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Walking On A Dream

For my major project at University, I wrote and directed Elysium, a short film based on the myth of Orpheus and Eurydice. The film combines live action with stop motion animation. I also designed and built sets and puppets for the film.

In the original story, Orpheus’ lover Eurydice is bitten by a snake on the day of their wedding. She dies, and Orpheus travels to the Underworld to beg Hades to return her to him. Hades agrees, but only on the condition that Orpheus leads Eurydice through the Underworld and back to the land of the living without looking at her. Orpheus finds Eurydice and leads her through the Underworld, but at the last minute he looks back to see her and she dies a second time, this time forever.

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In our adaptation of the story, Chris is the Orpheus character and his wife Laura, Eurydice. Laura is in a coma and the doctors have told Chris that there is no hope of her waking up. Chris visits a strange organisation, who offer him the chance to bring Laura back by travelling into her dreams to wake her up. The real world is filmed in live action, on digital video, and the dream world is animated with stop motion puppetry.

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We constructed a hospital set in the studio, using flats that we wallpapered and painted and then hiring hospital props to give it an authentic feel. We visited an amazing company in London that had a huge warehouse full of hospital equipment.

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We wanted the film to have a very stylised look. As we were dealing with fantasy it was really important that the film have a dream like look and fluidity. This was the opening scene and I wanted it to be moving and enigmatic. I chose cold blue lighting and arranged it to look like a spotlight around Laura, focusing attention to the centre of the screen and making the edges of the shot shadowy and vague.The idea of this scene was to introduce Laura and her plight in a way that was heightened, as if it was Chris’s nightmare. I wanted to represent Laura as a Sleeping Beauty and suggest the danger that she is in. I decided to show this by using an imperfect match cut from the tubes in Laura’s hand to a snake coiling itself around her wrist, drawing on the imagery from the original myth.

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We used a real snake for this shot. We hired it from a taxidermist. It hadn’t been stuffed yet and it was being kept in a freezer. We needed to defrost it and keep it in the fridge between takes. It smelt horrible, and it was a pretty gross thing to handle. Our actress had to be really patient and keep her hand perfectly still while we animated it frame by frame. I was really pleased with the final effect.

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For the organisation itself I wanted to create the idea of the afterlife as an inefficient bureaucracy. I had in mind that any organisation that deals with the public en masse – the tax office, the passport office, the job centre is a place of waiting rooms, queues and endless paperwork. If there is an afterlife, then in centuries of human existence it will have been inundated with souls that would be a nightmare to process and organise. For this reason I saw the lord of the underworld as an overworked filing clerk or administrator.

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The passage from the waking world into Laura’s dreams was a difficult one. Not only did the character need to cross a metaphysical plane, but we also needed to make a transition from live action to animation. I have always been attracted to the illusion of cinema and so I decided to represent Chris’s journey as a magic trick of sorts.

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Later in the film we mirrored this shot with the animated Chris.

To further the magic trick imagery we built a box for Chris to climb into. We wanted to create a magic and shamanistic method by which he could make this journey, and we used images of boxes and doors being opened throughout the film.

Chris is shut inside the box with a poisonous snake. We wanted to use the snake to link Chris to Laura through this experience, and also to suggest that the snake’s venom would cause Chris to hallucinate. Chris loses consciousness, and when he wakes up, he is a puppet inside Laura’s mind.

For the first dreamscape, I wanted to create a sort of Dali-esque wasteland. This set represents the outskirts of Laura’s mind which at this stage I wanted to show as a sort of cluttered lost property of artefacts and memories. As we are now in the realms of the imagination and dealing with dream logic, I wanted to create a confused sense of scale. I also love to combine real objects with puppets when I animate which is a theme I developed throughout the sets for this section of the story.

I wanted this to clearly be a female landscape, and so I littered the set with items you might find at the bottom of a woman’s handbag. Laura’s condition throughout the film makes her a distant character, as these sets represent Laura’s internal world, they are a way to provide small character details visually.

