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Making Better Movies with Moviestorm Vol 3: Sound and Light

Making Better Movies with Moviestorm Vol 3: Sound and Light

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CONTENTS<br />

FOREWORD ........................................................................................................................................................... 3<br />

INTRODUCTION ..................................................................................................................................................... 5<br />

EXERCISES .............................................................................................................................................................. 6<br />

SOUND................................................................................................................................................................... 7<br />

FOLEY OR NOT? .............................................................................................................................................................. 9<br />

AMBIENT NOISE ............................................................................................................................................................ 11<br />

REALISTIC AMBIENCE ...................................................................................................................................................... 13<br />

EMPHATIC SOUND ......................................................................................................................................................... 15<br />

USING MUSIC AS LEITMOTIF............................................................................................................................................. 17<br />

USING SOUND TO BRIDGE A SCENE .................................................................................................................................... 19<br />

CUTTING & DIRECTING TO MUSIC ..................................................................................................................................... 21<br />

MUSIC VIDEO ............................................................................................................................................................... 23<br />

LIGHTING ............................................................................................................................................................. 25<br />

REALISTIC VS UNREALISTIC LIGHTING ................................................................................................................................. 27<br />

FAKING LIGHTING CONTINUITY ......................................................................................................................................... 29<br />

MOSTLY DARK SHOTS ..................................................................................................................................................... 31<br />

DAY VS NIGHT .............................................................................................................................................................. 33<br />

MOVING LIGHTS ........................................................................................................................................................... 35<br />

HANDHELD LIGHTS ........................................................................................................................................................ 37<br />

SILHOUETTES ................................................................................................................................................................ 39<br />

FILMING SHADOWS........................................................................................................................................................ 41<br />

ABOUT MOVIESTORM ......................................................................................................................................... 43<br />

©Matt Kell<strong>and</strong> 2011. All rights reserved.<br />

“A really good primer for any film student, especially all crammed into<br />

40 pages."<br />

Andrew Segal, Carshalton College<br />

“An excellent resource for both new <strong>and</strong> veteran users. Matt doesn’t<br />

just describe ways to add feeling to your movies, but shows you<br />

through the easy to follow steps. All great directors have their own<br />

style, <strong>and</strong> this book gives you the keys to unlock your style. In the end,<br />

you decide which techniques work best for you."<br />

Shirley Martin, filmmaker<br />

2


FOREWORD<br />

by Phil South<br />

When I was asked to write the foreword to the <strong>Making</strong> <strong>Better</strong> <strong>Movies</strong> With <strong>Movies</strong>torm series, I jumped at the chance<br />

for two reasons. One is that it was Matt Kell<strong>and</strong> asking me. The other is that I love a chance to talk about movies.<br />

Ask anyone. Ignore their eye rolling; they always do that. It's a sign of their deep fondness for me.<br />

Matt <strong>and</strong> I have been friends for many years, <strong>and</strong> I often think that one of the reasons that we are still friends after<br />

all these years is that he’s one of the very few people I've ever met who cares as much about films as I do.<br />

I recall the genesis of <strong>Movies</strong>torm very well. It was called Machinemascope back then, <strong>and</strong> the whole reason it got<br />

created in the first place was to answer the question "is it possible to make movies on a home computer." Of course,<br />

we now know the answer to that. It is – <strong>and</strong> not only is it possible, but many thous<strong>and</strong>s of people have welcomed<br />

the chance to make their own films, for fun, for education <strong>and</strong> personal development <strong>and</strong> for profit.<br />

The problem though, as you’re probably aware, is that merely producing great tools <strong>and</strong> putting them cheaply <strong>and</strong><br />

easily in the h<strong>and</strong>s of anyone who wants to use them does not guarantee good work. You can h<strong>and</strong> anyone a page<br />

layout program like InDesign or a music sequencer like Logic, or even a video editing software like Final Cut Pro, but<br />

you can't make what they produce any good. You rely on their talent <strong>and</strong> experience to make good software produce<br />

great work.<br />

There are a lot of safety nets in <strong>Movies</strong>torm which correct most of the common mistakes that beginning movie<br />

makers always make. A lot of composition <strong>and</strong> lighting elements have been taken care of, allowing you to focus (pun<br />

intended) on the job in h<strong>and</strong>. And no, the job is not making movies. Nope, the job in h<strong>and</strong> is telling stories.<br />

It doesn't matter if what you are making is factual rather than fictional. News editors talk about stories too. A story<br />

has a beginning, middle <strong>and</strong> end, <strong>and</strong> the structure helps you to "get" what the creator is talking about <strong>and</strong> enjoy the<br />

story they are telling.<br />

But how do you get good at telling stories <strong>with</strong> movies? It comes down to experience, of course, <strong>and</strong> experience<br />

comes through practice. So how do you get experience in film making, when it takes so much time <strong>and</strong> effort to<br />

make even the simplest piece of film? You have to find actors <strong>and</strong> crew, then there are lights <strong>and</strong> cameras to buy,<br />

writers to bully, locations to find… <strong>and</strong> there are some scenes you just can’t film at all <strong>with</strong>out a crazy budget. It’s a<br />

problem filmmakers have faced for a hundred years. But now there’s a solution in the form of <strong>Movies</strong>torm.<br />

You see, <strong>Movies</strong>torm doesn’t just allow you to make finished movies if you are already an accomplished storyteller. It<br />

allows you to grow your own storytelling talent by putting in movie-making hours. As I said above, in the world of<br />

filmmaking, practice usually involves a lot of equipment, money <strong>and</strong> mostly time, both yours <strong>and</strong> other people's. It's<br />

hard for most people to put in the hours. It’s a lot like a pilot who hasn't got easy access to a plane. So what does<br />

he do? He books time in a simulator. Even if a trainee pilot has regular access to a plane, he still books a lot of time<br />

in a simulator because it's much cheaper <strong>and</strong> safer than using a real plane. He can practice whenever it’s convenient,<br />

<strong>and</strong> by logging enough hours he improves his skills almost automatically.<br />

The same is true of any technical ability which has some art to it. The more you do it, the better you get. It's a<br />

creative muscle memory. It's the same <strong>with</strong> creativity <strong>and</strong> mastery of your storytelling chops. The more you do it, the<br />

better you will get. Shots flow to shots in a seamless hypnotic glide, because you know what you are doing <strong>and</strong> you<br />

know exactly where to go at any one time, in the service of your story.<br />

3


This excellent series of books will guide your development. In each of the carefully structured <strong>and</strong> easy to follow<br />

exercises Matt leads you through all the movie making tricks you will need, from the most common to the most<br />

difficult. It's a simple regime to follow: just read what's on the page <strong>and</strong> do it. Then do the next one, <strong>and</strong> the next,<br />

<strong>and</strong> keep working your way through. Pretty soon you'll be flying through them, <strong>and</strong> your mastery of both<br />

<strong>Movies</strong>torm <strong>and</strong> film technique will grow. Most importantly, you can please yourself as to when you log the hours in<br />

your virtual movie-making cockpit. Take your time, <strong>and</strong> stagger the sessions across a number of weeks rather than<br />

trying to do it all at once.<br />

Don’t make the mistake of thinking that all you need to do is read how it’s done. You’ve got to actually do the<br />

exercises. Try all the variants, review your work critically, <strong>and</strong> then do the follow-ups. The whole point is that when<br />

you start filming for real, you’ve done this so many times that you’re instinctively falling back on hundreds of hours of<br />

real, practical, h<strong>and</strong>s-on experience in the simulator.<br />

Always remember, learning how to make films to tell stories is not about theory. It's about practice. If you want to<br />

get good at telling stories <strong>with</strong> films, there is absolutely no substitute for putting in the hours. I won't scare you by<br />

telling you how many hours they say it takes to become a genius, but it's a lot. Genius will take time, but getting<br />

good at telling your own stories just became a lot easier.<br />

Phil South<br />

Phil South is a professional writer, creative writing teacher <strong>and</strong> filmmaker, based<br />

in the South West of Engl<strong>and</strong>. He taught filmmaking to wide-eyed first year<br />

technical students at the Bristol Old Vic Theatre School for seven years after a<br />

long career in writing <strong>and</strong> animation. He currently shares his energies between<br />

his creative writing blog http://goingdownwriting.wordpress.com <strong>and</strong> his b<strong>and</strong><br />

