School of Culture and Communication - Research Publications

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    Realising Middle-earth: production design and film technology
    CUBITT, SEAN (Manchester University Press, 2008)
    Miniatures, bigatures, digital mattes, 3D animation, costume, set and prop design, forced perspective, location and studio shoots all contributed to the creation of Middle-earth. The panoply of visual effects LOTR uses to build Middle-earth’s image has become familiar, not just from the films but also from television specials, websites, DVD appendices and commentaries, and the remarkable travelling Exhibition. Armour, prosthetics, stunt and miniature doubles, animal wranglers, blue screen, and the Massive intelligent agents are part of our language now. Weta Workshop and Weta Digital, with their army of collaborators did more than visualise the most-read – and most-imagined – book of the twentieth century. They realised the script, made real the fictional world where the narrative would take place. The challenge of realisation is in some sense the challenge of cinema itself – the French even use the word réalisation to describe filmmaking. Realising Middle-earth is both a technical challenge and a special kind of problem in realism, the aesthetic field dealing with depictions of reality (as in documentary) and the illusion of reality (as in dramatic fiction). Most complicated of all is the realisation of a world whose highest technology, the explosive device in the culvert of the Deeping Wall, is portrayed as the work of Saruman’s dark arts. Tolkien’s hatred of industrialisation comes through in the firepits of Isengard. Yet the films depend on the use of and innovation in new media technologies, and much of our viewing pleasure comes from appreciating the craft that has gone into them. We watch entranced by a double magic: the fascination of illusion, and the fascination of how it has been achieved.