Back to Back: The Making of the “Back to the Future” Sequels

With the runaway success of the first instalment, there was no way that Universal Pictures weren’t going to make another Back to the Future, with or without creators Bob Gale and Robert Zemeckis. So after confirming that Michael J. Fox and Christopher Lloyd were willing to reprise their roles as Marty McFly and Doc Emmett Brown, the producer and director got together to thrash out story ideas.

They knew from the fan mail which had been pouring in that they had to pick up the saga where they had left off: with Doc, Marty and his girlfriend Jennifer zooming into the future to do “something about your kids!” They soon hit upon the idea of an almanac of sport results being taken from 2015 into the past by Marty’s nemesis Biff Tannen (Thomas F. Wilson), resulting in a “Biff-horrific” alternate 1985 which Marty and Doc must undo by journeying into the past themselves.

Gale’s first draft of the sequel, written up while Zemeckis was away in England shooting Who Framed Roger Rabbit?, had Biff giving the almanac to his younger self in 1967. Marty would don bell-bottom trousers and love beads to blend into the hippy culture, meet his older siblings as very young children and his mother Lorraine as an anti-war protestor, and endanger his own existence again by preventing his parents going on the second honeymoon during which he was conceived.

Upon returning from England and reading the draft, Zemeckis had two main notes: add a fourth act set in the Wild West, and how about 1955 again instead of 1967? “We could actually do what the audience really, really wants, which is to go back and revisit the movie they just saw,” Zemeckis later explained. “That is the thing that excited me most, this idea of seeing the same movie from a different angle.”

Adding the Wild West act ballooned the script to over two-and-a-half hours with an estimated budget of $60 million, far more than Universal wanted to spend. So Gale revised the screenplay, expanding it further with a neat point in the middle where it could be split in half. As two films, each budgeted at $35 million but shot back-to-back over 11 months, the project was much more appealing to the studio. However, it was still a bold and unusual move for Universal to green-light two sequels simultaneously, something that it’s easy to forget in these days of long-form movie franchises planned out years in advance.

A sticking point was Crispin Glover. As Marty’s father George McFly he had been a difficult actor to work with on the first film, and now he was demanding more than a ten-fold pay increase to appear in the sequels. “Crispin… asked for the same money that Michael J. Fox was receiving, as well as script approval and director approval,” according to Gale. He gave Glover’s agent two weeks to come back with a more realistic offer, but it didn’t come. Glover would not be reprising his role.

Jeffrey Weissman in prosthetic make-up as George McFly

Gale accordingly made George dead in the Biff-horrific 1985, and Zemeckis employed several tricks to accomplish his other scenes. These included the reuse of footage from Part I, and hanging cheap replacement actor Jeffrey Weissman upside-down in a futuristic back brace throughout the 2015 scenes. Life casts of Glover’s face taken for the ageing effects in Part I were even used to produce prosthetic make-up appliances for Weissman so that he would resemble Glover more closely. “Oh, Crispin ain’t going to like this,” Fox reportedly remarked, and he was right. Glover would go on to successfully sue the production for using his likeness without permission, with the case triggering new Screen Actors Guild rules about likeness rights.

Make-up was a huge part of the second film, since all the main actors had to portray their characters at at least two different ages, and some played other members of the family too. A 3am start in the make-up chair was not unusual, the prosthetics became hot and uncomfortable during the long working days, and the chemicals used in their application and removal burnt the actors’ skin. “It was a true psychological challenge to retain enough concentration to approach the character correctly and maintain the performance,” said Wilson at the time.

Filming began in February 1989 with the ’55 scenes. To save time and money, only one side of the Hill Valley set – still standing on the Universal backlot – was dressed for this period. The company then shot on stage for a few weeks before returning to the backlot in March, by which time production designer Rick Carter and his team had transformed the set into a gangland nightmare to represent Biff-horrific 1985. In May the company revisited the Hill Valley set once more to record the 2015 scenes.

When the real 2015 rolled around, many were quick to compare the film’s vision of the future to reality, but Gale always knew that he would fail if he tried to make genuine predictions. “We decided that the only way to deal with it was to make it optimistic, and have a good time with it.” Microwave meals had begun to compete with home cooking in the ‘80s, so Gale invented a leap forward with the pizza-inflating food hydrator. Kids watched too much TV, so he envisaged a future in which this was taken to a ridiculous extreme, with Marty Jr. watching six channels simultaneously – not a million miles from today’s device-filled reality.