The Sinatra Test http://sinatratest.ideasdigital.com.<br />

4


INTRODUCTION<br />

This series of books grew out of a selection of articles I wrote for the <strong>Movies</strong>torm blog in 2009-2011 on how you can<br />

use <strong>Movies</strong>torm to practice film techniques. Several people contacted us to ask whether we had any specific<br />

examples of how to do it. I realized I’d talked a lot about theory, but very little about practice. I therefore decided to<br />

put together this collection of simple exercises you can do to learn individual techniques.<br />

There are several volumes in the series, covering a range of techniques including camerawork, staging, editing,<br />

lighting, sound, <strong>and</strong> more.<br />

These exercises aren't in any way specific to making movies <strong>with</strong> <strong>Movies</strong>torm. They're st<strong>and</strong>ard techniques that apply<br />

to all forms of film. For example, one exercise focuses on filming a scene <strong>with</strong>out moving cameras, <strong>and</strong> then filming<br />

it again but allowing the camera to move. Another, in the volume on staging, requires you to shoot the same scene<br />

<strong>with</strong> <strong>and</strong> <strong>with</strong>out extras. You can take what you've learned to any other film-making medium - full CG animation,<br />

live action, or whatever. It’s about learning skills, not about learning to use specific tools or media.<br />

The main advantage of using <strong>Movies</strong>torm as a training tool is that you can practice whenever it's convenient for you,<br />

<strong>and</strong> you don't need to assemble a cast <strong>and</strong> crew each time. And if you're not happy <strong>with</strong> what you've done, you can<br />

easily go back <strong>and</strong> do it again <strong>and</strong> again until you're satisfied – reshoots are cheap easy!<br />

The other benefit of using <strong>Movies</strong>torm is that you’re not constrained by the usual problems of the student filmmaker.<br />

You don’t have to worry about shutting down city streets to film in the middle of Manhattan or London. You<br />

can have a huge crowd of extras. You can use cranes, helicopters or other equipment, <strong>and</strong> film stunt scenes, car<br />

chases, <strong>and</strong> explosions <strong>with</strong>out worrying about insurance or cost. <strong>Movies</strong>torm is a versatile tool that will give you a<br />

chance to learn the kind of things that most novice filmmakers can’t ever do in real life.<br />

The exercises are all fairly adaptable. Generally, you won't need any particular packs or content: any version of<br />

<strong>Movies</strong>torm will do. Most of them work on the same principle: take a single scene, <strong>and</strong> film it in several different<br />

ways. You can use the same scene over <strong>and</strong> over again if you want - I often use a short scene from one of Per<br />

Holmes's training DVDs, <strong>and</strong> another, slightly longer one, from a parody soap opera I was working on some years<br />

ago. This is actually a pretty good way of working, as you can focus explicitly on the one aspect you're practicing,<br />

<strong>and</strong> reuse much of what you've previously done; sets, characters, recorded dialog, <strong>and</strong> so on. You'll also develop an<br />

increasing empathy <strong>with</strong> the scene, <strong>and</strong> you'll find each take getting better <strong>and</strong> better, rather like a musician<br />

practicing the same piece over <strong>and</strong> over. When you've worked your way through several exercises, go back <strong>and</strong><br />

compare all the different versions <strong>with</strong> your first attempt, <strong>and</strong> see what you've achieved.<br />

This series of exercises isn’t a substitute for practicing <strong>with</strong> real kit. You’ll still need to get familiar <strong>with</strong> real cameras<br />

<strong>and</strong> lights, <strong>and</strong> you’ll have to get used to working <strong>with</strong> real actors <strong>and</strong> crew on real sets. Practicing this way simply<br />

gets you used to knowing what you’re going to shoot <strong>and</strong> developing a sense of how it’s going to look when it’s cut<br />

into your final film.<br />

Although most of the book is written primarily for directors, it’s useful for others as well. It’s an easy method for<br />

editors to generate the footage they need to practice cutting scenes in many different ways. It’s a good way for<br />

scriptwriters to underst<strong>and</strong> how their written words can be portrayed on the screen. It’s a useful way for camera<br />

operators to practice filming, or for producers to underst<strong>and</strong> how creative choices affect the production costs.<br />

Most importantly, though, it’s a way to ensure that when you start making movies for real, you’ll know exactly what<br />

you’re doing, <strong>and</strong> you won’t be wasting everyone else’s time <strong>and</strong> money trying to figure out the basics. As we’re fond<br />

of saying at <strong>Movies</strong>torm, “shoot first, ask questions later” is the maxim of the unprepared filmmaker, <strong>and</strong> “fix it in<br />

post” is just another way of making trouble for your editor.<br />

5


EXERCISES<br />

How to use this book<br />

The book is set out in a workbook format. Each exercise uses a st<strong>and</strong>ard structure:<br />

Technique: what you’re going to focus on<br />

Scenario: what type of scene works best for this<br />

Exercise: what you do<br />

Review: you critically analyze your work <strong>and</strong> see how the different versions compare<br />

Follow-up exercises: more things you can try to develop this technique<br />

In the first two volumes of the series, we focused on camerawork <strong>and</strong> staging - the two tasks normally associated<br />

<strong>with</strong> being a director. This volume covers two tasks normally given to specialists, but which it's essential for a<br />

director to underst<strong>and</strong>.<br />

You will get more from this volume if you’ve already completed some of the exercises in the previous volumes. The<br />

aim is to combine the various skills, <strong>and</strong> underst<strong>and</strong> the relationship between what's happening on the set <strong>and</strong> what<br />

you're filming, <strong>and</strong> how this will appear in the finished movie.<br />

To get the best from this book, it’s important that you do two things.<br />

First, you must actually do the exercises.<br />

Reading them won’t make you a better film-maker any more than reading about sports will make you an athlete.<br />

While developing <strong>Movies</strong>torm, I’ve shot literally hundreds of hours of animated footage over the last few years.<br />

Looking back at the things I made early on, the improvement is obvious. Now, when I need to film something like a<br />

simple dialog or a walk, I’m not wasting time. As I read the script, I instinctively know how I want to film it. Camera<br />

angles <strong>and</strong> moves, cuts, staging, lighting, <strong>and</strong> even sound come alive in my head. These days I don’t even make a<br />

storyboard; I simply go straight to <strong>Movies</strong>torm <strong>and</strong> quickly block out a rough version. That kind of fluency comes<br />

from having shot the same type of scenes over <strong>and</strong> over again.<br />

Second, you must be super-critical <strong>with</strong> yourself when it comes to the reviews.<br />

The aim isn’t to complete all the exercises as fast as possible. It’s to learn from them <strong>and</strong> find ways to improve. In<br />

most cases, there are no right <strong>and</strong> wrong ways to shoot these scenes (although there are accepted conventions it’s<br />

useful to be familiar <strong>with</strong>). It’s about trying out different things to see what happens. Even if they don’t work, you’ve<br />

learned something. So don’t just give yourself a pat on the back <strong>and</strong> move on. Be picky. Find the things you don’t<br />

like. Ask yourself if that scene could possibly be any better. At some point, you won’t find anything more you can do<br />

to it. So move on, but come back to it later when you’ve practiced some new techniques. I’ll guarantee you’ll see<br />

new ways to film the scene.<br />

6


SOUND<br />

It’s easy to dismiss sound as being the sound guy’s problem. As long as you get a good clean take of the dialog on<br />

set, he can put everything else on in post-production. Right?<br />

Wrong.<br />

If that’s the way you think, you’re missing half of what’s involved in a movie. Film is an audio-visual medium, <strong>and</strong><br />

what the audience hears is just as important as what they see. Even in a cinema they’re not looking at the screen all<br />

the time, <strong>and</strong> the sound acts as an important cue to keep them involved in the movie. For those who are paying<br />

attention, sound isn’t just a decoration that adds emotion <strong>and</strong> atmosphere: those are critical parts of the story <strong>and</strong><br />

have a profound effect on the way your audience relates to what’s on screen.<br />

