﻿WEBVTT

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Hey nerds, I'm Wil Wheaton
and this is "The Ready Room."

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Your official behind-the-scenes hub

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for all things Star Trek Universe.

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Today we're taking a
little unsanctioned mission

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to all things Season 3, Episode 6

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of Star Trek: Discovery.

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So if you want to avoid spoilers

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and a severe dressing
down from Captain Saru.

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It is about trust.

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Then I suggest you watch
that before you watch us.

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Now for those of you who are
ready to break protocol, we

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have an amazing guest joining me today.

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Lead Creature Designer
Neville Page is here to talk

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about bringing his team's
stunning alien creations to life.

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Then later on, as always, I
have a never-before-seen clip

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from next week's episode of
Star Trek: Discovery for you.

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But before we get to either

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of those things, I've
already been alluding

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to our latest "Moments Of
Discovery" which hones in

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on Burnham's daring rescue mission

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to the salvage planet Hunhau.

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What do you say we take a look?

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Control room, engage.

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Hey, Michael. I'm recording this message

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in case I can't tell you in person.

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I was on my way to the Bajoran exchange

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when this guy sitting
next to me started talking

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about a "black box," and I
think his "black box" is one

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of the ones you're looking for.

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He was looking for the thing
that was important for her,

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and the thing that was
important to her was

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to get this black box that
can help solve the mystery

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of the Burn.

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It's on Hunhau, Emerald Chain territory.

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I'm going to do some looking around.

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If things don't go well, I'll set the ship

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to bring Grudge to you if I'm
not back on board in 24 hours.

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Not having been asked to
do that, he puts himself

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in harm's way to go try and
help her with this mission

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that means everything to her.

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It's the thing that she
was pushing for constantly

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over the course of that
year that she was there.

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Here, I got it.

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The black box.

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Who are these friends of yours?

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Very handy, excellent friends.

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A big thing that we
wanted to show was this

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process of letting go that
has happened over this year.

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Much influenced by Book.

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What Burnham appreciated
about Cleveland Booker is

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how he is a master of his own fate

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and you can make a difference.

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We wanted Burnham to have some fun

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and some levity in a
relationship with someone

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and Book is someone she can do that with.

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What does this cat loving friend have

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that made you fall for
him like a two-year-old

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on the edge of a well?

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<v ->Excuse me?</v>
<v David>They compliment each other.</v>

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Like a yin and a yang.

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I remember shooting that
scene and that moment

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where Cleveland Booker is
in like the salvage yard

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and then Michael Burnham walks in

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and they clock eyes for the first time.

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And it was like seeing her
depth of love in that moment

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and the sacrifice that
she's made to be here.

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But then also her seeing me

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as a captured man in
bondage was really profound.

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It really caught me off guard.

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I love David Ajala.

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He's such a wonderful actor.

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He's such a wonderful human being.

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And I love that he's a
very different character

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than we've ever seen, and I love

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how he's bringing Book to life.

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You weren't supposed to come.

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Hell I wasn't.

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Cleveland Booker introduces
to Michael Burnham a freer way

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of navigating one's way through life,

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that can be fun and have levity.

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You don't have to carry
the weight of the world

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on your shoulders day in, day out.

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As Burnham, I decided over time

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that perhaps the Federation
is not the place for me.

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Perhaps, I can pursue a
life that is more fulfilling

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on my own, as my own.
Defining my own standards,

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defining my own desires.

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When she has physically
put her life on the line

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for him, she didn't have to do that.

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She was warned not to come for him

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but yet Michael Burnham finds herself back

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in harm's way, putting
her life on the line

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for Cleveland Booker.

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Whoo!

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So being faced with that, I
think they both are forced

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to acknowledge how they
feel about each other.

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Where it goes from there, who knows?

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Right now I am joined by one

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of Star Trek: Discovery's
foremost alien design experts,

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legendary Lead Creature
Designer, Neville Page.

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Sir, thank you so much
for taking some time

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to sit in "The Ready Room" with me today.

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Thank you for having me.

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It's a real delight.

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We have moved a thousand
years into the future

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which leaves ample room
and limitless opportunity

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to introduce new aliens and creatures.

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So, first of all, how has
this time jump affected

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the way you approach
creature design if at all?

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It's an excellent question because

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when I heard they were a thousand years

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in the future, my initial thought

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was, "Well, anything goes now,"

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and then the biological Neville steps in

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and says, "Actually, no,
not a lot will happen

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in a thousand years in
terms of evolution."

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You think about human evolution,
like a thousand years ago,

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how different did we as humans look?

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There were not many changes
noticeably physiologically.

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So, really there's not much that

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I have to do differently

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about creature, alien design
being a thousand years

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in the future.

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The only difference really is

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that we, we being the entire
creative team, can start

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to introduce new species
that we have not seen before.

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Is it extra-- "Fun" seems
like not the right word.

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"Fun" does not capture the entirety

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of, "I'm building a new
creature that is now going

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to be part of Star Trek canon," right?

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That's sort of like, yes,

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whatever they call those
weird little ear things

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from Wrath of Khan, these creatures

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that a generation on, we
still talk about them.

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Like our-- you have designed
some very iconic creatures

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that will persist for generations,

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but what about doing that in Star Trek?

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It is fun.

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I mean, you think about my job,
which is to, A: I'm working

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on this incredible franchise.

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B: I essentially get to
think about weird stuff

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and draw and sculpt, and that's my job.

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It's kind of ridiculous.

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So from that point of
view, it is beyond fun.

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If you stop and think, which I try not to,

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about the potential ramifications
of what you're doing,

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for example, when creating
a brand new species,

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you do recognize that that's
going to become canon,

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and if you stop and think
about the importance of that,

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because Star Trek, unlike
so many franchises,

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as you so dearly know, is a very,

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it's got a huge audience

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that has such dedication to it

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that there's a very different
approach and responsibility,

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<v ->if I may say,</v>
<v ->Yeah.</v>

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to designing things for it,

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because you know how
important it is to people.

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So that's why I say you can't go

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into this thinking about that

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<v ->Yeah.</v>
<v ->because it</v>

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could be debilitating.

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So I just allow myself the freedom

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to just think loosely

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and if I go too far out there,
there's plenty of people

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in the production that
will keep me in check.

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That's for sure.

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So much of what you are designing

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for Discovery now, you
are in some ways standing

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on the shoulders of people
like Michael Westmore

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and Scott Wheeler and Jake Garber

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and do you still turn
to them for reference?

