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 Sunday, February 01, 2009
GUEST PERSPECTIVE: Ellen Besen, Animator - Part Two
Posted by Chad
Hey, screenwriters— We’ve been chatting with Ellen Besen, an accomplished animator and author of the great new book, Animation Unleashed: 100 Principles Every Animator, Comic Book Writers, Filmmakers, Video Artist, and Game Developer Should Know . Last time, we talked about creative principles of animation. Today, we’ll learn the rules of breaking into the industry as a young animator… ME: LET’S TALK ABOUT BREAKING INTO ANIMATION. IF I WANTED WRITE FOR TV OR FILM, I’D WRITE A SCRIPT. IF I WANTED TO BE A DIRECTOR, I’D DIRECT A SHORT. AS AN ANIMATOR, WHAT PRACTICAL TOOLS DO I NEED TO BREAK INTO THE INDUSTRY? JUST SAMPLE DRAWINGS? ANYTHING ELSE?ELLEN: Certainly, if you want to be an animated script-writer, you come up with sample scripts. Fortunately—even more so in some ways than live action—the festival circuit; if you can put a film together, it’s an open door to enter, regardless of whether you’re a first-timer or have been animating for forty years. The field is in flux in some ways; there was a fairly long stage before the full advent of the Internet where if you wanted to be in the industry, you had to get into a school. It’s very hard now to get a full-scale industry job. If you want to be a Disney animator [or anything commercial], it’s very hard now without getting into a decent school. The key, of course, is to know a decent school from a fly-by-night school. Animation is a grunt business in that there is no getting away from having to work very hard. I’m saying this because there are quite a few schools that cater to the person who says, “If I can just get my hands on the equipment, I can fool around, figure it out, and put something together.” The person like that is never going to do well. You have to be willing to take direction. It’s an attitude. I’ve done workshops that are a mix of actors and animators. [With the] actors you had to coach everything, and be careful… they’re delicate in how they feel about stuff. But with animators, you can be blunt, dump it on the table. It’s never meant personally… it’s about the work. That’s the first thing. You have to have the right attitude, love the field, be willing to work incredibly hard. It still doesn’t hurt to know how to draw, even if you’re working digitally. In another generation, that may change, but at this point, knowledge of the feeling of pencil on paper, and being able to translate from the real, three-dimensional world into a two-dimensional drawing [is important]. There’s some primary learning that happens in there. The ability to do good quality life drawing… how the body looks, how it functions, not just for structure, but how structure translates into movement… those are all foundational skills people still find helpful and [employers] are still looking for. So get into life drawing classes… not just drawing from photographs. That’s a different skill altogether because the photograph does the translation for you, which is why it’s so much easier to copy. You have to build up the ability to see the three-dimensional and how it translates onto a piece of paper. The studying of action [and] learning the nature of good character design are important skills. I see a lot of bad design these days—overly busy. You have to understand, for example, that when you’re… designing an illustration or a comic book, that frame you’re drawing is the final piece and how you are arranging it on the page is the final thing. That’s why comic book artists can do such wonderful things with their page layouts… in terms of how they ask readers to trace their thoughts around the page and follow the story. In animation, you have very little choice. It WILL be one frame replacing another on the screen; it’s the nature of the medium. So you have to build things for movement. You have to build things for that one frame they’ll see at any given moment. If you can’t make that leap into that understanding, you’ll get very confused when you try to figure what you should be doing in preparation. So the way characters are designed directly affects how they moved. When they first were doing TV specials with the Peanuts characters… they were initially trying to make them like three-dimensional characters. When their head would turn from right to left, they tried to give it full rotation like a real head, with three-quarter angles… and it looked awful, freakish. The animators realized if you treated the head like a ball, with full three dimensions, you lost the sense of the characters; they changed too much. You couldn’t do a three-quarter angle on a character’s face; it didn’t look like a character anymore. There was something key to the nature of this environment that wouldn’t allow it to go there. So they had treat [the Peanuts’ heads] like coins, so they were flat. They could go from the front view, to the profile, to the front view and the head would flip around… and that actually looked like the characters. That was a design element; they worked better as if they were made of paper… if they were thin, rather than a three-dimensional character. So [you have to have] awareness of designing the character, knowing how they’d have to perform in the story, and knowing what kind of feeling you want. Do you want realism, a Disney style of classical feeling? Or do you want something that deliberately looks abstract? Did you ever see The Simpsons