When you’re creating your film, you should be thinking about the sound right from the very outset. Imagine the<br />

music, <strong>and</strong> hear the scenes as well as seeing them. Once you can do this, you’ll have a much clearer picture of how<br />

your film is going to turn out. And, perhaps more importantly, you’ll have a range of additional narrative techniques<br />

to draw on.<br />

One major advantage of underst<strong>and</strong>ing how sound can be used in narrative is that it provides an additional layer to<br />

work <strong>with</strong>. Most of the story is carried by dialog <strong>and</strong> action. <strong>Sound</strong>, however, effectively acts as a commentary on<br />

that, <strong>and</strong> it functions simultaneously <strong>with</strong> the other layers. In a scene <strong>with</strong> two people talking as they walk down a<br />

street, you can completely change the way the audience views the scene <strong>with</strong> your choice of background sounds,<br />

foley <strong>and</strong> music: it can be intimate, it can be eerie, or it can be stark <strong>and</strong> distant.<br />

What do you hear when you see this image? If you're not thinking about the sound, you're thinking like a<br />

photographer, not a film director.<br />

7


Once you start thinking about the sound of your film, you will find that your approach to what you show on screen<br />

changes to make better use of that. In some cases, you’ll realize that you don’t need to film something, since you<br />

can just rely on the audience hearing it. In other cases, you’ll realize that you need to establish an object visually in<br />

order for the sound to make sense. If you know in advance how the sound is going to work, you can ensure you<br />

shoot what you need to make life much easier for your editor <strong>and</strong> sound team.<br />

The following exercises are all designed to help you integrate sounds <strong>and</strong> visuals so that you get used to<br />

incorporating sound into both production <strong>and</strong> pre-production.<br />

Using <strong>Movies</strong>torm makes it easy to go back <strong>and</strong> forth between all stages of the film, so it’s easy to adjust the<br />

direction, camerawork, even the set design <strong>and</strong> lighting, to fit <strong>with</strong> the sound. Once you’ve got a rough edit, you can<br />

look at what you did on set <strong>and</strong> go back <strong>and</strong> change it <strong>with</strong> just a few clicks if you think you could have done it<br />

better. You're not forced to work <strong>with</strong> the footage you originally shot if you're not happy <strong>with</strong> it in post-production.<br />

Note: You may need to use an external audio editor to get the sounds you want, or to do your final editing in a third<br />

party video editing tool such as Premiere, Final Cut or Avid.<br />

Film is an audio-visual medium<br />

8


FOLEY OR NOT?<br />

Technique<br />

Add foley to emphasize incidental sounds such as walking, clothing, or furniture noise.<br />

Foley is adding in the natural sounds created by an environment. These aren't necessarily present when you shoot<br />

your film - sets <strong>and</strong> props don't always sound like they should, <strong>and</strong> you may not have picked up the sounds when<br />

you recorded the on-set audio. So you need to add them in artificially.<br />

The use of foley is not necessarily a requirement. It’s a stylistic <strong>and</strong> artistic choice, which can either add or detract<br />

from a scene. It's fine to leave it out in order focus entirely on the dialog or the main action, or you can include it if it<br />

adds realism or atmosphere to the scene. Good foley should often be almost unnoticed - it just feels right.<br />

When shooting, it helps to know whether foley will be added in post-production. This helps you underst<strong>and</strong> what you<br />

can show on screen, <strong>and</strong> what will be carried by sound alone. It is also useful to think about your sound design at a<br />

very early stage, <strong>and</strong> to be aware what your film will sound like.<br />

What sounds could you put into this scene set in a coffee shop? People eating <strong>and</strong> drinking, even though you<br />

can't see them, the cash register, footsteps inside <strong>and</strong> out, swishes of clothing, rain, traffic, car doors opening<br />

<strong>and</strong> closing, the main door opening, cups on tables, creaking of chairs - what else?<br />

Use a scene in a single location – interior or exterior. Ideally, it should be 1-2<br />

minutes long, including 2 or more people. Include some dialog <strong>and</strong> some<br />

choreography; opening <strong>and</strong> closing doors, different people walking on different<br />

surfaces, sitting in chairs, drinking, etc.<br />

9


FOLEY OR NOT?<br />

Film the scene, <strong>and</strong> remove all the sound except the dialog.<br />

Now add in sounds for everything that happens in the scene, including things that happen off-camera. (For example,<br />

if a character sets a glass down on the table, add a “clink” even if you don’t see it happen.)<br />

When you’ve done this, play the scene back, close your eyes, <strong>and</strong> just listen to it.<br />

Review<br />

What does the foley add to the scene? Does the scene work <strong>with</strong>out it?<br />

Did you end up <strong>with</strong> a sound mix that was too messy? Did the foley obscure the<br />

dialog? Was that intentional?<br />

How useful is it to have the foley depicting things the audience can’t see? Does it<br />

help, or is it confusing?<br />

How loud did the foley need to be to be effective?<br />

Where did you have to put the foley in the stereo mix, <strong>and</strong> how was this affected<br />

when you cut to different shots?<br />

Make a list of everything a foley artist would need to do for that scene.<br />

Followup exercises<br />

Work out which sounds are extraneous, <strong>and</strong> come up <strong>with</strong> a better mix of sounds.<br />

Redo the scene, but leave out any unnecessary or confusing foley, <strong>and</strong> reshoot any shots that call for a sound you<br />

don’t want. (For example, have the actor stay still while seated if you don’t want a “chair creaking” noise, <strong>and</strong><br />

compare that <strong>with</strong> simply not having the foley.)<br />

Add in music <strong>and</strong> see what effect that has on which sounds are necessary.<br />

What sort of films or styles don't require foley?<br />

10


AMBIENT NOISE<br />

Technique<br />

Experiment <strong>with</strong> adding different amounts of ambient noise to a scene.<br />

Ambient noise, also known as "atmos" or background", or simply "ambience", is all the sounds that are naturally<br />

made by the environment.<br />

When adding ambience, you can be very flexible <strong>with</strong> how much you add. This is mostly a stylistic choice. It is<br />

something that you can simply leave to the sound designer, but it helps to be aware of this while shooting, as it gives<br />

you a better idea of how the finished scene will play <strong>and</strong> the mood you are creating.<br />

In some cases, particularly action scenes, it can be good to have the ambience so loud <strong>and</strong> complex that they take<br />

over, but you need to ensure the audience can follow the important parts of the story.<br />

Left: a scene in a busy office, <strong>with</strong> people talking, making phone calls, <strong>and</strong> using computers. Right: in this<br />

action scene, you have explosions <strong>and</strong> gunfire, as well as people running through trees <strong>and</strong> undergrowth <strong>and</strong><br />

shouting. The ambient sounds add to the setting, but can quickly become distracting.<br />

Use a scene in a moderately busy location – either interior or exterior. Ideally, it<br />

should be 1-2 minutes long, including 2 or more people. Scenes <strong>with</strong> some dialog<br />

work best for this.<br />

11


AMBIENT NOISE<br />

Film <strong>and</strong> edit the scene, <strong>and</strong> strip out all the sound except the dialog.<br />

Now build up the sound, including ambience, foley, <strong>and</strong> other effects, then finally add music. If you find it useful,<br />

start taking sounds out again until you get back to a more minimalist version of the scene.<br />

Review<br />

At what point did the scene feel as if it sounded right?<br />

At what point did the ambient sound become “too much” <strong>and</strong> start distracting<br />

from the scene?<br />

Which sounds were significant, which were interesting, <strong>and</strong> which were merely<br />

filler?<br />

What was different between the portions of the scene <strong>with</strong> dialog <strong>and</strong> the<br />

portions <strong>with</strong>out?<br />

Followup exercises<br />

Pick three of your sound mixes from earlier: a minimal one, a medium one, <strong>and</strong> a full one. Go back <strong>and</strong> reshoot <strong>and</strong><br />

re-edit the scene <strong>with</strong> those sound mixes in mind. How do they come out differently?<br />

12


REALISTIC AMBIENCE<br />

Technique<br />

Create a scene <strong>with</strong> the sound as much like real life as possible.<br />

