THE MARTIAL ARTS OF MIDDLE EARTH An Interview with Tony Wolf, Fighting Styles Designer for the Lord of the Rings Motion Picture Trilogy by Adrian Ko with artistic renditions of the Lord of the Rings movie characters by David Sankey August 8, 2002 · Article spans 4 pages Preface Having previously worked with director Peter Jackson (of Lord of the Rings) in films such as Brain Dead (which was released in the U.S. as Dead Alive) and a mockumentary called Forgotten Silver, Fighting Styles Designer Tony Wolf was sought by Jackson to develop distinct fighting styles for each of the races of Middle Earth. From the sinister Orcs of Moria to the brave and fair Elves that resisted the malevolent charge on the front lines, Tony Wolf's work is seen in the unique fighting styles exhibited by each race to an almost anthropological depth. We are proud to present you with this exclusive interview. Note: this interview took place prior to the release of The Two Towers. Interview SFI: Tony, it's good to have you speak with us today. We realise that it's not every day an opportunity to work on an epic like The Lord of the Rings Trilogy lands in one's lap, as it were. We see an incredible scale of warfare in Fellowship of the Ring, ranging from Aragorn fighting the Uruk-hai to a landscape of Orcs charging a frontline formation of Elves. You are the film trilogy's Fighting Styles Designer, which is perhaps the first time we've heard of such a title for a movie that involves swords. How does that differ from the traditional role of a Fight Choreographer or Fight Master? TW: I had already worked with Peter [Jackson] on some other projects, and I knew that he was interested in the idea of unique fighting styles. When I heard that he would be directing LotR, I suggested that each of the Middle Earth cultures should have its own idiosyncratic methods of fighting and of general movement as well. That gelled with what he was thinking and it was my entry into the project. Because the styles had to be established before individual fight scenes could be choreographed, the Fighting Style Design process was largely during pre-production, as distinct from scene-specific fight choreography. SFI: Yes. Given the richness of Tolkien's mythology, it would imply that each Middle Earth culture developed its own unique martial arts. We see this with their languages and their music, so why not their fighting methodologies as well? Would you describe your inspirations for the fighting arts for each of the individual races... for example the styles of Men, Elves, Dwarves or even of the Orcs and other enemies? TW: We really had two main sources of inspiration — Tolkien's novels, and the interpretation of his world and characters that was being collectively "imagineered" by all the different production departments — props, costumes, weaponry, conceptual art and so-on. SFI: So your own conception of the fighting styles developed once you were brought on board the project and not before? TW: Yes, I wanted to start fresh. I re-read the trilogy before I came on board, but the actual design didn't start until I knew how the rest of the production was conceiving the various Middle Earth cultures. SFI: Perhaps also benefiting from and contributing back to the artistic synergy in pre-production? TW: The design process was part of the pre-production, but synergy is a good word for it. Lots of meetings, creative brainstorming, getting a feel for each culture. SFI: The end result, as we all see, is a very high level of creativity. For example, in the opening scene of FotR, we see a furious charge of Orcs towards the armies of Men and Elves, which was met by Elvish soldiers armed with polearms. This is without a doubt one of the most eye-opening scenes for the beginning of any film. Do tell us your thoughts on this battlefield warfare. TW: I think that Peter wanted to create a sense of absolutely epic scale in that sequence ... it reminded me of that fantastic opening shot in the original "Star Wars," when a Star Destroyer passes over the camera, and just keeps on coming. That upward slash was one of the first moves I designed for Elf swordplay. As I recall, the image of the Elvish warriors performing a synchronised upward slash was partly to demonstrate the total contrast between the Elves and the Orcs - the former being magical, ultra-disciplined warriors and the latter being basically an insane rabble. SFI: That's interesting, Tony, because this not only succeeded visually but adds a greater unspoken dimension to the film. TW: I think everyone involved in the production was going for that "unspoken dimension." The idea was that we were not creating fantasy in the traditional sense, as a sort of anything-goes milieu, but rather producing historical epics that happened in Middle Earth. That concept imposed a healthy creative discipline. SFI: What martial arts styles did you draw from in developing the fighting arts of the Elves? And are there other examples we see in FOTR? TW: The design process was not really a matter of borrowing techniques from real-world fighting styles. Having determined a series of very specific "key points" about a given character type's posture, weapons, armour, tactics and so-on, the techniques essentially created themselves. SFI: What key points did you define for the Elves, and what other examples of techniques arose from those points? TW: It's great that martial arts-oriented viewers seem to latch on to the Elves. Basically, the Elves were beautiful. Every aspect of their culture reflected a refined sense of aesthetic beauty and wonderment. They were completely attuned to their environments. It followed that, as warriors, they would be superbly balanced — grounded from the waist down, light and free from the waist up. Although they were capable of linear movement, their style was based on a spiraling action — circular, gliding footwork patterns, deflections rather than blocks, slices rather than thrusts or strikes. Also, because they are immortal, they've spent decades or even centuries perfecting their martial arts — they can do things that human swordmasters could only dream of. SFI: You know, what you've just said is highly reflective of their own artwork. Some Elvish art bears resemblance to the Viking Urnes style, which seems