Βι¶ΉΤΌΕΔ

Press Office

Wednesday 29 Oct 2014

Press Packs

Mission: 2110 – the making of...

Filming an ambitious children's game show, set in the next century in a post-apocalyptic landscape, is difficult enough. But doing it with 2.75-metre robots aboard an empty container ship in the middle of a loch is nigh on impossible.

Series producer Nick Hopkin explains the mighty mission to get Mission: 2110 on air.

"The inspiration for the series came from combining two ideas," explains Nick. "I was working in the development team in CΒι¶ΉΤΌΕΔ and we were tinkering with a whole host of ideas around robots and monsters. Meanwhile, Βι¶ΉΤΌΕΔ Scotland's Claire Gillies had come up with the idea of a post apocalyptic game show idea.

"It seemed a good idea to combine both ideas and after a few more months and lots more research we ended up with the format for Mission: 2110."

So what are the influences for this highly ambitious series?

"Doctor Who and Torchwood were a big influence and were the reason why we hired the exceptional writing talents of Phil Ford to provide our back story," says Nick. "And previously successful adventure game shows like Raven were also useful points of reference as well as shows like The Adventure Game and Crystal Maze."

With the idea for the series set out on paper, the team first needed to translate the proposal into reality and Nick and his team needed to find someone to create the massive machines.

A number of companies were invited to pitch for the Roboidz build and design and Millennium FX proved to be the clear winners.

Nick continues: "They set about creating upward of 20 sketch designs for what the Roboidz and Shades could look like. Then after we added our thoughts and tweaks on textures, colour and design features the team at Millennium FX, headed up by Neill Gorton, set about constructing the 2.75-metre suits."

With the suits weighing in at a whopping 63-70 kilogrammes, Nick needed to find some hardy performers to play the Roboidz and took to the streets for inspiration.

He comments: "We needed three experienced "skin" performers to help bring the Roboidz to life. Gareth Jones, Rich Garraghty and Noel Byrne were the obvious choice – they are street performers by profession who had the right attitude and stamina for the gruelling job!"

Mission: 2110 features a host of highly original challenges and games. Who came up with the ideas?

"We spent many weeks creating and designing the games. However the true geniuses behind the designs and construction were our two production designers Laura Donnelly and Jason Orr.

"The Vaporiser (a 12-metre, 49-step triangular 'vortex') was inspired and provides a perfect climatic game to the show."

As the pieces for the show started to fall into place the search began to find someone to play Caleb. The team needed a strong quirky lead character to maintain the programme's pace.

"I first spotted Stuart at a comedy festival event in Edinburgh in 2008. Once the show had been commissioned I contacted Stuart and invited him along to auditions. He stood out from the crowd and although this is his first foray into TV acting and presenting he proved to be a perfect choice," says Nick.

"He has charm, wit, an engaging personality and above all totally immersed himself into the role of Caleb. And it doesn't hurt that he's one of the most enthusiastic sci-fi geeks we know and loved getting involved in all aspects of the production!"

Finally, the team needed to find a suitable industrial backdrop to film the series in. After several false starts the location manager found some empty container ships on Loch Striven which proved to be an inspired choice.

"The container ships provided a magical backdrop to the post-apocalyptic future we were trying to create and provided a range of amazing locations to film from the bridge, deck, engine room and cargo holds," explains Nick.

"Although we encountered many logistical problems which included having to cut holes in the upper deck to enable props, robot costumes, equipment and games to be lowered into place every day, and building the sets and games in situ, once we were in place, the textures, unique colours and immense scale of the spaces really helped bring our fantasy sci-fi world alive!"

To top

Press releases by date:

Press release by:

RSS feeds:

Related Βι¶ΉΤΌΕΔ links

Related web links

Βι¶ΉΤΌΕΔ iD

Βι¶ΉΤΌΕΔ navigation

Βι¶ΉΤΌΕΔ Β© 2014 The Βι¶ΉΤΌΕΔ is not responsible for the content of external sites. Read more.

This page is best viewed in an up-to-date web browser with style sheets (CSS) enabled. While you will be able to view the content of this page in your current browser, you will not be able to get the full visual experience. Please consider upgrading your browser software or enabling style sheets (CSS) if you are able to do so.