special where they suddenly threw them into the three-dimensional world? It was hilarious. It was one of their early ones from ‘93, ‘94, something like that. A couple guys who had worked on the CG part of it came to the Ottawa Animation Festival a couple years later and showed footage; they said it was really, really hard to make Homer three-dimensional. The characters didn’t translate that easily. He’s a crazy looking character anyway, but in three dimensions he was hideous. Well, those are design problems you must anticipate in how you design the character. Learning to have that awareness is critical. Everything affects your final outcome, down to that final detail. Animators tend to be extreme detail people with that kind of analysis. It’s a great place for disassociated people. You’re an actor who has to be able to act something spontaneously, then step back into someone who watches the action, then break it down into it’s tiniest component parts and anticipate all the problems. Then the artist kicks in to take that analysis and recreate it as drawings of what might not even be a human; your character [might be] an animal or a chair. So you have to translate the performance onto this other object! Great animators have three or four skills going on—it’s amazing to me. I ALWAYS TELL PEOPLE THAT THE BEST WAY TO BEGIN A CAREER IN ENTERTAINMENT—AND YOU TOUCHED ON THIS-- IS TO START AT THE BOTTOM AND WORK YOUR WAY UP. HOW DO YOU DO THAT IN ANIMATION? HOW DO YOU TAKE THE FIRST STEPS IN AN ANIMATION CAREER?You can come up through the production line, which is where most people are going to get work. It’s hard work, but if you love it, you love it… and it’s more stable than it used to be. It can be up and down, but the advent of specialty stations has been wonderful for animation. The other way you go is totally as an individual, independent filmmaker with their own style. As long as you can make the thing move, there are a million ways to make the stuff work. There’s no limit on how many designs, as long as you come up with something that integrates properly. The nature of [“Animation Unleashed” is that the principles can be applied to any style of animation, it doesn’t matter what technique you’re using. If you can get a coherent piece together, make a film. Animation, especially with digital stuff, is so cheap now. You can get an application and do the whole thing from beginning to end, and if it’s good enough, if it looks good on the screen, put it on the Internet or send it to a festival. You can break in that way as well… and go to a commercial career. The main thing is: get into a school, get your portfolio, and gather those commercial skills. [Or] if you feel you don’t fit—if you don’t like to follow those rules, if you hate being a team player, if you hate hearing blunt instruction on how to do things—then it’s not the field for you. [Or if you have a genuinely] quirky drawing style, point of view... make a film. If you need to take courses to understand how to make a film, do that. If you can throw it together out of your own abilities, do that, too. But make a statement and get it out there. Either of those routes, depending on your talents, can get you into the field these days. IN THE WORLD OF TELEVISION, THERE’S A VERY SPECIFIC, STEP-BY-STEP PROCESS TO BECOMING A WRITER. YOU BEGIN AS A P.A., MAKING COPIES… THEN YOU BECOME THE P.A. FOR A WRITING STAFF... THEN A WRITER’S ASSISTANT… THEN, HOPEFULLY, AN ACTUAL WRITER ON THE STAFF.
HOW DOES THAT PATH WORK IN ANIMATION? IMAGINE I’VE JUST GRADUATED FROM ANIMATION SCHOOL AND STEPPED INTO THE REAL WORLD. WHAT’S MY FIRST JOB… AND THE NEXT STEPS AFTER THAT?Basically, we’re talking about the person who wants to go into commercial production, probably at a studio, big or small. The first thing: you’ve got a great portfolio. You’ve used your time in school to get a great reel. You can show you can animate. You have a great portfolio that shows a variety of other skills you can do. There are two different [pieces of knowledge] that are useful to have. One is where your initial skills are, an awareness of where they fit with the industry; and the other is where you WANT to be. Sometimes those things are quite different. In the old days it was easy. You could go in and be a cell painter. Many people started as cell painters and got the animators to look over their shoulders. [Then, they would take] home a few drawings, become the animators’ assistant, et cetera. It’s tougher these days. One thing people have to realize is—for better or worse—quite a lot of animation is done overseas. More has come home with digital stuff, which has been good… but… there was a long period—certainly through the 80’s and much of the 90’s (pre-digital)—where what was happening with a lot of TV work and feature work [was they] would do all the pre-production here, but actual animating, coloring, shooting, even final background work was done in places like Korea, India, China. There are actually giant factory-like studios in the Far East and various countries where they churn this stuff out. [They] can do a three-week turnaround on a half-hour film, which is otherwise