Now that Chris has left the physical world, dream logic rules over everything and that includes the dimensions of the sets. Items move between shots and each set was designed to overlap so that we moved between scenes in a fluid way, as if dreaming. The staircase leads up to a landing where the next scene takes place. In order to overlap the two sets we built a detachable stairway into the landing set, so that it could be used for Chris to travel from one set to the other. We also tried to blend the stairway into the wasteland set, covering it in sand so that it seemed to have risen up out of the set organically.

The landing set is a deeper level of Laura’s subconscious, where we begin to see elements of her memories and dreams. The scene is actually based on a recurring nightmare I had as a child, about trying to walk along  hallway without waking someone up. In the layout and lighting of the set I wanted to convey a sense of unease and tension. The landing is narrow and the bannisters of the stairs cast threatening shadows.

We constructed the base for the sets out of dense polystyrene, which I tend to use as a base for most animation sets as it is a good material for pinning the puppets into. This might be the most difficult set I’ve had to build. Firstly, it had so many dimensions, two staircases and landings that needed to be measured out and fitted together perfectly. The staircases then had to be carpeted with adhesive velvet that needed to be cut to fit, then we had to build railings and bannisters. I also needed to be able to remove one set of stairs to slot into the wasteland set for the transition from that scene to this one and in the second scene this set was used for the whole thing needed to fall apart on screen. We had to do a lot of planning and make sure we had all of the shots we needed from each scene before filming the final destruction.


The third set built for the animated segment was the nursery. This scene is probably the most abstract in the film and deals again with a combination of  Laura’s dreams and memories that are difficult to interpret.

With this set we played around with scale again, using a combination of real childhood toys alongside doll’s house furniture and toys that were made to a much smaller scale. I like the strange quality it gives to everything. As we weren’t trying to represent the real world we were able to have a lot of fun with the set and characters for this scene. the Rocking Horse is my favourite puppet, which I will talk about in more detail in a later post. We also created a nightlight effect by cutting stars and crescent moons out of paper and moving it across a spotlight throughout the scene.

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About Evan Wilkinson

Community Filmmaker, Animator, Workshop Leader and Video Editor.

7 responses to “Walking On A Dream

  1. James Lewis ⋅

    Very well done. The music selection fits the tone. The transition makes sense. Any inspiration from the movie “Monkeybone”? For about 15 years, I have been involved in video production as a volunteer producer. Currently in pre-production for a 15 min stop motion vignette called “Ordinary Adventures”.

    • Thanks! I’ve not seen ‘Monkeybone’. Elysium was inspired by Svankmajer’s ‘Alice’ and a lot of his other work in general. It was also inspired in part by ‘Beetlejuice’ and ‘Twin Peaks’

      • James Lewis ⋅

        Monkeybone’ has a little bit of animation, but not much as I thought. Still, a mix of live and imaginary. Careful what kind of character you create. It might come to life (or seems to, as in the case of the Monkeybone character). I’ve seen ‘Beetlejuice’ & ‘Twin Peaks’. What has been challenging the most? Working with musicians has been my bane. The interesting part is how many, or what sets I’ll need, and can reuse. The stables is a central point, as characters leave and return. The nearby community will consist of seven buildings that are seen close up, the rest are implied (shown at a distance in a mat painting). I am using GE Reveal lights for ‘outdoor’ shots, regular incandescent (or possibly clear Christmas light) for the stable’s interior. Unless you’d suggest using something else?

      • Lighting isn’t really my area of expertise and it already sounds like you know far more than I do in that department!

        Sounds like a really interesting project – are you blogging or posting pics of your progress anywhere? I’d love to see your sets.

      • James Lewis ⋅

        No blogging as yet. The script is 1/3 done from outline. Some of the material is still in my head, the rest, in notes scribbled down for later reference. The opening sequence with title and credits is easy. Barn doors are slid open, as the stable hand begins the day with getting the grain scooped into bins, hay dispersed. I have a band in mind for some of the pieces of the music to use at the start and climax point. I’ve done lighting before, just scaling down the basics for the animation (flood, fill, back-light).

  2. James Lewis ⋅

    More to come…

    • James Lewis ⋅

      Got the outline done, drafting the first script version. Using Sims3 to initially create characters, hope to find someone to draw character sketches and storyboard. In the meantime, college classes and work/odd jobs dominate the day.

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