Beat City

Beat City

Beat City

Writer & Illustrator

Beat City Comix

2025

Project Synopsis

In the vibrant yet suffocating world of Beat City, where creativity is stifled by the iron grip of a tyrannical corporation, teenage dreamer Elsie dares to imagine becoming a graffiti artist, igniting a rebellion alongside her loyal friends Ben and Anne. As they navigate the city’s gritty streets, they stumble upon a hidden realm beneath the surface, harboring a magical substance that transforms thoughts into reality.

With courage and imagination as their guides, this daring trio embarks on an epic quest to harness the power of this extraordinary resource, challenging the oppressive forces of Boggle and striving to restore joy and self-expression to their city. Join them as they paint the path to freedom, one stroke at a time, in a tale that celebrates the resilience of art and the power of friendship.

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CHARACTERS

ELSIE

Meet Elsie, the spirited heartbeat of Beat City, where her vibrant imagination bursts forth like the spray paint she dreams of wielding. Recently uprooted from her familiar life to care for her ailing mother, this plucky teenager channels her empathy into her art, forging a deep connection with the mysterious Goo that thrives beneath the city’s surface. With her friends Ben and Anne by her side, Elsie embodies the fierce resilience of youth, daring to challenge the oppressive forces that seek to stifle creativity. As she navigates the gritty streets, she transforms her visions into stunning reality, breathing life into every wall and alley, and painting a path to freedom that inspires everyone around her.

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BEN

Ben is a street-smart teenage boy molded by the gritty underbelly of Beat City, where every alley and rooftop tells a tale of survival and rebellion. With his keen mind and sharp instincts, he navigates the urban landscape with a mix of caution and audacity, driven by an insatiable disdain for the oppressive Beat City Police Force. As a graffiti artist, he transforms the dullness of the city into vibrant bursts of color, using his art as both expression and weapon against the corporate tyranny that looms over them. His deep understanding of Beat City’s layout and culture allows him to outmaneuver threats and connect with others who share his dream of freedom, making him not just a survivor but a pivotal force in the quest to reclaim their city.

ANNE

Anne is a fierce spirit wrapped in a wild heart, an orphan who has thrived on the fringes of Beat City, turning the concrete jungle into her playground of chaos and color. With a sharp wit and an insatiable appetite for mischief, she dances through the streets, leaving her mark as a graffiti artist who challenges authority with every vibrant stroke. The city’s shadows have become her home, where she and Ben have forged an unbreakable bond, creating their own little family amidst the turmoil. Together, they thrive on the thrill of rebellion, plotting playful escapades that disrupt the status quo and paint a brighter future in a world yearning for change. Anne’s headstrong nature and untamed creativity embody the heart of their quest, reminding everyone that within the darkest corners of the city, art and friendship can ignite the flames of hope and freedom.
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JOHNNY LAW

Johnny Law stands as the unwavering sentinel of Beat City, a figure molded by years of gritty detective work and unyielding determination. With a keen mind perpetually tuned to unraveling the mysteries that shroud his city, he finds himself on a relentless quest to track down a rogue science experiment that has escaped the clutches of its creators. His suit, sharp and impeccably clean, contrasts starkly with the vibrant chaos of graffiti that he despises, a constant reminder of the artistic rebellion he seeks to suppress. Driven by an unwavering loyalty to his corporate masters, Johnny’s resolve hardens with each passing day, his focus razor-sharp as he navigates the shadows where creativity meets lawlessness. In the heart of a city where dreams clash with oppression, he embodies the struggle between duty and the unquenchable thirst for freedom that lingers in the air.

