Genesis of the Cybermen – Part Six: Designing the new series Cybermen

We recently spoke to concept artists Matthew Savage, Dan Walker and Alex Fort to find out about the Cybermen designs that never made it to the screen. We also caught up with Neill Gorton from Millennium FX to find out how the Cybermen were redesigned and brought to life for the 21st Century.

WHO SFX: What were your memories of the original Cybermen?

MATTHEW: Everyone’s got their favourite Cybermen story. I loved all of them. Growing up I loved the 80s ones, from Earthshock onwards. They were always my favourite growing up, more than the Daleks. I could wax lyrical about Earthshock for hours. The direction was superb, it was more like a movie. These days my favourite Cybermen are any of the ones from Patrick Troughton’s stories. If you look at the concepts I’ve done in more recent years (see below) I’m always drawing upon Tomb of the Cybermen or The Invasion. I love those old designs. They were absolutely perfect.

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A more recent Cyberman concept design from Matthew Savage.

ALEX: I grew up with Tom Baker’s Doctor and dimly remembered all the stuff I was asked to paint. As a concept artist, you feel like you have to modernise and update everything, but aside from a few tweaks, it didn’t really need it. Those aliens and creatures that keep coming back are generally strong, both in terms of character and design. They have reached the point where the design transcends good or bad and becomes simply iconic.

DAN: As a kid growing up I was obsessed by Doctor Who. I kind of left it behind when I was about 12 or 13 but it all came back to me when I came to work on it in.

WHO SFX: Was it exciting to be asked to redesign the Cybermen?

MATTHEW: I was more excited to be working on the Cybermen than anything else. It always felt like there was more leeway to develop them because they had changed more over the years than the Daleks had. Our Dalek was always going to be a very traditional looking piece of kit whereas the Cybermen had more scope to change – so long as you protect certain elements. For me it’s always about the ratio between the eyes, the mouth and the handlebars and if you get that right you’ve kind of nailed it. As long as you keep those three elements there’s a lot more wriggle room to move it around a bit.

WHO SFX: Were you given detailed instructions about what should be retained?

MATTHEW: It kind of evolved. There were a lot more people involved with the Cybermen than the Daleks. Off the top of my head, there was Neill Gorton’s team, Neill himself, Dan Walker, Alex Fort, Peter McKinstry and others. Russell (T Davies) would also chip in quite a lot as well. Dan didn’t normally work on Doctor Who but Ed Thomas (Production Designer) valued him so much that he brought him in. They didn’t want to miss a trick so they gave everyone a shot. There’s a bit of everyone in the final design as well.

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One of Dan Walker’s early concept designs for the new Cybermen.

DAN: All my concepts, sketches, thoughts – were from memory.  I remembered the teardrops and I kept them as a nod to the old Cybermen, but I didn’t look at any of the old ones for reference. That was possibly my downfall. I should have emphasised the handlebars more and played up the more iconic elements. I was focusing on making them as emotionless as possible and getting a kind of purity.

MATTHEW: The brief evolved into specifying certain art deco elements as the episode was going to have that kind of setting. It was going to be a contemporary parallel Earth but with more 1940s art deco elements in there. From memory, this wasn’t overly apparent in the finished episodes. The art deco influences were something that Russell mentioned a number of times. I think you can see some of that in the face and the engineered elements still feel slightly art deco.

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Art Deco Cyberman by Alex Fort.

WHO SFX: Were the new Cybermen originally going to have a more organic look and feel?

MATTHEW: At one point, it was going to be closer to Spare Parts to the point where they paid Marc Platt some royalties. They then moved away from that and considered something like an Apple Shop where you’d go to get your body tuned up. In the back of one of these shots you’d have seen the Mark I Cyberman. It would have been really bulky, like a bodybuilder, because there would have been so many components they were trying to squeeze into this huge suit. I remember doing a concept drawing of an overweight Cyberman with all this technology bulging out at the seams.

DAN: I was influenced by The Tenth Planet. There’s something very unnerving about that simple white balaclava mask. I remember sitting in the park, cross-legged with a pen and a pad, I was reminded of Halloween, the Michael Myers/William Shatner mask – that blank, emotionless expression and black eyes. That’s certainly what I was going for with for the fascia. I was probably going against the brief because Ed wanted art deco and it was Alex Fort who ultimately nailed it. They went with his design in the end because he captured the essence of what they were after.

