I have just been asked to design "Into The Woods" for a local community theatre. However, the director has a very interesting take on the show which is very far from the "normal" interpretation of Into The Woods. Basically, he wants to move away from the traditional Disney version of the fairytales, and back towards the original, darker concept as collected by the Brothers Grimm. As such, the show is being done in a very abstract way, with an highly abstract set and costumes, and with a very narrow color palette in the set and costumes. The show is being done in a black box theatre, configured for thrust seating (Rider Here).
Now for the challenge. My initial design concept calls for lots of shadows, almost a film noir type of approach, odd and awkward angles, key from unusual angles, lots of texture and breakup in the light, among other things. But the problem I now have is how do I translate this to a thrust space? I have spent the last couple days pouring over lighting textbooks, but none of them really go into much detail - even the Gillette book just shows one possible approach with very little elaboration. So how do I go about translating this kind of design idea into a thrust setting? In proscenium, I would probably key from sidelight for most scenes, with front being used as fill, but obviously there's no sidelight in thrust. I've done a bit of searching on here, but haven't really found anything helpful. I'm aware of techniques such as three-point and four-point lighting, but having never designed in thrust, I know very little about this. Any suggestions?
Now for the challenge. My initial design concept calls for lots of shadows, almost a film noir type of approach, odd and awkward angles, key from unusual angles, lots of texture and breakup in the light, among other things. But the problem I now have is how do I translate this to a thrust space? I have spent the last couple days pouring over lighting textbooks, but none of them really go into much detail - even the Gillette book just shows one possible approach with very little elaboration. So how do I go about translating this kind of design idea into a thrust setting? In proscenium, I would probably key from sidelight for most scenes, with front being used as fill, but obviously there's no sidelight in thrust. I've done a bit of searching on here, but haven't really found anything helpful. I'm aware of techniques such as three-point and four-point lighting, but having never designed in thrust, I know very little about this. Any suggestions?