Last week I discussed the technical and creative decisions that went into the camerawork of The Knowledge, a fake game show for an art installation conceived by Ian Wolter and directed by Jonnie Howard. This week I’ll break down the choices and challenges involved in lighting the film.
The eighties quiz shows which I looked at during prep were all lit with the dullest, flattest light imaginable. It was only when I moved forward to the nineties shows which Jonnie and I grew up on, like Blockbusters and The Generation Game, that I started to see some creativity in the lighting design: strip-lights and glowing panels in the sets, spotlights and gobos on the backgrounds, and moodier lighting states for quick-fire rounds.
Jonnie and I both wanted TheKnowledge‘s lightingto be closer to this nineties look. He was keen to give each team a glowing taxi sign on their desks, which would be the only source of illumination on the contestants at certain moments. Designer Amanda Stekly and I came up with plans for additional practicals – ultimately LED string-lights – that would follow the map-like lines in the set’s back walls.
Once the set design had been finalised, I did my own dodgy pencil sketch and Photoshopped it to create two different lighting previsualisations for Jonnie.
He felt that these were a little too sophisticated, so after some discussion I produced a revised previz…
…and a secondary version showing a lighting state with one team in shadow.
These were approved, so now it was a case of turning those images into reality.
We were shooting on a soundstage, but for budget reasons we opted not to use the lighting grid. I must admit that this worried me for a little while. The key-light needed to come from the front, contrary to normal principles of good cinematography, but very much in keeping with how TV game shows are lit. I was concerned that the light stands and the cameras would get in each others’ way, but my gaffer Ben Millar assured me it could be done, and of course he was right.
Ben ordered several five-section Strato Safe stands (or Fuck-offs as they’re charmingly known). These were so high that, even when placed far enough back to leave room for the cameras, we could get the 45° key angle which we needed in order to avoid seeing the contestants’ shadows on the back walls. (A steep key like this is sometimes known as a butterfly key, for the shape of the shadow which the subject’s nose casts on their upper lip.) Using the barn doors, and double nets on friction arms in front of the lamp-heads, Ben feathered the key-light to hit as little as possible of the back walls and the fronts of the desks. As well as giving the light some shape, this prevented the practical LEDs from getting washed out.
Once those key-lights were established (a 5K fresnel for each team), we set a 2K backlight for each team as well. These were immediately behind the set, their stands wrapped in duvetyne, and the necks well and truly broken to give a very toppy backlight. A third 2K was placed between the staggered central panels of the set, spilling a streak of light out through the gap from which host Robert Jezek would emerge.
A trio of Source Fours with 15-30mm zoom lenses were used for targeted illumination of certain areas. One was aimed at The Knowledge sign, its cutters adjusted to form a rectangle of light around it. Another was focused on the oval map on the floor, which would come into play during the latter part of the show. The last Source Four was used as a follow-spot on Robert. We had to dim it considerably to keep the exposure in range, which conveniently made him look like he had a fake tan! Ben hooked everything, in fact, up to a dimmer board, so that various lighting cues could be accomplished in camera.
The bulk of the film was recorded in a single day, following a day’s set assembly and a day of pre-rigging. A skeleton crew returned the next day to shoot pick-ups and promos, a couple of which you can see on Vimeo here.
I’ll leave you with some frame grabs from the finished film. Find out more about Ian Wolter’s work at ianwolter.com.
One of the things which I believe separates a good director of photography from a bad one is preparation. On a big production you may have weeks of paid, full-time prep, but on a micro-budget movie you may be lucky to have a single meeting before the shoot. In the latter case you’ll have to use your initiative, put in the time for free, and use Skype a lot, but either way the quality of the prep can make or break the production.
Here are ten things a DP should do to set themselves up for success before the camera rolls. This is not intended to be an exhaustive list, rather it’s a run-down of the things which I have found to bear most fruit later on in the production.