unthinkable. That’s allowed certain things to happen, but for many years it meant you couldn’t really animate here; you’d do pre- or post-production, but you couldn’t actually do production. Digital has shifted that and a lot of people are getting to animate again, which is a good thing, but… it may go overseas again. So if you’re a CG animator here, you can actually be animating. But a lot of the work is pre-production, so the kinds of jobs that are possible are: you could start as an assistant animator, which means you’re working down the line, maybe directly with an animator. It might be with more of a breakdown team, depending on the level of animation you’re doing. You could be working as a colorist. You could be in the layout department, helping to design elements, or doing cleanup of someone else’s designs. You could be in production, working with whoever is managing the whole project, filing, keeping track of numbers. Or you are working in a smaller studio, assisting with flash animation. [Also very important:] storyboarding. Storyboarding is an art and there’s always a shortage of people who can do it. If you’re a person who can lay down ideas… storyboard in animation is much more structured than in live action. It is literally the whole structure of the film; it’s every shot, every action in that shot, any indication to what the key sounds will be, editing decisions, camera moves. In real, full-scale animation storyboards, everything is indicated, everything is pre-planned. They may make changes as they go along, but this is a starting point. You look for a very tight shooting ratio at the other end, so basically you’ve pre-edited the film to a large extent. And people who can churn out small accurate drawings, getting the camera angle right, are very valuable. TO BE CONTINUED…
Animation | Books Tools Resources | Guest Perspectives
Sunday, February 01, 2009 2:44:31 AM (GMT Standard Time, UTC+00:00)
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 Friday, January 30, 2009
GUEST PERSPECTIVE: Ellen Besen, Animator - Part One
Posted by Chad
Hey, folks— We have a special guest with us for a couple days, animator and National Film Board of Canada director Ellen Besen, author of the recently released Animation Unleashed: 100 Principles Every Animator, Comic Book Writers, Filmmakers, Video Artist, and Game Developer Should Know . I had read Ellen’s book and loved it… and thought it would be interesting to learn more. I know very little about animation, and Ellen was incredibly generous in hopping on the phone with me and chatting about how animation works (both creatively and practically), how to break in, how digital technology is changing the medium, etc. It has been a great conversation and a terrific addendum to her book (which I highly recommend even for non-animation writers—it’s a great tool for thinking differently about story and characters). So without further adieu, let’s dive in. Today, we’ll chat with Ellen about her career path… and some of the primary creative principles of being a modern animator… ME: ELLEN, YOU’RE AN ANIMATOR, A TEACHER, AND NOW AN AUTHOR. HOW’D YOU GET TO WHERE YOU ARE TODAY? TELL ME YOUR CAREER PATH, YOUR STORY.ELLEN: It’s a story that’s not uncommon from my generation, but it’s different from what people are experiencing coming into the field now. Going back to the late ‘60s, early 70s, animation, especially classic animation, was on the cusp of becoming a dying art. All the big Hollywood studios had shifted out of doing short productions. All they were doing was TV work, and Disney for some bizarre reason decided not to train any new people. They were still producing features, but there was no apprenticeship going on. If you tried to ask about producing animation for adults, for older audiences, [people would say,] “no, no-- it’s just for kids.” They had spent so long making it only for kids they had come to believe it was something inherent in the medium. [Fortunately, there was] a bunch of kids who came up around the same time, retained an interest, and wanted [animation] to be for more than kids… and that coincided with the period where animation schools started showing up. So [once again] you could actually get trained, then go into studio jobs. I came in having always loved the medium; I was made fun of when I was a kid for liking animation—it was a weird thing to still like cartoons when you were 16, 17 years old. I was [also] coming from a background that had some music and some art and some dance: a whole lot of different pieces that weren’t adding up to anything. One of the beauties of animation is that it takes all those things and uses them in balance, so it was like a prism that took all my bits and pieces and combined them into something that made sense. It was a very exciting thing to fall into. Many people ended up in animation by falling into it; it wasn’t something you considered or thought about ahead of time because there was so little structure for it. It was exciting because it was a period where we were rebuilding, recreating the art. It was also a period where places like the National Film Board of Canada, which was a major center, was one of the keepers of the flame, and I was lucky enough to work there from 1977 to 1981, and then on and off. I was actually at Montreal at the Film Board headquarters