DOCTOR J

Doctor J, the enigmatic voice of the underground, broadcasts from the shadowy corners of Beat City, weaving a spell of defiance and hope through each crackling transmission. Cloaked in mystery, he becomes a beacon for street artists, skillfully evading the watchful eyes of the oppressive forces that clamp down on creativity, offering vital information about the cops and their movements. His signature blend of wit and wisdom captivates listeners, making him not just a DJ, but the very lifeblood of the rebellious community that seeks to reclaim their artistic freedom. Amidst the chaos, he stands as a stalwart leader in the resistance, rallying the artists to band together and paint their dreams across the grey canvas of their city, transforming rebellion into a vibrant symphony of color and sound.
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SAM SIMOLEON

In the shadows of Beat City, where whispers of rebellion collide with the oppressive weight of conformity, Sam Simolean reigns as the elusive architect of fear and control. Cloaked in anonymity, this enigmatic CEO of Boggle Inc. wields a power that seeps into the very fabric of the city, his influence extending from the glittering towers of corporate dominance to the crumbling alleys where hope flickers dimly. With a shrewd mind and calculative precision, he orchestrates a regime that stifles creativity and crushes dissent, leaving citizens to navigate a world that feels increasingly like a labyrinth of despair. Yet, beneath the façade of cold ambition, there lies an unspoken tension, as the artistic pulse of Beat City beats defiantly against the bleak monotony he seeks to impose, hinting at the cracks in his carefully constructed empire and the potential for a vibrant uprising in a city yearning to reclaim its spirit.

The World

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The people of Beat City were once simple, but travelled out from their caves to create the vibrant civilization of Beat City.

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But one day, the Captains of Industry came and began to mine all of the city’s natural resources to amass power.

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Slowly, the mining of Beat city took its toll. Though the city became a technological marvel, its citizens lost their vitality.

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The Process

Pencil Drawings

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Inked Pages

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Coming Soon

Beat City is a labor of love, a story that has been with me a long time. I’m glad to finally be putting pen to paper and creating on the page for all to see. Stay tned for more exciting developments, and for published comic books for sale!

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The Astronaut’s Journey

The Astronaut’s Journey

The Astronaut’s Journey

Co-Author | Co-Illustrator

Uth Story Group

2023

Project Synopsis

Embark on an interstellar adventure with “The Astronaut’s Journey,” a captivating activity and coloring book that seamlessly combines storytelling with interactive puzzles and educational fun. Follow our brave space scavenger as he explores the eerie corridors of an abandoned ship, meticulously looting for valuable parts while uncovering hidden surprises lurking in the shadows. Each page invites children to engage with the story through exciting challenges that weave together logic and creativity, encouraging them to solve puzzles that help propel our hero forward. As they color vibrant scenes of cosmic exploration, young readers will not only develop critical thinking skills but also spark their imaginations, transforming learning into an unforgettable quest among the stars.
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THE ACTIVITY BOOK

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STORY + PUZZLES

This exciting kids activity book blends brain-teasing puzzles with a thrilling, interactive narrative. As readers turn each page, they’ll solve mazes, decode secret messages, complete word searches, and crack riddles — all to help the main characters on their journey. Each puzzle unlocks the next part of the tale, making kids active participants in the story, not just readers.

THUMBNAILS

This series of thumbnail drawings by Henry Cram outlines the visual pacing of an interactive activity book, mapping out the flow of story, puzzles, and page compositions. Each sketch captures key beats in the narrative, ensuring a balanced rhythm between action, problem-solving, and quiet moments — all while guiding the reader’s eye and maintaining engagement from start to finish.

CONCEPT ART

This concept art series explores the imaginative world of The Astronaut’s Journey. On display are early designs and variations of the brave protagonist, his loyal robot companion, and the unique starships they pilot across the galaxy. From bold silhouettes to expressive details, each piece captures the playful spirit and wonder of space exploration, showcasing the visual development process behind the book’s characters and settings.

Monomyth in 17 Easy Steps

Monomyth in 17 Easy Steps

Monomyth in 17 Easy Steps

Writer & Illustrator

Self-Published Zine

2018

Project Synopsis

The Monomyth in 17 Easy Steps is a satirical comic zine that reimagines Joseph Campbell’s Hero’s Journey through the lens of a disgruntled office worker who’s finally had enough. On a particularly soul-crushing Monday, he quits — and thus begins his absurd, mythic quest through copy rooms, cubicle labyrinths, and existential coffee breaks. Zany, humorous, and surprisingly insightful, this zine playfully breaks down the classic monomyth structure in 17 punchy, illustrated steps, making ancient storytelling theory feel hilariously modern (and mildly caffeinated).

