Have
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And many are finding their way onto eBay right now.
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September
19
The
Roger Sweet Q&A has come to a close,
and Mr. Sweet has responded to as many fan questions as he
could. Find out what one of the creators behind Masters
of the Universe has to say.
And pack a lunch, fans! This Q&A is a long
one!
And you can read even more in Roger Sweet's Mastering the
Universe book, which
you can click here to order.
In
regard to
the following
questions,
it is a
good idea
for me,
Roger Sweet,
to first
explain
my role
relative
to He-Man
and the
Masters
Of The Universe.
I
originated
and named
He-Man.
Also, I
originated
the general
concept
of He-Man,
which later
was re-named
the Masters
Of The Universe.
This concept
was presented
and embodied
as the three
prototype
He-Man figures
of the He-Man
Trio at
a Mattel
Product
Conference
in late
1980.
Of
the Trio,
one figure
was a past
time, ancient
barbarian,
low tech.
One figure
was current
military-enhanced,
medium tech.
And, one
figure was
futuristic
space military-enhanced,
high tech.
These three
figures
were super-muscular,
super-well
defined
and broad,
tanned,
in an action
pose with
a battle
action facial
expression.
They represented
combining
all themes,
all time
periods
and all
degrees
of technology
into one
dynamite
male action
line.
After
presenting
the He-Man
concept
Mattel upper
management
and Marketing
decided
to pursue
it for further
development.
I then worked
with Mattel
Visual Design
and Marketing
to establish
the general
direction
of 1982
first year’s
characters.
The final
names and
appearances
of those
figures,
with the
help of
Marketing,
were finalized
by Mattel
Visual Design.
I and members
of my Preliminary
Design group
worked with
Visual Design
to co-originate
the prototype
of Castle
Grayskull.
Its final
layout and
appearance
changed
little from
the prototype.
Visual Design
originated
and designed
the two
1982 first
year vehicles,
the Battle
Ram and
the Wind
Raider.
The Battle
Cat was
a concept
that I originated,
using the
Big Jim
tiger re-vamped.
But, its
styling
was done
by Visual
Design.
I
then was
put in charge
at Mattel
of managing
the creation
of the Masters
product
for Mattel
for the
1983 through
1987 lines.
This meant
that I and
my Preliminary
Design group
did the
preliminary
design.
That is,
my group
originated
each product’s
concept
at Mattel.
It was given
a name.
Then it
did a works-like
model and
full color
illustration.
And, my
group had
a preliminary
costing
done for
the product
by Mattel’s
Costing
department.
After my
group performed
these functions,
and management
bought into
the concept,
then the
Visual Design
group and
Engineering
did a “takeover”
of the product
if they
agreed with
what Preliminary
Design had
done. Next,
Engineering
engineered
the product
for production.
And, Visual
Design worked
with Engineering
to arrive
at the final
styling
appearance
of the product.
Throughout
all of these
Preliminary
and Visual
Design processes
Mattel Marketing
oversaw
the direction
of the product.
Once the
line got
going, though,
Marketing
received
outside
submissions
from outside
inventors.
Some of
these outside
submissions
could be
given directly
to Engineering
and Visual
Design for
development,
by-passing
my Preliminary
Design group.
Also,
after Filmation
began their
cartoon
series of
Masters
Of The Universe,
they originated
many characters
and other
product,
such as
Orko and
Gwildor,
completely
independent
of my Mattel
Preliminary
Design group.
Regarding
the Filmation
Masters
cartoon
series,
I only watched
15 minutes
of one episode.
The show
was on at
4:00 PM
in the afternoon,
while I
was at work
at Mattel.
Also, the
Masters
line was
being delineated
in small
comics which
were sold
with Masters
product,
and large
comic books
that were
sold wherever
that type
of publication
was marketed.
I had no
pre-production
knowledge
of or coordination
with these
publications.
I only saw
them after
they reached
the market.
And, being
extremely
busy, I
did not
keep track
of them.
The
reason is
that during
that time
I was at
work at
Mattel,
and was
working
a lot of
overtime
developing
specific
products.
Further,
my group
was busy
creating
the product
that would
be later
on the market,
in the Masters
cartoon
and in those
publications.
Concerning
the Masters
Of The Universe
movie starring
Dolph Lundren,
the Masters
characters
in it had
already
been created
at Mattel
or at Filmation.
Therefore,
relative
to the following,
if I appear
to not know
about some
concept
being invented
for the
1983 through
1987 lines,
the above
information
gives the
reasons
why.
