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Andromeda: Building the 50th-Century Bridge
By Don Lipper
Special to SPACE.com
posted: 02:28 pm ET
01 December 2000

COLLEGE PLANNING  
Ken Rabehl is a designing man, literally responsible for building the Andromeda from the ground up.

In this week’s Dispatch from Andromeda, Rabehl tells SPACE.com’s Don Lipper about designing the bridge, developing the High Guard aesthetic, building "train world" and his hopes for seeing more of the Commonwealth’s glory days in the second season



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Think Tom!

SPACE.com: Your first job was to create a new bridge for the starship Andromeda?

Ken Rabehl: That was one of the first tasks, yeah.

SPACE.com: Almost everyone is familiar with the layout of the Enterprise's bridge. Was that a jumping off point?

KR: Yes, there were discussions with Allan Eastman and Robert Wolfe. We started off saying what we didn’t want, but that wasn’t so important [because I had] a clear direction [regarding] the atmosphere they wanted to create. This ship, this High Guard vessel, about a kilometer long, was supposed to be very elegant, beautiful. I thought it would be jewel-like, extremely sophisticated and dangerous at the same time. So my mind started immediately filling up with images that were actually quite far away from Star Trek, in the sense that they had very gray-white vacuum-formed shapes are that are very functional. And I started to lean more towards gold and bronzes and tried to get more curves and beautification of arches and images like that.

My very first concepting was beyond our scope of [construction] time, unfortunately, so we started trimming down to what we could do, [but] in the end we did move away from that Star Trek look. So the influence of Star Trek was there, but in my mind it wasn’t that hard to detract from it pretty quickly and move in a different direction.

SPACE.com: Was your original design more Art Nouveau, with lots of curves and swoops?

KR: It was a touch of Art Nouveau, but I would rather say it was more arches, more shiny curved arches with graceful sweeps between and consoles that were not so brutally functional. More delicate and flowing, more or less as they are now.

If anything, I think the biggest change between what we have now and what I originally envisioned, is there [are] less really physically curved surfaces. Because of the nature of working with that type of material, we have to turn things into planar surfaces and take curving walls and section them off, which isn’t really what I wanted, but it ended up being okay for what we are doing.

We had no choice. It is still maintaining a look, but I did envision plenty of curves and shinier surfaces and more floating-looking consoles.

SPACE.com: Did you look at it from a point of view of a set, or as the bridge of an aircraft carrier or submarine?

KR: One of the comments that Robert Wolfe made was that he didn’t want anybody sitting. His model for that concept was that on nuclear submarines there is a more standing-oriented sort of environment. We carried that concept into the bridge where all of the stations are standing stations, so that would probably be the only real 20th Century military model.

Next page: In the space navy.

~

SPACE.com: Did you know that in most naval traditions, the only person that gets to sit on the bridge is the captain?

KR: I guess that’s what they did in Star Trek. That may be the naval tradition.

SPACE.com: The Andromeda is a much bigger physical space then most of the bridges that you generally see.

KR: I did this on purpose. I wanted this bridge to be big and I know that at the beginning that Allan Eastman and Robert Wolfe did as well. I wanted the bridge to be as big as possible because if this is a kilometer-long ship, I wanted to convey the idea that this is a massive ship, with a massive brain core where there will be at any given time 40 or 50 personnel. And I think that [the] size of set gives a bigger impression of the size of the ship as a whole.

And also that was largely due to the [director of photography] and his camera needs. We didn’t want to have a difficult problem in there, because the tighter you make sets, the more you have to pull wild walls away to shoot through the crew, or to shoot through to the actors and around the actors and that just creates a great deal of problem. With the speed of television, removing wild walls is becoming a big chore that nobody wants to do. They just want to get in there and get the shots done and move fast.

The second aspect is that we had a large well-like structure that we [have] since removed. That was meant to be a viewing well that was basically underneath the pilot’s chair. It was meant to have a greenscreen in it for burn-ins as well, so we could project video imagery down there -- it would be like a floor viewing screen.

Now the problem with that was it was quite big and so that would take up a lot of space around the ship. We still needed about 14 to 15 feet radius around that well to allow camera crew to roll freely back and forth and hence I expanded the sides and front of the ship further out for that reason.

SPACE.com: In the shows we’ve seen so far, we generally don’t see the crew's POV of the up-front view screen that often.