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Are you combining your instinct

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with their canon to develop these things?

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Do I reference Michael
Westmore, for example?

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More than that, I have his phone number

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almost set to speed dial

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<v ->Wow.</v>
<v ->and I will call him,</v>

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respectfully, on occasion and
say, what do you think of?

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<v ->Yeah, wow.</v>
<v ->Because it would</v>

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be, not only I think, ever
so slightly disrespectful

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to not tap into that, but it
would be irresponsible to not,

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and I so much would love--

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and he's kind of a father figure,

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so you kind of want your dad's blessing,

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<v ->Yeah, sure.</v>
<v ->in this.</v>

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But at the same time,
it's-- Whenever I talk

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to him, I always, it's always

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with, "anxiety" is not
quite the right word

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but I'm nervous because I
really want his approval,

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but at the same time, I
am supposed to move things

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in a direction that's ever
so slightly different.

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Whether that be because of
the technologies we're using.

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You know, the cameras
today, HD, et cetera,

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they're going to pick up more details

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<v ->Yeah.</v>
<v ->than in the past.</v>

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So everything is...

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I'm careful to use words like "elevated"

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because that implies
that the other is sub.

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<v ->I understand.</v>
<v ->It's not the case.</v>

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It's just that HD cameras
capture more detail

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<v ->Yeah.</v>
<v ->ergo, we need</v>

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to infuse things with more detail.

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Plus, audiences mature over time.

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The suspension of disbelief
that an audience has today

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is very different than it
was even say 50 years ago,

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which I know is a long time ago,

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but the audience is paying
such close attention.

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<v ->Yeah.</v>
<v ->I remember at Comic-Con</v>

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a few years back, we had just, kind

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of debuted the Torchbearer
Klingon spacesuit

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<v Wil>Okay.</v>
<v ->and it was sitting</v>

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in a display case, Comic-Con
hadn't even opened yet,

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and someone had already commented

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on the engraved Klingon text
that I put in the dagger.

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[Wil] And they translated it?

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[Neville] They deciphered it.

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<v Wil>Amazing!</v>
<v Neville>Comic-Con wasn't even open.</v>

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[Neville] I saw this tweet,

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and I thought, "Wow, it's a good thing

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that I didn't do anything too personal

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with that hidden text."

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Yeah, it's never about you

223
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but if you're going to plant a seed

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or plant an Easter egg,

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it had better be relevant

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because someone will catch it.

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There's a lot.

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In that Klingon suit
actually, there is a ton of

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<v Wil>Amazing.</v>
<v ->referential iconography</v>

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specific to Klingon lore and canon.

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In 303, this character Wen is introduced

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and he's a dilithium
raider and he comes in

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and he looks like he is a
terrifying alien species.

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He's got this great battle helmet on

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and we're like wondering
what in the world is going on

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with this creature, and
then he takes it off

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and it's a human underneath.

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Now I understand that you
and your team designed

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and built his helmet.

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Would you talk about that?
Because it looks like

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<v ->Yeah.</v>
<v ->there's not</v>

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a human under there.

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Well that's the smoke
and mirrors of design

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when it comes to proportion.

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Everything starts with
a strong silhouette.

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You think about what
is a strong silhouette?

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In this case, front view.

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And the important, the
two important things were

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that the shape would look
like a different type

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of head fits inside of it,
and the second is the sound,

251
00:11:43.000 --> 00:11:46.080
of course, coming out
of it, slightly modified

252
00:11:46.080 --> 00:11:49.200
so that you're not hearing a human voice.

253
00:11:49.200 --> 00:11:51.960
And probably the most fun thing

254
00:11:51.960 --> 00:11:56.510
about that particular helmet
is really the process.

255
00:11:56.510 --> 00:12:00.140
The Wen helmet was a really fun process

256
00:12:00.140 --> 00:12:03.400
of quickly digitally sculpting it

257
00:12:03.400 --> 00:12:05.336
<v ->Okay.</v>
<v ->and understanding</v>

258
00:12:05.336 --> 00:12:09.850
in the round how all of
these shapes could work,

259
00:12:09.850 --> 00:12:13.670
and then 3D printing it and providing that

260
00:12:13.670 --> 00:12:18.320
to Alchemy to then start
doing all the complex finishes

261
00:12:18.320 --> 00:12:20.610
<v Wil>Yeah.</v>
<v ->and the technical side</v>

262
00:12:20.610 --> 00:12:23.450
of illumination and
comfort for the performer,

263
00:12:23.450 --> 00:12:28.250
because you put on anything,
makeup in particular,

264
00:12:28.250 --> 00:12:31.230
but helmet comes on and
off, but it still needs

265
00:12:31.230 --> 00:12:32.440
to be comfortable.

266
00:12:32.440 --> 00:12:34.350
They still need to be able to walk

267
00:12:34.350 --> 00:12:37.410
and talk, hear and be heard.

268
00:12:37.410 --> 00:12:39.250
So there's a lot more that goes

269
00:12:39.250 --> 00:12:42.600
into just the aesthetic design of things.

270
00:12:42.600 --> 00:12:45.720
It's quite a bit more.

271
00:12:45.720 --> 00:12:49.730
We are seeing so much
more of Linus this season.

272
00:12:49.730 --> 00:12:52.470
He's such a great character

273
00:12:52.470 --> 00:12:56.720
and David Benjamin
Tomlinson is just getting

274
00:12:56.720 --> 00:13:00.690
to do so much more with Linus this year

275
00:13:00.690 --> 00:13:02.950
than we've ever seen before.

276
00:13:02.950 --> 00:13:06.880
Would you just talk a little
bit about his character

277
00:13:06.880 --> 00:13:09.720
and what goes into creating
his creature effects?

278
00:13:09.720 --> 00:13:12.840
And do you work closely
with Jason Zimmerman's team

279
00:13:12.840 --> 00:13:14.010
to augment him?

280
00:13:14.010 --> 00:13:16.870
You know, we see his eye
membrane go and things like that.

281
00:13:16.870 --> 00:13:19.560
When you're designing those characters,

282
00:13:19.560 --> 00:13:23.330
do you write in like, "By
the way, you know, Zimmerman,

283
00:13:23.330 --> 00:13:27.650
so you know, we would
love it if this happened."

284
00:13:27.650 --> 00:13:29.670
Does it go that far?

285
00:13:29.670 --> 00:13:30.503
It does.