One
other point:
The He-Man
name and
concept
that was
later renamed
the Masters
concept
was planned
from its
inception
to be very
generic
and open-ended
as illustrated
in the prototype
He-Man Trio.
The concept
and its
products,
as also
stated elsewhere,
could go
practically
anywhere
and be practically
anything.
They represented
an “Eternia”
even before
the name
had been
coined.
This extremely
important
factor allowed,
enabled
and encouraged
the line
to expand
as it did,
like the
wild Blackberry
bushes encroaching
on my back
yard, into
all types
of scenarios,
themes,
environments,
appearances,
characters,
vehicles,
animals
and accessories.
I
managed
a Preliminary
Design group
at Mattel
for five
years for
the 1983
through
1987 Masters
lines. At
one time
or another
I had 18
designers
and model
makers working
with me.
There was
also a Visual
Design group
and an Engineering
group, or
department,
among many
other departments,
each with
a different
function.
The function
of the Preliminary
Design group
was to originate
the SEED
IDEA of
product
concept,
develop
it far enough
to construct
a works-like
model if
necessary,
do a styled
illustration
which was
usually
19”
X 24”
in full
color, get
a preliminary
cost and
give the
product
a preliminary
name.
After those
functions
by Preliminary
Design were
performed
regarding
a product,
then if
Engineering
and Visual
Design agreed
that there
was enough
of the “right
stuff”
to develop,
Engineering
did a “takeover”
of the concept.
After that
point, those
two departments
worked together
to finalize
the styling,
engineering
and design
of the product
for production.
At that
stage, usually
Preliminary
Design was
out of that
loop, no
longer contributing
input.
Once
in a great
while the
overall
configuration
of the product
changed
radically
from the
prelim version.
This occurred,
for example,
with the
Blaster
Hawk. But,
very often
only the
appearance
changed
radically.
Also, additional
features
might be
added from
the prelim
version.
Add to this
information
the fact
that very
often the
following
would happen:
I would
get the
Seed Idea
for a product.
Ideas could
come from
anywhere
by any means.
There
was a myriad
of ways
that I and
others got
them. Listing
all of the
ways ideas
are originated
gets into
the entire
mechanics
of creativity,
which can
easily fill
a book of
its own.
A Seed Idea
could occur
to me at
any time
or anywhere,
day or night.
As with
all Seed
Ideas that
I got, I
would normally
list a descriptive
name for
it on a
sheet of
paper. Once
I named
that concept,
I could
almost always
remember
exactly
what the
concept
was. However,
if necessary
to remember
the Seed
Idea, I
would also
do a quick,
extremely
rough thumbnail
sketch of
it to accompany
the name.
I originated
and right
now have
thousands
of these
Seed Ideas
for all
the Mattel
and other
toy company
categories
as well
as a huge
number in
other product
areas outside
the toy
industry.
I never
fail to
write a
Seed Idea
down no
matter where
I am.
I would
then often
take that
idea to
one of my
group’s
designers,
like Ed
Watts or
Ted Mayer,
and verbally
describe
to him the
Seed Idea
and roughly
how I envisioned
it. If necessary,
I would
do a very
fast thumbnail
sketch of
it with
a ballpoint
pen, maybe
only 2 or
3 inches
in size
on a sheet
of paper.
This might
take a minute
or two.
But, I made
sure that
the designer
understood
what the
concept
was. Then,
I would
ask the
designer
to work
out the
details
and do a
rendering
of that
concept.
I developed
and rendered
many of
my own Seed
Ideas. But,
my group’s
designers
also ended
up drawing
many of
my Seed
Ideas and
many of
their own.
Then, we
would present
all of these
illustrations
to Marketing.
They would
select the
ones they
liked for
further
development
to presentation
to upper
management
in a product
conference.
And later,
if accepted,
a concept
was taken
over by
Engineering.
The
foregoing
is the way
things normally
worked.
However,
in some
cases one
group, such
as Charles
McHose’s
group, would
handle both
the preliminary
and visual
design of
a product
concept.
This happened,
for instance,
with the
BraveStarr
line. However,
there is
another
factor to
be considered,
and that
is where
the Seed
Idea for
a product
was originated.
Usually,
only one,
or at the
most, two
people would
originate
the Seed
Idea of
a concept.
Very seldom
were there
three of
more people
involved.
Perhaps
90 % of
the time
it was one
person.
By
the Seed
Idea I mean
the following:
Let’s
take an
extremely
pertinent
example
–
the original
He-Man figure.