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THE HERO’S JOURNEY

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TRANSLATING WITH HUMOR

At the start of this production, I was put in charge of testing various methods to create the natural terrains of the entire show. This was a fun time of experimentation. There are a lot of tried and true ways that we use in stop motion to achieve certain looks, but they can sometimes start to look rote. We wanted to challenge ourselves to try something new, and make the “normal” things to be made in a totally new way.

For example, we experimented with using dyed wood chips and sawdust for our grass textures. I was in charge of the early tests to determine the proper look and scale of this important terrain texture. In the end we ended up using a combination of both, dyed green and yellow, to achieve the grass at various different scales.

monomyth_p01_call
monomyth_p02a_refusal
monomyth_p02b_refusal
monomyth_p03_aid
monomyth_p04_threshold1
monomyth_p05_belly
monomyth_p06_trials
monomyth_p07_goddess
monomyth_p08_woman
monomyth_p08b_woman
monomyth_p09_father
monomyth_p09b_father
monomyth_p10_apotheosis
monomyth_p11_boon
monomyth_p12_refusal
monomyth_p13_flight
monomyth_p14_rescue
monomyth_p15_crossing
monomyth_p16_master
monomyth_p17a_freedom
monomyth_p17b_newjob

13 Halloween Poems

13 Halloween Poems

13 Halloween Poems

Writer & Illustrator

13 Days, 13 Shorts

2014

Project Synopsis

Based on the beloved series of children’s books by Jon Klassen and Mac Barnett, “Shape Island” takes us to the whimsical land of three shapes: Triangle, Circle, and Square, as they explore their home and learn more about each other.

As a fan of Klassen & Barnett’s work, I was extremely excited to come on to this project. As a model-maker, I got to create beautiful props for the titular shapes. I wore many other hats throughout the production: set builder, terrain expert, prop master, and set dresser, to name a few.

13days13shorts-cat
shp_space_screen01
shp_triday_screen01
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TERRAIN

shp_terr_screen02

"GROUNDS" MASTER

At the start of this production, I was put in charge of testing various methods to create the natural terrains of the entire show. This was a fun time of experimentation. There are a lot of tried and true ways that we use in stop motion to achieve certain looks, but they can sometimes start to look rote. We wanted to challenge ourselves to try something new, and make the “normal” things to be made in a totally new way.

For example, we experimented with using dyed wood chips and sawdust for our grass textures. I was in charge of the early tests to determine the proper look and scale of this important terrain texture. In the end we ended up using a combination of both, dyed green and yellow, to achieve the grass at various different scales.

EARLY SAND TESTS

The shapes spend a lot of time on the beach and other sandy environments. The perks of living on an island! It was important to nail down the specific look of the sand early on, because it was going to be used throughout the show. I did a lot of experimentation dying sand various colors to see if we wanted to go for an impressionistic look. We even experimented with a very painterly look, trying to blend different colored sands together to create gradients on the ground.

THE GROUND

In the end, we usually covered the ground in natural sand and painted over it. But those tests were a proving ground and we ended up using a lot of the lessons learned in other aspects of the production!

I ended up gluing and coating most of the sets with sand due to my familiarity with the material. We opted for a very light coating, which meant I had to be careful in applying it to not get any area with a very obvious seem. This usually meant rotating entire foam set sculptures to let gravity do most of the work while the white glue and water mixture harden. Most of this was done outside in the middle of summer, so I didn’t have to wait long for the glue to set up!

ADDING DIRT AND GRASS

We had a lot of sets that required integrating dirt & grass onto the side of a mountain. The foam-carved set would get coated and painted with a rock texture, and then come to me for the terrain treatment. The process was fun because it had to be done in stages: applying the dirt, aging the dirt, adding and feathering out the grass, and finally adding any wood chips to fill in the corners of the set, imitating overgrowth in the forgotten corners of this nature path. The set dressing team did an incredible job adding the paper-cut carstock grass and fern elements. All of these pieces brought the environment of Shape Island to life.

sph_grassgrnd01

The naked (only paint) mountain path set

sph_grassgrnd02

Adding the fine dirt

sph_grassgrnd04

Feathering in the grass and adding ferns

The Mountain Path

All the little details coalesced on sets like these to create a natural environment that really felt lived-in, while adding a feel of a natural world that had been there long before our characters existed.