286
00:13:30.503 --> 00:13:31.380
It definitely does.

287
00:13:31.380 --> 00:13:33.830
So from a design perspective, what I loved

288
00:13:33.830 --> 00:13:38.830
about that creature is
the original reference.

289
00:13:39.320 --> 00:13:44.320
I have one tiny little
image that was a front view

290
00:13:45.100 --> 00:13:47.220
and this is what was desired,
it's like, "Neville we want

291
00:13:47.220 --> 00:13:49.870
that canon alien brought to life."

292
00:13:49.870 --> 00:13:53.540
So Glenn and I talked
about, is it just pieces,

293
00:13:53.540 --> 00:13:56.400
is it the full head, how are
we going to execute this?

294
00:13:56.400 --> 00:13:58.010
We want some big eyes.

295
00:13:58.010 --> 00:13:59.260
Are they going to be mechanical?

296
00:13:59.260 --> 00:14:01.350
There's challenges doing mechanical eyes

297
00:14:01.350 --> 00:14:03.193
on a TV show or on any show.

298
00:14:04.780 --> 00:14:07.700
So you have all these conversations first

299
00:14:07.700 --> 00:14:10.530
before you really commit to pen on paper.

300
00:14:10.530 --> 00:14:15.530
From those conversations,
we arrived fairly quickly

301
00:14:16.010 --> 00:14:21.010
at the need and the
knowledge of these giant eyes

302
00:14:21.260 --> 00:14:24.640
that probably, were going
to have to be augmented

303
00:14:24.640 --> 00:14:26.620
in post, like Jason Zimmerman.

304
00:14:26.620 --> 00:14:28.330
So, that would be the next conversation

305
00:14:28.330 --> 00:14:32.400
before designing something too
far is getting on the phone

306
00:14:32.400 --> 00:14:36.250
with Jason and saying,
"What"-- I was gonna say,

307
00:14:36.250 --> 00:14:37.083
"What can you do?"

308
00:14:37.083 --> 00:14:37.916
He can do anything.

309
00:14:37.916 --> 00:14:40.570
So that's a little bit
of a silly question.

310
00:14:40.570 --> 00:14:43.900
What can we do within the scheme

311
00:14:43.900 --> 00:14:45.640
of the production and the time,

312
00:14:45.640 --> 00:14:46.890
<v ->Yeah.</v>
<v ->and the budget,</v>

313
00:14:46.890 --> 00:14:51.780
and it always comes down to
time and budget for anything.

314
00:14:51.780 --> 00:14:54.260
So rather quickly, Jason was clear

315
00:14:54.260 --> 00:14:56.980
that we can do a cool eye blink,

316
00:14:56.980 --> 00:14:59.440
which would mean we could
kind of keep these eyes fixed

317
00:14:59.440 --> 00:15:01.841
like a snake where it doesn't blink

318
00:15:01.841 --> 00:15:03.930
or emote a tremendous amount.

319
00:15:03.930 --> 00:15:07.460
So then knowing that now it's
the technical side working

320
00:15:07.460 --> 00:15:10.550
with Glenn Hetrick in
Alchemy and coming together

321
00:15:10.550 --> 00:15:12.990
and making sure that
what I'm designing works

322
00:15:12.990 --> 00:15:15.310
for them, works on the actor.

323
00:15:15.310 --> 00:15:18.740
You know, the worst thing
that anyone could do is design

324
00:15:18.740 --> 00:15:21.450
in a vacuum something amazing
and cool that doesn't work.

325
00:15:21.450 --> 00:15:22.940
It's a lie.

326
00:15:22.940 --> 00:15:24.200
It's a waste of time.

327
00:15:24.200 --> 00:15:27.050
So you have to work very
closely, particularly

328
00:15:27.050 --> 00:15:30.130
if you're trying to innovate in some way.

329
00:15:30.130 --> 00:15:31.940
Then I get to, where the fun is

330
00:15:31.940 --> 00:15:33.940
for me, all of it's fun quite frankly,

331
00:15:33.940 --> 00:15:37.130
but then I just sit down and start

332
00:15:37.130 --> 00:15:40.480
to be artistically
creative, visually creative.

333
00:15:40.480 --> 00:15:44.020
Interesting forms,
shapes, textures, colors

334
00:15:44.950 --> 00:15:47.620
and because we've done the groundwork

335
00:15:47.620 --> 00:15:49.510
and we've set the rules
of what things need

336
00:15:49.510 --> 00:15:53.710
to be, the creative side
of it becomes very pleasant

337
00:15:53.710 --> 00:15:55.840
because you know what to do.

338
00:15:55.840 --> 00:15:59.160
Sometimes in rehearsal, other actors

339
00:15:59.160 --> 00:16:01.360
and I will deliberately
push scenes farther

340
00:16:01.360 --> 00:16:03.780
than we feel like they are expected to go.

341
00:16:03.780 --> 00:16:07.600
We want to experience what the
boundaries of the scene are

342
00:16:07.600 --> 00:16:09.920
and frequently, the only
way to find the boundary

343
00:16:09.920 --> 00:16:12.629
in the scene is to clearly push past it

344
00:16:12.629 --> 00:16:15.480
and make a choice that you wouldn't make

345
00:16:15.480 --> 00:16:16.470
when the cameras are rolling,

346
00:16:16.470 --> 00:16:18.190
but they're super
appropriate choices to make

347
00:16:18.190 --> 00:16:20.360
during rehearsal, as
you're puzzling it out.

348
00:16:20.360 --> 00:16:21.780
Do you go through a similar process

349
00:16:21.780 --> 00:16:23.540
when you're doing design?

350
00:16:23.540 --> 00:16:24.880
Oh yeah.

351
00:16:24.880 --> 00:16:28.160
Yeah, if time allows.

352
00:16:28.160 --> 00:16:31.590
Sometimes you have to do one
design and it has to work.

353
00:16:31.590 --> 00:16:32.570
<v ->Wow.</v>
<v ->Which is scary.</v>

354
00:16:32.570 --> 00:16:33.940
<v ->No pressure.</v>
<v ->That's like,</v>

355
00:16:33.940 --> 00:16:36.700
they're pretty much at
the, you know, the parallel

356
00:16:36.700 --> 00:16:41.150
there is okay, well we've
got 28 feet of film.

357
00:16:41.150 --> 00:16:43.630
Yeah right, or we lose the light.

358
00:16:43.630 --> 00:16:45.996
We have enough time for
literally a single take.