1. Get inside the director’s head.
Some directors will come to you with a beautiful set of storyboards, concept art and reference images, but many won’t. Many will simply have an idea in their head of how they want it to look, and it’s your job to find out what that vision is. Often this will happen before full-time prep begins. It will consist of watching movies together, pouring over books of photos, sharing Pinterest boards or Dropboxes full of images, all the while discussing what they do and don’t like. The aim is to get such a clear idea of their vision that when you set up a shot you’ll deliver the mood they’re looking for first time.
2. Work with the art department.
The next person to get in sync with is the production designer. This is an incredibly important and symbiotic relationship; you have the power to completely destroy each others’ work, or to make each other look like geniuses! Two things you should talk about early on with the designer are the colour palette of the film (and any palettes specific to certain locations, plot threads or characters) and the aspect ratio: does the shape of the sets being designed fit the shape of the frame you’re planning to compose? Next you’ll want to discuss each set and the position of windows and practicals within it, to ensure that you’ll be able to get the lighting angles you need. For their part, the designer will want to quiz you on where the key camera positions will be, and the rough lens lengths you’ll be using, so they know where to put in the most detail and the important bits of dressing.
3. Get to know the needs of the other H.o.D.s.
Although the production designer is the most important head of department for a DP to work with, they are by no means the only one. The visual effects supervisor is increasingly a key collaborator; you should discuss the look you’re going for and how that will integrate with the VFX, and whether plates need to be shot at a higher resolution, in RAW, or any other technical requirements. You should familiarise yourself with the costume designs and discuss how those will integrate with the overall look. Similarly the make-up department will want to talk about about lens filtration, coloured lighting and anything else that may affect how their work looks. The line producer is a crucial person to get on the good side of. Sooner or later you’ll have to ask them for something expensive and unexpected, and they’re much more likely to say yes if you have tried to help them earlier on, by reducing your equipment list for example, or by hiring local camera assistants to save on accommodation costs.
When you start to scout the locations, you’ll want to pay careful attention to the direction of the sun. Which windows will it come through as it moves around over the course of the day? Are those trees or buildings likely to shadow that park bench where the characters will be sitting? With a bit of experience – and a compass, if it’s cloudy – you can estimate this, or use apps like Sun Tracker and Helios which are designed for exactly this purpose. For interiors, windows that never get direct sunlight are most convenient, allowing you to light them artificially, and thus constantly, without having to flag the real sun. For exteriors, shooting into the sun is generally most desirable, for the beauty of the backlight and the softness of the reflected fill. Of course, there will always be compromises with the other demands of the production.
Each director has a different process, but often they will draft a shot list on their own before passing it to you for feedback. There are many things for a DP to consider when going through this list. Do the shots reflect the style and visual grammar you both discussed earlier? (If not, has the director had a change of heart, or have they simply forgotten? Directors have a lot to think about!) Do the shots provide enough coverage for the editor? Are there too many shots to realistically accomplish on schedule? (Very often there are!) What grip equipment will the camera movements require? Are any special lenses or filters required, e.g. a macro lens for an extreme close-up of an eye?
6. Shoot tests.
Testing is a crucial part of the prep for both technical and creative reasons. Usually you will want to test a few different cameras and lens sets, to see which best serve the story. For example, a period film lit with a lot of genuine candlelight may work best on a sensitive camera like the Panasonic Varicam combined with soft fall-off lenses like Cooke S4s, while a sci-fi thriller might be suited to a Red or Alexa and a set of anamorphics for those classic flares. Until you’ve tested them and compared the images side by side though, you can’t be sure, and neither can the director and producers. Often costume and make-up tests will be requested, which may be combined with the camera tests to see how the different sensors render them, or maybe done separately once the camera kit is locked down. These tests are also a great opportunity for the DP to demonstrate for the director the type of lighting you plan to use to, and to make sure you really are on the same page. Ideally a DIT (digital imaging technician) will be available to grade the test footage, developing LUTs (look-up tables) if required, and providing proof of concept for the finished look of the movie.