when they were producing the most amazing stuff in the world, and anyone who had any degree of interest in animation—like the old Warner Brothers directors—would show up. You’d walk through the waiting room and the old Disney animators would be hanging around, having a chat. Gradually, I went from being a filmmaker to teaching other people how to do it, writing about it, being an organizer. [Then] the whole thing broke thru in the late ‘80’s and early ‘90’s, when suddenly you had The Simpsons , The Little Mermaid. And then, of course, you had CG, which changed the whole world in terms of what animation is. So here I am, now having had twenty years of active filmmaking, and a number of years of supporting people and being a critic and analyzer of animation. YOUR BOOK, “Animation Unleashed ,” IS A PRACTICAL HANDBOOK ABOUT THE CREATIVE PRINCIPLES AND PHILOSOPHIES OF ANIMATION. OF COURSE, THERE ARE LOTS OF BOOKS ON ANIMATION OUT THERE. WHAT INSPIRED YOU TO WRITE THIS BOOK? WHEN YOU LOOKED AT THE WORLD OF ANIMATION AND ANIMATION BOOKS, WHAT WAS MISSING?After I’d been teaching for a few years and a certain number of students had passed thru my classroom… [so] over the years, I’d seen certain patterns, certain common problems. First, I noticed certain blocks people would have, quite consistently, in their thinking. Secondly… animators really weren’t taught film analysis, so we were operating on instinct, but we weren’t learning how to “close-read” the films, or really look at other films to see the techniques that were there. The most important [technique] was having a very strong visually-based analogy underneath the film. If someone arrived at that analogy, not only was it a better film in the end, but it was an easier production process because there was some logical means for decision making. You have to control every element, and everything has to be decided. There’s no given [in animation], so the decision-making process can be excruciating and every decision can throw your story off if you are not super-careful. You need a reason to decide this or that… so certain patterns became obvious. The other thing that happened was: we started doing intense film analysis classes. I had always liked Disney features, but had never had any real insight into what was going on. Suddenly, in that context, the scales come off your eyes and you see things you never saw before. Suddenly, it was, “Oh my God—look what they’re doing there! Look at this incredible storytelling! This is such astonishing craft!” I even dare to say that—at a point where live-action was still figuring out a lot of their technique—Disney animators had figured out such a sophisticated style. The level of storytelling, the level of control over every element… they were controlling and working every bit so it added directly to the storytelling in a precise way. So [as] we had more of that kind of analysis, the more we’d see that certain principles were in play [and] specific to animation. [What excites me now is that] we’re in a world where film is digital, and once you make things digital… they become animation. They suddenly have the same principles; the source material is different. And actually understanding what it means to be able to manipulate something—every pixel in every image in every frame of a piece—is the essence of animated thinking. THAT’S AN INTERESTING NOTION. SO BASICALLY… EVEN A LIVE-ACTION DIGITAL FILM FOLLOWS THE SAME CREATIVE PRINCIPLES AS AN ANIMATED FILM? OR IS SUBJECT TO THE SAME RULES AS AN ANIMATED FILM?You have that option. You’re not necessarily going to want to do that with all live-action, but you’re going to want to understand that the potential is there. And there will often be a great mix, now that extras in a scene may be animated instead of actual people. Certain effects will be digital. More films, even if they’re not obviously hybrids, are going to be hybrid films, so understanding that you need certain rules for playing with those tools becomes incredibly important. All filmmakers now should be studying animation to understand these new tools they’re taking on. It’s an interesting and relatively new area. How do you marry the rules of live-action to these new rules? A film like Amelie is an incredible example of hybrid filmmaking. You don’t think of it as using animation principles, but it totally does. You can actually break it down on a frame-by-frame level and see how [director Jean-Pierre Jeunet] controls it and makes decisions that are almost invisible when you watch it the first time. But when you go back and do analysis, you see incredible stuff. Jeunet is a guy coming from an animation background and bringing that sensibility to live-action filmmaking. I had an interesting experience with that film; I was watching it with a guy coming from a theatrical background… and when we came out he said, “I know it looks like a fantasy, a fairy tale, but I’m not sure why.” He was certain it was because of the acting, but the reality was it was everything in that film. Jeunet actually took every frame, all the beautiful shots of Paris, and he scrubbed the film—altered the lights and colors and everything—in order to heighten, or make it the ultimate caricature of Paris. That’s animation: you can alter terrain, as well as characters, special effects… and marry it all for a very specific, controlled kind of effect. I THINK A LOT OF PEOPLE TODAY—MYSELF INCLUDED—STILL THINK OF ANIMATION IN TERMS OF OLD-SCHOOL, TRADITIONAL FORMS LIKE Snow White and the Seven Dwarfs