359
00:16:45.996 --> 00:16:46.829
<v ->Yes.</v>
<v ->Yeah.</v>

360
00:16:46.829 --> 00:16:47.662
Don't screw it up.

361
00:16:47.662 --> 00:16:49.120
The light doesn't come up until tomorrow

362
00:16:49.120 --> 00:16:50.510
<v ->Yep.</v>
<v ->and we packed up and gone.</v>

363
00:16:50.510 --> 00:16:52.930
<v ->Yep.</v>
<v ->Sometimes it's like that</v>

364
00:16:52.930 --> 00:16:56.480
where we don't have much
time, so you got one design,

365
00:16:56.480 --> 00:16:59.660
but in a perfect world, at the
very least you've got three.

366
00:16:59.660 --> 00:17:00.493
<v Wil>Yeah.</v>
<v ->So you've got</v>

367
00:17:00.493 --> 00:17:04.970
small, medium, large, a
little expected and extreme,

368
00:17:04.970 --> 00:17:08.480
but I always like to
try and give that range

369
00:17:08.480 --> 00:17:11.846
of nuanced and

370
00:17:14.730 --> 00:17:16.200
not so nuanced.

371
00:17:16.200 --> 00:17:18.430
Have you ever brought in not-so-nuanced

372
00:17:18.430 --> 00:17:21.760
and the producers are like,
"Oh man, that's the thing."

373
00:17:21.760 --> 00:17:23.210
Like have you ever pushed it too far

374
00:17:23.210 --> 00:17:24.650
and they're like, "Yeah, that's it."

375
00:17:24.650 --> 00:17:28.467
Or is it more like, "No,
I know I went too far."

376
00:17:30.300 --> 00:17:34.000
Every artist out there
who works in production

377
00:17:34.000 --> 00:17:36.920
of some sort will appreciate
what I'm about to say

378
00:17:36.920 --> 00:17:38.900
because it's just classic.

379
00:17:38.900 --> 00:17:41.240
You want to include as much--

380
00:17:41.240 --> 00:17:43.810
You want to be seen that
you've put in the effort

381
00:17:43.810 --> 00:17:45.130
<v ->Yeah.</v>
<v ->to the job.</v>

382
00:17:45.130 --> 00:17:47.420
So you've got to bring all the sketches

383
00:17:47.420 --> 00:17:48.510
and you know that when you're bringing

384
00:17:48.510 --> 00:17:53.510
in all the sketches, it includes
some duds and, inevitably,

385
00:17:54.010 --> 00:17:55.267
<v ->They pick the dud?</v>
<v ->the duds get in,</v>

386
00:17:55.267 --> 00:17:57.683
but inevitably, the dud gets picked.

387
00:17:59.000 --> 00:18:00.970
How have I not learned

388
00:18:00.970 --> 00:18:02.550
<v ->Yeah.</v>
<v ->that you don't bring in</v>

389
00:18:02.550 --> 00:18:04.320
anything that you don't believe in?

390
00:18:04.320 --> 00:18:05.690
But I do feel like
there's a responsibility

391
00:18:05.690 --> 00:18:07.900
that I have to show it all.

392
00:18:07.900 --> 00:18:08.880
<v ->Yeah.</v>
<v ->You try</v>

393
00:18:08.880 --> 00:18:10.433
and edit the good stuff.

394
00:18:12.330 --> 00:18:17.083
This season, we have seen
some incredible new creatures.

395
00:18:18.060 --> 00:18:21.300
Is there a particular
creature that has premiered

396
00:18:21.300 --> 00:18:24.280
in Season 3 that you just really love

397
00:18:24.280 --> 00:18:26.873
that you have just felt like so proud of?

398
00:18:29.370 --> 00:18:34.050
Yes, and it's... there's a range.

399
00:18:34.050 --> 00:18:35.220
There's kind of two.

400
00:18:35.220 --> 00:18:36.693
<v ->Okay.</v>
<v ->Less than three.</v>

401
00:18:40.060 --> 00:18:42.150
There's a character called Molly

402
00:18:43.610 --> 00:18:48.610
and Molly is a giant worm,
for lack of a better word,

403
00:18:49.920 --> 00:18:53.420
<v Wil>Yeah.</v>
<v ->and she's massive</v>

404
00:18:53.420 --> 00:18:56.720
and horrifying, yet extremely cute.

405
00:18:56.720 --> 00:18:59.280
<v Wil>Uh-huh.</v>
<v ->I remember the brief</v>

406
00:18:59.280 --> 00:19:02.220
and I thought to myself,
oh boy, here we go.

407
00:19:02.220 --> 00:19:03.480
That's a tricky one.

408
00:19:03.480 --> 00:19:08.480
Adorable, cute, but when she
needs to be, just horrifying.

409
00:19:08.820 --> 00:19:11.880
But I really did enjoy
that particular character

410
00:19:11.880 --> 00:19:14.890
because it needed to
be elegant, beautiful.

411
00:19:14.890 --> 00:19:16.610
Just a whole bunch of different things

412
00:19:16.610 --> 00:19:19.630
which is risky, challenging, not risky.

413
00:19:19.630 --> 00:19:21.950
The other one is an insect.

414
00:19:21.950 --> 00:19:25.050
It's this beautiful, little moment

415
00:19:25.050 --> 00:19:27.700
of a bioluminescence bug.

416
00:19:27.700 --> 00:19:29.340
Yeah.

417
00:19:29.340 --> 00:19:31.020
It's the, you know, the scene.

418
00:19:31.020 --> 00:19:33.530
<v ->Yes.</v>
<v ->It's such a pretty moment</v>

419
00:19:33.530 --> 00:19:36.563
and what I love that we're doing

420
00:19:36.563 --> 00:19:40.030
in Star Trek now is we're creating

421
00:19:40.030 --> 00:19:43.930
basically feature film every episode

422
00:19:43.930 --> 00:19:45.940
<v ->Yeah, yeah.</v>
<v ->and that's</v>

423
00:19:45.940 --> 00:19:47.623
for every single person involved.

424
00:19:48.530 --> 00:19:50.750
As a designer working on this stuff,

425
00:19:50.750 --> 00:19:55.750
even though you know that the
scene is not about my insect,

426
00:19:56.500 --> 00:20:01.500
but every single detail of
that insect is addressed.

427
00:20:03.240 --> 00:20:07.130
The underside of its
little pads of its claws

428
00:20:07.130 --> 00:20:08.910
that you will never see probably,

429
00:20:08.910 --> 00:20:12.663
but it might seem like isn't
that a waste of time and money?