While the opening instalment of the trilogy had been relatively light on visual effects, Part II required everything from groundbreaking split-screens to flying cars and hoverboards. This last employed a range of techniques mostly involving Fox, Wilson and three other actors, plus five operators, hanging from cranes by wires. While every effort was made to hide these wires from camera – even to the extent of designing the set with a lot of camouflaging vertical lines – the film went down in VFX history as one of the first uses of digital wire removal.

But perhaps the most complex effect in the film was a seemingly innocuous dinner scene in which Marty, Marty Jr. and Marlene McFly all share a pizza. The complication was that all three roles were played by Michael J. Fox. To photograph the scene and numerous others in which cast members portrayed old and young versions of themselves, visual effects wizards Industrial Light & Magic developed a system called VistaGlide. 

Based on the motion control rigs that had been used to shoot spaceships for Star Wars, the VistaGlide camera was mounted on a computer-controlled dolly. For the dinner scene, Fox was first filmed as old Marty by a human camera operator, with the VistaGlide recording its movements. Once Fox had switched to his Marty Jr. or Marlene costume and make-up, the rig could automatically repeat the camerawork while piping Fox’s earlier dialogue to a hidden earpiece so that he could speak to himself. Later the three elements were painstakingly and seamlessly assembled using hand-drawn masks and an analogue device called an optical printer.

The technically challenging Part II shoot came to an end on August 1st, 1989, as the team captured the last pieces of the rain-drenched scene in which Marty receives a 70-year-old letter telling him that Doc is living in the Old West. Four weeks later, the whole cast and crew were following Doc’s example as they began filming Part III.

In order to have open country visible beyond the edges of 1885’s Hill Valley, the filmmakers opted to leave the Universal backlot and build a set 350 miles north in Sonora, California. The town – which had appeared in classic westerns like High Noon and Pale Rider – was chosen for its extant railway line and its genuine 19th century steam locomotive which would form a pivotal part of the plot.

Joining the cast was Mary Steenburgen as Doc’s love interest Clara. Initially unsure about the role, she was persuaded to take it by her children who were fans of the original film. “I confess to having been infatuated with her, and I think it was mutual,” LLoyd later admitted of his co-star. Though the pair never got involved, Part III’s romantic subplot did provide the veteran of over 30 films with his first on-screen kiss.

By all accounts, an enjoyable time was had by the whole cast and crew in the fresh air and open spaces of Sonora. Fox, who had simultaneously been working on Family Ties during the first two films, finally had the time to relax between scenes, even leading fishing trips to a nearby lake. 

The set acquired the nickname “Club Hill Valley” as a volleyball court, mini golf and shooting range were constructed. “We had a great caterer,” recalled director of photography Dean Cundey, “but everybody would rush their meal so that they could get off to spend the rest of their lunch hour in their favourite activity.”

There was one person who was not relaxed, however: Robert Zemeckis. Part II was due for release on November 20th, about halfway through the shoot for Part III. While filming the action-packed climax in which the steam train propels the DeLorean to 88mph, the director was simultaneously supervising the sound mix for the previous instalment. After wrapping at the railway line, Zemeckis would fly to Burbank and eat his dinner on the dubbing stage while giving the sound team notes. He’d then sleep at the Sheraton Universal and get up at 4:30am to fly back to Sonora. 

The train sequence had plenty of other challenges. Multiple DeLoreans had been employed in the making of the trilogy so far, including a lightweight fibreglass version that was lifted on cables or hoisted on a forklift for Part II’s flying scenes, and two off-road versions housing Volkswagen racing engines for Part III’s desert work. Another was now outfitted with railway wheels by physical effects designer Michael Lantieri. “One of the scariest things to do was the DeLorean doing the wheelie in front of the train,” he noted in 2015. “We had cables and had it hooked to the front of the train… A big cylinder would raise the front of the car.”

The film’s insurance company was unhappy about the risks of putting Michael J. Fox inside a car that could potentially derail and be crushed by the train, so whenever it was not possible to use a stunt double the action was played out in reverse; the locomotive would pull the DeLorean, and the footage would subsequently be run backwards.

