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October 24 2011

COWORKING SPACE AT 3RD WARD

New York-based creative professionals take note! Odds are, you’re familiar with 3rd Ward, the massive workspace in Bushwick full of all sorts of resources, supplies and classes for any creative project that interests you, from woodworking to filmmaking. And if not I just told you the gist of it, so there you go.

But aside from being a great place to learn, create, and promote all sorts of great DIY projects, their newest edition now also makes it a great place to work. Dubbed a “coworking space,” it’s a modern, bright, airy office designed for collaborating as well as solo work, full of shared desks, personal workstations, conference rooms, plenty of brand new iMacs, free wifi and printing, and of course, free coffee. All of it’s designed for any smart creative freelancer, startup or telecommuter who wants to have a place to get their work done while networking with other like-minded people. You can even meet clients and have business mail delivered there.

At the heart of all of this, though, is collaboration. The nice thing about 3rd Ward is that it provides the perfect environment for creativity: step inside and you’re surrounded by people in all sorts of different crafts from all sorts of different backgrounds, and everyone has ideas flowing. A graphic designer may not realize they can get inspiration from a welder until it happens, and these sorts of things happen all the time at 3rd Ward.

And of course, we wouldn’t recommend anything unless we’ve seen and experienced it ourselves; 3rd Ward has given Workbook Project a space to shoot at least one RADAR episode, and we also partnered with them for Inside Design as well.

Learn more about the new coworking space HERE.

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May 17 2011

Building the Ideal Transmedia Music Doc Team – A Top 5 List

Where do you go to find the right team of collaborators for something that’s never exactly been done before? Who’s your Dream Team for the Unseen?  What are their roles and responsibilities? Here’s the situation: I’m a writer/director/producer of a transmedia documentary called “Get It All Out” that is now in its 4th year of development, with a goal of a feature-length film, an eBook for iPad and Android devices, a new 12+ member orchestra (playing and recording songs that haven’t been heard in nearly 30 years – this summer in NYC), and a remix contest – as just 4 of the elements of my project.  After much reading and thought, here’s a list of both people I’m currently working with, and people I’m looking to collaborate with, and why (not necessarily in order of importance):

1)  Interaction Designer
2)  Art Director
3)  Editorial Director
4)  Music Director
5)  Director of Photography

While we have located 4 and 5, the first three roles remain to be filled.  To fill these “vacancies” in the team, I will attempt to describe the who and why of these titles.

1)      Interaction Designer – With a background in information architecture (IA) and user experience (UX) design – the Interaction Designer is responsible for engaging and placing the audience in the story, regardless of interface.  I would define the person in this role as a deep, yet motivated thinker – someone who breaks down the director/producers assertions of what the storyworld is thought to be, and puts them back together in elegant and compelling ways. I think this role will only increase in importance to producers as the workflows and processes of cross/ transmedia continue to be defined.

2)      Art Director – In 1992, I had the privilege of seeing 2 designers set the direction, logo and tone of the design of what would become Wired Magazine. John Plunkett and Barbara Kuhr of Plunkett+Kuhr were the team behind the look of a magazine that generated strong reactions in most everyone who saw it (both positive and negative).  Art Directors should bring a powerful toolkit, language and sensibility to a project worthy of their time, and my hope is to frame my story in a way to attract that caliber of individual.  Part of their role is authentically conveying the story behind the documentary’s “brand” – but it so much more than just branding.  A holistic mental model of how navigation, print, online, apps, signage, merch and more all play a role in the meaning-making process.

3)      Editorial Director – Is your narrative a 360° experience? I’m not simply talking about the devices it appears on, but the way in which it unfolds, reveals itself, hangs together – complementing each manifestation with integrity and thematic resonance. Here’s where the curation responsibility gets real.  Right now, we’re looking for an Editorial Director to take a collection of poems, papers, photos, lyrics, video clips, illustrations mp3’s and sheet music into a suite of artifacts for the creation of an eBook to compliment our documentary. In fact, it’s an essential part of the documentary – and the creation of the eBook will be referenced in the film and be published before the film debuts at a festival. It’s a skill-set that blurs disciplines and boundaries – and we’re looking for an exceptional generalist – someone who knows the value of richly textured multimedia object, but wants to keep Story (capital “S”) at the heart of the experience, wherever and however it’s told.