Once the 1st AD has drafted the shooting schedule, they will show it to the DP for feedback. When determining how much can be done in a day, the 1st AD is thinking of the script page count, and they may not have seen a shot list at this point. Along with the director, the DP must bring any concerns they have about the schedule to the 1st AD in prep, or forever hold your peace! Is there enough time to get those tricky camera moves you’ve planned? Has the re-light time for the reverse been factored in? Have things been arranged in a logical order for lighting, or will things have to be torn down and put back up again later? Does the schedule permit things to be shot at the best time of day for light? Are the night scenes actually scheduled at night or will the windows have to be blacked out? Are there critical close-ups towards the end of the schedule, when the cast will be tired and no longer look their best?
However good-looking the talent may be, they will always look better under certain types of lighting than others. Often you will figure out what suits each actor after a week or so of shooting, but ideally you want to find out before principal photography begins. You can do this during testing, if the cast are available and you have enough time – trying out different key angles, fill levels, backlight and lenses to see what works best for their individual faces. Apart from anything else, this is a great way to establish trust with the cast right from the start, assuring them that they are in safe hands. If testing isn’t possible, watch some of their previous work, looking carefully at how they have been photographed.
9. Mark up your script.
There’s no point in having lots of great ideas in preproduction if you forget them when you’re on set. Everyone has a different system, but you may wish to mark up your script and/or shot list. This could include using coloured highlighters to differentiate day and night scenes at a glance, underlining any references to mood or camera angles in the stage directions, or indicating beats in the development of the story or characters which need to be reflected in how things are lit or shot.
10. Plan your lighting.
Everyone likes to get rolling as soon as possible after call time, and a big factor in achieving this is how quickly you can light. Ideally you will have planned the broad strokes of the lighting in preproduction, and communicated that plan to the gaffer. Budget permitting, the lighting crew can even pre-rig the set so that only tweaking is required when the whole unit arrives. In this case you’ll need to have been very clear and specific about what you want set up and where, drawing diagrams or approving those which the gaffer has drawn up. Often you’ll need to know the rough blocking of the scene before you can plan the lighting, so you should make sure the director indicates their intentions for this during scouts.
Every film is different, but follow the steps above and you’ll be well on your way to an efficient and productive shoot in 2018. Happy new year!
In the autumn of 2014 I served as director of photography on Ren: The Girl with the Mark, an incredibly ambitious short-form fantasy series, and have since been assisting with postproduction in various ways. Now that season one of the show is complete and ready to show to the public at last, I took the opportunity to sit down with director Kate Madison and ask her about some of the unique aspects of the show’s production…
Kate, many people will know you as the director, producer, co-writer, actor and general driving force behind Born of Hope, a Lord of the Rings fan film with over 35 million YouTube views. Did that film’s success open any doors for you, and what was the journey from there that led you to want to make a web series?
Born of Hope potentially opened doors even if they weren’t visible doors, in the sense that although it didn’t result in Hollywood coming calling, it created a a bit of a buzz and it became known in the industry. Myself and Christopher Dane [the lead actor] did start work on a fantasy feature film script called The Last Beacon and spent time trying to pursue that avenue. That then led into another feature film idea, so we were looking down the route of a feature film rather than anything else, and spent what felt like a number of years just not going anywhere.
I started thinking, what can we actually do when we don’t know investors or people with money. We concluded that with the internet – there’s an audience there, our audience is there. The crowdfunding thing which worked for Born of Hope is online, so we need to go back to that.
Many people will ask, “Why fantasy when there are so many cheaper and easier genres?” How do you respond to that?
For me, film and TV is about escapism, so I enjoy action-adventures and comedies and historical stuff – things that are not Eastenders. Fantasy is a huge genre. To me it’s a way to have the freedom to do whatever you want. I can take things I like – historical things, costumes, set design – and the joy of fantasy over period is, you can go, “I’m going to use this Viking purse with this medieval-looking helmet!” I like the freedom of fantasy. You can still have a character-driven, interesting story, set in somewhere fantastical, or even just a forest. There’s no dragons or creatures in Ren – so far – but the options are there, that’s the joy of it.
There was an enormous amount of goodwill and legions of volunteers who helped with Born of Hope. How important were those people, and finding others like them, when it came to making Ren?
