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The original english language interview is also available.
Kannst Du mir mehr zum Ausgangspunkt von dem Drehbuch Laura Tunbridge erzählen und wie Du zu dem Projekt dazu gestoßen bist?
Warum hast Du Dich dafür entschieden, die Geschichte in Stop-Motion zu erzählen?
In welchem Rahmen, über welchen Zeitraum und in welcher Teamgröße konntet ihr den Film realisieren?
Was lag Dir visuell am Herzen?
Ist alles per Hand entstanden?
Kannst Du mir noch ein bisschen über die Tonebene erzählen? Wie hast Du Deine Sprecher gefunden? Was war Dir dabei wichtig?
Kannst Du mir noch ein bisschen mehr von Dir erzählen und wie Du zum Film gekommen bist?
Sind bereits neue Projekte geplant?
Die Fragen stellte Doreen Kaltenecker
Übersetzung von Michael Kaltenecker
Lies auch die Rezension des Kurzfilms „Other Half“
Interview: In our conversation with Bulgarian director Lina Kalcheva, we were able to learn more about her short film “Other Half“, which screened in the International Competition at the 38th Interfilm Berlin 2022, how the idea was inspired by an ancient philosopher, and why she decided to create her film almost entirely by hand and play-doh was the perfect material for the narrative.
Can you tell me more about the starting point of the script and how you joined the project?
I had the very initial concept for the story, after which I developed it alongside my writer Laura Jayne Tunbridge and my producer Michelle Brondum. The main inspiration came from the speech of Aristophanes in Plato’s Symposium about the origin of love: initially, all humans had two hands and two pairs of limbs, but they were too powerful so the gods split them in half – and that’s why we’re always looking for a partner who would complete us. We all loved the idea of representing this metaphor visually, to show an emotional connection through these merging bodies. We thought of this world where couples share a body and where love is the ultimate goal of existence – and with that would come the all-too-familiar pressure to be in a relationship, which was the central theme of the film.
Why did you choose to tell the story in stop-motion?
For me, it was the physicality of it. We knew it couldn’t be puppets, as the characters bodies change and merge and split throughout the film. Right at the beginning of testing and development, we thought about using oil on glass for the characters against physical sets – I liked the idea of really fluid movement, the texture of the oil paint, blending the colors. But when I tried using plasticine, and the tactile nature of it, physically morphing its shape felt like a much better expression of the bodies in the film, which felt important. I did keep the oil paint texture, and painted all the plasticine models and used the paint to animated their faces and expressions. On the multiplane that created a really nice dynamic between 2D and 3D which I think suits the story pretty well.
In what framework, over what period of time and with what team size were you able to realize the film?
We started development in November 2019 and had the fully finished film in March 2021 – so nearly a year and a half. It was my graduation project at the National Film and Television School, and I worked with an amazing team. We were mostly just the main Heads of Department and some assistants here and there – to build the sets and sometimes some assistance in animation.
What was visually important to you?
I was really excited about creating another world that feels fantastical, but that also feels emotionally grounded and somehow familiar. We had a lot of different locations and the way we designed them with my production designer Eva Callamd-Waller was to reflect the emotional state of the protagonist in the scene. When Ren starts a new “date”, the space their new partner inhabits is a visual representation of both the allure and the danger of the archetypal toxic relationship those characters stand for. It was also important to keep the world cohesive throughout all these fantastical landscapes, and still the emotional implication of each environment was at the forefront – for instance, We thought a lot about how we use color: in which spaces does Ren “fit”, where is there a clash, and how one scene (and one started if mind) flows into the next.
Was everything done by hand?
That was the plan! We used as little compositing and green screen as possible and we tried to do as many effects as we could in-camera: the underwater lighting, the shimmering stars, the water, glowing crystals and looming shadows were all done on set. Eva, my cinematographer Ebba Hult and myself were always coming up with ways to have these practical elements in the film. As the characters are quite organic and tactile, we didn’t want a digital, overly polished look for these effects. Of course there were a few scenes that needed to be done on green screen – mainly due to the size limitation of our multiplane set-up. And on top of that, there were a few VFX shots, which we wanted to use to enhance the look we had created. And naturally there was also a lot of clean-up in post-production, to cover up all the specks, shadows and smudges from the multiplane glass.
Can you tell me a bit more about the sound? How did you find your voice actors? What was important to you?
Creating the sound for the film was an amazing process. My sound designer Zoltan Kadnar was so excited to create a completely new world down to the last detail. We did a lot of foley work as well as working digitally; and we’d spend hours thinking exactly what sound the characters’ bodies would make when they touch, clap, merge. The soundscape for each new environment was always an exciting challenge too. With the voice actors, I feel incredibly lucky to have been able to work with such incredibly talented people. We put out a casting call and got a lot of auditions; it was my first time going through this process and I found it very exciting. We also got in touch with some agents directly, when we thought a specific actor might really suit one of the roles. We weren’t really banking on that but thought it doesn’t hurt to try – and that’s how we got Evanna Lynch who was absolutely incredible as Icarus and it was a total dream come true for me. John Chisham, Dylan Edwards and Mathew Biddulph were also so spot on in their roles, and we had so much fun creating these over-the-top characters with them.
Can you tell me a little bit more about yourself and how you got into film?
I’ve always loved stories, and working in film has been the most gratifying way to engage with this. Animation in particular is the direction I went in because of the experimental nature of it – finding just the right technique and material to tell a story, and the extra dimension they can add to it. I always liked drawing and visual art, and I also loved creating worlds, characters and stories ever since I was a kid – animation brings all of those together for me so it felt like the right route to pursue.
Are there any new projects planned?
Yes! I’ve got a project in late development, “Dawn Chorus”, which is another short stop-motion, but quite a different vibe from “Other Half“. It’s a surreal psychological horror, much darker and more character-driven. I’m also co-directing a short VR game called “Tea is Served”, also a horror but with lots of absurdity and comedy. Animation takes such a long time so during a project you always come up with hundreds of ideas that stay on the back burner until their time comes – so I’ve also got a few of those that I work on when I get a quiet moment. But overall really hoping to be able to keep directing and go towards more long-form formats in the future!
Questions asked by Doreen Kaltenecker
Read on the german review of the short film “Other Half“