Keeping story at the center - Music as DNA

4)      Music Director – Another translator, the role of the Music Director in this instance is more about orchestrating the live instantiations of the song story DNA, and less the traditional soundtrack music supervisor of feature films.  David Terhune wears that hat in the SAS Orchestra, and I chose him for his many years of helping re-animate the songbooks of a host of pop and rock icons during his night job of helping lead the Loser’s Lounge in NYC. For some cross/transmedia producers, it’s likely that there is nothing more central to their narratives than getting the game mechanics right. For me, it the expression of the musical DNA that is at the core of Get It All Out. I’ve used the word “re-hydration” to describe our process, and it’s truly apropos – as music is like water – fluid, connecting and giving life to the spirit of the tale. These songs were basically desiccated and orphaned, and their ongoing recapitulation is both a meaning-making process and a music-revivifying process to find them new homes.

5)      Director of Photography – When I started down this path in 2008, not knowing anyone in my immediate circle of friends who was either A) a documentary filmmaker with time on their hands, or B) crazy enough to believe that this particular story was worth a multi-year journey for – I did what anyone in my position would do:  I placed the obligatory ad on Craigslist.  One persistent person who saw (and evidently liked) my ad kept emailing me, and it’s a good thing. My DP and co-director Chris Schuessler produces news and documentaries for ARTE TV of France, and teaches young people how to tell their own personal narratives with video for NYC’s City Parks Productions. His role has been traditional in a doc filmmaking sense, but invaluable in consistently getting the best possible interviews on camera.

Each of these team members come from different production cultures and exercise varied production models.  “Mono-medium production cultures” (Dena) exist because individuals rightly want to master their chosen creative fields and that takes time (maybe not Gladwell’s “10,000 hours” – but years of work). My role as a producer is to both translate the different languages/dialects they all excel at into a common tongue and to orchestrate their work to align with the vision of the story.

That said – nothing can be orchestrated without collaboration. The efficacy of which may in fact be proportional to the producer’s level of transparency and quality of articulation re: the subjective merits (artistic/cultural/political) of the work/storyworld. The Catch 22 resides in the writer/producer’s vision needing a development team constituency from across disciplines to make it concrete – to give all the envisioned connected manifestations of the story life – and given the nature of the wrangling and coordination of talent that must take place, improvisational management and leadership becomes both the catalyst and the glue for progress.  So, in some ways – this dispatch (like the music when it was first created) is also an improvisation. And in the spirit of transparency, I hope to improvise further updates here as our team grows and our story develops.

More about the documentary Get It All Out can be found here at getitalloutmovie.com.   More about the SAS Orchestra can be found here

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May 03 2011

January 25 2011

October 30 2010

The Fun Stuff: Art Direction and Practical EFX

Taking some more hiatus from the software side of things, I wanted to continue talking about some filmmaking techniques.

THE LOST CHILDREN is a pretty ambitious story to attempt on a low budget. It has aliens and hidden lairs and a massacre. These things are not easily accomplished on a budget as low as ours. It’s only due to the dedication of my cast and crew, and the help from some friends, that this film is possible at all.

Lessons in art direction

I am blessed to have an Art Director who is an artist in his own right. He’s a perfectionist, not because he’s well paid, but because he takes pride in his work. This film could not have been done without him. We learned a while back that art direction is often the most critical piece left out of micro-budget films. So this post is to encourage everyone to think about it.

Lesson 1: Location, location, location

When you’re able to get hold of good locations, your art direction is handled for you. And in ways you could never ever accomplish on a small budget. We needed an abandoned insane asylum from the 19th Century. We would never be able to fake this. So we had to find one. We wound up using an abandoned prison in Philadelphia.

