Monday 26 November 2012

In Conversation With...Livi Vaughn

General Points
>Main designer fro Punchdrunk Theatre Company.
> (Orgnanized, can run a budget)
> World's come from a human personal place, character (eg.where does this so called person like to sit?)
> Suspension of Disbelief
> Still having real experiences, avoid technical take over.
> Maths and Art
> Lepage (manipulation of the object, transformation)
> Robert Wilson (Space, simplistic, confidence)
> Charles Matton (American painter, scale models)

"Mark of the Red Death" - 2005, Battersea Arts Centre.
> Creates emersive worlds, "jumping into a cinema screen", incredible details involved like smell, sound etc.
> Scaled from tiny to massive.
> Audience allowed in changing rooms, total audience freedom (where to go, which performers to follow), like a game?
> Roundabout performances, final finale more complete.
> Immaculate details (real for audience)- but if too much is too real- nothing is wow, so need to balance detail & clutter.
> Room has to speak for itself, hold the audience's attention even without performer & when in there doesn't overpower the performer.
> Use cheap materials where possible (eg. Paper).

"It Felt Like a Kiss" - Manchester, with filmmaker Alan Curtis
> More linear instead of free roaming.
> All about the set.

"Sleep No More" - New York (version of Macbeth)
> Started 10 years ago, ran for 6 months in Boston (20-30 performers & 200-250 audience).
> The audience always wear masks, anonymity, approach where can explore work without being held back by yourself and pre-conceptions.
> Also separates the audience from the performers. Dramatic experience when a dead, magical etc character (one on ones) removes your mask and tells a story.
> Amazing experience but must make people feel safe, how do performers react to certain situations?
> Can't portray level in details on a model, need to be in space to get the actual ambience.
> Design for limitations. (eg. Budget/space).
> Dark space, lighting always 5%.
> Organic matter and repetition.
> In a world almost like a series of clues.
> Storytelling, objects.

What I thought?
I thought having a talk from a woman in the working world of performance design and practice was a great boost of knowledge and inspiration. The fact that she was an ex-graduate of our course really helped us to relate to her and give us an idea of where we could take our interests. She spoke about her own work which was totally engaging as well as some of the technical difficulties and the unglamorous parts, such as working within a budget. She was a speaker who was engaging and I feel like I got a lot from her talk.





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