MATTHEW: I never worry about being too gruesome because I’m not a producer. But I do remember when we showed that to Russell he said it was too gruesome. He also wanted a traditional Cybermen helmet and a metal suit as opposed to a cloth-faced Tenth Planet Cyberman.

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Wonderfully gruesome concept art by Alex Fort showing a more organic Cyberman.

ALEX: During Series One, I’d painted a few versions of the Cybermen, concentrating on the face. At this stage, no-one had said the Cybermen were coming back, but you knew it was going to happen. I refined these paintings later, and they ended up on the wall of the Art Department. I think they stayed there a while before any decision was made. Perhaps it was familiarity, but the final skull-like version of the head was very similar to one of my designs. I liked it, but it wasn’t my favourite.

MATTHEW: The Tenth Planet was a great design. I know they’re coming back in some shape or form in the new series. I wish they’d take that old design and run it through with modern textures and fabrics. It’s all there in the design. All you’d need to do is bring the bulk down a bit and play with the proportions, you could come up with something really horrific.

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Cyberman concept art by Dan Walker.

WHOSFX: Was there a lot of pressure to get the design right?

MATTHEW: It’s a bit like Star Wars because everyone is very fond of these things they remember from their childhood and they all have an idea of what they should look like. Ultimately we were trying to please Russell’s because it was his baby.

DAN: I didn’t speak to Russell at all. Ed Thomas was my point man. I was working on Watchmen at the time so Doctor Who was more of a sideline. I always dealt primarily with Ed. He said to all of us that we had carte blanche, ‘knock yourself out and have fun’. Although he did mention art deco which I completely ignored! I think everyone had a fair crack of the whip, some more than others, understandably.

MATTHEW: It was more challenging than the Dalek because it’s a suit that has to be worn by a number of actors. Most people can fit inside a Dalek. Poor old Neill Gorton had to design a rigid suit that would have to fit a multitude of different body types. Even though it was people who were roughly the same size, it’s still a really tricky thing to do.

WHO SFX: Were you happy with how the design turned out?

DAN: I only had about one or two days on it because I was on another job at the time. I would have loved to have been on the job wholesale so I could have fully engrossed myself in it, but I think I contributed something to the overall design.

MATTHEW: I do remember finishing one particular image with Ed and we showed it to Russell and he said, “We’re good to go”. It was a champagne moment but we were too tired to celebrate! That was the design that Neill Gorton then developed. His boys were designing as they sculpted the ‘skull’ so it was like we were passing the baton to them. They were the poor swines who actually had to realise this thing.

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Concept art by Matthew Savage.

NEILL GORTON: At the same time as Ed Thomas’ art department were going through the pre-design process, we were working on our own designs. Russell liked Alex Fort’s design of the Cyberman head but it did not translate well when it came to being realised in ‘real life’. 2D artists rarely design in a way that can be reproduced identically in the real world. With the clock ticking, Martin Rezard and I had to basically start from scratch and we had to move quickly to keep us on schedule. I suggested we nail the head first. The art deco idea had come up for discussion and Martin and I went down a more elegant route. We’d done a previous maquette which we partially referred back to and I suggested that we explore making the face more skull like. We also brought in more deco lines flowing from the back to the front across the head. The first pass was almost identical to the final design except it had square ear muffs. I changed those to rounded ones and we did a couple more tweaks. 

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The first life size rendition created by Neill Gorton and Martin Rezard based on Alex Fort’s design. The design was subsequently changed to make it work in three dimensions.

NEILL: While the art department did a lot of great concepts for the Cybermen, the actual finished design was done by Martin Rezard and myself. It was done in literally a couple of days and we were in direct discussion with Russell and Julie. 

When this was approved we moved swiftly on to the body. We prepared a maquette that was basically the finished look. This was something that Martin (Rezard) bashed out in a day. This basically nailed the final look in one pass. We took an image of the body maquette with the head sculpture photoshopped on. This gave us our approved look and we launched straight into building the full scale version. A lot of the art department designs incorporated a very accurate head, because they were was based on the picture of our sculpture. 

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The final approved maquette created by Neill Gorton and Martin Rezard.

NEILL: Very rarely did my design work go via the art department other than when there was a specific crossover to consider. Ultimately the elements that did come from the art department were the idea of the handlebars continuing on the arms and legs, the Cybus logo itself and the suggestion of an art deco feel.