For some types of movie, particularly 70s-style movies such as The French Connection, the sound design calls for the<br />

scene to be depicted as realistically as possible, as if the film-maker simply captured all the on-set ambient noise. For<br />

an outdoor scene, this means including all the traffic noises, airplanes, dogs, passers-by, <strong>and</strong> everything else. You<br />

then mix the dialog down so that it appears to be at the right level compared to the background sound.<br />

This is very different to a normal sound mix where the dialog is artificially made louder to make it easier to hear. As a<br />

result, you may need to film the scene differently to make it comprehensible to viewers.<br />

This scene is set in a busy street, <strong>with</strong> traffic noise <strong>and</strong> other urban sounds. In real life, it could be hard to hear<br />

what the characters are saying, particularly when cars or trucks pass close by. In a longer shot, you might<br />

expect to hear the background sounds, although it's not necessary. When you cut to the closer shot, you can<br />

lower the volume of the background, as if you were st<strong>and</strong>ing closer to the characters, or you can keep it noisy<br />

as if it were recorded in the street <strong>and</strong> add atmosphere.<br />

Choose a scene in a busy location – either interior or exterior. Ideally, it should<br />

be 1-2 minutes long, including 2 or more main characters <strong>and</strong> extras, <strong>and</strong> include<br />

dialog.<br />

13


REALISTIC AMBIENCE<br />

Go to a busy location, close your eyes, <strong>and</strong> make note of all the sounds you hear. Ideally, get a good recording<br />

device <strong>and</strong> record the sounds. An urban street, crowded shopping mall, or busy office are all good examples.<br />

Film the scene <strong>with</strong>out ambient noise, <strong>and</strong> just focus on the dialog.<br />

Now add in as much ambient noise as necessary to make it realistic – you can simply add the recording you made<br />

earlier. Add in dialog for the extras if appropriate. You may need to adjust your camerawork.<br />

Review<br />

Can you make out what the characters are saying?<br />

What does the background sound add to the mood or style?<br />

Does your “real” sound actually sound realistic when it’s in the film?<br />

What did you have to adjust between the two versions?<br />

Followup exercises<br />

Try it <strong>with</strong> different scenes <strong>and</strong> genres to see where this technique works well <strong>and</strong> where it doesn’t.<br />

Build up an ambient sound completely from scratch, <strong>and</strong> compare it to the sound you recorded on location.<br />

Experiment <strong>with</strong> adjusting the ambient volume between shots but <strong>with</strong>out making it feel artificial.<br />

14


EMPHATIC SOUND<br />

Technique<br />

Over-emphasize one single sound for dramatic purposes.<br />

You can create a very effective <strong>and</strong> atmospheric sequence by using a sound design artificially focused on just one<br />

object or activity.<br />

For example, at a busy checkpoint full of people, you might mute all the sounds except the repetitive noise of a<br />

guard stamping papers, getting gradually louder as the hero gets to the front of the line. In a hospital scene, you<br />

might focus on just the beeping of a single machine. Ticking clocks emphasize the passage of time. Your shots need<br />

to be designed <strong>with</strong> that sound in mind.<br />

In order for this to work, you need to show the audience the source of the sound, either before or after the sound,<br />

so that they can underst<strong>and</strong> what they are seeing.<br />

Include the footsteps sound in the opening shot, even though we cannot see who is making them. This adds<br />

tension to the scene already. Cutting to a shot of feet walking cues the viewer to recognize that the footsteps<br />

are significant. We cut back to the initial subject, <strong>and</strong> continue the footsteps; by showing the door, we suggest<br />

that the walker is about to enter. Conventionally, we could then cut to a shot of someone entering.<br />

Alternatively, we could continue the scene as the man works in silence, listening to the sounds of pacing from<br />

outside. This suggests that he is imprisoned or guarded, <strong>and</strong> adds an extra layer of meaning to the story.<br />

Use a scene in a single location – either interior or exterior. 30 seconds is plenty,<br />

<strong>and</strong> you don’t need dialog. The scene should include some activity that makes a<br />

distinctive sound, even if that is not in the script.<br />

15


EMPHATIC SOUND<br />

Shoot the scene based around the sound.<br />

Shoot it again in a more conventional manner.<br />

Review<br />

What does shooting it this way add to the story, the character, or the mood?<br />

What did you have to do visually to make the audio work?<br />

At what point did you show the audience what was making the sound? Could you<br />

have done it earlier or later <strong>and</strong> been equally effective?<br />

What other sounds did you leave out that you would normally have put in?<br />

Followup exercises<br />

Do the same <strong>with</strong> a scene that includes dialog. How do you have to shoot it to keep the key sound <strong>and</strong> fit it around<br />

the dialog?<br />

16


USING MUSIC AS LEITMOTIF<br />

Technique<br />

Use a musical theme to denote a character, then use the music to imply the character<br />

<strong>with</strong>out showing them.<br />

Using music to convey information to the audience is a powerful technique that requires careful work from the<br />

director, cameraman, editor <strong>and</strong> composer to set up <strong>and</strong> carry off. In the early part of the film, the musical theme<br />

(or leitmotif, as it's called in classical music) is established. Then later in the film, you can use the music to<br />

foreshadow a character’s presence.<br />

You can use this in all sorts of useful ways. If a character is only half-shown, the audience will assume who it is if<br />

they hear their leitmotif. You can also suggest that an on-screen character is thinking about on off-screen character<br />

by using the leitmotif. Great examples of this are Darth Vader's theme in the Star Wars movies, or Indy's fanfare in<br />

the Indiana Jones movies. When you hear that music, you know Indy's coming to the rescue or Vader's about to do<br />

something evil.<br />

When filming a scene that uses a leitmotif, you need to allow sufficient time for the leitmotif to be played, <strong>and</strong><br />

choose camera angles that support it. During pre-production, note when you plan to use the leitmotif instead of (or<br />

to complement) a visual <strong>and</strong> structure the scene around it.<br />

Left: if you've already established this character, you know who they are as soon as they open the door. This<br />

strong image would also make a good one for establishing the leitmotif: the viewer will associate that music<br />

<strong>with</strong> both the person <strong>and</strong> the mood. Center <strong>and</strong> right: using a romantic theme when the two lovers are<br />

together sets the tone. Using the same theme later when the man is alone suggests to the audience that he is<br />

sending a message to her <strong>and</strong> is thinking about her.<br />

This is a complex exercise, which will involve shooting a short film, at least 5<br />

minutes, maybe more. You will also need a score that includes at least one<br />

strong recognizable theme. You may find it easiest to simply take this from<br />

classical music.<br />

17


USING MUSIC AS LEITMOTIF<br />

Shoot the film. Use the leitmotif whenever the appropriate character appears. Once you have established the<br />

leitmotif, imply the character’s presence before showing them onscreen just by using the music.<br />

Review<br />

How does this affect the story-telling?<br />

What did you show on screen while the offscreen character’s leitmotif was being<br />

played?<br />

What pre-production steps did you have to go through to ensure the leitmotif<br />

would work?<br />

How did you have to adjust your filming process to work <strong>with</strong> the music?<br />

How many times did you have to use the leitmotif to establish it successfully?<br />

How long is your leitmotif? Would a longer or shorter one have worked better?<br />

What sort of genres work well <strong>with</strong> this technique?<br />

Followup exercises<br />

Use a longer <strong>and</strong> more complex movie. Use the leitmotif to imply a character’s influence in a scene, even when they<br />

are not actually present. For example, in a romantic movie involving a love triangle, use the leitmotif to remind the<br />

viewer of the third person while the other two are having an intimate moment. In an action movie, use the leitmotif<br />

of the villain to express menace when the hero comes upon a murder scene to tell the audience who did it.<br />

Invert the convention in a mystery. Use the leitmotif at an early stage to tell the audience who the villain is. Then<br />

when they rewatch the movie, they’ll realize the answer was there all along.<br />