OR EVEN The Incredibles. BUT THE WHOLE WORLD HAS EXPLODED OPEN… THERE’S BIG BUSINESS NOW IN COMICS, GRAPHIC NOVELS, VIDEO GAMES. HOW IS DRAWING FOR TV OR MOVIES—CREATIVELY, STYLISTICALLY, AND PHILOSOPHICALLY—DIFFERENT THAN DRAWING FOR A COMIC STRIP OR A GRAPHIC NOVEL OR A VIDEO GAME?Video games come into the same territory as animation; once you insert movement into the process, it changes everything. That’s an important thing to realize. I’ve had students who come from a comic book background and have had the hardest time making the leap into animation; they can’t fathom why it’s different. The key with animation is that every drawing is only a tiny piece of the greater whole, and what you are looking for is the combined effect, which is often quite different than any little piece. For examples, when you are drawing a background, a background isn’t just a landscape, it’s a place where action can happen. You have to actually build and affect what will happen with the action by what you do in the background. There’s a beautiful section in Spirited Away , by [writer/director Hayao Miyazaki] where Chihiro, this girl who is being led into adolescence, is being led into this crazy fantasy park. It looks like she’s walking through a park—you just kind of look at it superficially—but if you really look, there are buildings pressing into the frame, blocking her ability to go backwards. She can only walk in one direction, and there are stone paths and all sorts of enticing things… which basically means she has to go a certain way. She can’t go another way. You think she’s operating on free will… but Miyazaki has made it so there’s no other way for her to go. There’s your background. It’s a location for action. You have to decide what actually needs to happen there, what supports the plot, what supports the theme, and build those things into the background. [Here’s another] anecdote of sitting in on a live-action shoot of a script I helped develop It was supposed to be a hybrid, but a major piece was live-action, and they were doing a critical scene that happened in an alleyway. They had three or four alleys to choose from, and they were talking about the benefits of one alley versus another. I turned to my partner, the other animator on the team, and we realized that in animation this discussion would be completely different. [They were talking about] how long the alley should be, and they were trying to adjust the action to fit the alleys they had. This is one of the key obstacles young animators get into. They draw a certain alley, then try to stuff the action into it. They forget you can make the alley whatever length you need it to be. If you need it longer, you can stretch it. If you need to add a hidden passageway, put it in there. It seems simple, but remembering you have that power is one of the critical principles. You can alter every element and make all the pieces fit together, not just adjust one thing against the other, like we would in the real world. Also, very important, is that movement is created by this series of tiny positions… but have you ever actually taken a piece of great animation and watched it frame-by-frame? You’d be amazed at what the individual frames look like! The distortion of them... you almost can’t believe it, because when you run it, it looks like a fluid piece. But crazy stuff is happening in there: extra arms and legs, extra eyeballs, bodies are squishing and stretching—very bizarre looking things. Understanding that piece of artwork—not only for the moment it’s the frozen moment in a piece of action, but that it must exist in relationship to what comes before and after, that it exists in the total flow of where the action is going—completely changes the nature of the drawing. You don’t [usually] see the individual drawing, you only see the flow, and it’s almost between drawings that the movement happens. It’s actually a physical thing that happens. It’s the relationship of how your eyes work into your brain—a little thing called persistence of vision—that you play with in animation; you actually play with the gap and our willingness to assume there’s action there, even though there isn’t. Live-action does that in a mechanical way; your mind recreates action. In animation, you’re creating action that doesn’t exist under any other circumstances; it only exists in your brain. It’s a weird thing, but it’s important to understand: it’s all raw creation. TO BE CONTINUED…
Animation | Books Tools Resources | Guest Perspectives
Friday, January 30, 2009 7:20:29 PM (GMT Standard Time, UTC+00:00)
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 Thursday, January 29, 2009
WEBSITE OF THE DAY: The Write Environment
Posted by Chad
Hey, guys-- Props to Andrew, who steered me toward an interesting website: The Write Environment. Founded by screenwriter Jeffrey Berman, The Write Environment is actually a series of interviews, conducted by Berman, with some of today's top TV and film writers, including Joss Whedon ( Buffy, Angel, Dollhouse), Damon Lindelof ( Lost), Tim Kring ( Heroes, Crossing Jordan), and Doug Ellin ( Entourage). Berman posts clips of the interviews on the website, and you can watch the whole of each interview by buying a DVD for $12.95. I don't know if you'll want to toss down 13 bucks for any of these, but even just watching the clips is a lot of fun... Books Tools Resources | Digital Media and Web Series | Fun Stuff