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Chief sculptor Martin Rezard at work in the Millennium FX workshop.

 

Thank you Neill Gorton, Matthew Savage, Dan Walker and Alex Fort.

Matthew Savage Interview

Matthew Savage played a pivotal role in reinventing the look of Doctor Who for the 21st Century. He was one of the first concept artists to work on the relaunched series and he developed the look of the TARDIS, the Daleks, the Cybermen and many new, weird and wonderful creations. Matthew worked as a concept artist on the 2005 and 2006 series. Since leaving the show he has become one of the most sought-after concept artists in movies, working on X-Men: First Class, Kick-Ass, The Dark KnightPrometheusStar Wars and many more. We were delighted when Matthew agreed to take time out of his busy schedule to recall his time on Doctor Who. 
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Matthew Savage on the set of The Girl in the Fireplace

WhoSFX: Was Doctor Who your first professional job?

Matthew: I had made tea and coffee on two movies prior to that within the art department but not actually designing. Doctor Who was my first proper concept artist job.

 WhoSFX: Being a fan, that must have been pretty mind-blowing?

Matthew: I was so excited. I was ecstatic that the show was coming back, but to be involved in Season One was the ultimate experience you could have really. I was so happy from day one on the job. I couldn’t believe I was there.

WhoSFX: How did the job come about?

Matthew: I had sent BBC Wales a few portfolios and made a few phone calls but I hadn’t heard much back. I phoned BBC Wales one day and got through to the art department. Purely by chance, Dan Walker, who I had met on Batman Begins where I had been making tea and coffee, picked up the phone and said, “I think you’ve got a job.” I couldn’t believe it. He’d already started and he had either recommended me or put my portfolio under the nose of Edward Thomas. That was the Eureka moment. I couldn’t believe I actually got through to the office and that someone I knew picked up the phone. It was amazing.

WhoSFX: And were you thrown straight in at the deep-end? 

Matthew: The first thing Ed gave me, literally after sitting me down and giving me a computer, he said to me “We’re going to get you started on the Daleks”. Ed had no idea I was a big fan and I tried my best to play it cool. At that point there were going to be two different types of Daleks in Series One. There was going to be a traditional-looking one in Dalek, and then for the two-part final there would be a new redesign. My colleague Dan Walker was working on the redesign, and they gave me the more traditional Dalek to work on. The redesign didn’t happen. It was going to be a 3D CGI thing from The Mill and they just ran out of time and money so they stuck with the bronze Daleks in the end.

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Matthew’s ‘Dalek Elevations’ concept art showing the new eyestalk, the new bronze colour and illustrating what would need to light up.

WhoSFX: Were you happy with how the design was brought to life?

Matthew: It’s easily the thing I am most proud of. I can’t believe they’re still using them ten years on. It’s a credit to the original design by Raymond Cusick. The original silhouette, it’s so strong. All it took was a few different textures and proportional changes. It’s still a perfect design.

WhoSFX: Were you briefed to stay pretty close to the original design?

Matthew: The brief for the design, and that episode in general, was ‘credibility’. In the years since the original Daleks, they’d become a bit of a joke. They were lumped in with the whole ‘wobbly set’ reputation thatDoctor Who had. We had to make them credible and give them menace. Russell T Davies gave me a Dalek toy from Genesis of the Daleks and said ‘this is the basic design. Keep the silhouette and just make it meaner. Bring out the metals and give it credibility.’

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Concept art by Matthew Savage showing the Dalek opening up with elements folding down to reveal the mutant inside.

WhoSFX: Was RTD heavily involved with the art department?

Matthew: We would see Russell at least once a week or once a fortnight in the early days. I don’t now if he had his flat in Cardiff back then, but his involvement started ramping up as we began shooting. As soon as Ed was happy with a design and confident that we could practically achieve it, he would get me to e-mail it off to Russell. As show-runner Russell would oversee anything of that scale. And he would sketch as well. I may even have one of his original sketches of Cassandra that he did early on. I have files of old sketches in the loft and I’ve been meaning to dig them out for you. There may be some stuff that slipped through the net up there.

WhoSFX: Don’t tease me like that! I thought Cassandra was a classic character. Were you involved with her development?

