Category Archives: Features

In-depth articles written specifically for this blog.

What Material Chooseth You?

Often, choosing the material for your prop can be the most difficult part of the process; it will in fact determine the process. Choosing the wrong material can lead to added expense, additional labor and a whole lot of headaches. It can even result in a prop that does not look or perform as it should, with the only way to fix it being to rebuild it from scratch.
How do you know which materials to build your prop out of?

Getting the Shape you Want

Last year, I presented a paper called Devising a Mental Process for Approaching a Prop. In it, I theorized about a method to discover which properties a prop required in order to better determine how to construct it. In this article, I will delve into how to get the shape you need.

When thinking about the construction of a prop, you can consider two things: the shape and the surface treatment. These are not mutually exclusive. Certain materials influence certain surface treatments, through physical or even chemical reactions, or through varying levels of translucency which reveal some of the material beneath. For now, let us focus solely on the shape.

Making a three-dimensional object can be done in a number of ways. You can add material together to create your shape. You can subtract material to reveal your shape. You can also bend (or twist or stretch or somehow manipulate) your material into a new shape. Carpentry can be considered an additive process. You glue or nail or screw pieces of wood together to create a piece of furniture. Carving comes to mind when you think of a subtractive process. You remove smaller pieces from a larger chunk of foam or another material until it becomes the shape you want. Many processes are actually a combination of these two processes. Returning to our carpentry example, before you can add your various pieces together, you need to subtract material from the individual pieces to make them the correct width and length and give them the grooves and tenons and dovetails necessary for joinery.

A third process is what I call manipulation, where you take a material and reshape it. The traditional way to do this in the theatre prop world is with papier-mâché. The flat sheets of newspaper are soaked in a glue and water mixture and draped over a form. When it dries, it retains its new shape rather than return to a flat sheet. The same is true of other materials and processes, such as buckram, fiberglass, carbon fiber, Wonderflex and Varaform. Vacuforming can also be placed in this category. The bending, stretching, twisting and hammering of metal into new shapes would be considered manipulation as well. Again, some materials lend themselves to more than one category. If you are making a shape with plastiline clay, you can build the shape up by adding material, you can subtract material by carving away, or you can manipulate it by squishing or stretching or rolling it around.

A fourth way to create shapes is through the hardening of liquids (or semi-liquids or pastes) into a solid. This can be through drying, such as joint compound, Sculpt or Coat, or clay et al; through a chemical reaction, such as resin or other mold-making and casting compounds; or by heating and cooling, such as metal, wax or Friendly plastic.

The prop-maker can use these four meta-techniques to replicate nearly anything. Besides choosing the technique, one must choose the material. There are several categories of raw materials one can choose from. Wood (lumber, plywood, MDF, chip-board), metal (steel, aluminum, brass, tin), plastic (styrene, PVC, ABS, acrylic, Plexiglas, Stryrofoam, beaded foam), textiles (fabric, buckram, carbon fiber), ceramic (clay, plastiline). There are of course, several other categories and far too many materials to name, but you’ll find yourself returning to many of the same ones for prop-making. As I mentioned above, many materials can be shaped by more than one of the four categories I’ve described.

In addition to raw materials, you can use any number of found objects and parts. Model-makers use the term “kit-bashing”, which means taking pieces from commercially-available models, such as the tires from a car or the fuel yank from a jet, to use in a scratch-built model as a way to save time in creating complex shapes. For the prop-maker, the world is their kit to bash.

This is not meant to be an exhaustive list, nor is it meant to be a series to be memorized. As I hinted above, the boundaries between the meta-techniques become nebulous when you get into specifics. Rather, it is intended as a guide to consider when you are figuring out what materials and techniques to build your prop out of. For example, building a table with a straight and flat top and straight legs is far easier to make by adding together straight and flat pieces of wood. Making a hard shell, like armor, is easier by bending a sheet of a material like Wonderflex, which can hold its new shape when cooled.