Hugely important! Born of Hope could not have been made without a ton of volunteers, having no budget at all. With Ren, because we were in a similar position – which was a shame really, after all that time we still hadn’t got a big enough budget – we again had to rely on volunteers to make it possible!
There was an incredible sense of community, of shared ownership and very high morale throughout the production of Ren. Was it important to you to foster those things?
It’s incredibly important to keep morale high. I think it’s slightly easier when people are volunteering because they’re there because they want to be there and not just for the pay cheque. I was very keen to let everyone have fun on the project and also to have fun myself, because these projects are incredibly hard. So if the work was all done for the day, OK, I’m allowed to switch off now and grab a Nerf gun! People were staying there [at the studio], so they wanted to have a good time in the evening.
If we work a little later because there’s a break in the middle where we’re having a laugh, that means you can go later because everyone’s chilled rather than slogging away and not feeling like they’re enjoying themselves.
When people are volunteering, it feels like [the project] is everybody’s, and it is. People would come in and help and maybe end up designing a dress. The joy of filmmaking for me is the collaborative nature of it. There’s always someone behind you with an idea. You don’t feel like you’re ever on your own completely. If you’re at a loss, then someone else – whether it’s the DoP or the runner – [can suggest things].
Very few micro-budget productions have their own studio, but Ren took over a disused factory for several months. How did that come about, and what were the benefits of it?
The benefits were through the roof, I’d say! We wonder if the project would have happened without it.
As we were going through budgets and scouting locations, we realised how difficult it was going to be [to shoot on location] – the logistics of making the village look like the village in the script and what if it rained for that week [the location was booked for]? It was just terrifying.
We started to think, is there another option here? It was just luck that Michelle [Golder, co-producer], on a dog walk, got talking to someone who knew someone. He mentioned this place in Caxton which was really big but we wouldn’t be in anyone’s way and we could just take it over. We were going to get a really good deal because it was sitting empty. It was twice as much for six months in Caxton in comparison with six days on location. And we would have the freedom to build whatever we wanted! There was all this interior space we could build in but also have costume rooms and production offices.
I’ve always loved the idea of having a place to work where everyone can come together. It’s fantastic nowadays that you can communicate with people all over the world, but you can’t beat a face-to-face conversation with someone and being able to look at the same picture and point at it and talk about it. It meant we were able to achieve a lot more in scope but also in quality.
Perhaps the greatest achievement of the production was creating a medieval village from scratch. Building the set, sourcing enough extras and costuming everybody were three massive challenges. How did you tackle those?
I live in Cloud Cuckoo land sometimes I guess! The set build, I thought, “It’s fine, we can do this, we can build this circular wall essentially with a few alleyways going off it and fill it with some market stalls.” Chris was in charge of building the set, and did an amazing job with a bunch of volunteers that came back over and over again. Although we bought a bunch of materials we made use of an amazing site called Set Exchange which is a sort of Freecycle for sets and we found a bunch of flats on there – that helped a lot.
Populating the village was always going to be challenging. Suzanne [Emerson] who also played the role of Ida got heavily involved in helping to find extras. She’s involved in a lot of the amateur dramatics in Cambridge. It was probably horrible [for Suzanne and Michelle] but an amazing miracle for us that we’d finish shooting one day and go, “You know we’re actually going to shoot that tomorrow and we need some people,” and then the next morning you’d turn up and people would show up to do it. We had varying numbers, but there was never a day when no-one showed up.
As for dressing them – we grabbed all of the Born of Hope costumes, Miriam [Spring Davies, costume designer] had a bunch of stock stuff as well. We ended up buying a bunch of things from New Zealand, from a costume house called Shed 11 that did Legend of the Seeker. The Kah’Nath armour came from Norton Armouries; John Peck – who had been involved with Born of Hope supplying stuff for orcs – I called on his good will again.
It was lovely to make the hero costumes from scratch. Miriam and I would go through the costume designs and then we went and looked at material. Chris and I randomly on a holiday to Denmark found some material we really liked for Karn’s tunic. Ren’s dress – I bought that material ages ago and it had been sitting around. Miriam and I took a trip to the re-enactors’ market as well. And we went to Lyon’s Leathers, spent what felt like a whole day wandering his amazing storeroom and picking out stuff for different characters, for Hunter’s waistcoat and Ren’s overdress, and we got the belts made there.
