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South Park - Creative COW Magazine

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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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