The makers of Mission: Impossible 7 recently drove a full-scale mock-up of a steam locomotive off an unfinished bridge, but Back to the Future’s team opted to accomplish a very similar stunt in miniature. A quarter-scale locomotive was constructed along with a matching DeLorean, and propelled to its doom at 20mph with six cameras covering the action. Marty, of course, has returned safely to 1985 moments earlier.

Part III wrapped on January 12th, 1990 and was released on May 25th, just six months after Part II. Although each instalment made less money than its predecessor, the trilogy as a whole grossed almost $1 billion around the world, about ten times its total production cost. The franchise spawned a theme park ride, an animated series, comics and most recently a West End musical.

But what about Part IV? Thomas F. Wilson is a stand-up comedian as well as an actor, and on YouTube you can find a track of his called “Biff’s Questions Song” which humorously answers the most common queries he gets from fans. The penultimate chorus reveals all: “Do you all hang out together? No we don’t / How’s Crispin Glover? Never talk to him / Back to the Future IV? Not happening / Stop asking me the question!”

Back to Back: The Making of the “Back to the Future” Sequels

Undisclosed Project: Elevation

Prep for the yet-to-be-announced Shakespearian feature continued last week. Tuesday and Wednesday saw me on Zoom calls with the producers – discussing camera kit quotes – and the costume designer. “Will we see enough of his face through this headgear?” was a question for the latter. She in turn asked how white a white coat should be, and how dark surrounding characters should be to make one person in black stand out. Difficult things to quantify, but important.

The week’s main event was another two-day recce with the director and production designer. The designer had produced beautiful and detailed mood-boards for every room, and had even started to bring in the right furniture and test paint colours. The main aim of the recce was to discuss and sign off on his decisions so that decoration and dressing could step up to full steam.

As we moved from room to room, trying to keep in story order whenever possible, the director revealed lots of his thoughts about the tone and key beats of each scene. I was pleased to find that these were largely in a similar vein to notes I had amassed on my own spreadsheet. And when they weren’t in sync, that was very useful to know at this stage! For most scenes I showed him a reference image or two, again from my spreadsheet, to double-check that we were on the same page.

We were visited during the recce by a grip who had come to see whether a crane would fit into our main location, and if so what kind of crane and whether it could achieve the shots we wanted. I had envisaged using a Giraffe like the one we had on The Little Mermaid, but the grip suggested we would be much better off with a 23ft Technocrane and a basic remote head, as this can telescope and retract rather than only sweeping around in an arc. We measured the distances to see where the camera could end up, and then I used Artemis Pro – a director’s viewfinder app – to see what framing that would translate to with various lenses. One of our most important shots should just be possible at the full extent of the arm, combined with the full range of a 25-250mm zoom.

Whether the budget can afford the crane, however, is yet to be confirmed. This week I am due to conduct camera and lens tests, and once I’ve made a decision on those then we will know what is left for fancy grip equipment!

The only other thing to happen last week was the hiring of a data wrangler. Since I lined up the 1st and 2nd ACs quite soon after my own hiring, the camera department is now complete.

Undisclosed Project: Elevation

Undisclosed Project: Collaboration

Prep on the yet-to-be-announced Shakespearian feature continued last week. (Read the previous week’s post here.)

On Monday I went back to the location with the gaffer, someone I’ve worked with several times before, and looked at all the spaces we will be using. It is too early to start any lighting plans, but we talked in general terms about what sort of instruments we might want to use and roughly where. The gaffer had already seen my lighting mood board (above) and we had discussed the overall look on the journey to location, so we were already on the same page about what we are trying to achieve. He had some technical conversations with staff at the location about the existing lighting and power sources, and we finished the day by checking out one of the film’s few exteriors as it was getting dark, in order to see what existing sources there are for the night scene we will be shooting there.

I spent a significant chunk of Wednesday on a Zoom call with the production designer, and a couple of other crew, going through each of the spaces again and finding out what changes the art department are planning to make to them. It was great to see the designer’s reference images and to show him some new ones of my own so that we can bounce off each others’ ideas and keep the film on a coherent track. This is especially important as we intend to rely heavily on practical lights for many of the rooms. The location has some already in place, but we will be adding lots more.