to convey an unceasing graceful flow... nothing blocky, nothing abrupt — everything is orderly but organic, not forced and artificial, but very harmonious with nature. In the film, the Elves certainly appeared to have fought with the same approach as they have towards their art. TW: That's a very apt parallel. There's a connection with Art Nouveau as well, I think. The shape of the Elf sword exactly follows the "line of beauty." SFI: Even their stately poise before their upward cut, Tony? TW: Yes. Having established their essential "aesthetic," everything else followed — posture, transitions between postures, gait, gestural motifs, specific combat techniques and tactics. The same held for all of the different cultural fighting styles. This is true for the Orcs as well. SFI: Now you must also have created a style of fighting characteristic to the more chaotic and undisciplined Orcs. The Orcs were bred long ago from mutilated Elves. Their walk and their fighting seem angular, jabbing and twisted. Perhaps this utter lack of grace in fighting and movement signifies their "fall from grace"? TW: The Orcs were extraordinarily diverse, but they all shared a set of common referents — as you noted, the idea of being twisted, off-center, and warped in every sense. My over-riding concept for their fighting styles was that they basically stole and "cannibalised" techniques from more refined and skilful warriors, in the same way as they (the Orcs) came by their weapons and armour. Orcish combat is like a grotesque parody of skilled disciplined combat. SFI: There is definitely a very comprehensive approach to character design, it seems. So tell us what were the factors that led to the fighting styles of the race of Men? TW: We haven't seen the Gondorians, Rohirrim, etc. in mass combat yet, so I'm afraid I can't talk about their styles in any detail. (The Two Towers had not been released yet at the time of this interview. —ed.) For the benefit of the historical swordsmanship crowd, though, we did make extensive reference to certain of the old combat manuals, and part of the design process included full-contact sparring. That's not to say that we were attempting to present the historical styles per se, but they were used as reference. SFI: So perhaps not the Gondorians, but the Men who fought alongside the elves? And did they fight in formation with those Elves at the beginning of the movie? TW: I wasn't directly involved in those scenes. SFI: No problem. But could we ask the same question regarding Aragorn? TW: The fighting styles were designed for cultures rather than individuals. Aragorn's fighting style draws from the designed style, but it's essentially his own thing, a reflection of his personality and the situations he has to face. SFI: I see. The reason why I asked is that Aragorn apparently speaks Elvish (Quenya). I had wondered as a result of what you said earlier if Aragorn might have gleaned from the Elves' martial arts during his time with them. TW: That was actually discussed. I think the consensus was that although he's an exceptionally skilled warrior, he's only human, and Elvish swordplay only really works for Elves. I imagine that he would have gleaned something from them, though — maybe some techniques or tactics, maybe more in the nature of emotional focus. The Elves can meditate in the midst of carnage. SFI: So, on the opposite end of the spectrum of races of beings of Middle Earth, what were the defining points of how Dwarves fight? They mostly use axes and hammers, right? (Perhaps with exception to Thorin wielding the sword Orcrist, but that was in The Hobbit.) TW: I wasn't involved in designing Gimli's style, only those that were employed by the cultures we see in mass battle — Elves, Orcs, Moria Orcs, Uruk-hai, etc. SFI: I see, you were responsible for developing an entire culture's style rather than that of an individual character. Given this, we see Saruman develop an army of Uruk-hai for the Dark Lord. Were the Uruk-hai more refined or deadly in their approach to war than the regular Orcs? TW: They were much more dangerous! Individually, Orcs are no big threat — they're sword fodder, only dangerous en masse. A single Uruk is a force to be reckoned with. SFI: In what way? TW: Sheer size, strength, ferocity, armour. They were conceived as lethal instinctive fighters ... not formally trained, but essentially born to kill. SFI: Was there anything specific to the pre-production treatement of the Urukhai that makes their style stand out from the Orcs? TW: The Uruk-hai were super-Orcs ... really treated as a different culture, from the fighting style design point of view. SFI: So they had more complex maneuvers? More ferocity and strength? Greater technique? I recall Lurtz — the head Uruk-hai — fought Aragorn in the film. Lurtz had quite a propensity for pain. TW: I'd say that they were capable of more complex maneuvers, although their style was actually very direct — smash and bash, as compared to the Orcs' baboon/hyena motif of backpedalling and sneak attacks. SFI: Given the sheer immensity of the Orc armies, many of them must have been animated as Computer Graphics characters. Where there specific incidents where the fighting style had to be reproduced by actors in motion capture suits before they could be realized on film in the form of CG characters? TW: In general, the closest action to the camera is live, and the background is CGI, but it gets very complicated. I should probably explain a bit about how mocap works. SFI: Please do. TW: Basically, a motion capture performer wears a black costume fitted with photo-reflective "markers" at key positions. S/he performs in a special studio with a series of cameras connected to a computer system. The cameras only record the reflective markers, so what the computer encodes resembles a moving, human shaped constellation of stars. This 3-D pattern can then be "dressed" by artists to create a digital stunt double, or multiplied to create an army or enhanced in a variety of ways. We also used motion-captured data to "train" artificially intelligent digital warriors who moved and fought independently, making their own decisions and fighting without any human direction. SFI: Astounding. Given the scale of warfare we'll see in The Two Towers, perhaps we'll see