doesn't take place in some kind of built environment, providing a special challenge for the production designer.

In Chang and Kar-Wai's vision of the city, Hong Kong is strikingly evoked as an elaborate labyrinth of infrastructural space, apartments, shops, corridors, restaurants, clandestine workspaces, and unclassifiable combinations of the above. Behold:




Read more... )

[Much of the distinctive look of this film stems from the choice to film portions of it within the Chungking Mansions, a sprawling building described by Wong Kar-Wai as a "mass-populated and hyperactive place," and a "great metaphor for [Hong Kong] herself." The Chungking Mansion Wikipedia page is absolutely fascinating reading.]

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production design blog-a-thon: day six [May. 24th, 2008|10:34 pm]
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Things may be beginning to wind down at the Production Design Blog-A-Thon, but today we're treated to two powerhouse posts.

First, Bob Turnbull, of Eternal Sunshine of the Logical Mind makes his second contribution to the Blog-A-Thon with "A Potpourri of Production Design," which features appreciations of eight different films: Playtime, Deep Red, The Cabinet of Dr. Caligari, The Abominable Dr. Phibes, Songs From the Second Floor, How To Succeed In Business Without Really Trying, Heaven Can Wait, and Say Anything. Some incredible stuff there:






And then we've got Weeping Sam of The Listening Ear, also joining us for a second go, and also doing a big production-design round up, with stills from The Pornographers, The Apartment, Inland Empire, and some films of Ed Wood's.

Plenty to delight in here as well:





In other news, I'm presently in Seattle, WA, and by lucky coincidence my visit happens to overlap with a segment of the Seattle International Film Festival: I went and saw two festival films today and will go see two more tomorrow... if any readers of this blog are also in town, drop me a line and we can compare notes.

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production design blog-a-thon: days four and five [May. 23rd, 2008|10:18 pm]
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Day Four was a slow day for the Blog-A-Thon, with no new entries coming in: just as well, as I was moving about the country (visiting three major US cities) and only had fleeting time to tend to the blog(s).

However, Day Five is off to a good start, with Deborah Lipp, of the Ultimate James Bond Fan Blog, contributing a post on "The Genius of Ken Adam": "Bond films, as designed by Adam, look like you are walking into a heightened world, someplace a little more alive, a little more exciting."




And then, we have "Beyond Repulsion," a piece on David Cronenberg's long-time designer Carol Spier, over at Jeff Ignatius' Culture Snob. Of their collaboration, Jeff writes that it has yielded "a physicality that's unparalleled in cinema":




And finally, my own post on Amelie, whose production designer Aline Bonetto reliably provides a series of "objects and spaces that can convincingly yield pleasure and reveal character" (see below).



There's still time to participate with your own post; the Blog-A-Thon ends Sunday.

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the pleasures of objects and spaces: aline bonetto [May. 23rd, 2008|10:00 pm]
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Production designer Aline Bonetto's collaboration with French filmmaker Jean-Pierre Jeunet began in 1991, when she worked as a set decorator on Delicatessen (still one of my all-time favorite movies). She returned as his set decorator in 1995 for City of Lost Children, and moved on to become his official production designer in 2001, with Amelie.

Amelie would present a challenge for any production designer, given that, at its core, it is a movie about the pleasures of objects and spaces. Even beyond this: the film repeatedly posits that your relationship to objects and spaces is, in fact, a central determinant of your character. And so the responsibility falls on the production designer to produce objects and spaces that can convincingly yield pleasure and reveal character.

It is to Ms. Bonetto's enormous credit that the film pulls this off: the spaces in the film are crammed with interesting things which delight the eye and help to establish mood and flavor. The costumes are great, too.

Screenshots can say this better than I can:




Read more... )

One more to go, this weekend.

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production design blog-a-thon: day three [May. 21st, 2008|11:20 pm]
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Day Three gets underway with "I Think We Lost The Horizon," in which Jonathan L. (of Cinema Styles) appreciates Frank Capra's 1937 film, Lost Horizon. Lost Horizon, in Jonathan's estimation, has "[c]razy politics, a disturbing message and beautiful, and I mean beautiful, production design."