18


USING SOUND TO BRIDGE A SCENE<br />

Technique<br />

When cutting between two scenes, use a sound to provide continuity, even when the scenes<br />

are disconnected in the narrative.<br />

You can make two scenes flow together effectively by carrying a sound across from one scene to the next. You can<br />

do this in several ways; you can establish the sound of an object, <strong>and</strong> then have that same object in the next scene,<br />

even if it’s in a different location. For example, we hear the hero clicking his pen as he walks. As we cut to the next<br />

scene, the pen clicking continues.<br />

If the object is in the same location, you can use sound to bridge a passage of time. We hear a gr<strong>and</strong>father clock<br />

ticking. It continues to tick as we cut from summer to winter. You can use different objects that make the same<br />

sound to form the bridge; you can cut from the sound of one car engine to a different car in the next scene.<br />

If you’re skilful, you can use similar sounds from very different objects to bridge between two scenes: for example an<br />

air raid siren <strong>and</strong> a baby’s scream. You need to know before you start shooting how this bridge will work so that you<br />

know to film the right things: they need not be part of the narrative or even in the script.<br />

End one scene on a shot of a woman crying in a park, <strong>and</strong> have the bird squawking as it flies off. The next<br />

scene starts <strong>with</strong> more birds squawking, <strong>and</strong> we look down into a street. We can then cut to a closer shot on<br />

the man in the street. The shot on the bird is optional, though it does help to provide additional continuity.<br />

Take any two consecutive scenes from a screenplay. They can be in different<br />

locations or the same location.<br />

19


USING SOUND TO BRIDGE A SCENE<br />

Shoot the scene <strong>and</strong> cut using a regular cut or dissolve.<br />

Use sound to make the scene transition more interesting. You may need to adjust your camerawork.<br />

Review<br />

What sound did you use, <strong>and</strong> why?<br />

Was the thing making the sound part of the original screenplay? If not, does<br />

adding it detract from the story?<br />

How did you change the camerawork between the two versions? Did you have to<br />

specifically show the object making the sound?<br />

Did you use the same type of cut between the scenes?<br />

How does this affect how the audience approaches the second scene?<br />

When does this technique work well, <strong>and</strong> when doesn’t it?<br />

What did you have to do in pre-production when planning the scenes?<br />

Followup exercises<br />

Try it using several different types of scenes <strong>and</strong> sounds.<br />

20


CUTTING & DIRECTING TO MUSIC<br />

Technique<br />

Build a scene or sequence designed to fit to a specific piece of music. This is not the same as<br />

making a music video.<br />

Music is normally put onto the film afterwards, but there are occasions when the film needs to be driven by the<br />

music. For example, if you’re creating a title sequence <strong>with</strong> a strong theme tune, or you’re using a well-known score.<br />

This is particularly important if the music includes specific dramatic emphases, <strong>and</strong> you need to ensure that certain<br />

pieces of action coincide <strong>with</strong> the music. This is usually h<strong>and</strong>led by the editor, but there is a lot you can do as the<br />

director to make the editor’s job much easier.<br />

For example, you may have three gunshots followed by someone falling dead, <strong>and</strong> the music has three strong beats<br />

then a long chord. If you show all three gunshots in the same shot, they have to be timed to fit the music, <strong>and</strong> then<br />

you may need to cut or pan to the victim at the right time to make the music work. Alternatively, you may be filming<br />

a romantic scene, where the music becomes quiet while the lovers speak, <strong>and</strong> then crescendos again just as they<br />

kiss; you need to ensure that the entire dialog sequence fits <strong>with</strong>in the available quiet period.<br />

Moments that can be enhanced by music: as the President shakes his fist to emphasize a point in his speech,<br />

add in strong orchestral hits. As the door opens to show a silhouetted figure, or a character sees his destination<br />

through a gap in the rocks, introduce a strong theme or change in musical style.<br />

Pick a dramatic instrumental piece of music: you can use classical, jazz, rock, or<br />

whatever takes your fancy. Movie soundtracks work well - not surprisingly! Now<br />

pick a scene evoked by that music. You can include dialog, action, or both.<br />

21


CUTTING & DIRECTING TO MUSIC<br />

Film <strong>and</strong> edit the scene.<br />

Review<br />

How well did the visuals <strong>and</strong> music complement together?<br />

Does the choreography feel “forced”?<br />

What did you have to do in terms of choreography <strong>and</strong> camerawork to get a<br />

good edit?<br />

Did you use any background sounds as well as the music? Did they detract from<br />

or add to the scene?<br />

Followup exercises<br />

Do the same <strong>with</strong> a piece of music including lyrics, <strong>and</strong> see how this changes your approach, particularly if there is<br />

dialog in the scene.<br />

Pick the music. Now plan <strong>and</strong> shoot all the footage, but <strong>with</strong>out listening to the music as you work. Then take the<br />

footage into the edit <strong>and</strong> see if what you came up <strong>with</strong> was sufficient to work <strong>with</strong> <strong>and</strong> adequately timed.<br />

If you know a composer (or can compose music yourself), strip the existing music away, <strong>and</strong> come up <strong>with</strong> a new<br />

score. How similar are they?<br />

22


MUSIC VIDEO<br />

Technique<br />

Make a music video.<br />

Even if you have no interest in making music videos, they allow you to experiment in various ways <strong>with</strong> putting<br />

images to music. They are excellent for practicing narrative <strong>with</strong>out dialog, for practicing editing to a rhythm, or<br />

creating pure visual films <strong>with</strong> no narrative at all.<br />

Music videos also allow you considerably more freedom than other forms when it comes to camerawork <strong>and</strong> editing:<br />

you can use extreme angles <strong>and</strong> all sorts of post-production effects, <strong>and</strong> you don’t need to follow many of the<br />

st<strong>and</strong>ard rules of framing, continuity, cutting or narrative.<br />

Different styles of music video. (With thanks to SPiT LiKE THiS.)<br />

Pick a piece of music you enjoy <strong>and</strong> can relate to. A short song works best.<br />

23


MUSIC VIDEO<br />

Film the piece in five different ways:<br />

1. A video of the b<strong>and</strong> performing the piece. This could be on stage, in a studio, or in some unusual location.<br />

2. A video of the b<strong>and</strong> goofing around, relaxing, backstage, etc.<br />

3. A story based on the music.<br />

4. A series of images <strong>and</strong> sequences suggested by the music <strong>with</strong> no real story.<br />

5. A combination of any or all of the above.<br />

Review<br />

Which ones work? Why?<br />

Which ones allowed you to use more extreme camerawork?<br />

How did you have to structure your shots when constrained to the rhythm of the<br />

music in the edit?<br />

Which ones did you enjoy making? What does this tell you about your natural<br />

filmmaking style?<br />

Followup exercises<br />

Repeat <strong>with</strong> many different styles of music - particularly music you don't like!<br />

24


LIGHTING<br />

<strong>Movies</strong> have often been described as “painting <strong>with</strong> light”. It doesn’t take long to realize that the lighting for a scene<br />

is critical to setting the mood for the entire piece, as well as the composition. You can completely change what you<br />

see simply by changing the lighting. The color sets the tone for the piece, the brightness sets the intensity, <strong>and</strong> the<br />

positioning can completely change the shape of the objects on the screen <strong>and</strong> the visual composition of the shot.<br />

<strong>Light</strong>ing is a slow, painstaking process, as you’ll find when you get on a shoot. It usually means the entire cast <strong>and</strong><br />

crew st<strong>and</strong>ing around while the lights are set up, <strong>and</strong> there’s often a lot of trial <strong>and</strong> error before the DoP <strong>and</strong> director<br />

are both happy. The sooner you can give your lighting team a good idea of what you want your scene to look like,<br />

the better. That saves everyone’s time, <strong>and</strong> on a live action shoot, can make a real difference to how much you can<br />

shoot in a day.<br />

Using <strong>Movies</strong>torm to practice lighting skills offers several advantages. If you’re shooting exteriors, you don’t have to<br />

contend <strong>with</strong> changing environmental conditions: the sun won’t suddenly go behind a cloud, <strong>and</strong> you won’t see the<br />

shadow of a tree creep gradually across the set as the shoot goes on. You can even eliminate shadows altogether<br />