the results of these AI characters on the battlefield on King Theoden's lands. So in your mind, Tony, what was your greatest challenge in pre-production for the film trilogy? TW: The single greatest challenge was that, although most people seemed to think that "Fighting Styles Design" was a cool idea, no-one had actually done it before. SFI: Really? TW: I had to invent how the job was done even as I was doing it ... tricky. SFI: Is that normally the role of a Fight Choreographer? TW: As a fight choreographer, I would generally spend a lot of time on the style design process, but the scale and scope of that task for LotR was unusual. SFI: So what aspect about no one ever having done Fight Style Design exclusively makes it so much of a challenge? Was it the sheer scale of work involved beyond choreography? TW: Partly juggling between designing the styles as models or templates, which different production departments could modify according to their own needs, and also being very specific about key points to maintain continuity. Also, yes, the sheer variety of styles and the requirement that each should be organic to the different races, which meant that they needed to contrast to some degree. Each culture had its own sub-styles as well, based on different weapon combinations and so on. SFI: How many different styles did you develop altogether? TW: I can't remember offhand ... I think it was eight different cultural styles, and a variety of sub-styles. SFI: Tony, there are various people who watch and have voiced their opinions on the fighting. Many have said the fight scenes are simply astounding. Some practitioners of historical swordsmanship have pointed out that Aragorn's fighting was very large arcs and swings that could tire out a warrior. How "real" were you trying to get the fighting styles? And regarding Aragorn, were his highly pronounced arcs in fighting for dramatic effect, or was that done by the choreographer rather? TW: I'm glad people enjoyed the action. I want to stress that my role here was to contribute the fighting styles as templates. Individual performers, choreographers, directors and editors created the specific choreography. You could compare fighting style design to conceptual artwork, in that it was handed off to other departments and each of them had their own "take" on the material. SFI: How much of your style design was based on John Howe's weapons design, or vice versa? Or did both co-develop as you both talked? TW: John and I had a couple of get-togethers to discuss the styles. This was very early on in pre-production, in 1998 I think. John is a very keen re-enactor and we had some fun sessions with swords in hand. SFI: Were the fighting styles you designed merely for reinforcing the characters and the nature of their cultures, or do you see there potentially being some martial effectiveness? For example, there is a fan-following of Jedi Knights from the Star Wars phenomenon, that try to define a martial arts involving light sabers based on some Japanese swordsmanship. TW: I can very easily foresee a similar cult following for Elf swordplay, in particular. I wanted all of the styles to be "believable" as battlefield fighting arts, which is not to say that human fighters could necessarily employ Elvish swordplay, for example. The Gondorian and Rohirrim fighting arts are reasonably close to historical European models, though again, the intention was not to present the historical truth of, say, Medieval German longsword fencing. Each style had its own aesthetic, and some were better suited to certain physiques, experience levels or temperaments. SFI: How did the performers adapt to the fighting styles? TW: The stunt people who were heavily into martial arts really enjoyed the Elvish style. One of the stuntmen, for example, was a champion amateur wrestler and had an ideal Orc physique — short and very powerful. The Elf style was best suited to tall, slender performers with extensive dance or martial arts backgrounds. It was a case-by-case thing. SFI: Tony, your role in the film trilogy's pre-production is most unique. You have a familiarity with the Tolkien mythos, and you have had significant exposure to various martial arts styles. From an artistic standpoint, what in your background and experience have helped you the most in this unique roll of Fighting Styles Designer? TW: That's complicated...! SFI: (laughs). Sorry about that! TW: It's a good question, just give me a moment. I suppose I have an anthropological perspective on creating action. When I look at any martial art, or movement system, I tend to see it as a unique combination or application of certain fundamental principles. This is a system I developed for performance combat, but it can be applied to anything from a specific martial art to a dance style, or to un-codified movement. The ability to break the different source materials down into neutral fundamentals, then re-construct them in a way that fit the aesthetics of each culture ... does that make any sense? SFI: Perfectly. It's almost like those who study cultural dance or art history. TW: Yes, or ethnomusicology. It's also a matter of understanding the common features as well as the distinctions between different systems. I love drawing connections between these things — you can trace connections between prowrestling, Aikido, contact improvisation, swing dancing, chi sau, and so on forever. My performance combat system isolates six fundamental principles, which can be learned through exercises and games. These provide a neutral foundation for teaching, learning, directing and performing literally any type of fight scene. Then you start to notice that virtually every physical art, including martial as well as performing arts, embodies these same principles, just recombining them in a unique way. SFI: So there is a science behind the art! TW: "Any sufficiently advanced science is indistinguishable from magic." SFI: Splendid. Tony, on behalf of Sword Forum International and its readers, I'd like to thank you for taking the time in sharing with us! TW: Thank you. Special Thanks ... to David Sankey of the UK for these wonderful inspired renderings of the Lord of the Rings movie characters. Photos of movie reproduction prop Elvish swords courtesy of United Cutlery.