I follow up with my second go at it, this time looking at the balance between "beautiful places" and places that are "falling apart" in David Gordon Green's George Washington (see below).



Then we're joined by Anaj, of !anaj, em s'taht, who writes on how the very palette of a film can be oppressive, in her piece on Hans-Christian Schmid's Requiem, "Suffocating in 1970's Must and Tapestry."

"Production designer Christian M. Goldbeck," Anaj writes, "sets the scene for a suffocating trip into the 1970s where the brownish colour of wall-to-wall carpeting seems to smother all of Michaela’s hopes and ambitions."




Next, Weeping Sam at The Listening Ear appreciates the "stagy" quality of 2005's Princess Raccoon. "Frontal, artificial, performative," Sam writes, "all the way through."




And, finally, creeping in just a hair before midnight, we have Bob Turnbull of Eternal Sunshine of the Logical Mind contributing an appreciation of Tony Richardson's 1965 film The Loved One, with production design by Rouben Ter-Arutunian. Bob observes the way that "the rooms are so stuffed and almost overflowing that they can barely fit the people in":




An excellent day for the Blog-A-Thon! Looking forward to seeing what tomorrow may hold. I'll be in three different major US cities tomorrow, but expect a late update nevertheless.

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(no subject) [May. 21st, 2008|12:26 pm]
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[This post is part of the Production Design Blog-A-Thon, running through May 25. Please consider joining us with your own post on the topic.]

I know I promised to do a post on Aline Bonetto, but before I leave the US for sunny France I wanted to do an appreciation of one more person who has an eye for uniquely American types of spaces, specifically, production designer Richard Wright (no relationship to the American novelist).

Richard Wright's work has mostly been with director David Gordon Green, in a partnership lasting four films: George Washington, All The Real Girls, Undertow, and Snow Angels. This partnership, incidentally, seems to be coming to an end as both Wright and Green branch out: Green is taking a turn in the Apatow machine with Pineapple Express (forthcoming), and Wright has been bringing his hardscrabble Americana aesthetic to acclaimed indie features like Great World of Sound (2007) and Chop Shop (2008).

The future doesn't really matter either way for our purpose here today, which is to look at the first product of the Green / Wright partnership, George Washington. Production design is crucial to George Washington for the same reason it's crucial to Punch-Drunk Love: because the film is deeply concerned with space. Specifically, American varieties of space:



Space is explicitly discussed in a few different ways in George Washington before it reaches the ten-minute mark. "This place is falling apart faster than we can do anything about it," complains one character, while another remarks in dreamy voice-over "I like to go to beautiful places, where there's waterfalls and empty fields, just places that are nice, and calm, and quiet."Read more... )

Next time, Aline Bonetto, I promise.

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production design blog-a-thon: day two [May. 20th, 2008|10:45 pm]
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Two more participants in the Production Design Blog-A-Thon!

First, we're joined by Gina R., of Project Film School, who observes, in her piece on "Meditations on Color, Light and Object in Rainer Werner Fassbinder's Lola", how "the visual clues in Lola are more indicative of Fassbinder's point than perhaps the actual outcome."




And of course there's Film Club co-founder Harvey P., who in his piece "Real Estates" (at Skunkcabbage) appreciates Bo Welch's production design on Beetlejuice as a way to "visually represent what is at stake in the narrative's conflict":


Thanks to you both, and hopefully there will be more still more posts tomorrow...

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production design blog-a-thon: day one [May. 19th, 2008|10:44 pm]
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Aside from my own post on production designer William Arnold, and his aesthetic of "no-places" in Punch-Drunk Love (see below), we were joined by two other participants for Day One of the Production Design Blog-A-Thon.

First up:

"The Colors of Star Wars," at Gee Bobg: "There is almost no color in Star Wars," Bob writes, "except when lasers are firing, lightsabers are clashing, and spaceships are exploding."