The designer mentioned The Shining as a useful reference for the project. To my shame, I had never seen it, a mistake I swiftly corrected. I immediately saw that the designer was right, as the film’s setting of a single, large, empty location lit almost entirely by tungsten practicals in the public areas and fluorescents in the service areas has a lot in common with our intended look for this project.

I lost no time in passing the reference on to the gaffer, and to the director, who I spoke with on Friday. We discussed a number of general topics – approaches I think is the best word – and he updated me on some changes to the script.

I’ve been developing a large spreadsheet breaking the script down scene by scene, with basic info like location, time of day and a brief summary of the action, as well as notes on character, camera and lighting, and a couple of the most relevant reference images. This will get more detailed and specific as prep progresses.

Watching reference material is a big part of the process at the moment. As well as The Shining, I’ve recently checked out Alfonso Cuarón’s Roma, M. Night Shyamalan’s Servant, Ingmar Berman’s Fanny and Alexander, and I have Francis Ford Coppola’s Godfather trilogy on my list too. Shoot for the moon and you might land on the roof, right?

Finally, with the help of my 1st AC, I put a very rough camera list together. My hope is that soon I can conduct tests to make a final decision on camera and lenses.

Undisclosed Project: Collaboration

How to Make High-end TV During a Pandemic

Many productions are up and running again, and a recent ScreenSkills seminar revealed how two high-end series were amongst the first to tackle TV-making during a global pandemic.

Death in Paradise is a long-running crime drama about fish-out-of-water British detectives – the latest played by Ralf Little – heading murder investigations on the fictional Caribbean island of Saint Marie. Production of the show’s tenth season, originally scheduled for April, commenced instead in late July.

The Pursuit of Love is a mini-series based on the novel by Nancy Mitford, set between the two world wars. Lily James and Emily Beecham star as women in quest of husbands, in an adaptation written and directed by Emily Mortimer. Filming again began in late July, in South West England.

What both productions have in common, and a key reason why they were able to start up ahead of so many others, is that their insurance was already in place before lockdown hit. The policies include producer’s indemnity, covering costs outside of the production’s control.

Co-executive producer Alex Jones of Red Planet Pictures explained that Death in Paradise had a few other things going for it too. Most obvious of these was the location, the French archipelago of Guadeloupe, which formed a natural bubble. All cast and crew were tested for Covid-19 before flying out, then again seven days after arrival and at the start of each filming block. Having been around for ten years made adapting the production easier than starting one from scratch, Jones believes.

Ian Hogan, line producer of The Pursuit of Love, did not have the advantage of an established machine. He said that a full-time health and safety adviser with a background in location management spent weeks working out Coronavirus protocols for the period drama. Crew members each received a copy of these, and were required to agree that they would not go out in their spare time except for exercise and essential shopping. Every day they must declare remotely that they have no symptoms of Covid-19 before they can receive a green pass which allows them through location security. They must then take a temperature test before accessing the set.

Both producers insist that age and underlying health problems are not a barrier to work. Cast and crew who are particularly vulnerable to Covid-19 are given a personalised risk assessment with mitigation steps to follow.

Death in Paradise chose to film using the “one metre plus” social distancing rule common to both France and England. A former assistant director was hired as a Covid supervisor, a role which sometimes involved helping to re-block scenes to avoid physical proximity.

But for The Pursuit of Love, as the title suggests, intimacy was crucial. The producers opted for a close-contact system, dividing personnel into cohorts. A mobile testing lab with a capacity of 70 a day is always on location, and everyone is checked at least once a week. The Director’s Cohort – consisting of Mortimer, the cast, and key on-set crew like the DP, boom op and focus puller – are tested twice a week.

A monitor signal is distributed wirelessly around the set to production iPads and personal devices, to prevent a crowded video village. The DIT sends this camera feed via a local wifi network using Qtake.

Both productions require face-coverings. At least one director of Death in Paradise switched from a mask to a visor so that their cast and crew could read their facial expressions, so important when giving notes.

Visors are also used for close-contact work like make-up and costume, the two departments perhaps most affected by the pandemic. Hogan hired extra make-up trucks so that the chairs could be sufficiently spaced, and both productions expanded their crews to obviate the need for dailies. Instead, extra MUAs and dressers might be engaged for eight weeks out of 12, but on an exclusive basis so that they don’t risk spreading the virus to or from other sets.