Prop Master vs. Props Director

What is the difference between a property master and a properties director? There is some contention in the props world and theatre world at large as to the correct name to call the head of props. Some feel “props master” is a traditional term that will soon be phased out. I posit that the two terms are actually distinct and can be used to more accurately describe the different roles and jobs available in the props world.

A properties director is in charge of a props shop and oversees the artisans, shoppers, and other employees. A prop master is in charge of providing props for a show.

I’ve written before about my theory as to why we use the term “prop master”. The term prop master seems to have gradually replaced the more-dated term “property man“. The earliest known occurrence of the term “property man” was in 1749, while the term “property master” was seen as early as 1831. Interestingly though, the term “property man” has persisted all the way through the 1970s (and beyond), though in later years it was used more to describe one who worked in the props department, rather than as the head of one.

The default name for the head of props is “prop master”. “Properties Director” is a much newer term, designed to describe the head of a discrete department on par with electrics, sound, or scenery. While the momentum of tradition still causes some properties directors to be referred to as prop masters, a prop master is not necessarily a properties director. A properties director may be the props master for all the shows in a season. But in a company that does a multitude of work in a number of spaces, the properties director may hire additional props masters for some of the shows.

As an example, here at the Public Theater, Jay Duckworth is the head of the properties department. He is what some would consider the “properties director” (though due to tradition, his official job title remains “property master”). As part of his job, he is the prop master on the mainstage shows. We have a series of productions called the PublicLAB, which are smaller-budgeted, but still fully-produced, new plays that are not part of the mainstage season. We hire an additional person for each of these shows to be the prop master. This person does not become head of the department, nor does Jay cease to be in charge. Thus you can see why the distinction is important; in the Public Theatre prop department, Jay is the properties director even when he is not the prop master on the current show, and additional prop masters can be hired without altering the hierarchy of the department.

The duties of a props director are best described in “The Properties Directors Handbook” by Sandra Strawn, which I’ve linked to on the side of this website since the beginning. One of the better guides to being a prop master can be found in The Prop Master: A Guidebook for Successful Theatrical Prop Management by Amy Mussman. You will notice that there is a large amount of overlap in these two guides. Indeed, the prop master for a large Broadway show will have more employees and managerial duties than the properties director at a small regional theatre. The distinction is not meant to be a hierarchical one (ie, to imply that being a properties director is a step up in the career ladder). Rather, the distinction is neccesary to clarify the job duties of whomever is hired.

It’s like the difference between a claw hammer and a ball peen hammer. Neither is better than the other, and in most cases they can accomplish the same task. However, for the tasks which each was specifically designed, you will find subtle differences that make them perform better than the other.

As a final note, I don’t really care for the term “properties manager”. In some cases, especially academia, giving someone the title of “director” automatically places them in a different salary range. It’s a totally arbitrary bureaucratic reason. Regardless, the term “property manager” is more commonly used in real estate, and so it is confusing to use a similar term, especially when a more distinct one already exists. Second, when an organization lists a job posting for a “property manager”, you have no idea what the position actually is. Usually, the job they are describing is more akin to a props run crew supervisor (a distinct job in its own right) rather than a prop master or properties director.

It is vital that the correct job titles be more consistently used in order for people with the correct skills and career goals to find these jobs (and vice versa).

On Making Things

One of the first objects I can recall making out of wood was a letter “E” that you hang on the wall. I was about 11 or 12, and it was one of my projects in junior high shop class. I traced the shape onto a piece of pine, and cut it out on the bandsaw. My shop teacher remarked on how neatly and precisely I followed the pencil line on the saw. I should have known than that carpentry would be an integral part of my vocation. I nailed a hanging bracket on the back so it could be placed on a wall, and finished it off by coating the whole thing in epoxy (with some assistance from the teacher).

I distinctly remember the feeling of pride and astonishment I felt after the “E” was finished. Here was an item you can buy in a store, but I had made it. It was like I had unlocked a small part of the great mystery of where objects come from.