430
00:20:14.960 --> 00:20:19.960
No, because there's... you feel it

431
00:20:20.700 --> 00:20:24.320
if it is right, you
feel it if it is there,

432
00:20:24.320 --> 00:20:27.640
and you certainly feel
it when it is not there.

433
00:20:27.640 --> 00:20:30.260
And you have to be mindful

434
00:20:30.260 --> 00:20:32.880
of where you do spend your energies,

435
00:20:32.880 --> 00:20:35.830
but what I love about the experience

436
00:20:35.830 --> 00:20:40.050
of designing for the
creatives on Star Trek is

437
00:20:40.050 --> 00:20:43.940
that they are paying
attention to those details.

438
00:20:43.940 --> 00:20:46.350
They want to know what it is.

439
00:20:46.350 --> 00:20:50.260
And I love, my personal
absolute favorite thing

440
00:20:50.260 --> 00:20:51.540
about designing creatures

441
00:20:51.540 --> 00:20:56.540
for world building universes

442
00:20:58.248 --> 00:21:00.560
is trying to make sense

443
00:21:00.560 --> 00:21:03.751
of why it is, and with alien creatures,

444
00:21:06.001 --> 00:21:07.943
I feel my job is

445
00:21:07.943 --> 00:21:11.790
to make sense of why it would have wings

446
00:21:11.790 --> 00:21:12.740
if it's supposed to.

447
00:21:12.740 --> 00:21:15.630
If I'm told, "Hey Neville,
we want a flying bug."

448
00:21:15.630 --> 00:21:18.030
By flying, do you mean wings?

449
00:21:18.030 --> 00:21:21.460
So on that particular creature, I thought,

450
00:21:21.460 --> 00:21:26.080
"Maybe it's not wings that
actually give it lift."

451
00:21:26.080 --> 00:21:29.520
It's an inflatable balloon, essentially.

452
00:21:29.520 --> 00:21:32.550
That gives it its neutral buoyancy

453
00:21:32.550 --> 00:21:34.250
and the wings just
allow it to move around.

454
00:21:34.250 --> 00:21:35.740
So it's kind of like a fish.

455
00:21:35.740 --> 00:21:37.810
The fish goes up and down

456
00:21:37.810 --> 00:21:39.190
<v Wil>Yeah.</v>
<v ->mostly because</v>

457
00:21:39.190 --> 00:21:42.580
it's using its fins but it
has essentially a bladder

458
00:21:42.580 --> 00:21:45.970
that allows it to become more buoyant

459
00:21:45.970 --> 00:21:48.500
or less buoyant or ambient
and stay in one place.

460
00:21:48.500 --> 00:21:52.470
So that's where I think I'm
a value to the production.

461
00:21:52.470 --> 00:21:54.270
If they will ask me to design something

462
00:21:54.270 --> 00:21:57.880
and I will then stay up
late at night concerned

463
00:21:57.880 --> 00:22:00.570
about, okay, what is it really supposed

464
00:22:00.570 --> 00:22:02.380
to do biologically-speaking?

465
00:22:02.380 --> 00:22:06.030
And that's just a ridiculously fun part

466
00:22:06.030 --> 00:22:08.430
of the job that no one
should ever get paid for.

467
00:22:09.530 --> 00:22:11.270
As you continue to develop the makeup

468
00:22:11.270 --> 00:22:14.150
and prosthetics for Disco Season 3, you

469
00:22:14.150 --> 00:22:17.960
and your team seem to just
be constantly experimenting

470
00:22:17.960 --> 00:22:21.480
with new techniques to streamline
and enhance the aesthetic

471
00:22:21.480 --> 00:22:24.560
of the creations that
you are bringing to life

472
00:22:24.560 --> 00:22:27.540
and you strike me as
someone who is very much

473
00:22:27.540 --> 00:22:31.563
on the cutting edge of what
is possible practically.

474
00:22:32.580 --> 00:22:35.210
How is new technology changing

475
00:22:35.210 --> 00:22:38.070
the way you develop your designs

476
00:22:38.070 --> 00:22:40.693
and then translate those
designs into prosthetics?

477
00:22:41.820 --> 00:22:43.893
It's a whole different world now.

478
00:22:45.230 --> 00:22:47.790
I do still believe that the pencil

479
00:22:47.790 --> 00:22:52.560
and paper is a place to always go

480
00:22:52.560 --> 00:22:54.550
but sometimes it makes no sense,

481
00:22:54.550 --> 00:22:57.590
and you should just
sketch three-dimensionally

482
00:22:57.590 --> 00:23:01.200
with digital clay in the computer

483
00:23:01.200 --> 00:23:04.530
because it's either more
efficient or more honest.

484
00:23:04.530 --> 00:23:07.770
For example, we'll scan an actor

485
00:23:07.770 --> 00:23:11.610
and their digital scan is in the computer.

486
00:23:11.610 --> 00:23:14.830
So dimensionally, everything
is there that we need.

487
00:23:14.830 --> 00:23:19.580
So when you're sketching on
paper and you know it's going

488
00:23:19.580 --> 00:23:22.780
to be on a specific actor, the process

489
00:23:22.780 --> 00:23:25.190
of getting a likeness first in a sketch,

490
00:23:25.190 --> 00:23:26.620
and then drawing on top of that,

491
00:23:26.620 --> 00:23:29.360
which this is a real old school technique

492
00:23:29.360 --> 00:23:33.000
that's still exists, it's
just not as efficient

493
00:23:33.000 --> 00:23:35.960
as you got the actor in your computer.

494
00:23:35.960 --> 00:23:37.410
So you're going to know

495
00:23:37.410 --> 00:23:39.120
<v ->It's so interesting.</v>
<v ->so much material</v>

496
00:23:39.120 --> 00:23:40.760
to put on their face.

497
00:23:40.760 --> 00:23:43.810
<v ->Wow.</v>
<v ->And you know, to be--</v>

498
00:23:43.810 --> 00:23:45.450
when I talk about honest design,

499
00:23:45.450 --> 00:23:46.350
<v ->Yeah.</v>
<v ->I will take</v>

500
00:23:46.350 --> 00:23:49.660
that actor's head and
I will paint it green

501
00:23:49.660 --> 00:23:54.660
and then I will sculp on top
of it with digital brown clay.

