Showing posts with label postproduction. Show all posts
Showing posts with label postproduction. Show all posts

Wednesday, November 20, 2013

Editing film with a deadline


As of now, I have been awake for almost twenty-four straight hours, about ten of which have been spent editing my group's short film, "Cracked". After having been up editing until about 3 or 4AM for the past four days, I've decided tonight was the night when sleep was simply not an option. Tonight's cutoff time was about 5AM. This wasn't due to being kicked out of the library or to my roommate yelling at me to turn off the light. It was due to the fact that most of us working on the film's picture-locked draft tonight reached the point where no good could come out of continuing our work. The last 4 days have been some of the most taxing and fulfilling days of my life, and since I'm running on little to no sleep due to the deadline I've been given to have this film finished by, I figured now is the best time to give you my honest opinion of editing with a deadline.

It's difficult.
Editing is difficult. There's no question about it. It takes a lot of time, patience, and skill. Sometimes, none of these are available. Having approximately four days to edit a seemingly twenty-minute, picture-locked copy so that our sound designer can have ample time to make our project sound as professional as possible, time is simply not of the essence. It's unfortunate, but it's the hand I've been dealt, nonetheless.

Patience is not one of my virtues. That's a fact. If something isn't working the way I want it to, I've been known to begin cursing out my laptop at a reasonable volume right in the middle of the library. The problem with this is the fact that, in order to edit something just right, an editor needs patience so that he doesn't accidentally scare everyone sitting within a fifty-foot radius of him. Very few things ever fit together perfectly with ease in the editing process. It's important to remember that.

Clearly, one needs to have some level of skill in order to be good at his job. Now, I'm not saying that I'm a bad editor. I like to think that I have some level of talent. The fact is, though, I'm still learning new things everyday. Just tonight, actually, I must have learned at least three new editing techniques from my fellow group members that I had no idea were available to me. These three or so new techniques I learned are certainly going to come in handy sometime soon down the road, but I really wish I knew them a few months ago. It just goes to show that an editor is never done learning.

It's stressful.
Four days. Really? Four days to edit an entire twenty-minute short film. That's all I was given. The deadline I was given was set for a very good reason. We need to have the film's audio mastered by someone who truly knows what they're doing, but seriously? In order for a person to provide you with his best work, you better give him the necessary time to do so. The more rushed an editor is, and the less sleep he has, the more difficulty he's going to have in turning in a quality project.

The most stressful part about the whole thing is that, despite the little time film editors are often given, the entire project still comes down to you. It's basically like the last five seconds of a basketball game. Your team as retrieved the ball. They've gotten it down the court. They've set you up with a perfect shot. It's now up to you. You can either score the game-winning point, or you can miss the shot and your team's effort was all for nothing. An editor can either be the hero or the complete screw-up on a film crew.

It's bullshit.
No matter how well the preproduction and production of a film go, the editors always seem to get screwed over. You'd think the editor would be given as much time as they needed to make the final product their best possible work, but no. Editors always seem to have the shortest deadline out of anyone on the entire production crew.

Sure, being the editor has its perks. The most evident one is the fact that I had to do little to no work up to this point in the project process. What could I do? There was nothing for me to edit. Another major advantage would have been--if we hadn't needed someone to work audio for our first two shoots--that I wouldn't have been required to go to the actual shoots. That could have easily been more time to relax or to edit what we had already shot (which I was luckily given for our group's final shoot on Sunday).

Despite how fair it really is that I have to run off little to no sleep for a mere four days, instead of having work the entire semester, I still attempt to put the idea in my head that the whole thing is bullshit. Don't ask me why. I'm just tired.

It's totally worth it.
At the end of the day, and at the end of the whole process, editing is truly one of the most rewarding positions in the entire crew, especially with such a short deadline. To be able to look back and say, "Wow. I did all that in four days?", is all the reward I need. To have the privilege to be able to see the entire progress from a script, to a shoot, to a cluster of files, to a beautiful film is an absolutely indescribable feeling. The editor is the final puzzle piece to a film, and it's an honor to be that final piece.

Friday, November 9, 2012

Final Project

I think everyone is going to enjoy completing their final project mainly because of the freedom involved with it. We can choose our own topic (more or less) and there is a lot of independence from pre prod to post prod. One thing that will be good for everyone is having set position so that everyone knows their responsibilities and what each of us need to do. People can help out with other departments but for the most part, camera will stick to camera, sound will stick to sound, and so on and so forth. That lets everyone focus more on their part of the project as opposed to wearing multiple hats and trying to help write while you make a shot list or plan out locations, etc. That may make it stressful for a person to coordinate a lot, but it will definitely make the project better in the end.

We all came here to learn how to make films and doing a final project like this, culminates everything we have learned thus far. We can all learn from each other as well. Of course there will always be more experienced people and less experienced people on set. But that works in everyones favor to teach and learn and help each other out to make something we can all be proud of at the end of the semester.

Tuesday, August 30, 2011

How To Do It


Welcome everyone!. The following project structure is intended to provide you with a methodology to be both specific and help you track the progress and meet your milestones. Since individual projects vary widely some points might not apply. However, you can use it as a roadmap to define/clarify your deliverables and go back to it frequently and methodically.

It has four distinct phases:

DISCOVERY

This phase helps you understand the big picture and the opportunity to achieve the main goals of your project; to take an idea from conception to completion in the most effective manner.

Brainstorming, sketch models, scenarios, analysis and feasibility assessments.

Define the requirements, scope, timeline, budget (your time and resources) and benchmarks for the project.

Requirements of Analysis:

  • Prioritize and validate requirements based on quality(1) and strategic factors
  • Determine success criteria and metrics
  • Define a preliminary list of production requirements.


Synthesis:

  • Produce a final script with the discovery result.
  • Develop a high-level implementation plan. (storyboard)
  • Present a timeline and a budget estimate.

DESIGN

During this phase, create the look and feel of the solution (style). Develop the story requirements, the creative components, the technical design and infrastructure that supports the project.

Creative Design:

  • Storyline and character creation
  • Script
  • Storyboard
  • Art Direction
  • Audio Design
  • Production Design

Technical Design:

  • Equipment requirements
  • Set/backgrounds/location/plates
  • Lighting diagrams
  • Special efx design
  • Models, costumes and makeup

PRE-PRODUCTION

Develop and integrate all the creative, technical and information components.

Creative Production:

  • Location Scouting
  • Casting
  • Rehearsals
  • Graphics, 3D video/audio production needs
  • Technical integration

Technical Production:

  • Set design
  • Lighting
  • Cinematography
  • Sound
  • System testing
  • Problem resolution

DEPLOYMENT

Demonstrate the solution after all final specifications and testing results.


Live environment:

  • Projection
  • Audience Test performance and feedback
  • Implement promotion/communication strategies



Showtime!

That's all folks!

1-Quality: the true nature of things, the peculiar and essential character


All Illustrations custom made by Rich Powell