Matthew: Cassandra may have been the second thing I did. Normally creature stuff would go to Millennium FX and I think they provided an on-set skin for Cassandra. But we definitely designed that in the art department; the frame and the brain. The End of the World was our first chance to prove that we could do grand scale sci-fi at BBC Wales, compared to the grounded nature of Rose as an opening episode. Rose was possibly everything I didn’t want to see as a Doctor Who fan, and then I watched it and realised it’s actually everything that it had to be to make it work today.

WhoSFX: Since the show came back, I think many people assume that it has a huge budget compared to the old days. That’s not the case is it?

Matthew: The budget was definitely not as big as people thought. The mentality of having to do more with less is always present in any kind of filmmaking, but more so with Doctor Who. The scope and ambition is so big but it’s still a TV budget. The ideas are feature film ideas. That’s the biggest problem Ed had on Doctor Who. The time and money available was so small. It was big for TV but small compared to anything else.

WhoSFX: Were you involved in the tone meetings?

Matthew: Not from the start. Ed was a mentor to me on and he introduced me to the tone meetings gradually throughout Season One. And then on Series Two and Torchwood I was more involved with the tone meetings and the divvying up of various elements to the relevant departments.

 WhoSFX: Did you work closely with the likes of The Mill and Millennium FX or was it a case of handing over the concept art and moving on the next thing?

Matthew: It depends on the size of the thing we were working on. With something like the first Dalek, which Mike Tucker and his team built, we would produce some designs, get Russell involved and Mike would be involved all the way through. Something like that was a very heavy collaboration. For example, Mike might come back with ideas on what we could use for the eye, which would inform the design. There was always a massive cross-pollination depending on what you were working on. Everyone has limitations placed on them by time and money so you do your best to help them. Ed was always keen to give other departments a helping hand.

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Matthew and fellow concept artist Peter McKinstry on the set of The Girl in the Fireplace

WhoSFX: Did you get to go on set quite a lot in the early days?

Matthew: On Season One we were based at Llandaff studios so we had to drive to Q2 in Newport, but for Series Two we moved down to the studio and we were literally on top of the set. If the sets were being constructed or the crew was on lunch, you could pop down and have a wander through the set. It was the only opportunity to see the sets in all their glory. The sets only exist for a few days before they are struck, taken down and recycled into another spaceship. It’s a massive shame but it’s all down to storage. These sets are so big. It might be different now with the Doctor Who Experience where they can keep some stuff.

WhoSFX: Was it difficult spending all that time crafting something only for it to be dismantled and thrown away?

Matthew: No. Filmmaking in general is so quick. The pay-off is that it is immortalised in some way on film or on TV. You can’t be precious about these things. I’ve worked on props for weeks and weeks that get no screen-time whatsoever. And then you do something really quickly, and it gets a massive close-up even though it’s rather shoddy and not something you’re massively proud of. You have to do the best you can and see what comes out at the other end. It’s worse for Mike Tucker; he ends up blowing his babies to smithereens. He spends months building something beautiful and then he has to stick a pyro underneath it!

WhoSFX: What was your involvement with the redesign of the TARDIS?

Matthew: I was involved. Ed and Dan were quite far down the line with the geometry of the room. I was more involved with detailing things like the roundels and the console. Again, I couldn’t believe what I was working on. On day one I saw the artwork that Dan had produced for the console room and it was such a magical feeling. I felt like a 12 year old again.

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Pencil drawing by Matthew for the redesigned TARDIS console.

WhoSFX: There are some lovely pencil sketches that you did for the TARDIS console room. Did you like to work the old-fashioned way?

Matthew: I don’t think you can beat beginning the design process on paper. It’s more tactile and has a certain quality to it. Film and TV is so heavily computer-based today, that’s just the way you have to work but I always like to take a sketchbook to any job I’m doing.  Doctor Who was my first (and probably my last) job working quite so heavily with pen and paper. I did pencil sketches of the TARDIS and marker sketches of the Daleks. I really miss working that way but it’s just so much quicker to do it in Photoshop now.

WhoSFX: Do you wish you’d had the tools that are available to you now?

Matthew: I think that all the time! I think that on most jobs; if only I could go back. I use lots of 3D software, things like ZBrush and Modo-Photoshop and I would kill to go back and do that job again with the software and the techniques I use now. I think I could do it quicker and better. That may not actually be true because the work back then did have a quality to it because it was old school and analog.

