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 |  | Sneak Peek: The Look of Mission to Mars By John Frederick Moore special to SPACE.com posted: 05:33 pm ET 18 February 2000
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How difficult was it to design a planet that people are only vaguely familiar with
For the upcoming film Mission
to Mars, veteran production designer Ed Verreaux led the team responsible
for the look of all the space equipment.
Verreaux, whose design credits
include Contact and Raiders of the Lost Ark, is no stranger
to difficult assignments, but designing for the future provided its own
special set of challenges.
Watch Verreaux' spacesuits
in action in the M2M Superbowl trailer!
[large
- 9MB] [medium
- 6MB]
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How closely did you
work with NASA in designing the space equipment for Mission
to Mars?
We went to the Johnson
Space Center in Houston and got the full tour. We asked them if an
artificial gravitational system was too sci-fi. They said no - that's something
they've been wrestling with.
We got to see the habitat
they built for long-range missions. It's a big thing developed for a space
station, like a big, inflatable pumpkin. The idea is that this ship
would be assembled at the space station rather than being launched from
Earth.
It begins in high orbit...
The system we worked with
is not practical; it would cause extreme vertigo. We had to take some license
to make it look cool.
NASA has several different
designs, but they seemed too Hollywood.
...and ends up on the martian
surface.
The hub - which is the center
of a ship - had a central nodal point with cables. At the end of each tether
is a habitat, each about a quarter of a mile apart. I thought this was
interesting, but that nobody was going to buy this.
It also didn't work in terms
of the action in the movie. That's why we went for something a little more
contained.
The same with the spacesuit.
An earlier design of the helmet looked like a bubble, but there was too
much reflection and not enough illumination on the faces. We ended up with
something that looked like the helmets in 2001:
A Space Odyssey.
Helmets sacrificed realism
in the name of the human face
(pictured: Connie Nielsen).
You said the artificial
gravitational system you built wasn't practical. What sort of scientific-accuracy
standard did you set for yourself and the design team?
NASA doesn't have any mandate
for a manned mission to Mars, so we ended up doing a combination of what
things might look like 20 years from now and going back to the Apollo missions.
There's a level of accuracy
with lots of rivets and bolts within the shuttle, because that's what people
are used to seeing in sci-fi films. Some of the stuff NASA was doing was
more streamlined, so much so that nobody would believe it. I added some
stuff to make it look more realistic.
Did NASA approve or
veto any of your designs?
We showed
them everything and they pretty much approved everything. I don't think
they liked the Rover too much, but that was an economy-driven thing.
Not a NASA-approved design,
apparently.
How do you design for
the future? Do you try to anticipate trends or just go with a personal
vision?
I tend to try to keep things
fairly reality-based, although I would love to do a space film with Dr.
Seuss type of aesthetics.
The things that really change
isn't the architecture, it's the sociological stuff. Today, we all have
cell phones, pagers, bottles of Evian water. How could people have predicted
30 years ago that we'd all be drinking bottled water? That's the stuff
you never get.
The walls may have eyes,
but clutter knows no century (Verreaux concept art).
We'll probably still have
space helmets and backpacks in 20 years. And the control panels in the
shuttle will probably be more voice interactive. But then, design-wise,
you don't have anything to do.
Basically, you either say
I'm going to make it really wild or you go for a retro look, like Gattaca,
where everybody dresses like the Righteous Brothers. In a film like this,
where things need to be realistic, people aren't wearing wetsuits. They're
not dressed like something out of Star Trek.
How did your work on
this film compare with the design work on your other films, like Contact
or Raiders of the Lost Ark?
I think visually it's good
stuff, but you don't know how it's all going to tie together when a film
is done.
What was it like working
with Brian DePalma?
Brian is a lot different
than working with Bob [Zemeckis, director of Contact] or Steve [Spielberg,
director of Raiders of the Lost Ark]. On Contact, that was
pretty much a "go" project. With this film, we went through several phases
where we weren't sure it was going to get made or not.
Brian has a different style
of working. He's clear about what he doesn't want, but he doesn't talk
about it a lot.
The face on Mars, for example.
We went through a long design process. I'd show Brian something, and he'd
just say, "No, Ed. Make it look like a sleeping goddess."
So I got some books on mythology
and looked at pictures of goddesses. In some ways, he's less verbal than
other directors, but he's clear about what he wants.
Why do you think we're
so fascinated with Mars?
I think people are looking
for what's next, especially as we're rounding the corner of the millennium.
It's something people have always been interested it. Maybe some people
are looking for salvation and answers.
Personally, I'm not an astronomy
buff. But there is something about the stars that makes you metaphysically
wonder. I'm curious to see how my nine-year-old takes to this movie.
What do you think? Send your
comments to the editor.
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