The tree in this shot had to have roots sculpted out of clay, and painted to integrate with the tree trunks. This was particularly challenging because there was a big time crunch to get the set launched. Half of the job in art department is working against the clock!

I’m very happy with the final result. We always challenged ourselves to get our sets to look both beautiful and natural, in that same way that nature itself is often chaotic and harmonious all at once.

sph_grassgrnd05
There was always something shot-specific we’d have to add after the fact. I built, molded and cast this rock-pile banister for a shot when Circle is running up the hill. We worked hard for the set dressing on Shape Island to look like they all came from the same world of natural, found objects.
sph_grassgrnd06

The rock pile banister, seamed together with clay and small pebbles

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We didn’t install the entire banner – the camera was never going to see everything!

SET BUILDS

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THE WATERFALL

The Waterfall was the first set on Shape Island that I took all the way from start to finish. Starting with the initial foam carving, to coating the surface with our dense expending foam, and continuing on into a round of plastic coating and terrain texturing, this one truly felt like i out my signature on it.

I also spent a decent amount of time figuring out how to do the water in the pond, and rolling down the mountainside. The waterfall itself is number of delicately poured, built-up layers of clear resin, combined with some lighting and VFX magic to make it appear in motion. The pond was a large piece of clear acrylic sheet, cut to fit exactly in a deep divot of the carved foam. We then painted to underside of the acrylic, to give it the illusion of surface depth.

The Set Dressing Team

On top of the incredible builders we had in the set shop, our on the floor we had the incredibly talented dynamic duo of Alexandra Steele and Bismak Fernandes putting the final, incredibly important details onto the set. The set dressing team is responsible for adding the finishing touches, and making sure everything looks super good in camera. These two worked tirelesly and with great dedication to install foliage, vegetation, tree, blocks, and everything else to breath life into this make-believe island.

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The Dream Team: Alex & Bismark

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A dense forest with set dressing galore!
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The forest bridge
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THE WINDING WOODS

Circle gets lost in the Winding Woods trying to chase down a rogue gopher. We had to come up with an ingenious solution for a set that would sell the idea of a densely-packed forest where you could feasibly lose your way, while also keeping the build parameters to a minimum. Our Art Director Jeff White’s solution was to create a kind of “Infinity Path” – a large elliptical path that wound back on itself. A berm on the inner part of the set made it so you’d never be able to see the other side of the path. This made it so we could film from a lot of different angles, and no part of the path would ever look exactly the same as another.

I was tasked with mocking up and building the infinity path. Another clever modification on this set: the top of the berm was designed with a puck in the middle, so it could come out and have extra trees planted inside of it (for the shots where the forest needed to appear even more dense than normal). There is also a separation point in the middle of the set, so it could be taken apart after shooting out our wide shots. This meant it could be used on two separate stages to shoot out our close ups and insert shots, doubling the amount of footage we could animate in a week.

shp_beach_screen01

BEACH HANGOUT

The Beach Hangout is a special part of the island, and an important set for the show. The Shapes share hot chocolate there, watch sunsets and sunrises there, picnic and cavort there. The challenge with this was to make it iconic, by keeping it very simple, but just decorated enough to breath life into the relaxing beach setting.

The lightly undulating sand is coated with a salmon pink and then coated with a brilliant white coat of sand, giving the beach a shimmering quality. Combine that with a few well-placed, elegant palm trees and some massive rocks to break up the background composition, and you’ve got the makings of an iconic setting where anything can happen.