I’ve heard you say more than once, “If it’s not right, it’s not worth doing.” How important is quality to you, and how do you balance that with the budgetary and scheduling pressures of such a huge project?
I’m not very good at compromising. If we’re going to spend months and months working on something that none of us are going to be happy with or proud of then it’s a waste of time and we might as well stop now. I think it’s probably that I’d like to be off in New Zealand making Legend of the Seeker, so I treat it as if I’m doing that I suppose, and I try not to let the budget or circumstances stop us from doing that.
I knew that most of the things are achievable. You know, to put together a costume that’s weathered well and looks really interesting is not hard to do, it just takes more time to do than buying it off the shelf and sticking it on, but the quality difference is so extreme. People will be much happier with you in the end if you’ve worked them hard for an amazing outcome than if you’ve worked them hard and it looks rubbish.
Most filmmakers are making stand-alone shorts or features, though the medium of web series is growing. Do you think it’s the way forward? Do you think there can be a sustainable career in it?
Ren is going to be an interesting experiment – can people watch something that, if we stuck [all the 10-minute episodes] together would be a pilot for TV – will they watch that on the web in the same way they would watch a TV thing or will they get bored and go and watch cats?
It is a new field. Although web series have been going on a long time, it’s still growing, there’s no funding in the UK, there’s no obvious way of having revenue from it, because the online platforms like YouTube, the advertising revenue is absolutely minimal as a percentage of views, and there’s only so many t-shirts you can sell. We struggled to raise money for the first season and we only raised enough to barely scrape our way through while putting in our own money.
Unless it does amazingly and maybe garners the interest of a big brand or sponsorship, if we’re having to crowdfund every time and we can’t crowdfund the huge figures that we’d need to make this, then it might not be the way forward for Ren and we might need to figure out a different thing… [unless] we get picked up by a bigger corporation like Amazon or Netflix.
We’ll see how this first season goes. We’d love it to become sustainable and a show that we can keep putting out and people can enjoy, but this is the experiment for that I suppose.
My award-winning short fantasy-drama Stop/Eject is just coming to the end of its festival run, and soon I’ll be publishing a breakdown of that run, how much it cost and how many festivals it got into. But in the meantime, here’s the director and producer’s commentary which Sophie Black and I recorded at the Cannes Film Festival in 2013.
If you haven’t seen the film, you can watch it without commentary below.
Next week I’ll be posting the cast commentary with Georgina Sherrington, Oliver Park and Therese Collins.
Any director worth their salt will be skilled in telling a story with the camera. But, quite understandably, they’re not familiar with the key concepts of cinematography – particularly the lighting side of cinematography – which a DP employs every day to create images that have impact, mood and production value. For the most part, directors don’t need to know these things – after all, that’s what the DP’s there for – but understanding a few of the basic concepts can help set up your film for visual excellence before the DP even gets involved.
1. We don’t light from the front.
It is logical to assume that light coming from behind the camera will give the best illumination to a scene. And on a purely cold, scientific level, it’s true. But on an aesthetic level, it couldn’t be more wrong. Quite apart from the practical issues of boom shadows and actors squinting in the sun, frontlight gives a flat, depthless image similar to a photo taken with flash.
Similarly, anyone who has taken photos with a camera in automatic mode will have been told – or quickly learnt – that shooting towards the sun, or when indoors, towards a window, is a bad idea, resulting in silhouettes and/or blown-out skies. So directors are often surprised when towards the sun (or a window) is EXACTLY the direction I want to shoot in, because it supplies beautiful backlight and allows me to fill in the shadow side – the side towards camera – as I see fit. No, it’s not going to be a silhouette (unless that’s what we’re going for) because I have a lamps and I have manual control of my iris.
2. Dark scenes do not require a camera with good low light sensitivity.
It depends what you mean by dark. A scene that is dark as a creative decision won’t actually be dark in reality because it will still be lit, perhaps highly lit, to create a moody, contrasty look. Therefore the camera’s sensitivity is not much of an issue.