Thursday, January 29, 2009 10:13:18 AM (GMT Standard Time, UTC+00:00)
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 Friday, January 23, 2009
BOOK REVIEW: Master Shots
Posted by Chad
Hey, guys— Wanted to take a few moments today to recommend a really interesting book I’ve been perusing over the past few days… Christopher Kenworthy’s “ Master Shots: 100 Advanced Camera Techniques to Get an Expensive Look on Your Low-Budget Movie .” It’s brand-new… just hit shelves at the beginning of this month… and it’s a great book for anyone about to shoot their first movie (or second or third, really). The book is a simple, straightforward, practical guide to how to film effective shots, how and why those shots work emotionally and visually, and when to se them in a film. This book doesn’t pussyfoot around with film theory or history or gushy tangents; it’s a no-bullshit approach to learning how to execute certain and specific moves. The book works very simply in two-page chunks… The first page usually contains three pictures: 1) a screen grab from a familiar movie like “ The Bourne Identity” or “ Sideways”; 2) an illustrated recreation of the scene using arrows to show how the camera moved to create the shot in the screen grab; and 3) an illustration showing how the same technique could be used in a new way. The second page details, in text, how the shot works, what it accomplishes narratively/emotionally/visually, how to successfully execute it, and how to use it in a movie. Kenworthy also arranges his book smartly, organizing his shots into easy-to-find-and-use chapters such as “Fight Scenes,” “Car Scenes,” “Revelations & Discovery,” “Shock Horror,” etc. Each chapter than has 7 to 10 shots. “Love & Sex Scenes,” for instance, has “Eye Contact,” “First Contact,” “Kiss Angles,” “Facing Up,” etc. So if you’re a first-time director—or a director stuck on a particular sequence—trying to figure out how to shoot, say, a scene where a policeman is chasing a robber through a dark woods or a bustling city street, you could simply turn to the chapter titled, “Chase Scenes,” and find ten helpful shots used to bring chases to life (“Travel with Subject,” “Long Lens Pan,” “The Unseen Attacker,” etc.) You’d then find, in simple and succinct terms, explanations, photos, and illustrations guiding you through each shot. (In fact, the weakest part of the book is probably the illustrations and recreations. Maybe I’m just not used to thinking like a director, but even with the arrows they were sometimes hard to follow. I found myself wondering how much more effective the book would be with an accompanying DVD or website where you could watch the actual clips, look at moving shots or recreations, etc. Having said that, it’s still a damn helpful and practical book.) (But if you read this, Christopher Kenworthy, you should think about putting up a website… much like Ric Viers’ “ The Sound Effects Bible” and its corresponding website: www.soundeffectsbible.com – a great filmmaking and educational resource!) Although Kenworthy is clearly speaking to directors, I was fascinated from the book’s first page because it’s such a clear, uncluttered glimpse into the head of a DP or director. I ALWAYS think it’s helpful, as a writer, to learn other artists’ creative processes, but this was fascinating in its own right simply because Kenworthy does such a great job of explaining the shots and why they work. In Chapter Three (“Entrances and Exits”), for instance, Kenworthy talks about a shot he calls the “Window Push.” Here’s what he writes… “In these frames from ‘ Amelie ,’ a simple combination of effects creates the correct emotion, without it looking like a technique at all. The camera moves towards the windows, as they are closed, and then the character walks out of the shot and turns out the light. It’s the combination of these factors that makes this work. When a camera dollies forward, we get the feeling we’re going to see something new, so when the character walks out of the dolly shot and leaves a dark window, it creates the surprising feeling of closure. It breaks expectations. Equally, if the window was already closed, or the light already out, the effect would not be as powerful.” It’s a ridiculously simple shot… and the pictures help illustrate it… but Kenworthy is totally right. And these are the types of straight-arrow, bare-bones lessons and tips the book offers. You may not consciously think about how this little shot works as you’re watching the movie, but as a director, it’s a great technique to use and understand. And as a writer, it helps you both understand directors’ processes AND think about your own work… interesting ways to end scenes, reveal characters, etc. I’ve never directed a movie, but if I were about to, I would certainly keep this book on my desk. If not to help me plan my entire shotlist, at least to double check it… to make sure I was covering my bases and using shots appropriately. So take heart, nervous first-time directors… thanks to Christopher Kenworthy—you have a friend.