502
00:23:54.770 --> 00:23:56.560
So what that allows me to do is

503
00:23:56.560 --> 00:24:01.560
when there's no green showing,
that means it's all additive.

504
00:24:01.610 --> 00:24:04.230
If I happen to have green showing,

505
00:24:04.230 --> 00:24:06.330
let's say an entire nose is poking through

506
00:24:06.330 --> 00:24:09.390
because I want an alien with
kind of a flattish face,

507
00:24:09.390 --> 00:24:13.860
that either says you need
to have a digital effect.

508
00:24:13.860 --> 00:24:17.180
<v ->"Hey Jason, what can you do?"</v>
<v ->Yeah.</v>

509
00:24:17.180 --> 00:24:19.020
<v ->Wow.</v>
<v ->And if budget says "No,"</v>

510
00:24:19.020 --> 00:24:20.990
then it's like, well we got
to make the green disappear

511
00:24:20.990 --> 00:24:21.823
<v ->and pull it out.</v>
<v ->Yeah.</v>

512
00:24:21.823 --> 00:24:25.950
So it allows you to be honest
with what you are proposing

513
00:24:25.950 --> 00:24:29.170
and that's something
that's not impossible to do

514
00:24:29.170 --> 00:24:31.710
with pen and paper but
it's just not as efficient

515
00:24:31.710 --> 00:24:34.350
because you get to rotate it.

516
00:24:34.350 --> 00:24:35.850
My final question for you is

517
00:24:35.850 --> 00:24:39.410
on behalf of all the young people

518
00:24:39.410 --> 00:24:44.350
who desire a career in
visual effects design,

519
00:24:44.350 --> 00:24:46.050
special effects makeup, creature design.

520
00:24:46.050 --> 00:24:47.650
They want to do what you do.

521
00:24:47.650 --> 00:24:50.070
There's someone watching this right now

522
00:24:50.070 --> 00:24:52.590
who cannot believe that they are getting

523
00:24:52.590 --> 00:24:54.620
to hear this information from you.

524
00:24:54.620 --> 00:24:56.620
If that person is in front of you

525
00:24:56.620 --> 00:25:00.427
and they're like, "Hey man,
if you could just give me--

526
00:25:00.427 --> 00:25:01.777
what's the little piece of advice

527
00:25:01.777 --> 00:25:04.590
that really helped set your career up?"

528
00:25:04.590 --> 00:25:07.670
What would you choose
to share with someone

529
00:25:07.670 --> 00:25:10.610
who is looking to follow
in your footsteps?

530
00:25:10.610 --> 00:25:12.770
Who's been inspired by your work.

531
00:25:12.770 --> 00:25:15.130
So I would say the most important thing is

532
00:25:15.130 --> 00:25:16.640
to be patient with yourself.

533
00:25:16.640 --> 00:25:18.620
Art is action, unless you're blessed,

534
00:25:18.620 --> 00:25:21.210
and I do not consider
myself blessed as an artist.

535
00:25:21.210 --> 00:25:24.913
I've had to work hard to get good enough.

536
00:25:26.400 --> 00:25:27.820
Be patient with yourself.

537
00:25:27.820 --> 00:25:32.820
It takes quite a while
to get good at this craft

538
00:25:33.380 --> 00:25:36.910
and the worst thing that
one can do is give up

539
00:25:37.830 --> 00:25:41.080
while they're in that
process of getting good,

540
00:25:41.080 --> 00:25:43.910
and that's a hard thing
to try and convince anyone

541
00:25:43.910 --> 00:25:47.033
is to recognize, you know,
keep your eye on the prize.

542
00:25:48.860 --> 00:25:52.450
But patience is not what
you're taught as an artist.

543
00:25:52.450 --> 00:25:54.310
You're not going to learn
patience at Art Center

544
00:25:54.310 --> 00:25:55.980
<v ->Yeah, right.</v>
<v ->or Gnomon or any school.</v>

545
00:25:55.980 --> 00:25:58.830
That's not, I don't think
that's actually on the roster.

546
00:25:58.830 --> 00:26:00.730
<v ->Right.</v>
<v ->So, know that patience</v>

547
00:26:00.730 --> 00:26:04.133
is an incredibly valuable skill.

548
00:26:05.060 --> 00:26:07.080
There's a great old comedy bit

549
00:26:07.080 --> 00:26:09.220
from a Canadian sketch
group called The Frantics

550
00:26:09.220 --> 00:26:11.410
where the guy is like trying
to learn a martial art

551
00:26:11.410 --> 00:26:12.617
and the instructor says, "You have

552
00:26:12.617 --> 00:26:13.730
to learn patience."

553
00:26:13.730 --> 00:26:15.787
And the guy says, "Right, right, right.

554
00:26:15.787 --> 00:26:16.620
Patience, patience.

555
00:26:16.620 --> 00:26:17.800
How long will that take?"

556
00:26:17.800 --> 00:26:19.883
[laughs]

557
00:26:21.150 --> 00:26:24.980
That is sensational advice
and it is applicable

558
00:26:24.980 --> 00:26:28.370
to all of us in the
arts, and I am grateful

559
00:26:28.370 --> 00:26:30.380
to you for sharing it
and I'm really grateful

560
00:26:30.380 --> 00:26:31.503
to you for your time.

561
00:26:32.500 --> 00:26:34.990
Thank you for everything
you have contributed

562
00:26:34.990 --> 00:26:37.850
to so much media I've enjoyed,
but especially thank you

563
00:26:37.850 --> 00:26:39.410
for your contributions to Star Trek,

564
00:26:39.410 --> 00:26:41.380
and thank you for joining us
in "The Ready Room" today.

565
00:26:41.380 --> 00:26:44.470
It has been such an honor and
a privilege to speak with you.

566
00:26:44.470 --> 00:26:48.150
You're very kind, Wil, and back at you.

567
00:26:48.150 --> 00:26:52.180
This has been a real delight
and I hope that our paths cross

568
00:26:52.180 --> 00:26:54.710
in a different creative way as well.

569
00:26:54.710 --> 00:26:55.970
I'm looking forward to it.

570
00:26:55.970 --> 00:26:57.320
Yeah, thank you.

571
00:26:57.320 --> 00:26:58.153
Thank you.

572
00:27:12.920 --> 00:27:13.810
This week's episode

573
00:27:13.810 --> 00:27:15.940
of Star Trek: Discovery
saw the crew outfitted

574
00:27:15.940 --> 00:27:17.750
with some impressive new tech

575
00:27:17.750 --> 00:27:20.420
as well as a few nifty gadgets on Hunhau.