Wardrobe fitting for supporting artists is much more involved than usual, as the same costume cannot be tried on multiple people without cleaning in-between. Greater numbers of costumes must be hired, and measurements that are taken remotely are much more important.

All of this is expensive, of course. Jones estimates it has added 15 per cent to Death in Paradise‘s budget, covered fortunately by the insurance. The pace of filming has slowed, but not as much as might be expected, with just two extra filming days per block, and slightly less coverage recorded than before.

Both Jones and Hogan praised the responsibility and enthusiasm with which their crews returned to work. They are positive about the future of TV production. While there have been fears that Coronavirus would shrink crews, Jones’s has actually grown, with a larger off-set support staff. “Our industry is booming,” he concluded, “and it will continue to boom when this is all over.”

This article first appeared on RedShark News.

How to Make High-end TV During a Pandemic

The Cinematography of “Chernobyl”

Like many of us, I’ve watched a lot of streaming shows this year. One of the best was Chernobyl, the HBO/Sky Atlantic mini-series about the nuclear power plant disaster of 1986, which I cheekily binged during a free trial of Now TV.

In July, Chernobyl deservedly scooped multiple honours at the Virgin Media British Academy Television (Craft) Awards. In addition to it claiming the Bafta for best mini-series, lead actor Jared Harris, director Johan Renck, director of photography Jakob Ihre, production designers Luke Hull and Claire Levinson-Gendler, costume designer Odile Dicks-Mireaux, editors Simon Smith and Jinx Godfrey, composer Hildur Gudnadóttir, and the sound team all took home the awards in their respective fiction categories.

I use the phrase “took home” figuratively, since no-one had left home in the first place. The craft awards ceremony was a surreal, socially-distanced affair, full of self-filmed, green-screened celebrities. Comedian Rachel Parris impersonated writer/actor Jessica Knappett, and the two mock-argued to present the award for Photography & Lighting: Fiction. Chernobyl’s DP Jakob Ihre, FSF gave his acceptance speech in black tie, despite being filmed on a phone in his living room. In it he thanked his second unit DP Jani-Petteri Passi as well as creator/writer Craig Mazin, one of the few principal players not to receive an award.

Mazin crafted a tense and utterly engrossing story across five hour-long instalments, a story all the more horrifying for its reality. Beginning with the suicide of Harris’ Valery Legasov on the second anniversary of the disaster, the series shifts back to 1986 and straight into the explosion of the No. 4 reactor at the Chernobyl Nuclear Power Plant in the Soviet Ukraine. Legasov, along with Brosi Shcherbina (Stellan Skarsgård) and the fictional, composite character Ulana Khomyuk (Emily Watson) struggle to contain the meltdown while simultaneously investigating its cause. Legions of men are sacrificed to the radiation, wading through coolant water in dark, labyrinthine tunnels to shut off valves, running across what remains of the plant’s rooftop to collect chunks of lethal graphite, and mining in sweltering temperatures beneath the core to install heat exchangers that will prevent another catastrophic explosion.

For Swedish-born NFTS (National Film and Television School) graduate Jakob Ihre, Chernobyl was a first foray into TV. His initial concept for the show’s cinematography was to reflect the machinery of the Soviet Union. He envisaged a heavy camera package representing the apparatus of the state, comprised of an Alexa Studio, with its mechanical shutter, plus anamorphic lenses. “After another two or three months of preproduction,” he told the Arri Channel, “we realised maybe that’s the wrong way to go, and we should actually focus on the characters, on the human beings, the real people who this series is about.”

Sensitivity and respect for the people and their terrible circumstances ultimately became the touchstone for both Ihre and his director. The pair conducted a blind test of ten different lens sets, and both independently selected Cooke Panchros. “We did a U-turn and of course we went for spherical lenses, which in some way are less obtrusive and more subtle,” said Ihre. For the same reason, he chose the Alexa Mini over its big brother. A smaller camera package like this is often selected when filmmakers wish to distract and overwhelm their cast as little as possible, and is believed by many to result in more authentic performances.

