Design

Learn more about the design process around realizing Everybody. Use the content links to jump to the design area you're interested in, or keep scrolling through!

SCENIC DESIGN

Everybody was a super tricky show as a first-time designer, as it's so abstract and Brechtian. Chloe Cobb really too to Kristina's idea of a museum for the setting - this helped give Cobb a clear place to start. Initially, we thought about going in more of a modern art direction, but in the initial director's meeting there was mention of Gothic architecture and potential for a transforming set. Cobb's research into Gothic architecture was really stunning, and she started orienting her design around that. Cobb notes, "I think there's something almost spiritual about Gothic architecture--very reminiscent of a cathedral while, at the same time, evoking feelings of being in a historical building or museum. I think that this show is almost a religious experience, and I found direction for that impulse in the design we ended up pursuing."


Cobb really enjoyed gaining confidence throughout the process of this show, and was grateful for the guidance and patience of her mentors as she made mistakes and took risks. There were many special moments throughout the design process, but Cobb says, "I think one of my favorites was getting to see actors' reactions to the set that they would be performing on. I also enjoyed working with my fellow designers and the lovely shop workers that helped to make my vision a reality. Overall, this was a really lovely collaborative process full of incredibly talented and hardworking people, and I am so grateful for this opportunity as a designer for the first time!"

Scaled model of the set design for Everybody created by Chloe Cobb, scenic designer.
Everybody Design Research
Preliminary Research Design for Scenic, compiled by Set Designer, Chloe Cobb.

COSTUME DESIGN

With this design, Jenna Jacobsen wanted to emphasize uniqueness and community. Each costumes leans on the idea that we all have our own personal flair. With the Somebody costumes, they are all very personalized to the actors' individual styles, but they are brought together by color and accessories, communicating that they are part of a community.

The designs developed from conversations with Kristina (Director) and Connie (Costume Mentor), reading the script, and creating a look book. Designing the characters who were embodied concepts or feelings challenged Jacobsen initially, but referring to various cultures to compare their interpretations of Love or Death, for instance, helped spark ideas for those costume designs.

Costume fittings with each actor was Jacobsen's favorite part of the design process: "It was fun to meet every one of them. They are all so nice and were so excited to see their costumes. It was nice to see the costume come together on the person."

Costume Renderings for the five actors playing the Somebodies in Everybody. Designs and renderings by Jenna Jacobsen, costume designer
Everybody Costume Research
Costume research complied by Costume Deisgner, Jenna Jacobsen

MEDIA DESIGN

For Henry Beach there was a distinct theme of broken reality that the design and directing team shared from the beginning of the process that we focused on in this show. This brokenness and being lost in time was the direct approach the design team collaborated with and guided us through the production process, blurring the lines between a state we are familiar with and the nightmare Everybody endures. Beach's favorite moments throughout this process were the combined emphasis on these themes - the presence of G*D, Love's cathartic humiliation of Everybody, and the danse to the grave. These moments coincided with intense collaborations between lighting, sound, and media.

Drafting for the upstage media wall in Everybody. Rendering by Henry Beach, media designer.
Media Concept EVERYBODY
Media concept presentation, created by Media Designer, Henry Beach

LIGHTING DESIGN

The lighting design for Everybody centers the relationship between death and the unknown. Designer Dawson Buckholz, loves the feeling of walking into a space for the first time and not knowing what's going to happen: "I wanted to emphasize in the ABCD scenes the darkness and the sense that you really don't know what's going on." Another example of that uncertainty shows up with the immersive nature of the audience in Everybody, something that the lighting design helps to communicate.

With regard to the concept of death, the unknown becomes essential to Buckholz's interpretation, "I don't know what death is. I wanted to emphasize what death might feel like in lights." This shows up in the use of saturated colors in the lighting design. Buckholz wanted to use color to communicate the feeling of an experience you've never had before. Each scene uses a deep dive into a different color - an orange for friendship, a magenta for family, a cyan for the stuff that you own.

Buckholz's favorite moment in the show is the end of the humiliation scene. It's a powerful moment that gives Buckholz goosebumps. Lighting in this moment helps support and sculpt the staging as Everybody comes to terms with the fact that they are dying, "coming to terms with the things you've done in life, the people you've disappointed, that you've hurt. It really comes full circle. That moment is strong because I use a lot of colors to represent this feeling of a deep dive into every single emotion you could feel." In this way, Buckholz gives color to death which perhaps gives a warmer feeling to that moment.

Image from Everybody tech rehearsals. Lighting design by Dawson Buckholz, Scenic Design by Chloe Cobb, Media Design by Henry BeachResearch images compiled by Dawson Buckholz, lighting desginer are included below.

SOUND DESIGN

Kimmy Mar began her approach to Everybody by exploring some of the initial ideas from the Directing Concept presentation, particularly the idea of a museum and a game. Thinking about Everybody's journey through the end of their life as a quest that they have to fulfill helped Mar select sounds reminiscent of a video game. This shows up toward the end of the play as Everybody enters into the final phase of their journey and is joined by the attributes of Strength, Beauty, Five Senses, and Mind: "I wanted that to be really playful sort of like the Smash Brothers 'CHOOSE YOUR CHARACTER!'" When exploring the idea of the museum, Mar considered playing with the sound of a PA announcement, particularly for the voice of God. She wanted to evoke the idea of the great authority reaching into your ideas and depositing information.

The tone of the sound design for Everybody, Mar sought to emphasize Jacob-Jenkins' suggestion that perhaps some great power has placed us on this earth, "Someone greater than you has deposited you in a space where you don't know if you want to be there. And they are toying with you a little bit to make you understand something that is both cruel and a little fun." The playful quality of the soundscape seeks to ground some of the more ethereal conceptualizations: "With the virtues, evil and even love - these are ideas that are always around but not always given voice per se. So to have them spring into these roles by taking something so nebulous and putting it into a body and costume [with a theme song] makes it really fun." Because we don't know what's on the other side of death, the playful tone of the sound design helps remind us that this could just be the next great adventure.