A Quote by Douglas Sirk

I worked for UFA as a set designer, you know. — © Douglas Sirk
I worked for UFA as a set designer, you know.
I'm an unbelievable designer. I don't know how I know and just do these things. I just start sketching and then I just know the colors and I always know the forecast. I know green and purple are going to be hot. I was born to be a designer. I worked hard to be a tennis player, I don't work hard to be a designer.
I worked as an interior designer. I worked as a furniture salesman. I worked as a financial adviser. I worked as a painter and decorator - that wasn't for very long. I was a baker for about four-and-a-half years.
I love working with a set designer because, in many respects, you meet the set designer before you meet the actors. So it's a chance for me as a director to figure out what I'm thinking and to explore how the space is going to actually be activated.
I worked 10 years as a toy designer before I started my career as a fashion designer. It's something I just fell into and really liked.
The words graphic designer, architect, or industrial designer stick in my throat, giving me a sense of limitation, of specialisation within the specialty, of a relationship to society and form itself that is unsatisfactory and incomplete. This inadequate set of terms to describe an active life reveals only partially the still undefined nature of the designer.
The set for 'Blade Runner' was maybe the hardest set I've ever worked on because I think we worked 50 nights in a row, and it was always raining.
Screenwriting you don't necessarily have to do the job of the costume designer and the prop master and the set designer. It's more just about finding the visuals and finding these characters through dialogue.
I've worked with non-professional actors, I've worked with movie stars, I've worked with kids, I've worked with older people, and I've found my job as a director is to cast them well and to understand what they need on set to bring the material to life.
How a designer gets from thought to thing is, at least in broad strokes, straightforward: (1) A designer conceives a purpose. (2) To accomplish that purpose, the designer forms a plan. (3) To execute the plan, the designer specifies building materials and assembly instructions. (4) Finally, the designer or some surrogate applies the assembly instructions to the building materials. What emerges is a designed object, and the designer is successful to the degree that the object fulfills the designer's purpose.
As a designer, as you get used to Kinect, it's such a different experience for me as a designer - for any designer.
I think you learn something from everybody that you've worked with. I really learned how to behave on set through the people that I worked with, like the importance of being on time and the importance of being professional. I don't bring my cell phone on set; I leave it in my trailer.
I worked for 20 directors as a production designer, most male. I was on the set to witness firsthand a range of sometimes atrocious emotions - well-documented firings, yellings, fights between directors and actors, hookers, abusive things, budget overages, lack of preparation. A man gets a standing ovation for crying because he's so sensitive, but a woman is shamed.
I'm a designer, I love it, and I haven't worked this hard to do bad work.
I worked on the line, I've been an executive chef, I've worked for the Mets, I've worked for various steakhouses, vegetarian restaurants, a lot of Middle Eastern stuff. I've worked my fair share of a lot of different things. I've worked at festivals and street fairs, you know? I've been through it all.
I became a set designer for opera.
I wanted to be a set designer when I was young.
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