TREE TRUNKS

Most of our trees were skinny enough to be constructed out of a packing tube base or even a simple dowel rod, but some had to be massive to sell the scale of an old-growth forest. I carved these large tree trunks by cutting a MDF (medium-density fiberboard) templates, covering it with aluminum tape on the edges, and using them as a guide to cutting the shape out of 12″ diameter foam cylinders with a hot wire.

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PROPS & MODELS

shp_circhome01

FOUNTAIN IN CIRCLE'S HOME

The fountain in the center of Circle’s home beneath a waterfall was a great centerpiece to fabricate. As a centerpiece to the whole house, it was important to make it feel cozy and secore.

After the mock-up phase, I created the fountain’s outer wall by building up layers of MDF and covering up the cracks with bondo. Inside the center is a mirror that we sprayed with dullcote and added a 1/2″ piece of plexiglass on top of. The tree is constructed from dowel rods and armature wire, with bondo filling in the cracks.

shp_bg04

BOARD GAME

Throughout the production, I was relied upon for my exactness on paper craft projects. Taking art created by Joseph Berryhill, I meticulously folded, glued and cut the pieces to the space-themed board game that is a central part of this episode. I also prepped the 3D-printed board game pieces with spray paint. The box itself has a top that can open, and is rigged so characters can handle it without ruining the box. It took a lot of trial and error to get the paper just right, but it was well worth it. I sometimes wish this was a real game so I could play it!

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Beauty shot of the Board Game Box

SET DRESSING

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SQUARELAND

Square’s part of the island was one of my favorites. It was a unique challenge to make a bunch of cubes look unique and interesting, but Production Designer Paul Harrod found the way to do it. I was lucky enough to help dress the set a number of times for Squareland, which involved a lot of intricate planning. We worked hard to make sure everything looked like it was embedded in the sand, like every cube had been on the beach for a long time, like ancient ruins.

CIRCLE'S GARDEN

The garden outside Circle’s cave was one of the most beautifull we got to create. By the time it was first seen on camera, so many of our artists had contributed to it. It was a truly collaborative project, requiring everyone’s skills to bring to life. Carpenters, sculptors, mold-makers, prop-fabricators, painters, and set-dressers all had something important to bring to this unique set.

I contributed to the garden’s grass and dirt mounds, working diligently and with a steady hand to create the well-manicured oasis.

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NICE HILL PARTY

This introduction to the episode “Triangle Day” was a cute little prop-fabrication assignment for me. Even small scenes like this one have lots of planning put into them! I was in charge of dressing the table, creating the flag banner above the table, and creating the transition from beach sand to grass. Yet another example of the care and attention we put into every single set.

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Working on the banner

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The finished, dressed table

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Note the tiny puck of beach sand in the corner

BEHIND THE SCENES GALLERY

TRAILER

Hourly Comics Day

Hourly Comics Day

Hourly Comics Day

Writer & Illustrator

Self-Published

2014

Project Synopsis

Based on the beloved series of children’s books by Jon Klassen and Mac Barnett, “Shape Island” takes us to the whimsical land of three shapes: Triangle, Circle, and Square, as they explore their home and learn more about each other.

As a fan of Klassen & Barnett’s work, I was extremely excited to come on to this project. As a model-maker, I got to create beautiful props for the titular shapes. I wore many other hats throughout the production: set builder, terrain expert, prop master, and set dresser, to name a few.

hourlycomics-poster
shp_space_screen01
shp_triday_screen01
shp_beach_screen01

TERRAIN

shp_terr_screen02

"GROUNDS" MASTER

At the start of this production, I was put in charge of testing various methods to create the natural terrains of the entire show. This was a fun time of experimentation. There are a lot of tried and true ways that we use in stop motion to achieve certain looks, but they can sometimes start to look rote. We wanted to challenge ourselves to try something new, and make the “normal” things to be made in a totally new way.

For example, we experimented with using dyed wood chips and sawdust for our grass textures. I was in charge of the early tests to determine the proper look and scale of this important terrain texture. In the end we ended up using a combination of both, dyed green and yellow, to achieve the grass at various different scales.