A scene that is dark because you don’t have the budget to light it properly – yes, that’s going to need a sensitive camera if you’re going to see anything but noise.
3. You can’t fix everything in the grade.
It is truly amazing what can be done with today’s colour correction software, but there are two things it can’t do: it can’t save an image that was seriously underlit or underexposed, and it can’t change the angle or quality of light. Colour and intensity, yes. Angle and quality (soft/hard), no. And since these are the main things a DP determines, grading can never replace a good cinematographer. If it doesn’t look good on the monitor on the day, it will probably never look good.
4. We can’t light without seeing the blocking.
I can’t count the number of times I’ve turned up on set and asked to see the blocking, and been told no because the actors actors are in make-up, “but they’re going to stand kind of here.” In most circumstances, the first scene of the day should be blocked BEFORE the actors go to make-up. That way the DP can be lighting while the cast is getting made up, which is much more time efficient. Otherwise the DP tinkers about trying to light the space and looking at their watch, then when the talent comes out everyone is kept waiting while the DP changes all the lighting. Because inevitably the actors will want to do something different than what the director had in mind, or the director forgot to mention that one of the actors has to be seen coming through the door at the start, etc, etc. Blocking can also throw up problems with the scene which can be solved by various other departments while make-up is going on.
5. A good camera and a good DP are not substitutes for good design.
Light and lensing can only do so much. If what’s put in front of the camera doesn’t look good to start with, there’s very little I can do about it. Get an art director. Please, please, please, get an art director. They will do much more for the look of your film than I can. I don’t care if it’s a futuristic sci-fi movie or a gritty drama shot in a student flat, you need an experienced person with an artistic eye adding character to the sets and locations, developing a palette and composing everything beautifully for the camera.
Production designer Amy Nicholson is no stranger to period settings and low budgets. I spent all of last September in France lighting her impressive work, so when I came to crew up Amelia’s Letter, she was the only person I considered to create the script’s four distinct periods. I’ve asked her to share her experiences of the design process on this demanding short film.
I met Neil as a DOP on The First Musketeer, a rather intense but wonderful project. He instantly won my respect and acclaim with consistently superb lighting, a real appreciation for prop details and generally being a nice guy to work with. [Neil quietly slips Amy a tenner.] So when he approached me about designing Amelia’s Letter which he would be directing, I couldn’t help but say yes, despite a recent promise to myself not to take on any more freebies.
The script filled me with a mix of excitement and dread. On the one hand it was my dream job with four different time periods (including my favourite, 1930s) and a gothic style, but on the other hand the level of art required to do this project was massive.
The original budget set by the production wouldn’t cover the acquisition of the named props let alone any effective dressing. Luckily for me they listened to my cause and agreed to increase the figure to a point my most optimistic budget might stretch to. This was fantastic but of course still set me up on my biggest challenge ever!
I was part of early conversations and visits to locations, and with Neil agreed what could work best. This collaboration between a director and production designer is fantastic and really builds the strength and vision of a piece. The chosen location was a little semi derelict cottage at Newstead Abbey. The architecture was stunning and although the worn state and small size of the building would present big challenges, the opportunity to do whatever we wanted and really transform the main room for each time period was incredible.
The main focus of the design and plot revolved around a period desk. Therefore it was important to get this piece right and plan all other design factors around this key item. I spent days searching for the right one, regularly sending images back and forth to Neil for an opinion. I wouldn’t normally bug a director in this way but the desk really had to support the action and shots effectively, so was crucial. I was pleased to learn that Neil was of the opinion that in this case the look of something was more important than the true accuracy of period, so this gave me a little flexibility. I eventually found the perfect piece, a 1909 roll top desk. The age and style was ever so slightly too modern but the detail and quality of wood far outweighed the five years of inaccuracy. Unfortunately the desk was 150 miles away and featured quite a bit of damage. So a road trip to collect the desk and some renovations by my dad ensued. Dad also constructed a bespoke locking drawer needed for the action. This proved a great deal of effort but worth it to get the right piece.