WhoSFX: Do you remember much about The Christmas Invasion?

Matthew: I remember prepping it in the summer. Ed famously brought back a shell after his holiday in Mauritius which he gave to me on my first day back and told me to design the Sycorax ship based on that. If I’m being honest, the Santa robots are not my proudest moment. I think Pete (McKinstry) nailed them the following year when they came back. I think they are a bit too two-dimensional. From memory, the brief was to make them like a kind of 50’s painted tin toy. It was a slightly turbulent time in terms of Christopher Eccleston leaving. It was a bit scary to come back so strong and then face a change so quickly.

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Concept art for the Santa Mask from The Christmas Invasion

WhoSFX: Was the pace quite relentless on Doctor Who?

Matthew: The office hours were quite long. Generally 7.30am until 7pm in the evening as a standard day. As a concept artist you are kind of shielded from the stress. At the end of the day all I had to produce was a drawing. Ed and the art departments actually had to physically bring them to life for the camera teams ready to move into. It is stressful and it can get heated but I enjoyed drawing so much that it was never really a massive stress for me.

WhoSFX: Were you guys feeling more confident moving into Series Two?

Matthew: Yeah, there’s always a bit of swagger coming back. Series One had clearly worked and there was a confidence when we came back. Everyone had worked together for a year and gone through trench warfare to get Series One done. So there’s a shorthand between departments and between construction teams. It’s still hard work but there’s an element of camaraderie when you come back.

WhoSFX: James Hawes says that New Earth nearly broke him. Was that a memorable one to work on?

Matthew: It was nice to bring Cassandra back. We were down on the Gower for the exterior stuff. I worked on The Intensive Care Unit, the bay of pods with the zombies in. It was red originally and it became green, like a Borg ship. The Doctor had to open one of the pods with his sonic. I included a nod to a scene in The Ark in Space when the Doctor used the sonic screwdriver to unscrew a bolt on the floor. When the Doctor opened the pod, I included a disc that resembled the screw in The Ark in Space that would turn with the sonic. That was a real fanboy indulgence! Mark Cordory built the door mechanism. Mark was a big fan too. He’s a really good friend actually. I haven’t seen him for years but I thoroughly enjoyed working with him on the various hand props used in the episodes. Like me he was involved from day one.

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Matthew’s stunning concept art of the Hospital from New Earth

WhoSFX: Were you involved with Tooth and Claw?

This was the point that we were getting so busy that we got Pete (McKinstry) in and I think you’d have to credit Pete with most of the things in the werewolf episode. I think I designed a door that had mistletoe carved into it. I needed to take a holiday and Pete had e-mailed me a few times. You kind of get the measure of someone quite quickly as to whether or not they are a Doctor Who fan. And Pete very clearly was mad for it. I was very keen to get him involved so when I was off for a week or two we got him in. At that point, Ed knew that Torchwood was going to happen so he was beginning to double up on people. In a quiet way he was beginning t make the art department bigger and bigger for Torchwood and later The Sarah Jane Adventures. That was when it got busy and stressful! We were doing three shows instead of one. I’d forgotten all about that. It’s giving me a headache!

WhoSFX: Sarah Jane returned in School Reunion. What was your involvement there?

I did one very early pass at the Krilitanes. That was always going to go to The Mill. I didn’t have an awful lot to do with that episode. Conceptually there wasn’t a lot that needed designing. We were always more busy with the big sci-fi episodes. I remember going on set and obviously I had to see K9 when he was there. That was just the coolest thing. I loved the rust and the broken down treatment they gave him. That was another big moment. I remember seeing the trailer for Series Two at the end of The Christmas Invasion and you just knew that Doctor Who was fully back. That trailer was so joyous with the Cybermen and K9. It was a joyous time.

WhoSFX: You’ve done some amazing work over the years. Is it frustrating that Doctor Who is the thing that is brought up time and time again?

Matthew: The Doctor Who work is the stuff that I get the most kudos from after all these years.  I love that connection. It was my first job and I look back at some of the work and it’s a bit naïve compared to what I do now. But I’ve always loved the show and I’ll always be proud to have any association with it.

Matthew, thank you very much.

We hope to speak to Matthew again about his massive contribution to Doctor Who and Torchwood. You can see more of his stunning work here: 

https://www.instagram.com/doctorsavage/

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Glorious image of Omega by Matthew, ‘just for fun’.