Books Tools Resources
Friday, January 23, 2009 10:00:09 PM (GMT Standard Time, UTC+00:00)
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 Thursday, January 22, 2009
Great WGA News... including a big meeting (and free dinner)
Posted by Chad
First of all, some exciting news on the reality TV front... Two important class-action lawsuits were settled today, surprising everyone in the TV industry. These class-action lawsuits were filed four years ago by the Writers Guild and hundreds of reality TV writers and producers claiming production companies and TV networks (including ABC, CBS, and FOX) had cheated them out of overtime, forced them to falsify time cards, and required them to work in inhumane conditions. These weren't just little writers and producers on little shows, these were major network programs like " The Bachelor," " The Real Gilligan's Island," and " Trading Spouses." ...So this is a HUGE victory not only for people working in reality TV, but for writers demanding fair treatment and equitable pay in every genre or medium (like animation, game shows, sketch and comedy shows... many of which STILL aren't covered by union contracts)! (And I'll be honest, as much as I support the WGA and their campaign to organize reality... I was totally skeptical they would win this. I think the Guild has made some huge missteps in their organizing campaign over the last few years; fortunately, they seem to have gotten back on track in the last couple months, and I think this is a huge shot of adrenaline... at least for me.) Secondly... the battle ain't over-- yet. There's still a LONG way to go before completely bringing reality writers and producers into the union's fold, but the WGA is hosting a meeting tomorrow to get writers, producers, and supporters up to speed. You don't have to be working on a TV show in order to come... you just have to be a writer-- or someone who supports writers' causes. (Plus, they provide free dinner... and hey-- who can pass that up?) Here's the scoop... WHEN: Thursday, January 22, 8 pm. WHERE: The Writers Guild, 7000 West Third Street, Los Angeles, CA 90048 RSVP: talbert@wga.org Hope to see you there! Industry Updates | Reality TV
Thursday, January 22, 2009 12:40:56 AM (GMT Standard Time, UTC+00:00)
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 Wednesday, January 21, 2009
VIDEO OF THE DAY: "Benjamin Gump"
Posted by Chad
Hey, movie fans-- I haven't actually seen The Curious Case of Benjamin Button, but thanks to this video... you won't need to! Props to Rick for sending this over. Check it out... hilarious! (I especially loved it because I find Forrest Gump one of the most over-rated movies ever... although it has a great soundtrack-- the best part of the movie) BENJAMIN GUMP Digital Media and Web Series | Fun Stuff
Wednesday, January 21, 2009 7:05:17 PM (GMT Standard Time, UTC+00:00)
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READER QUESTION: Can a TV Spec Go To New & Different Locations?
Posted by Chad
Today’s reader question comes from Erica, who writes… “When it comes to a TV spec, do you have to try and stay on the normal sets or can you branch out? For instance, on How I Met Your Mother, they tend to go to other places, like restaurants or the mall. But they've had several episodes that stick to just the bar and their apartments. Just curious what the rule of thumb is.”This is a great question, Erica, and one that many writers often wrestle with. When writing a TV spec, you obviously want to make sure you have your main characters on their primary sets for at least some (and maybe most) of the story. But I definitely think it’s okay to go to some new places… as long as they seem true to the world and tone of the show. For example, let’s say you’re writing a “ 30 Rock” story in which Liz Lemon joins a Big Sister program and “adopts” an underprivileged child. That seems like a likely enough “30 Rock” story, and in the context of that story, it’s very plausible that you might write a scene or two where Liz goes to the little girl’s house or neighborhood. Similarly, perhaps you’re writing a spec for “ The Big Bang Theory” in which Leonard and Sheldon pick up some nerdy girls at a technology convention. You’d probably want some scenes on the floor of the convention… and you may even have a scene or two in a hotel room. In these cases, it’s totally okay for you to leave the traditional sets of the show… just as most regular episodes often have a few scenes shot on “guest sets” (like when Michael Scott goes to Chili’s or the doctors on " Grey’s Anatomy" visit someone else’s house or hospital). What you would NOT want to do is tell a story that seems so outlandish it forces you to go to ridiculous places. You wouldn’t write a “House” spec, for instance, that sends Dr. House to the moon, requiring you to have sets of a spaceship or lunar modules. And you probably wouldn’t write an “ Ugly Betty” script where a job assignment sends Betty to Antarctica. So, in short, it’s less about sending your characters to believable locations, and more about telling stories that seem tonally plausible for the show. Having said all this… sometimes people write “novelty specs,” or spec scripts that are clearly playing with the format of their show—usually in some clever, splashy way. I.e., a few years ago, a writing team wrote a spec script for Mary Kate and Ashley Olsen’s sitcom (I think it was “ Two of a Kind”). The spec was titled “ Mary Kate Misses First Period,” and it was the raunchy, inappropriate story of how Ashley got her first period… but Mary Kate didn’t—and then it turned out she was pregnant. The story was raw, vulgar, and totally inappropriate… but it also landed the writers a ton of meetings and eventually a writing job. In those cases, it’s okay to venture beyond the bounds of the show; in fact, you have