That feeling followed me as I learned new techniques and worked with new materials. Every time I was introduced to a new tool in carpentry, it was as though I was delving deeper into the mysteries of furniture. It was as if I could look at a table or chair and it would wink back at me as if to say, “you know how I was made”. When I began to learn how to work with metal and weld, it was as if a whole floodgate of knowledge was opened to me as well. Objects fell apart before my eyes into their component parts and the techniques it took to put them together.

Every new skill or technique I pick up adds to my arsenal of making things. Every project is an opportunity to apply or try out a myriad of processes and materials. Making things isn’t just a way to create objects with custom properties and parameters; it’s a way for me to be in control of objects, rather than objects being in control of me.

Categories of Props

Props can be divided into several categories, which may make the realm of props less overwhelming. Because of the diversity of traditions and practices in the hundreds of theaters that put on shows, a props person may not be responsible for some of these categories. This is also not meant to be an exhaustive list of all the duties of a props person, rather it is a list of all the kinds of props (For example, in union houses and many other theatres, the props department is responsible for sweeping the stage. I haven’t added that to this list).

The props in the different categories come from different places. Many of the hand props come from the text, or are requested by the stage manager or director during rehearsals. The set designer is usually asking for the set props, trim and set dressing. Often, actors themselves will ask for certain props, particularly personal props. Let’s look at some of these categories:

Hand – Hand props are any props manipulated by one or more actors on stage. A book, a gun, and a wine glass are all hand props. Hand props can be consumable or perishable prop, which means they need to be replaced every night, such as food which is eaten or a letter which is torn up. We can also look at costume (or personal, or “propstume“) props like purses or belts as a subcategory. These require special consideration with the costume department to determine who is responsible for both providing and paying for them. manual/special effect, practical

Set – Set props include all the furniture on stage, and any other “objects” which are a part of the set. It also includes furniture-like objects, such as rocks which are sat on. The lines between “set” and “props” are the most blurry in this category, as some sets have “built-in” furniture, and more abstract or metaphorical sets have less reference points for determining what is “prop or not”.

Trim – Trim props hang on the walls, like curtains, blinds, or pictures.

Set dressing – The set dressing is the items and objects on the stage which the actor doesn’t handle. The easiest way to think of this is in an apartment set. The floor, walls, doors and windows are the set. The furniture is the set props. All the knick-knacks on the dresser, books on the shelves, and plates in the sink are the set dressing. If an actor picks a set dressing item up, it becomes a hand prop and is treated differently. The set dressing can include practicals, which are electrical props (like lamps, chandeliers, and wall sconces) that actually work. Also included here are rugs, carpets, and other floor coverings. Set dressing is used more to flesh out the characters and setting rather than push the narrative forward. While it is up to the set designer to describe and lay out what the set dressing is, it is often left to the props master to choose and arrange the individual items. Set dressing is an art and a craft of its own, and in some cases (especially in film) can be a person’s exclusive job on a production.

Personal – A personal prop is a prop an actor carries to develop their character. Sometimes these are called for in the script, but often it is the actor who is requesting it. A pipe, a cane, or a fan can are examples. Some actors are notorious for picking a prop or two at the very first rehearsal to play with.

Greens – Whether real or artificial, the props department is oft responsible for plants, leaves, bushes and flowers. Obviously, if the set calls for a life-sized tree to fill the stage, the props department can defer to the scenic department for its construction.

Manual special effects – Bursts of smoke, remote-controlled rats, artificial fires in fireplaces, or any other manual special effect is generally the responsibility of the props department, though depending on the scope or means of achieving said effect, there may certainly be overlap with any number of other departments. Breakaway props may also fall in this category.

Manual sound effects – Though increasingly rare in these days of recorded audio, if a sound effect is generated off-stage by an actor or crew member, the props department is responsible for the apparatus that creates that noise. Older props shops still have the various crash-boxes, thunder sheets, and wind machines that fall under this category. You can see pictures of some of the machines that created stage sounds in one of my previous posts.