<strong>with</strong> just a single click. You can decide what time of day it is, <strong>and</strong> film at twilight, dawn, or midday to compare the<br />

different lights <strong>and</strong> how it affects your scene. You can film in bright California sunshine, or on a grey English winter<br />

morning, all <strong>with</strong>out leaving your sofa.<br />

Soft, gentle lighting in this scene immediately suggests it's part of a romance or a mystery - or perhaps a touch<br />

of both? The choice of lighting often defines the mood, regardless of the actors' performances, the script, or<br />

the music.<br />

25


<strong>Light</strong>ing a virtual movie scene is also far quicker, easier <strong>and</strong> cheaper than lighting a real set. You don’t need lots of<br />

bulky equipment, <strong>and</strong> you don’t need to worry about whether you’ve brought the right color gels. You can place a<br />

light wherever you want it simply by dragging, <strong>with</strong>out having to think about supports or gantries – <strong>and</strong> of course,<br />

there’s no risk of a poorly secured light falling onto the set!<br />

<strong>Movies</strong>torm’s lighting tools are relatively basic compared to more advanced 3D software, <strong>and</strong> they certainly don’t<br />

compare to the flexibility you get in real life, but they’re sufficient to try out some of the basic techniques you need<br />

to know. You’ll still find it useful as a pre-production tool. When you start to block out a scene, you can very quickly<br />

get some idea of how you want it lit. You can show this to your production designer, DoP, set designer, <strong>and</strong> lighting<br />

crew, <strong>and</strong> they’ll immediately have a better underst<strong>and</strong>ing of how you see the scene. They probably won’t set up the<br />

lights in anything like the same way you did, but they’ll be able to create something that captures your vision.<br />

<strong>Movies</strong> are “painting <strong>with</strong> light”<br />

26


REALISTIC VS UNREALISTIC LIGHTING<br />

Technique<br />

Use different lighting to create realistic <strong>and</strong> stylized versions of the same scene.<br />

In some scenes or movies, you’ll want to make everything look as realistic as possible. That doesn’t necessarily mean<br />

that you simply use or replicate natural light – these shots are often created quite artificially when you get on set.<br />

They’re merely designed to look as though they’re natural.<br />

At other times, particularly if you’re filming fantasy, sci-fi or art-house movies, you’ll want to create lighting setups<br />

that bear little resemblance to real life: strong colored lights, heavy shadows, lights coming from strange places,<br />

unexpected pools of light, <strong>and</strong> so on. The recent series of Doctor Who uses this effect extensively. It is not unusual<br />

for different characters in the same shot to be lit <strong>with</strong> very different colors, <strong>and</strong> there's no real logic to the lights:<br />

they just look striking.<br />

A stylized lighting setup need not be more complex than a st<strong>and</strong>ard one: for example, lighting the entire scene <strong>with</strong><br />

a strong blue fill, a purple back light <strong>and</strong> a greenish glow from a computer monitor in front of the character’s face<br />

would create an unusual effect <strong>with</strong> only three light sources.<br />

The same shot <strong>with</strong> realistic <strong>and</strong> stylized lighting. You wouldn't expect the right-h<strong>and</strong> shot in a police drama,<br />

but it would make perfect sense in a sci-fi movie.<br />

Use a scene in a single location – either interior or exterior, including 2 or more<br />

people. You can use either an action or a dialog scene, as they will give you<br />

different challenges. Good locations for this include deserted city streets,<br />

nightclubs, or an ab<strong>and</strong>oned warehouse.<br />

27


REALISTIC VS UNREALISTIC LIGHTING<br />

Film the scene, making it look as much like real life as possible. Think of it as if you were shooting a documentary<br />

<strong>and</strong> were simply trying to catch what you see in front of you.<br />

Film it again, but now use much more stylized lighting. You may need to adjust the choreography to take advantage<br />

of the lighting setup: move characters so that they make best use of the light.<br />

Review<br />

Which version works better, <strong>and</strong> why?<br />

How did the lighting affect the storytelling – what effect does it have on the<br />

mood?<br />

In what ways can you use lighting to change the audience’s view of particular<br />

characters or events?<br />

What else did you have to adjust to take advantage of the lighting?<br />

When using a realistic lighting design, what did you have to “improve” to get the<br />

shots better, i.e. eliminating shadows, adding contrast between foreground <strong>and</strong><br />

background, <strong>and</strong> so on.<br />

Which version was more complex?<br />

Do a quick budget <strong>and</strong> shooting plan – what extra costs would be involved in<br />

using more complex lighting? Consider setup time, equipment, <strong>and</strong> so on.<br />

What reasons would you have for picking your lighting design – is it purely an<br />

aesthetic issue?<br />

Followup exercises<br />

Film several consecutive scenes using the same stylized lighting design on different sets. How easy is it to keep the<br />

same feel across the different locations? Do they cut together successfully, particularly when intercutting between<br />

them?<br />

Film several consecutive scenes using different stylized lighting designs on different sets. Do they cut together<br />

successfully, particularly when intercutting between them, or do they clash?<br />

Try the same exercise on different scenes <strong>and</strong> genres: what lighting setups are appropriate in different cases?<br />

28


FAKING LIGHTING CONTINUITY<br />

Technique<br />

Shoot a scene <strong>with</strong> several different lighting setups, but make it look consistent.<br />

One of the lighting crew’s favorite tricks is to relight the scene for each shot. This is much more common in film than<br />

television. The aim is to make every shot look as good as it can, <strong>and</strong> create a pleasing visual composition. In some<br />

scenes, a character may be lit from completely different directions, or may have different colored lighting on them.<br />

If it’s done well, the audience will never notice the lack of continuity. In The Lord of the Rings I: The Fellowship of<br />

the Ring, at the scene in the inn, the master shots are all lit from one direction, <strong>with</strong> the light appearing to come<br />

from the fireplace behind the characters so they are mostly backlit. This creates a strong visual image. When we cut<br />

to close shots, the light now comes from the opposite direction, in front of the characters, so that the viewer can see<br />

the facial detail better. Most of the audience won't notice this lack of continuity, as they are focused on the<br />

characters <strong>and</strong> the story.<br />

When you're shooting television, you rarely get the opportunity to change lights between shots: it is common to<br />

shoot the entire scene in one take. Film, on the other h<strong>and</strong>, tends to be filmed one shot at a time, which allows for<br />

much more care to be taken over getting each shot just right. It's one of the main things that differentiates film from<br />

television - <strong>and</strong> of course, this is reflected in the budget <strong>and</strong> shooting schedule.<br />

In this relatively subtle example, the character in front is lit <strong>with</strong> a strong front light to help him st<strong>and</strong> out from<br />

the background. When we cut to a close shot on him, one side of his face is in shadow, <strong>and</strong> we lose detail. By<br />

adding in an extra back light which isn't present in the master shot, we enable the whole face to be seen while<br />

preserving the shadow.<br />

Take a scene in a single location – preferably interior. Ideally, it should include 2<br />

or more people. You can use either an action or a dialog scene.<br />

29


FAKING LIGHTING CONTINUITY<br />

Shoot the scene <strong>with</strong> the same lighting throughout.<br />

Shoot it again, resetting the lighting for each shot. (You may need to use an external video editor for this.)<br />