576
00:27:20.420 --> 00:27:23.700
For more on these high-tech
gizmos, let's hear

577
00:27:23.700 --> 00:27:26.900
from Discovery's own Prop
Master Mario Moreira.

578
00:27:26.900 --> 00:27:28.092
Take it away, Mario.

579
00:27:43.070 --> 00:27:45.480
These are two items that we used

580
00:27:45.480 --> 00:27:50.480
in the Mercantile scrapyard.

581
00:27:50.610 --> 00:27:53.220
Andorians and Orions
that have come together.

582
00:27:53.220 --> 00:27:55.580
They've basically got this slave market

583
00:27:55.580 --> 00:27:59.800
and you'll see one of our
characters getting branded

584
00:27:59.800 --> 00:28:02.290
with a little explosive device.

585
00:28:02.290 --> 00:28:06.970
This is the drill that
they put into the back

586
00:28:06.970 --> 00:28:08.730
of the character's neck.

587
00:28:08.730 --> 00:28:12.380
Because we're so far into the
future this year, this season,

588
00:28:12.380 --> 00:28:15.440
a lot of our props are working
in conjunction with VFX.

589
00:28:15.440 --> 00:28:18.400
So you'll see a lot of
our stuff coexisting

590
00:28:18.400 --> 00:28:19.930
with special effects.

591
00:28:19.930 --> 00:28:22.050
Through a lot of our meetings, we discuss

592
00:28:22.050 --> 00:28:26.600
what we can do to help VFX
enhance what they're going to do.

593
00:28:26.600 --> 00:28:29.290
A lot of the times they ask
for, you know, just a little bit

594
00:28:29.290 --> 00:28:31.370
of movement or a little bit of light just

595
00:28:31.370 --> 00:28:33.293
for them to have something to key off of

596
00:28:33.293 --> 00:28:35.420
and something to work off of.

597
00:28:35.420 --> 00:28:37.280
This is the piece later than

598
00:28:37.280 --> 00:28:40.200
that Book sort of MacGyvers together

599
00:28:40.200 --> 00:28:42.860
to create his little handmade bomb.

600
00:28:42.860 --> 00:28:45.370
Those are all the little
explosive devices, sort

601
00:28:45.370 --> 00:28:49.450
of put inside one of the old
transtator coupler pieces.

602
00:28:49.450 --> 00:28:51.050
And then he tosses this and it turns

603
00:28:51.050 --> 00:28:52.940
into essentially a pipe bomb.

604
00:28:52.940 --> 00:28:56.390
And this is just a super
lightweight throwable piece

605
00:28:56.390 --> 00:28:57.523
and safe to use.

606
00:28:59.600 --> 00:29:02.260
One of our big baddies this year

607
00:29:02.260 --> 00:29:04.710
have these henchmen called the Regulators.

608
00:29:04.710 --> 00:29:06.860
You've seen them in a few of the episodes.

609
00:29:06.860 --> 00:29:10.520
This is their hand cannon
that when we were thinking

610
00:29:10.520 --> 00:29:13.620
about phasers and rifles
this year, we were trying

611
00:29:13.620 --> 00:29:16.620
to get away from sort
of traditional shapes.

612
00:29:16.620 --> 00:29:17.770
And we, you know, came up

613
00:29:17.770 --> 00:29:21.293
with this sort of blaster.

614
00:29:23.710 --> 00:29:26.440
We knew we were going to do
a lot of heavy duty stunts

615
00:29:26.440 --> 00:29:29.280
and a lot of big action
sequences this year.

616
00:29:29.280 --> 00:29:33.620
So we started experimenting
with new paints

617
00:29:33.620 --> 00:29:37.030
that take us directly from
what we call a "hero prop,"

618
00:29:37.030 --> 00:29:40.830
like a very good on-camera
closeup prop, to a stunt prop.

619
00:29:40.830 --> 00:29:42.997
Which wouldn't have usually
had a great paint job

620
00:29:42.997 --> 00:29:45.480
and would have been made
out of softer materials.

621
00:29:45.480 --> 00:29:48.470
What we're able to do now with
our new paint technologies

622
00:29:48.470 --> 00:29:51.150
and with our new printing
technologies is go directly

623
00:29:51.150 --> 00:29:54.460
to a stunt prop that looks
like an on-camera ready-to-go.

624
00:29:54.460 --> 00:29:57.900
So, this is actually all
soft and is actually ready

625
00:29:57.900 --> 00:30:01.200
for hits and for punches
and drops and everything.

626
00:30:01.200 --> 00:30:03.750
So they're all fully stunt ready.

627
00:30:03.750 --> 00:30:05.343
Everything is a hero prop now.

628
00:30:06.980 --> 00:30:08.150
We're here.

629
00:30:08.150 --> 00:30:09.830
Federation headquarters.

630
00:30:09.830 --> 00:30:11.260
One of the cool things this year

631
00:30:11.260 --> 00:30:15.103
about meeting the
Starfleet in this season is

632
00:30:15.103 --> 00:30:17.910
that we know they're going
to have some design changes

633
00:30:17.910 --> 00:30:19.220
and some design aesthetics.

634
00:30:19.220 --> 00:30:22.170
One of the cool things
in Season 1, for me, was

635
00:30:22.170 --> 00:30:24.600
to work on the badges,
the Starfleet badges

636
00:30:24.600 --> 00:30:26.883
and I got to do that again for Season 3.

637
00:30:28.433 --> 00:30:30.450
The great thing about some
of the stuff we're doing

638
00:30:30.450 --> 00:30:31.660
with new metalworks.

639
00:30:31.660 --> 00:30:34.490
What we would normally
have to do is build this

640
00:30:34.490 --> 00:30:37.490
in a bunch of different pieces
and then stick them together.

641
00:30:37.490 --> 00:30:40.380
What we did this year
was we created a stamp

642
00:30:40.380 --> 00:30:43.250
and then the hard part
is the different colors.

643
00:30:43.250 --> 00:30:46.280
So what we did was we masked the touch pad

644
00:30:46.280 --> 00:30:48.550
and we sandblasted this area

645
00:30:48.550 --> 00:30:53.550
and then hand metal
finished the gold inside.

646
00:30:53.980 --> 00:30:56.820
So every single badge is hand painted.