There were a few other items I had to buy, including a 1930s radio, but on the whole I was able to source everything else from my personal prop store and generally doing a bit of beg, steal and borrow from friends, family and the crew. I also befriended a local antique shop and was able to hire many dressing items really cheaply. Having many sources in this way really makes a budget stretch but always involves a lot of time spent collecting, sorting and returning.
Choosing paint colours should have been quite easy but the best colours are always the most expensive and with four colours required in just three days it took careful consideration. Neil and I agreed a pallet of colours which would look good on camera and distinguish each period. He requested that the colours get bolder throughout to suit the narrative, but on a practical front this also ensured only a single coat was needed on the walls, saving time and money. I bought patterned rollers to achieve an easy wallpaper effect for both 1903 and 1969. This was a new toy for me and proved a fantastic effect that I will certainly be using again.
On set I had a superb team to support with all the redressing. It was like 60-minute makeover each time we transformed to a new period and I was so impressed and grateful that all the crew got involved at some point to help us out. Once each transformation was complete the cast and crew consistently let out a genuine ‘wow’ making the art team feel very proud.
I was truly pleased with each of the sets and it was really special seeing them combined with some effective costume design by Sophie Black, impressive lighting by Alex Nevill and intense actor performances. I can’t wait to see the finished film, as I’m confident it will be something of beauty!
We’re less than one week out from shooting A Cautionary Tale, with many aspects of the production coming together nicely, but others proving more challenging.
Regular readers may recall that after Stop/Eject, a project where the last few weeks of preproduction were marred by both lead actors and many crew pulling out, I vowed never again to make a film where people weren’t paid. (Puppet films excepted.) When I took on A Cautionary Tale, I figured this rule didn’t apply. After all, it wasn’t “my” film; I didn’t originate it, and I wasn’t producing it, so it wasn’t my call whether people were paid or not.
I was disappointed, but not surprised, when our lead actor pulled out about ten days ago, after being offered a lucrative alternative. Just like on Stop/Eject, it has proven very hard to find a suitable replacement, someone willing to travel way outside of London, for no money, for “just another” short film. And the search continues.
Another hiccup has been the cinematography. By mutual agreement, the DP who I originally selected left the project about a week ago. The lesson learned here is that, just like an actor, a DP must be right for the project. If you are working with limited resources, you need someone who relishes the challenge, rather than feeling restricted by it. Alex Nevill has stepped up to the plate, and I’m sure he’ll do a terrific job.
The knock-on effect has been that only today have we been able to start confirming equipment hires. For a while it looked like we might have to shoot on a DSLR, but Alex has been able to get us a great deal on a Red One MX.
Tomorrow our loyal band of runners and production assistants begins cleaning out the cottage at Newstead Abbey. On Tuesday, the art department led by Amy Nicholson will descend on the location and begin the huge task of painting and dressing it to become a writer’s study from 1903. Then, over the course of our three-day shoot, Amy’s team will have to redress it three times to bring it through the twentieth century to the present day.
Despite all the drama, I’m looking forward to the shoot. Many of the crew have worked with me before, including gaffer Colin Smith, costumer Sophie Black, sound mixer David Bekkevold, and of course Amy, and I know they’ll do me proud. And I’m sure there will be new great working relationships forged in the white heat (or more literally, freezing cold) of A Cautionary Tale’s shoot too. Stay tuned.
I always enjoy a good behind-the-scenes video, and there’s often much to be learnt from them too. My friends at Polymathematics have just released a series of ‘making of’ videos for their recent music promos, all of which are exquisitely designed and shot (my own involvement in Droplets notwithstanding!). Check out Polymath’s Vimeo channel for more behind-the-scenes videos and of course the promos themselves.
We Were Here
The Last Human / I Do (Come True)
Hands Up if You’re Lost
And here’s an equally fascinating look at a live puppetry project they did as part of the Olympic Torch Relay celebrations…
Production designer Ian Tomlinson and assistant Vic Perry demonstrate how some of Soul Searcher’s props were made, including the drawbridge chain fashioned from rolled up newspaper and the plasma grenade that started life as a Jif lemon.