A gallery of images showing photographs, drawings and designs of the sets from Disney’s Beauty and the Beast (2017).
Production Designer: Sarah Greenwood
Interview with Sarah Greenwood
Cadenza & FrouFrou Garderobe (open) Ballroom (neglected) Mob (Villeneuve) Mob Attack Maurice’s Workroom Maurice flees the forest Beast roof climb Beast roof climb Beast roof climb Beast’s Lair (painting) Kitchen (night) Kitchen (day) Ice Gates Shield Gate with landscape beyond Frozen ballroom Exterior Castle Entrance Terrace Exterior Castle Entrance Terrace Enchanted Exterior of Belle’s Cottage Exterior of Belle’s Cottage Entrance to hall (reverse angle) Entrance to hall (colour) Cogsworth (character sketch) Battle Sequence (character sketch) Cuisinier (character concept) Castle Turrets Castle overview Castle hedge Broken mirror fireplace Belles bedroom (wide) Belle’s Bedroom and Corridor Belle – meandering Beast’s Lair Beast’s Lair Beast’s Lair Beast’s Lair Plumette Cogsworth FrouFrou
The Ephemeral Nature of Production Design
Jane Barwell in conversation with PD Sarah Greenwood
When you see a beautiful painting by John Box or someone it looks amazing but that sort of thing doesn’t exist anymore because we work digitally now. We still do artwork, I have amazing illustrators and it’s all done on the computer. So, they don’t have that museum quality to them but I was asked about 5 years ago by the University of the Arts to do an exhibition which I was against initially because I thought what of? The end product is the film and everything in between is ephemeral. I mean it’s all relevant but it is about that moment. There might be a drawing and it gets sent to the workshop and they build it and film and discard it and becomes an irrelevance.
So, we created a set of the art department and dressed it as mine and Katie’s [Spicer, set decorator] desk, in the art department. We kept everything we’d been working on for the purposes of this set, even the contents of the bin was kept. My laptop, all my books, the drawings, the models and the references, so that was the solution to illustrate the process. It is a process, a constantly changing process.
We don’t own anything it belongs to the studios, which is also part and a parcel of how do you keep anything? Everything that we have gets put into a great big skip at the end and anything of value gets shipped to America and its gone.
Finding the design key for Beauty & The Beast
Something like Beauty and the Beast you have to find a different key that unlocks what its about. Set in 1740s France (unlike fairytale world which is what a lot of Disney is set in) you were in a specific place and you have the woods, the town, and the castle is a separate entity. So, there you’ve got an immediate contrast between the two. To create the castle, we went for Rococo and the sense of the castle architecturally was twisting and turning and changing. I found two etchings which were like rococo gone mad, quite extreme asymmetrical and organic, even more excessive and that was the key. Taking it one step further and making it more extreme. Once you’ve found your key you then apply it to everything and if it works then it works.
And then you have the aesthetic and the practical, logistical and the financial so B&B because all the characters were being created in CG world. My thing was everything else has to be tangible and real so instead of building the sets digitally we were building them for real. Otherwise it would just be a very sophisticated animation.
Based on an interview with Sarah Greenwood, 2018.