647
00:30:56.820 --> 00:30:58.370
It's a bit of an effort,

648
00:30:58.370 --> 00:31:01.363
but it's, you know, it's a labor of love.

649
00:31:02.647 --> 00:31:04.190
Are we supposed to get new holoPADDs, too?

650
00:31:04.190 --> 00:31:05.640
You already have them.

651
00:31:05.640 --> 00:31:08.250
The badge now is called the Tricom badge

652
00:31:08.250 --> 00:31:12.300
and it is a tricorder, communicator,

653
00:31:12.300 --> 00:31:13.770
and a personal transporter.

654
00:31:13.770 --> 00:31:15.130
One of the fun things I got

655
00:31:15.130 --> 00:31:17.850
to do this year was actually
work on the gestures

656
00:31:17.850 --> 00:31:21.230
that you'll see the actors
doing to operate these.

657
00:31:21.230 --> 00:31:24.390
So if you're, you know, if
you gesture up with your hand,

658
00:31:24.390 --> 00:31:26.210
that would bring up your holoPADD.

659
00:31:26.210 --> 00:31:27.880
If you squeezed and pulled out,

660
00:31:27.880 --> 00:31:29.140
that would bring out your tricorder,

661
00:31:29.140 --> 00:31:32.850
and then the reverse movements
would bring it all back in.

662
00:31:32.850 --> 00:31:37.740
And then a single tap would
bring up a transporter, sort

663
00:31:37.740 --> 00:31:41.760
of a GPS coordinate system
that you could then type in

664
00:31:41.760 --> 00:31:45.010
where you needed to go,
tap again and you're gone.

665
00:31:45.010 --> 00:31:50.010
Or every Tricom badge has a home button

666
00:31:50.440 --> 00:31:53.430
and a double tap would
transport you directly back

667
00:31:53.430 --> 00:31:54.530
to where you're going.

668
00:31:57.770 --> 00:32:00.861
This is not the science lab. [Sighs]

669
00:32:28.820 --> 00:32:30.210
And now that we've caught up on everything

670
00:32:30.210 --> 00:32:32.700
that went down in
"Scavengers," I think it's time

671
00:32:32.700 --> 00:32:36.310
to look ahead to next week's
episode of Star Trek: Discovery

672
00:32:36.310 --> 00:32:40.148
which is entitled "Unification III."

673
00:32:40.148 --> 00:32:41.410
What?

674
00:32:41.410 --> 00:32:42.770
Let's watch a clip.

675
00:32:42.770 --> 00:32:44.653
One-one millionth of a microsecond.

676
00:32:45.750 --> 00:32:46.730
You were right.

677
00:32:46.730 --> 00:32:47.730
That was the difference.

678
00:32:47.730 --> 00:32:49.930
The U.S.S. Yelchin, the
first black box you found.

679
00:32:49.930 --> 00:32:52.250
When the Burn happened, it lost contact

680
00:32:52.250 --> 00:32:56.433
at precisely 81986 mark 272139.

681
00:32:56.433 --> 00:32:59.250
Now the Gav'Nor, a thousand lightyears

682
00:32:59.250 --> 00:33:01.540
away, lost contact one-one millionth

683
00:33:01.540 --> 00:33:02.940
of a microsecond later.

684
00:33:02.940 --> 00:33:04.900
What about the Giacconi? The
data recorder Book found?

685
00:33:04.900 --> 00:33:05.940
Computer's still working on it.

686
00:33:05.940 --> 00:33:08.070
But with three points of
data, we can triangulate

687
00:33:08.070 --> 00:33:09.570
and pinpoint the source of the Burn.

688
00:33:09.570 --> 00:33:12.390
In two dimensions, maybe, but
in three-dimensional space,

689
00:33:12.390 --> 00:33:14.850
that still leaves an area
far too large to explore

690
00:33:14.850 --> 00:33:15.840
in several lifetimes.

691
00:33:15.840 --> 00:33:18.040
So, we have to narrow it down.

692
00:33:18.040 --> 00:33:20.540
Somehow we need to find more data.

693
00:33:20.540 --> 00:33:21.880
Well I flagged this.

694
00:33:23.400 --> 00:33:26.430
When I was going through
Federation databases.

695
00:33:26.430 --> 00:33:28.610
It's an experiment, SB-19.

696
00:33:28.610 --> 00:33:30.620
They spread sensors across dozens

697
00:33:30.620 --> 00:33:31.600
of lightyears of subspace.

698
00:33:31.600 --> 00:33:33.590
They had a front-seat view of the Burn.

699
00:33:33.590 --> 00:33:35.300
SB-19 recorded no findings.

700
00:33:35.300 --> 00:33:37.300
So either the sensors
didn't record anything--

701
00:33:37.300 --> 00:33:38.133
Which isn't likely.

702
00:33:38.133 --> 00:33:39.810
Or they didn't make their results public.

703
00:33:39.810 --> 00:33:42.030
In which case, the Admiral
might have access to it.

704
00:33:42.030 --> 00:33:44.608
He's not my biggest fan right now.

705
00:33:44.608 --> 00:33:46.180
This is bigger than you,
and bigger than him--

706
00:33:46.180 --> 00:33:47.530
It's bigger than everybody.

707
00:33:50.757 --> 00:33:53.010
Hmm, fascinating.

708
00:33:53.010 --> 00:33:54.870
Thank you all so much for tuning

709
00:33:54.870 --> 00:33:56.870
into this week's "Ready Room."

710
00:33:56.870 --> 00:34:00.020
I will be back next Thursday
with an all new installment

711
00:34:00.020 --> 00:34:03.240
where I am so excited to
be interviewing the one

712
00:34:03.240 --> 00:34:05.400
and only Sonequa Martin-Green

713
00:34:05.400 --> 00:34:07.710
to discuss Season 3, Episode 7

714
00:34:07.710 --> 00:34:09.070
of Star Trek: Discovery.

715
00:34:09.070 --> 00:34:11.520
I am so unbelievably
excited, I can't wait.

716
00:34:11.520 --> 00:34:13.120
Is it next Thursday yet?

717
00:34:13.120 --> 00:34:14.460
Okay, how about now?

718
00:34:14.460 --> 00:34:16.310
Look, we're just, we're going
to have a really good time

719
00:34:16.310 --> 00:34:17.660
and I'm excited for it.

720
00:34:17.660 --> 00:34:20.150
Until next time, I'm Wil Wheaton.

721
00:34:20.150 --> 00:34:22.103
Live long and prosper.