EARLY SAND TESTS

The shapes spend a lot of time on the beach and other sandy environments. The perks of living on an island! It was important to nail down the specific look of the sand early on, because it was going to be used throughout the show. I did a lot of experimentation dying sand various colors to see if we wanted to go for an impressionistic look. We even experimented with a very painterly look, trying to blend different colored sands together to create gradients on the ground.

THE GROUND

In the end, we usually covered the ground in natural sand and painted over it. But those tests were a proving ground and we ended up using a lot of the lessons learned in other aspects of the production!

I ended up gluing and coating most of the sets with sand due to my familiarity with the material. We opted for a very light coating, which meant I had to be careful in applying it to not get any area with a very obvious seem. This usually meant rotating entire foam set sculptures to let gravity do most of the work while the white glue and water mixture harden. Most of this was done outside in the middle of summer, so I didn’t have to wait long for the glue to set up!

ADDING DIRT AND GRASS

We had a lot of sets that required integrating dirt & grass onto the side of a mountain. The foam-carved set would get coated and painted with a rock texture, and then come to me for the terrain treatment. The process was fun because it had to be done in stages: applying the dirt, aging the dirt, adding and feathering out the grass, and finally adding any wood chips to fill in the corners of the set, imitating overgrowth in the forgotten corners of this nature path. The set dressing team did an incredible job adding the paper-cut carstock grass and fern elements. All of these pieces brought the environment of Shape Island to life.

sph_grassgrnd01

The naked (only paint) mountain path set

sph_grassgrnd02

Adding the fine dirt

sph_grassgrnd04

Feathering in the grass and adding ferns

The Mountain Path

All the little details coalesced on sets like these to create a natural environment that really felt lived-in, while adding a feel of a natural world that had been there long before our characters existed.

The tree in this shot had to have roots sculpted out of clay, and painted to integrate with the tree trunks. This was particularly challenging because there was a big time crunch to get the set launched. Half of the job in art department is working against the clock!

I’m very happy with the final result. We always challenged ourselves to get our sets to look both beautiful and natural, in that same way that nature itself is often chaotic and harmonious all at once.

sph_grassgrnd05
There was always something shot-specific we’d have to add after the fact. I built, molded and cast this rock-pile banister for a shot when Circle is running up the hill. We worked hard for the set dressing on Shape Island to look like they all came from the same world of natural, found objects.
sph_grassgrnd06

The rock pile banister, seamed together with clay and small pebbles

sph_grassgrnd08

We didn’t install the entire banner – the camera was never going to see everything!

SET BUILDS

shp_lake_screen01

THE WATERFALL

The Waterfall was the first set on Shape Island that I took all the way from start to finish. Starting with the initial foam carving, to coating the surface with our dense expending foam, and continuing on into a round of plastic coating and terrain texturing, this one truly felt like i out my signature on it.

I also spent a decent amount of time figuring out how to do the water in the pond, and rolling down the mountainside. The waterfall itself is number of delicately poured, built-up layers of clear resin, combined with some lighting and VFX magic to make it appear in motion. The pond was a large piece of clear acrylic sheet, cut to fit exactly in a deep divot of the carved foam. We then painted to underside of the acrylic, to give it the illusion of surface depth.

The Set Dressing Team

On top of the incredible builders we had in the set shop, our on the floor we had the incredibly talented dynamic duo of Alexandra Steele and Bismak Fernandes putting the final, incredibly important details onto the set. The set dressing team is responsible for adding the finishing touches, and making sure everything looks super good in camera. These two worked tirelesly and with great dedication to install foliage, vegetation, tree, blocks, and everything else to breath life into this make-believe island.

shp_wfall08

The Dream Team: Alex & Bismark

shp_wfall09
A dense forest with set dressing galore!
shp_wfall10
The forest bridge
shp_terr_screen03

THE WINDING WOODS

Circle gets lost in the Winding Woods trying to chase down a rogue gopher. We had to come up with an ingenious solution for a set that would sell the idea of a densely-packed forest where you could feasibly lose your way, while also keeping the build parameters to a minimum. Our Art Director Jeff White’s solution was to create a kind of “Infinity Path” – a large elliptical path that wound back on itself. A berm on the inner part of the set made it so you’d never be able to see the other side of the path. This made it so we could film from a lot of different angles, and no part of the path would ever look exactly the same as another.