Prison Cell 1
Prison Cell

All of this stuff was in the place when we got there. The only art direction we added were props specific to our story. But when we got in and saw the location, we realized nothing else would need to be done. We got miles and miles of production value for free. Or I should say, included in the location fee.

Likewise with the location below. Clearly we would never be able to fake or build an observatory. But again, miles of production value built in.

Josh Observatory
Josh at the Observatory

Sub-Lesson 1.1: Cinematography is 50% art direction

Many in the low-budget film community obsess over cameras. They should be obsessed with art direction. If you have budget for either a RED and a so-so art director, or an AF-100 and a good art director, always, always, always, always choose the latter. What you point the camera at in the first place buys you a lot of cinematography. Again, on micro-budget productions this is a way to get more production value out of your budget.

Sub-Lesson 1.2: The city is already art directed

If you are lucky enough to be living and working in NYC, you have the world’s greatest backlot at your fingertips. Permits are free. You can shoot all over the place. On a low budget, you get a lot of production value for next to nothing:

Bklyn Heights shot from an early short
Bklyn Heights shot from an early short

The same lesson can be applied to any city you live in. I know in Ohio where my mom lives, many small towns have some great main-streets, old factories, barns. Use them.

Lesson 2: Be specific

Just as in scripts and acting, and everything else, the choices you make in art direction should be specific to the story. On our set, you could walk into Jared’s office, examine the things on his shelves and desk, and never know it was a movie. Each and every thing in this set has meaning to the character and story.

Jared's Office Detail

This symbol is very specifically designed, each element having a meaning:

K'Taan Symbol
K’Taan Symbol

And this is becoming more important than ever, as your movie may move beyond the screen into other media. There might be some little thing on screen that winds up playing out more in shorts, the website, etc. So you have to know exactly what that thing is. Take the time to make every detail very specific.

Lesson 3: Smoke it up!

A little fog goes a long way. We’ve been using this for a long time. Now fog machines can be purchased at any halloween store. Hell, I got mine at a $.99 store in Brooklyn. They can also be purchased at places like Guitar World. They go for about $40 now, and they will come in sooooo handy.

El Cheapo fog machine from $.99 store
El Cheapo fog machine from $.99 store

Professionals use something called a hazer, which more evenly spreads the smoke. So when you crank up your el-cheapo smoke machine, make sure you have a big piece of cardboard around to waft it into an even pattern.

Now, you can use this fog for a couple of things. First off, it can help make your location look creepy as hell. But it can also be used like the Hollywood people use it, to diffuse light and give depth and atmosphere to a location:

Blade Runner Master of Haze
Blade Runner Master of Haze

Blade Runner is of course an extreme example, but I just saw the hazer used on the HBO show “Bored to Death”. In the Old Town bar. Once you know about it, you’ll start seeing it everywhere. And it’s an effect you can apply yourself for very little money.

Or you can use it just to make yourself look like a bad-ass:

Bad-ass Mark
Bad-ass Mark

Makin’ guts: Practical EFX on set

One scene in THE LOST CHILDREN involves a massacre. This means blood and goop and guts. The fun stuff. These things can be composited in after the fact, and I have seen some low budget films do that. But I don’t really have that skillset in house, so it would raise the budget. It was much more cost effective to do these EFX on set.

I had researched a bunch of tutorials on the web, and you can find them too with Google. But the technique I settled on for making our entrails, is this:

1) Get some skin-colored liquid latex and paper towels. This latex can be had from Halloween shops, or of course professional make-up suppliers. But these days, it seems like Halloween shops have nearly everything you need for a film.

Ben Nye Liquid Latex
Ben Nye Liquid Latex

2) Get a paint brush and some pretty smooth surface. I’ve seen plexi-glass recommended, but I used a shelf from Ikea. It’s laminated, so will not soak up the liquid latex, yet allows for some imperfections. In all things guts, imperfections are your friends. Paint the liquid latex over your surface. It can be pretty thin. Don’t sweat trying to make it smooth and perfect, just get a good membrane laid down.