The Seed
Idea of
that concept
was a super-muscular,
super-well-defined,
super physically
powerful
heroic male
human with
about a
2-to-1 body
proportion
in a battle
action pose
named He-Man.
(All heroic
male action,
comic figures
and real
human males
until then
had a 3-to-1
body proportion.)
Even the
battle-action
waist is
slightly
secondary
in importance
to that
Seed Idea
He-Man figure.
And, all
other factors
were secondary,
even the
theme, the
height or
scale, and
the décor
of the figure.
From this
example
you may
have discovered
that there
are actually
two types
of Seed
Ideas for
a product
line. There
is the Seed
Idea required
for each
product
in a line.
But then,
senior to
this there
is the KEY
SEED IDEA
upon which
the entire
product
line depends
and is based,
and from
which the
entire line
grows.
The
He-Man figure
was the
Key Seed
Idea from
which all
of the He-Man/Masters
line grew.
Without
the He-Man
figure,
there would
have been
no He-Man/Masters
Of The Universe
line. And,
all of the
necessary
key elements
had to be
present
in that
Key Seed
Idea. To
illustrate,
if Skeletor
had been
presented
instead
of He-Man
as the Key
Seed Idea
concept
figure with
an average
athletic
physique
and a barbarian
theme for
an evil
Skeletor
line –
Nein!
Let’s
take another
less important
example
–
the Fright
Zone. The
Seed Idea
concept
of this
playset
was the
large-mouthed
monster
hand puppet
that could
come out
of a cave
to attack
any poor,
unfortunate
Masters
figure.
Juicy! All
other features
and details
of that
set, such
as the jail,
were secondary.
Without
that Seed
Idea feature,
the set
would never
have happened.
Also, worth
noting,
hand puppets
had been
done a million
times and
had a lot
of play
value. But,
they had
never been
done the
way the
hand puppet
was done
relative
to the Fright
Zone. A
brand new
twist on
a tried-and-true
old idea!
On the Fright
Zone, here
is how it
went. I
got the
Seed Idea.
I then explained
it to Ed
Watts, a
member of
my prelim
group, who
developed
it and did
a sensational
full color
19”
X 24”
rendering
of it.
In
the product
conference
presentation,
to illustrate
how the
idea worked,
and to save
time, we
might just
show a very
rough hand-sewn
cloth hand
puppet monster
with a large
opening
mouth and
hand-drawn
teeth which
could come
out of a
hole in
a piece
of cardboard.
Just enough
to get the
idea across
and sell
it. Time
was of the
essence.
Upper management
bought the
idea. It
was taken
over. Then,
Visual Design
and Engineering
somewhat
changed
the styling
and configuration
in the production
version.
One point
of explaining
all of this
is that
a single
product
concept
passed through
many hands
and got
strong multiple
inputs along
the way
to production
from people
in several
Mattel departments.
Therefore,
if you ask
me, did
I do the
entire design
of a particular
product,
the answer,
of course,
is no. And,
the same
answer would
apply to
any other
designer
in my Preliminary
Design group
or in the
Visual Design
group, as
well.
Originating
Key Seed
Ideas and
Seed Ideas
of product
concepts
was my strongest
contribution
to the He-Man/Masters
and other
lines at
Mattel.
But, I was
very versatile
and excellent
at developing
any concept
all of the
way through
from seed
to production.
And, I did
a lot of
that as
well. Also,
coupled
with that,
my group
and I were
extremely
efficient,
well-organized
and productive
within the
set of factors
with which
we dealt.
Before I
got into
toy design
at Mattel
I had spent
thirteen
years doing
general
consumer
product
and graphics
design in
other entirely
different
industries.
And, during
that time
I worked
five years
doing straight
design and
operations
engineering.
Therefore,
I had a
lot of varied
experience
to bring
to Mattel.
Then, at
Mattel,
before created
and managed
the Masters
line, I
had spent
seven years
in the old
Preliminary
Design department
of 60 people
under VP
Denis Bosley.
So, when
you ask
what my
contribution
was to Masters
and Mattel,
the above
gives a
partial
answer.
Now
on to the
questions!
1.
How were
the 3 prototype
figures
you displayed
(at the
1st meeting
to present
MOTU) constructed?
eg: What
were they
made out
of, what
parts came
from Big
Jim, what
colors were
they, what
weapons
did they
have, etc.
The
three prototype
figures
of He-Man
I first
presented
and displayed
at the 3rd
Mattel product
conference
of 1980
were constructed
of hard
plaster