Review<br />

How do the two versions compare?<br />

Are the changes in lighting obvious to an unsuspecting audience – <strong>and</strong> do they<br />

distract from the story?<br />

What issues in lighting continuity were you aware of?<br />

How much extra work was involved in resetting the lights? How would that<br />

translate to a real film set in terms of shooting schedule?<br />

Is it worth it?<br />

Followup exercises<br />

Try it <strong>with</strong> an exterior daytime location, <strong>and</strong> see if the viewer notices that the sun would be changing position if this<br />

were real.<br />

30


MOSTLY DARK SHOTS<br />

Technique<br />

Shoot a scene where much of the screen is dark, allowing the audience to focus on one small<br />

part of the shot.<br />

Most of the time, you want to use the full area of the screen. However, for atmospheric shots, you may want to have<br />

the majority of the screen dark <strong>with</strong> just a small lit area. This could be a foreground character, or a lit doorway, or an<br />

area of the set such as an interrogation table. This is often found in film noir or horror, but certainly has applications<br />

outside that; for example a character in a dark room working computer late at night, or a character may simply be<br />

against a dark background.<br />

This is not the same as shooting a scene in low light or at night, where the entire set is dark. This is an exercise in<br />

visual composition where you choose which area of the screen will be lit.<br />

Left: it's hard to make out what's happening in this shot, but the viewer's eye will be attracted to the<br />

movement of the character at bottom left by the phone box. Right: this shot shows more detail, but the viewer<br />

is unsure where to look.<br />

Left: there is a lot to see in this shot, but the viewer naturally focuses on the man seated at the desk, even<br />

though he's in long shot. Right: closing down the visible area by shooting through a window compresses the<br />

action into a small space <strong>and</strong> intensifies it.<br />

Take a scene in a single location – either interior or exterior. A scene <strong>with</strong> a<br />

single character is sufficient. This works well <strong>with</strong> silent scenes as well as dialog<br />

scenes.<br />

31


MOSTLY DARK SHOTS<br />

Shoot the scene again using a conventional lighting setup.<br />

Shoot the scene again, focusing all the light on no more than 20% of the screen area. The rest of the screen can be<br />

completely dark, or the audience may be able to make out faint details if you prefer.<br />

Review<br />

Does it work?<br />

Does the lighting look artificial <strong>and</strong> feel forced?<br />

How does this affect visual composition?<br />

Does having faint background details add or detract from the shot?<br />

How do you have to stage the scene to take advantage of the lighting?<br />

Followup exercises<br />

How long can you sustain this technique before it gets boring or stressful to watch?<br />

Shoot a scene <strong>with</strong> two characters. Try keeping one character in darkness throughout (not necessarily offscreen).<br />

Try it again <strong>with</strong> each character lit separately on the face so you’re simply seeing two almost disembodied heads –<br />

use either one-shot or two-shots as you prefer.<br />

Shoot a scene where the audience is focused on the light area, but you then have something emerge from the<br />

darkness.<br />

Create a tracking shot where you start <strong>with</strong> a mostly dark screen, <strong>and</strong> dolly or zoom in towards the lit section of the<br />

screen. Do the same in reverse as a closing shot.<br />

32


DAY VS NIGHT<br />

Technique<br />

Make a music video.<br />

Night shoots often require different staging as well as different lighting. It’s not always as simple as just making it<br />

dark. You need to create an artificial lighting setup that allows the viewer to see what you want them to see, but<br />

making it feel like darkness.<br />

Left: a scene shot in daylight. Center: dropping the light level gives an image that's dull <strong>and</strong> hard to make out.<br />

Right: adding in a couple of front lights <strong>and</strong> adding depth of field allows the characters to st<strong>and</strong> out from the<br />

background, creating a clearer image.<br />

Left: an even darker version of the previous shot focuses the viewer completely on the characters by effectively<br />

taking away the background. Center: a reverse <strong>with</strong> this lighting setup means you can't see the man's face, as<br />

the lights are set up to light the woman. Right: reset the lights so you can see his face in this shot. The viewer<br />

probably won't notice the lack on lighting continuity if they're focused on the story. (See the earlier exercise on<br />

lighting continuity)<br />

Use a scene in a single location – preferably exterior. Ideally, it should be 1-2<br />

minutes long, including 2 or more people. You can use either an action or a<br />

dialog scene, as they will give you different challenges.<br />

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DAY VS NIGHT<br />

Film the scene in daytime.<br />

Film it again at night. Change the lighting, <strong>and</strong> also adjust the choreography, camerawork or anything else as you<br />

need to create the right mood.<br />

Review<br />

In what ways does the scene feel different?<br />

Can the audience see what’s going on at night, or do they have to work to make<br />

out details?<br />

What did you have to change?<br />

Did you need to use multiple lighting setups?<br />

What, apart from the general lighting, did you change to make it look like night?<br />

(e.g. costumes, traffic density, number of extras, what people were doing?)<br />

Did you use different sound or music to change the atmosphere?<br />

Look at some selected stills – how did your visual composition change?<br />

Followup exercises<br />

Film it at twilight or dawn.<br />

Film it in different climatic conditions: bright sunshine, or a grey, cloudy day.<br />

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MOVING LIGHTS<br />

Technique<br />

<strong>Light</strong> a scene, but have the lights moving so that the lighting changes during the scene.<br />

Most of the time, your lighting setups will be static. At times, though, you will want the lighting to change, either to<br />

create atmosphere, as part of the story or as a way of creating a reveal. For example, you might have a light bulb<br />

swinging from side to side, or a flashing neon sign to create a disorienting feel, you could light a stage show, or you<br />

may have car headlights swing past, light up the scene, <strong>and</strong> then disappear again as the car pulls away.<br />

This involves a lot of prior planning, particularly on a live shoot where you have to ensure that your camera is set up<br />

to cope <strong>with</strong> the change in light levels <strong>and</strong> color.<br />

Initially, it's hard to see the figure st<strong>and</strong>ing by the tree. The car headlights illuminate him briefly, giving the<br />

viewer a glimpse of the concealed character. You can then cut to a better lit shot on the character, having<br />

established that they are there. Alternatively, you can cut to another part of the scene: when this character<br />

comes in later, the viewer may or may remember seeing them previously.<br />

Take a scene in a single location – either interior or exterior. Ideally, it should be<br />

1-2 minutes long, including 2 or more people. You can use either an action or a<br />

dialog scene.<br />

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MOVING LIGHTS<br />

Shoot the scene <strong>with</strong> a basic lighting setup.<br />

Shoot it again, but this time move the lights during the scene.<br />

Review<br />

What did the moving light add to the story or the atmosphere?<br />

What do you have to do differently depending on whether you’re lighting close<br />

shots or master shots?<br />

What difference does it make whether you’re lighting people or objects?<br />

What difference does it make if the lights move during static or moving shots?<br />

What would be involved in creating this effect in live action?<br />

Followup exercises<br />

Experiment to see how much you can change the lighting during a scene before it gets too hard for the audience to<br />

watch.<br />

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HANDHELD LIGHTS<br />

Technique<br />

Film a sequence using lights that are held by the characters.<br />

This is a useful technique for mysteries, exploration sequences, horror films, <strong>and</strong> so on. When you have characters<br />

using flashlights, this allows them to direct the light. This means that you can control where the audience is looking,<br />

<strong>and</strong> create shifting patches of darkness <strong>and</strong> light on the screen., which makes for an interesting visual sequence.<br />

Most of the time, the lighting will not actually be created by the props: you will have to create a lighting design that<br />

seems right, even though it is completely artificial. Filming in this kind of environment requires careful planning<br />

otherwise the scene can be hard for the viewer to interpret. If there is too much darkness, or the lights are moving<br />

too much, the image can appear disjointed <strong>and</strong> chaotic. This may be the effect you want, particularly in action<br />

sequences, but you must ensure that the viewer still feels involved <strong>and</strong> interested.<br />

H<strong>and</strong>held lights are often moving. you should complete the previous exercise on moving lights first.<br />

A character using a burning torch to illuminate a cave. The torch only provides part of the light: the set is lit<br />

<strong>with</strong> a dim glow in order to provide some lighting outside the area that would actually be lit <strong>and</strong> create a more<br />

pleasing composition. Cutting to the close shot creates a contract in light levels, from the primarily dark screens<br />

at the opening <strong>and</strong> closing to a brighter shot in the middle of the sequence.<br />

Take a scene in a single location – either interior or exterior. The set should have<br />

plenty of things in it: if external, include trees, rocks, <strong>and</strong> so on. Have at least<br />

one character <strong>with</strong> a h<strong>and</strong>-held light. Dialog is not necessary.<br />

37


HANDHELD LIGHTS<br />

Start in a dark set. Have a character enter <strong>with</strong> the light <strong>and</strong> move through it, illuminating various parts of the set.<br />

Review<br />

What part does this lighting play in the story: is it necessary or a stylistic choice?<br />

How easy is it for the audience to underst<strong>and</strong> the space?<br />

How are you revealing the space? What do you show, <strong>and</strong> what do you hide?<br />