I was tasked with mocking up and building the infinity path. Another clever modification on this set: the top of the berm was designed with a puck in the middle, so it could come out and have extra trees planted inside of it (for the shots where the forest needed to appear even more dense than normal). There is also a separation point in the middle of the set, so it could be taken apart after shooting out our wide shots. This meant it could be used on two separate stages to shoot out our close ups and insert shots, doubling the amount of footage we could animate in a week.

shp_beach_screen01

BEACH HANGOUT

The Beach Hangout is a special part of the island, and an important set for the show. The Shapes share hot chocolate there, watch sunsets and sunrises there, picnic and cavort there. The challenge with this was to make it iconic, by keeping it very simple, but just decorated enough to breath life into the relaxing beach setting.

The lightly undulating sand is coated with a salmon pink and then coated with a brilliant white coat of sand, giving the beach a shimmering quality. Combine that with a few well-placed, elegant palm trees and some massive rocks to break up the background composition, and you’ve got the makings of an iconic setting where anything can happen.

TREE TRUNKS

Most of our trees were skinny enough to be constructed out of a packing tube base or even a simple dowel rod, but some had to be massive to sell the scale of an old-growth forest. I carved these large tree trunks by cutting a MDF (medium-density fiberboard) templates, covering it with aluminum tape on the edges, and using them as a guide to cutting the shape out of 12″ diameter foam cylinders with a hot wire.

shp_trunk03
shp_trunk02

PROPS & MODELS

shp_circhome01

FOUNTAIN IN CIRCLE'S HOME

The fountain in the center of Circle’s home beneath a waterfall was a great centerpiece to fabricate. As a centerpiece to the whole house, it was important to make it feel cozy and secore.

After the mock-up phase, I created the fountain’s outer wall by building up layers of MDF and covering up the cracks with bondo. Inside the center is a mirror that we sprayed with dullcote and added a 1/2″ piece of plexiglass on top of. The tree is constructed from dowel rods and armature wire, with bondo filling in the cracks.

shp_bg04

BOARD GAME

Throughout the production, I was relied upon for my exactness on paper craft projects. Taking art created by Joseph Berryhill, I meticulously folded, glued and cut the pieces to the space-themed board game that is a central part of this episode. I also prepped the 3D-printed board game pieces with spray paint. The box itself has a top that can open, and is rigged so characters can handle it without ruining the box. It took a lot of trial and error to get the paper just right, but it was well worth it. I sometimes wish this was a real game so I could play it!

shp_bg06
shp_bg08
shp_bg01

Beauty shot of the Board Game Box

SET DRESSING

shp_sqrlnd01

SQUARELAND

Square’s part of the island was one of my favorites. It was a unique challenge to make a bunch of cubes look unique and interesting, but Production Designer Paul Harrod found the way to do it. I was lucky enough to help dress the set a number of times for Squareland, which involved a lot of intricate planning. We worked hard to make sure everything looked like it was embedded in the sand, like every cube had been on the beach for a long time, like ancient ruins.

CIRCLE'S GARDEN

The garden outside Circle’s cave was one of the most beautifull we got to create. By the time it was first seen on camera, so many of our artists had contributed to it. It was a truly collaborative project, requiring everyone’s skills to bring to life. Carpenters, sculptors, mold-makers, prop-fabricators, painters, and set-dressers all had something important to bring to this unique set.

I contributed to the garden’s grass and dirt mounds, working diligently and with a steady hand to create the well-manicured oasis.

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NICE HILL PARTY

This introduction to the episode “Triangle Day” was a cute little prop-fabrication assignment for me. Even small scenes like this one have lots of planning put into them! I was in charge of dressing the table, creating the flag banner above the table, and creating the transition from beach sand to grass. Yet another example of the care and attention we put into every single set.

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Working on the banner

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The finished, dressed table

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Note the tiny puck of beach sand in the corner

BEHIND THE SCENES GALLERY

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