When it came to lighting, “We were inspired by the old Soviet murals, where you see the atom, which is often symbolised as a sun with its rays, and you see the workers standing next to that and working hand in hand with the so-called ‘friendly’ atom.” Accordingly, Ihre used light to represent gamma radiation, with characters growing brighter and over-exposed as they approach more dangerous areas.

Ihre thought of the disaster as damaging the fabric of the world, distorting reality. He strove to visualise this through dynamic lighting, with units on dimmers or fitted with remote-controlled shutters. He also allowed the level of atmos (smoke) in a scene to vary – normally a big no-no for continuity. The result is a series in which nothing feels safe or stable.

The DP shot through windows and glass partitions wherever possible, to further suggest a distorted world. Working with Hull and Levinson-Gendler, he tested numerous transparent plastics to find the right one for the curtains in the hospital scenes. In our current reality, filled with perspex partitions (and awards ceremonies shot on phones), such imagery of isolation is eerily prescient.

The subject of an invisible, society-changing killer may have become accidentally topical, but the series’ main theme was more deliberately so. “What is the cost of lies?” asks Legasov. “It’s not that we’ll mistake them for the truth. The real danger is that if we hear enough lies, then we no longer recognise the truth at all.” In our post-truth world, the disinformation, denial and delayed responses surrounding the Chernobyl disaster are uncomfortably familiar.

This article first appeared on RedShark News.

The Cinematography of “Chernobyl”

“The Knowledge”: Lighting a Multi-camera Game Show

Metering the key-light. Photo: Laura Radford

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 The Knowledge‘s lighting to 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.

Note the nets mounted below the key-lights (the tallest ones). Photo: Laura Radford

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.

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“The Knowledge”: Lighting a Multi-camera Game Show

A Cinematograper Prepares

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.

Chatting over a set model helps identify potential lighting or lensing problems before construction begins.

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.

Read my article on collaborating with other departments for more on this topic.

 

4. Check sun paths at locations.

Checking my compass at the stone circleWhen 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.

See my article on sun paths for more on this.

 

5. Develop the shot list with the director.

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.

Check out my tests of Alexa ISO settings, spherical lenses and anamorphic lenses.

 

7. Discuss the schedule.

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?

For more detail on this, check out my article about things to look for in a schedule.

 

8. Get to know the faces of your cast.

Legendary DP John Alton, ASC tests lighting angles with Joan Bennett

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.

Shop lighting planEveryone 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!

A Cinematograper Prepares

Kate Madison Interview

Kate demonstrates the action. Photo: Laura Radford
Kate demonstrates the action. Photo: Laura Radford

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.

Having a laugh on set with Nick Cornwall (Dagron). Photo: Laura Radford
Having a laugh on set with Nick Cornwall (Dagron). Photo: Laura Radford

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].

A panoramic view of Ren's village set. Photo: Michael Hudson
A panoramic view of Ren’s village set. Photo: Michael Hudson

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.

Kate contemplates one of the interior sets. Photo: Ashram Maharaj
Kate contemplates one of the interior sets. Photo: Ashram Maharaj

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.

Supporting artists line up for a costume inspection in the car park of the Caxton studio. Photo: Michael Hudson
Supporting artists line up for a costume inspection in the car park of the Caxton studio. Photo: Michael Hudson

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.

Discussing shots with me on set. Photo: Michael Hudson
Discussing shots with me on set. Photo: Michael Hudson

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.

Sophie Skelton as the eponymous Ren. Photo: Alex Beckett
Sophie Skelton as the eponymous Ren. Photo: Alex Beckett

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.

You can watch Ren: The Girl with the Mark for free, Tuesdays at 8pm GMT from March 1st, at rentheseries.com or on the Mythica Entertainment channel on YouTube.

Kate Madison Interview

Stop/Eject with Filmmakers Commentary

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.

Stop/Eject with Filmmakers Commentary

5 Things Directors Should Know About Cinematography

IMG_4793_2watermark-1000pxAny 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.

Lighting from behind. Gotta love it.
Lighting from behind. Gotta love it.

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.

Great costume - check. Great location - check. (Photo from The First Musketeer by Jessica Ozlo)
Great costume – check. Great location – check. (Photo from The First Musketeer by Jessica Ozlo)

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.

5 Things Directors Should Know About Cinematography