3) Then get a hair dryer and blow that stuff dry. Otherwise, you’ll be sitting there all day.

4) When it’s dry it will look like rubber. It might seem like it got transparent, but don’t worry about that, it’s all good. Take the paper towels and roll them up into sort of thin sausages. The length can vary. Again, not perfect is perfect.

5) Once you have the paper towel sausages, put them on one edge of the latex and roll the latex over them, as if the latex is the sausage casing. Roll it up until your paper towels are contained in the latex casing. Use several paper towel sausages so that you get some intersect points, as illustrated in the photo below.

6) Repeat until you have all the guts you need. This can be time consuming, even with the hair-dryer, so make sure to give yourself enough time. I think I spent about 8 hrs making the guts I needed for…2 people. But you can re-use them in several shots, I think. I don’t know how they keep, because we only needed them for one shoot-day.

You can add more layers of latex, if you like. I think we did two per entrail. But the end result looks like this. See how it looks like there are three sections? That’s due to three paper towel sausages.

Latex guts
Latex guts

Now, add some blood mixture, tear open a shirt, and Voila! Actually, I had made a sort of…plastic-bag-bed-gut-holder under the actor’s shirt, so he wouldn’t have to sit there with it on his skin. It also made clean-up easier, which saves time on set. Reads great on camera and gives people a jump. Even on set, people walking into the room would jump when they saw this.

Skulls: Everyone has one, but how often do you get to play with it?

One of our shots involves a pile of skulls. This is one department where Halloween stores will not save you. If they do have skulls real enough to pass muster, they will cost you an arm and a leg. Okay, bad joke. Instead, I found a great website: http://www.skeleton-factory.com. You want bones, they got ‘em. And cheap. Here you can buy skulls of many qualities at various prices. I chose the cheapest, knowing that the fog and the muck, etc would cover up any imperfections. These run $8.95 each. I got 10 for our shoot.

$8.95 life-sized skull
Insert Yorick joke here.

Rip all the hardware off. You will need to sandpaper some ridges, maybe putty up some cracks, spray paint them. depending on how they will be seen. But if you don’t mind putting in a little elbow grease, these are a fantastic solution for the micro-budget filmmaker. Here’s how they came  out in the film:

Skulls in shot
Skulls in shot

Okay, that’s it for now. Send questions if you have them. I am talking to my art director about writing something as well, detailing some more of his processes.

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October 05 2010

September 27 2010

August 09 2010

July 29 2010

July 26 2010

July 22 2010

New Breed LA: Engineering Serendipity [vid]

For the community of working-class filmmakers at New Breed a constantly evolving creative process of telling our stories is the one thing we can count on in these changing times. Embarking on journeys through deeper methods of collaboration & engaging with fans across various platforms is certainly exciting – but one thing is for certain, the creative needs to be the driving force behind any and all approaches in order to preserve the integrity of the story (and the core reason we make our art).

In this series we begin at the beginning and explore what perhaps drew us all into making movies in the first place: the mystery of the creative process. What follows are short documentaries with creative tips, techniques, learning lessons & personal experiences from a handful of artists we encountered at the Los Angeles Film Festival 2010.

Episode Two is titled: “Engineering Serendipity.” Featured in this episode are  Jeff Malmberg, Trieste Kelly Dunn & Brett Haley and Ted Hope. Check back on Friday and then every Tuesday and Friday for the remainder of the series.

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July 19 2010

July 03 2010

May 23 2010

let’s brainstorm the future of film

Today, I started a mindmap based off Ted Hope’s recent blog post. Mostly cause I think better visually. Newbreed and WBP being places of diverse filmmakers, filmlovers, and creators in general: I’d love *your* input.

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let’s brainstorm the future of film

Today, I started a mindmap based off Ted Hope’s recent blog post. Mostly cause I think better visually. Newbreed and WBP being places of diverse filmmakers, filmlovers, and creators in general: I’d love *your* input.

Share/Bookmark
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