Alien Xmas
Art Coordinator | Visual Development Artist
Chiodo Bros. Productions
2019
Project Synopsis
“Alien Xmas” is the story of an alien named X who wants nothing more than to prove himself to his kleptomaniac peers. But when he gets in over his head trying to steal all of Santa’s toys, he inadvertently learns the true meaning of Christmas.
Because of my robust knowledge of the material needs of a Stop Motion project, I was brought on board this project to serve as the Art Dept Coordinator. Then I was able to put my illustration skills to work. I designed sets, models and props for the project, combining the alien science-fiction aesthetic with the warm elements of Christmas.
Visual Development
My design for the Klept Planet, 2019
Final dressed set
KLEPT PLANET
As one of my first major environment design assignments, I got to spend a lot of time tweaking and perfecting what the Klept Homeworld would look like for the opening prologue of the film. We wanted it to feel barren and sad, a place where all good things had been destroyed by the Klepts’ greed. I loved the way the rest of our team translated my designs into the final set.
Alternate designs
HERALD HORNS
My final prop design for the Herald Horn
Horn props used in the opening scene
This horn is intended to herald in the coming of Z, the evil alien leader. We wanted to incorporate sharp pointy teeth into the design, which fit in nicely with the comically oversized scale. I was particularly proud of this design, especially since model-maker Josh Spooner did an incredible job translating my design almost exactly.
An early prototype
Casts of the final horns going to paint
Practicing my pitch
SPIDER CHAIR
The leader of the Klepts, an alien matriarch named Z, has some really awesome props associated with her. I designed her Spider Chair, which was fun to imagine. I also designed her staff, which had a very “Dark Crystal” feel to it.
Design for the Spider Chair
Spider Chair in the film
Design for Z’s Staff
Early designs
The armature for the chair
SHIP CONTROLS
We wanted to add a bit of whimsy, and imagined the flight controls on the alien spaceships to have flight sticks that imitated video game conrollers. The final version ended up close to traditional flight controls, but the explorations into game controls proved useful.
My final prop design for the Herald Horn
Horn props used in the opening scene
SANTA’S BAG
SANTA’S WALKIE
The final prop, fabricated by the incomparable Greg Pinsoneault
CHRISTMAS WEAPONS
The Christmas weapons were fun to design, trying to conceptualize how wrapping paper would come out of a gun. My experience fabricating helped me think through these weapons and how they would be put together.
Screenshots from the film.
SANTA’S TOY FACTORY
In the world of Alien Xmas, toys are not so much hand-crafted as they are manufactured in a fun toy factory. The conveyor belts and various building mechanisms were great to imagine, and I was excited to see it coming together once it started being built.
LANDING SHIP
Z’s Pod went through many variations. It needed to be scary, but not too scary. Finding the right middle ground with the shape language proved to be a stimulating challenge.
SPACESHIPS
KLEPT MOTHERSHIP
Even though this design wasn’t used for the final build, I had a great time conceptualizing all the pieces that needed to come together.
For one thing, we wanted the sihouette to look like a Christmas Tree. Building off of that, we wanted the Fighter Pods (which were designed to look like Christmas ornaments) to be able to dock in a way to look like they were hanging off of the ship’s “branches.”
The final ship was given life by our great model-maker Franco. Every artist gets to contribute something on a production like this.
CITYSCAPES
For the final scenes of the film, the Klepts travel the earth to spread Christmas cheer. We needed to conceptualize single images of major cities that could read as iconic very quickly. These would get turned into sets that exagerated the famous aspects of those cities. Working quickly, I used a lot of photo-manipulation to get the concepts where we wanted them. I’m still proud of the final results.
Picking the landmarks was a fun challenge. Luckily, we were told we did not need to be scale-accurate, so we figured we could really have a bit of fun.
Art Coordination
As the Art Coordinator, I was responsible for running the shop while our Art Director, Jeff White, was away. This happened frequently once we began shooting, as our production stages were in another building 10 minutes away.
This gave me a sense of leadership in my role which I happily took upon myself. Among my other daily responsibilities included managin assignments to the model makers and set builders, doling out jobs and runs to our production assistants, and keeping the supplies ordered for the shop to run smoothly. I got to act as the art departments eyes and ears for upcoming builds, attempting to keep us one step ahead of a constantly evolving project.