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changed, getting it into audio post as quickly as possible.<br />
Shared storage would seem to be the easiest alternative<br />
— but it’s simply not an option: the Avid Media<br />
Composer and Digidesign Pro Tools systems they use<br />
don’t work together on Avid Unity storage.<br />
David describes the process this led to. “First, I<br />
asked our lead editor, Keef Bartkus, if he could stop<br />
what he was doing to allow me to have a few minutes<br />
to update the current sequence. After copying the se-<br />
quence, I’d throw down a dummy track for audio to<br />
reference new edits.<br />
“Then I would initiate the conform, basically consolidating<br />
media into an OMF and then copying the<br />
media (upwards of 8 or 9 GB) onto as many as 3 external<br />
FireWire drives.”<br />
With five to ten new cuts of an episode on Tuesday<br />
night alone, the copying process was sucking down 8<br />
to 12 hours when the team could<br />
least afford it.<br />
They’ve recently turned to<br />
StorageDNA 360, a software bridge<br />
for data distribution and synchronization<br />
across multiple storage<br />
systems. All the video media is constantly<br />
being pulled across from<br />
the Unity to local hard drives for<br />
the Pro Tools stations. When a cut<br />
is completed on the picture side,<br />
the media is on the drives for audio<br />
post, fully synced and ready to go in<br />
closer to 2 minutes than the previous<br />
30-45 minutes for each cut.<br />
J.J. says this means that “Matt<br />
and Trey can throw out a random<br />
idea and we can say ‘Sure, we’ll give<br />
it a shot,’ because we feel relatively<br />
confident that we can turn anything<br />
around in a certain amount of<br />
12<br />
time.”<br />
While distributing to local drives, the StorageDNA<br />
360 is also passing everything to a nearline archive,<br />
freeing up space on the primary storage that would<br />
have been tied up by mirroring. They’re also automatically<br />
preserving every version of the episode remotely.<br />
“It gives us a disaster recovery scenario if the Unity<br />
were to die, allowing the editors to get back to work<br />
with a minimum of downtime,”<br />
says J.J. “With the timeframes<br />
we work under, every safety net<br />
counts.”<br />
“IMAGINATIONLAND”<br />
The idea for the Emmy Awardwinning<br />
“Imaginationland”<br />
came from the summer before it<br />
aired. “They called in the whole<br />
crew for about 6 weeks and we<br />
just worked on random stuff<br />
that the lads had come up with,<br />
basically developing concepts<br />
for episodes in advance of the<br />
run,” says J.J. “‘Imaginationland’<br />
was one of those concepts.<br />
The shortest version of the<br />
concept is that a battle between<br />
all of the good and evil characters<br />
ever imagined spills over<br />
into the “real” world. Featured players run from Aslan<br />
to Zeus, and include Charlie Brown, both a Predator<br />
and an Alien, Al Gore, Gandalf, Luke Skywalker, the<br />
Blue Meanies, Michael Bay and Strawberry Shortcake.<br />
And that’s a really, really short summary.<br />
“The number of elements that we had to design<br />
from scratch to produce these episodes was enormous,”<br />
says Frank. “I think we approached about 120<br />
September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />
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