Bob is followed up by Jaime, writing on "Le Samourai," at Chicago Ex-Patriate: "Virtually every other scene shows that [Melville's protagonist] lives in a modern world, yet maintains an old-fashioned simplicity in his own world."


Thanks to both of these participants; and hopefully there will be more to come tomorrow and over the other remaining days...

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production design blog-a-thon: call for participation [May. 1st, 2008|03:37 pm]
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At this stage in the development of the discipline, I think we're all prepared to recognize the benefits that auteur theory has bestowed upon film studies. However, critics of auteur theory are quick to point out that any theory that champions the director as "author" also has the unfortunate tendency of eclipsing the deeply collaborative nature of film production, and will inevitably underplay the contributions of other people such as the screenwriter, the editor, and the cinematographer.

Perhaps even more maligned in this hierarchy is the production designer: the individual responsible for the overall "look" of the film, coordinating set designers, property masters, and costume designers to create an overall visual "feel." With a little effort, it isn't difficult to think of films where we have been delighted by the product of production designers' labor and aesthetic, but they have nevertheless received a saddening lack of sustained appreciation, even from the most attentive of critics.

Film bloggers may not be able to change this state of affairs permanently, but I'd like to call for us to take just one week to focus our collective attention on the role of these under-recognized creators. So for the week of May 19-25, I am inviting your participation in the Production Design Blog-A-Thon. During this week, I will use the Film Club blog to collate posts in which you write on any aspect of production design or art direction. Use this week to celebrate your favorite production designer (or lambast one you can't stand). Inspect your DVD collection for the most striking costumes and sets. Look for recurring interests in a production designer's overall body of work. Have fun with it.

If you're thinking about participating, either comment below or send me an e-mail at projects [at] imaginaryyear.com so I know to check your blog during the week; if you could also ping me once you've got something up that would be helpful.

Here are some banners I whipped up today (while at the laundromat). A few more are likely to follow, including a tall one for sidebar use:



If you wish to display these images on your blog (as well as a link to this post), and you aren't too hot with the HTML skillz, just follow one of these links and cut-and-paste the snippet of code:

The red one (Hero, 2002, production design by Tingxiao Huo and Zhenzhou Yi)
The blue one (Punch-Drunk Love, 2002, production design by William Arnold).

Looking forward to seeing what people come up with!

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where i've been and what i've been up to [Jan. 9th, 2008|03:01 pm]
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A busy week here around Raccoon HQ.

The biggest news, I suppose, is that I'm thinking about returning to grad school, and taking some steps in that direction. Those of you who know me well know that I've been struggling, for years now, with the feeling of being in a "rut" with my academic career: although I enjoy teaching Composition, my interests really lie elsewhere.

If I were going to try to pinpoint exactly where that "elsewhere" is, I'd say it's somewhere around the point where technology and narrative intersect, a point I've explored with some enthusiasm ever since at least 2001 (when I started writing Imaginary Year). There are two programs I've found that seem to focus on that precise intersection: Georgia Tech's Digital Media Ph.D., and MIT's Comparative Media Studies Master's program. I'll be applying to both.

They're pretty competitive programs, and there's of course no guarantee that I'll get into either one. And even if I got in there is no guarantee that I would choose to go: there are a lot of variables to take into account. But it feels good to be taking steps to open some doors.

Deadlines are January 15th, so I've been spending a lot of time this week getting my applications ready. This process has not been without some frustration: yesterday I learned I need to re-take the GREs, which wasn't exactly news that made me clap my hands with delight. But preparing my writing sample was actually kind of fun. I took some material I wrote for this blog a while back—my post(s) on frustration in games—and rethought the phenomenon a little more carefully, and wrote it up a little more formally. End result?: a 20-page research paper on the topic of what happens when games aren't fun, called "Frustration, Anxiety, Boredom: Towards A Typology of Ludic Failure."

It's nice, every once in a while, to remember that I actually like being an academic.

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