Does this create the atmosphere you want?<br />

How is this amplified by music or background sound?<br />

What sort of shots work best? Close shots on characters, close shots on<br />

illuminated areas, or wide shots showing mostly darkness <strong>with</strong> some bright<br />

spots? How do these cut together?<br />

How do you illuminate faces so the audience can read the actors’ expressions?<br />

What other lights do you need to add to the actual prop lights?<br />

Followup exercises<br />

Experiment <strong>with</strong> having several characters so you have many light sources.<br />

Experiment <strong>with</strong> using shadows for an extreme effect.<br />

Shoot an action sequence <strong>with</strong> this lighting.<br />

Conceal things (e.g. enemies or monsters) in the darkness, <strong>and</strong> shoot a scene so that the audience sees them but<br />

the characters are unaware of them.<br />

38


SILHOUETTES<br />

Technique<br />

Film an object in silhouette, for a dramatic effect.<br />

A silhouette can create a powerful visual composition. It can be used for shock or mystery. It can also be used as<br />

part of a reveal, where the audience initially sees only a shape, but then as the shot develops, more details can be<br />

made out. It is often used in horror or thrillers, but can have applications in other genres. It is of course a key<br />

element in many over the shoulder shots, where the front character is silhouetted. However, this effect needs to be<br />

used sparingly for best effect.<br />

Filming a silhouette is not the same as filming a shadow (covered in the next exercise). You are still filming the actual<br />

object, but <strong>with</strong> no front light (or very little front light) on it.<br />

Left: the silhouette through the doorway makes a strong image by compressing the visible screen area <strong>with</strong><br />

blackness. This would make a powerful opening or closing shot. Right: a very similar image filling the screen<br />

creates a completely different composition. Faint details are visible on the character, so it's not simply black.<br />

Take a scene in a single location – either interior or exterior. A very short scene<br />

is adequate for this: 30 seconds or less is sufficient. Dialog is not necessary.<br />

However, the scene must have some dramatic moment <strong>with</strong> someone or<br />

something appearing or a key prop such as a tombstone.<br />

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SILHOUETTES<br />

Shoot the scene conventionally.<br />

Shoot the scene again, <strong>and</strong> film the key moment where the object is in silhouette.<br />

Review<br />

Did it work?<br />

Why would you do this instead of conventional filming?<br />

How did the shape of the object affect the shot? (For example, a crucifix casts a<br />

clear <strong>and</strong> distinctive silhouette, a book doesn’t.)<br />

Does it work best as a full black silhouette, or when you can see some detail on<br />

the object? Why?<br />

How can you create a distinctive silhouette of a character by using costume,<br />

posture or props?<br />

How can you use this to create ambiguity?<br />

How did you have to light the scene to make it work?<br />

Could you use on-set lights such as car headlights or searchlights, or were you<br />

using natural lights.<br />

Followup exercises<br />

Experiment <strong>with</strong> moving the silhouetted object so that it becomes fully lit: you may have to move the object or the<br />

camera, or find a reason for changing the lighting.<br />

40


FILMING SHADOWS<br />

Technique<br />

Film the shadow of something, rather than the object, for a dramatic effect. You can film the<br />

shadow against a wall, the floor, or another object or character.<br />

Sometimes, filming shadows just looks more stylish than filming in a conventional way, particularly in horror or<br />

thriller movies. It's a technique that goes back to early German Expressionist films, <strong>and</strong> is still used today in a variety<br />

of movies. One notable example is in Francis Ford Coppola's Dracula, where the shadows actually behave differently<br />

to the actual characters: this st<strong>and</strong>s as a metaphor for their inner thoughts.<br />

Extreme close-ups can work very well for this type of shot: for example, just the shadow of a h<strong>and</strong>. With wellpositioned<br />

lights, this can be magnified so the shadow is far larger than it should be, <strong>and</strong> the viewer will accept it<br />

provided that the image is dramatic <strong>and</strong> well-composed. Realism is less important than style.<br />

However, if done badly or overused, this effect looks cheap, amateurish, <strong>and</strong> ludicrous. It’s important to underst<strong>and</strong><br />

when it will work well.<br />

Left: a conventional version of the shot <strong>with</strong> no shadow. Center: the zombie isn't shown, <strong>and</strong> only the shadow<br />

is seen. Right: combining the two adds extra emphasis but can be distracting.<br />

Use a scene in a single location – either interior or exterior. A very short scene is<br />

adequate for this: 30 seconds or less is sufficient. Dialog is not necessary.<br />

However, the scene must have some dramatic moment. For example, someone<br />

sneaking up, someone coming in through a doorway, or a key prop.<br />

(Note: because of the way <strong>Movies</strong>torm’s lighting works, this works best on a<br />

fairly small set.)<br />

41


FILMING SHADOWS<br />

Shoot the scene conventionally.<br />

Shoot the scene again, <strong>and</strong> film the key moment using shadows.<br />

Review<br />

Did it work?<br />

Why would you do this instead of conventional filming?<br />

How did the shape of the object affect the shot? (For example, a crucifix casts a<br />

clear <strong>and</strong> distinctive shadow, a book doesn’t.)<br />

How can you use this to create ambiguity? (For example, the audience assumes<br />

they’ve seen one person but in fact it’s someone else)<br />

How did you have to light the scene to make it work?<br />

How can you use perspective to create a more dramatic image?<br />

Followup exercises<br />

Experiment <strong>with</strong> the positioning of the lights to create different shadows.<br />

Try it in different styles of movie - comedy can be a real challenge!<br />

42


ABOUT MOVIESTORM<br />

<strong>Movies</strong>torm is a low-cost, easy-to-use animation tool. It’s not like other animation tools though – it’s more of a virtual<br />

film studio. Controlling it is much like playing a game – if you’re familiar <strong>with</strong> The Sims, you’ll be able to use<br />

<strong>Movies</strong>torm right away.<br />

I’ve been part of the development team for <strong>Movies</strong>torm since the beginning, along <strong>with</strong> my long-time friend <strong>and</strong><br />

collaborator, Dave Lloyd. It grew out of our desire to make insanely ambitious movies despite having no budget, no<br />

kit, <strong>and</strong> no training. We realized that animation was the way to go, but neither of us knew anything about 3D<br />

modeling or 3D animation. We just wanted to direct movies. So we decided to build a tool that would allow us to do<br />

that. It doesn’t create movies that rival the visual quality of Pixar or Dreamworks, but we never expected it to. Those<br />

kind of movies take huge budgets <strong>and</strong> thous<strong>and</strong>s of hours of rendering time on expensive kit <strong>with</strong> large teams of<br />

highly trained artists. We wanted something quick <strong>and</strong> easy that we could use working solo on our home computers<br />

– even a $300 bargain laptop. We’ve started to think of <strong>Movies</strong>torm as a film sketching tool – it’s fast, it’s versatile,<br />

<strong>and</strong> you can get your ideas across very economically.<br />

Along the way, we realized that <strong>Movies</strong>torm could be used for more than just making ultra-cheap movies. We’re now<br />

seeing people around the world using it for pre-visualization on professional productions, in classrooms, for business<br />

presentations, <strong>and</strong> to help teach filmmaking.<br />

You can get <strong>Movies</strong>torm for Windows or Mac from http://www.moviestorm.net<br />

<strong>Movies</strong>torm screenshots: set building, directing, editing<br />

43


Matt Kell<strong>and</strong> is one of the founders of <strong>Movies</strong>torm. He’s also founded several<br />

other companies, including one of the first ISPs in Britain way back in the early<br />

90s, one of the first mobile phone games companies, a digital & transmedia<br />

publishing house based in Los Angeles, <strong>and</strong> an events promotion company in<br />

Orl<strong>and</strong>o, Florida. Matt has also written or contributed to several books, designed<br />

computer, board <strong>and</strong> card games, <strong>and</strong> has had his animations shown at film<br />

festivals around the world, including Sundance. He now lives in Orl<strong>and</strong>o, <strong>and</strong><br />

spends his free time cooking, listening to local blues b<strong>and</strong>s, <strong>and</strong> avoiding the<br />

theme parks as much as possible.<br />

He blogs, irreverently, on a range of topics, occasionally including films, at<br />

http://mattkell<strong>and</strong>.blogspot.com<br />

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