KR: I recall seeing a lot of video playback imagery in the forward screen. The only other video playback we have in the bridge are the monitors and we only use that in coordination shots with the actors. So, in effect, in most of the shots you are not looking over the shoulders of the actors at those video screens. It’s usually a tight shot and then an imagery shot of the screen itself showing the video display. Those forward screens are a projector system with a direct feed to the computer.

SPACE.com: Do you have an interior design concept for Andromeda or it is sort of "make it up as you go"?

KR: No, the color scheme is there. It is established. But in terms of graphic design from hallway to deck to level, some of that [has been] dealt with, but in general it was decided that we weren’t going to do a lot of applications to decks to levels and things and shoot graphics on the walls in corridors. That was a decision early on[:] it's just more or less generic and you don’t have to worry about that kind of structure.

SPACE.com: And the reason for that was just to contain continuity?

KR: Yeah, I think it’s a continuity problem, but also we were extremely under the gun in terms of production time and budget and we just didn’t have the budget.

Next page: Where we go from here.

~

SPACE.com: So, now that you’ve established the Andromeda and the bridge and stuff like that, what do you do from day to day? Is it pretty much the guest set of the week?

KR: Yeah, pretty much. We have a couple of sets built for early on episodes that we’ve been renovating quite a bit. We take those and alter them. One of them in particular which is in the first incarnation was the penthouse from "The Pearls That Were His Eyes".

It was a very functional set in terms that it can be changed quite often and given a very different look each time. It was oddly shaped to allow for that, and so we’ve been using that quite often and renovating one of our sets recently for the continued episodes. We have a train world which we’ve created.

SPACE.com: I’m sorry -- a what?

KR: We have a train world. We call it a train world. It’s some cave walls that we’ve been using quite a bit for asteroids and things like that. It’s an all-purpose cave that would be used as a war planet or war asteroid. It’s our version of an outdoor set, but enclosed and defined in the sense that it’s smaller than the great outdoors but allows us to shoot internally.

SPACE.com: The Trek productions used to call a similar set the "Planet Hell" set. Have you talked about changes for season two?

KR: There has been some discussion but not a great deal at this point. I think there has been some desire for color changes. I’ve heard that they want to possibly reduce the size of the bridge, but that discussion never got repeated, so at this point I have no idea what the next season changes will be.

SPACE.com: Are we going see new sections of the ship?

KR: That would be a general hope. But there hasn’t been any discussion about future sets like that. I would hope there are plans to discuss that, but I don’t know. I know there was some desire to create a somewhat gracefully curved hallway where we could do a walk and talk and have the characters disappear along that curve in a long shot, but that’s the only real tangible thing I know about.

SPACE.com: What has been the nightmare thing for you to design?

KR: What has been the biggest nightmare? I think trying to get the look I wanted. To be utilizing the type of materials and the budget and the time frame that we had. Like I said, I really wanted many more curves and many more fabulously artistic textures on the wall. I really wanted to give it much more of a sculptural look, it should look elegant, jewel-like. That this civilization was so advanced and so sophisticated that even their warships would reflect the aesthetics of the culture. And I think that unfortunately in television, "curves cost and straight lines are more reasonable" is the rule that applies.

SPACE.com: Are you talking about developing a High Guard, Commonwealth aesthetic, what it looked like in the bygone era, or is that something we are not going to be seeing for a while?

KR: You know that’s a really, really good question. We’ve all sort of wondered that, too. In the [series] bible that we all got in the beginning, there was [a section about] the bygone era of this High Guard: culturally and socially sophisticated, technologically advanced, a culture that had produced the High Guard title and tied all these planets together in this massive Commonwealth. But what was missing is that you don’t get a sense of what was that culture. Who were these people? What did these cities look like? What do the clothes look like? And I would hope that we could develop.

I think it’s very important simply because the audience needs to believe in it, in order for them to care about Dylan’s fight to regain the Commonwealth. They have to know more about the Commonwealth, they have to say "yeah, wow, that’s quite a cool culture. That’s wild, that’s worth saving." It would be a shame if we don’t develop that somehow, even if it's in visual effects, landing on the odd planet that used to be a High Guard planet and doing a matte painting and small set pieces. Or doing flashbacks into that kind of era. I personally think it’s a very important and hopefully we will do more of that.


Andromeda. We're a half season in. The groundwork's been laid. Where do you think we're going next?


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