to. Writing a novelty spec, however, can be risky. If you do an amazing job, it can garner a lot of attention. If you do a poor job, you look silly and foolish. I remember reading a novelty spec for “ Taxi” a few years ago… where the taxi kept picking up characters from different sitcoms— Jerry and Elaine from “ Seinfeld,” Will and Grace, maybe some folks from “ Cheers” or “ Murphy Brown.” I don’t remember the specifics… all I remember is: it wasn’t very funny. The story itself was gimmicky and none the characters' voices seemed right... any everyone who read it knew is. So while it may have been a noble idea, it just made the writer seem desperate and hacky. Anyway, I hope this helps, Erica… and for the rest of you with questions, please feel free to post them in the comments section or email me at WDScriptNotes@FWPubs.com. In the mean time, keep reading… we have some great stuff coming up: more reader questions, Pitch Workshop submissions, book and movie reviews, and—in a few days—our first bona fide writing contest!! Reader Questions | Writing TV
Wednesday, January 21, 2009 12:10:47 AM (GMT Standard Time, UTC+00:00)
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 Monday, January 19, 2009
Joss Whedon's Writing Tips
Posted by Chad
Fun Stuff | Writing Advice
Monday, January 19, 2009 11:14:34 PM (GMT Standard Time, UTC+00:00)
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 Friday, January 16, 2009
Party Pics... Better Late Than Never
Posted by Chad
Fun Stuff
Friday, January 16, 2009 6:05:28 PM (GMT Standard Time, UTC+00:00)
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 Thursday, January 15, 2009
MOVIE TALK: Paul Blart: Mall Cop
Posted by Chad
“Paul Blart: Mall Cop” (opening tomorrow night) is silly, stupid, juvenile, riddled with logic holes, and rarely hilarious… yet, somehow, surprisingly endearing. Written by star Kevin James and “ King of Queens” writer Nick Bakay, the family-friendly (especially if that family is mostly boys) story follows Paul Blart ( James), an overweight, hypoglycemic police academy flunkie now working as a mall cop at a New Jersey shopping center. Blart’s life has turned out NOTHING like he’d hoped or expected; aside from failing to make the police force, his wife—an illegal immigrant—ditched him and their chubby tween daughter, Maya ( Raini Rodriguez) as soon as she gained citizenship… he and Maya live with his mother… he has no real friends… his dating life is non-existent… and his entire life revolves around an almost obsessive determination to be a dutiful security guard “protecting the people” of his mall. But all that changes one fateful day… when the mall is taken over by a team of skateboarding, bike-riding burglars intent on robbing the local bank and executing a massive credit card scam before escaping to the Cayman Islands. Unfortunately, Blart—who has succumbed to a brief moment of weakness and decided to play video games while on duty—isn’t around when the burglars evacuate the mall (he has locked himself in the video arcade), so he’s suddenly the only survivor free in the mall. Thus, it’s up to him to stop the bad guys and rescue the hostages… which include his crush, Amy (the ridiculously adorable Jayma Mays), and—eventually—his daughter Maya. What follows is a predictable, paint-by-numbers spoof of ‘80’s action movies… mostly “ Die Hard,” but with a bit of “ Rambo,” “ First Blood,” “ Heathers,” and others thrown in for good measure. It also has a healthy dose of the robbers’ extreme sports stunts (why these guys are extreme sportsmen is beyond me… they literally skateboard and bike through the entire mall) and Kevin James’ chubby-guy schtick (watching James try to sneak through the mall like a commando, goofy fight scenes, etc.)… which, frankly, serves as a nice reminder that watching fat guys do physical comedy is—no matter how much you wanna resist or deny it—ALWAYS funny. I’m not even going to lay out the rest of the plot, because—to be honest—it’s so paint-by-numbers that you can see the entire movie simply by closing your eyes. But here’s the thing… I found myself genuinely liking it. As I said to my wife afterwards… “it’s not all that funny… and a lot of it is pretty stupid (i.e., a scene where James is trapped in an aluminum air-conditioning duct and the bad guys find him because his grumbling stomach echoes through the duct)… but everything about it is just so LIKEABLE.” Basically, the movie “succeeds” on three main points: POINT #1: You can’t help but like Kevin James and Jayma Mays. James is a great at earning sympathy points for being the schlubby nice guy who never gets a break. And Jayma Mays does “adorable” better than anyone out there. (Seriously. If you wrote a movie and just named a character “Adorable,” she would automatically get the role. They wouldn’t even audition anyone else.) POINT #2 (and this is the biggie): While the script never takes itself too seriously, its treatment of the main character, Paul Blart, is earnest. The first third of the movie is spent setting up Paul Blart’s desperate wants… and the strong emotional drives behind them. First, we see how badly this man wants to be a protector of citizens. The film opens with Blart racing to finish his final police academy exam… and he’s clearly the start student, acing every test, until—inches from the finish line—he passes out from hypoglycemia. We then see him in his fallback job as a security officer, where he takes his job so seriously he gives wheelchaired shoppers tickets for “reckless driving,” talks in police lingo over his walkie-talkie, and attempts to make citizens arrest on two women bickering over a bra in Victoria’s Secret. It’s silly, sure… but it does a great job of illustrating, in visual and dramatic ways, just how much this guy believes in himself and what he’s doing. Secondly, we see how desperately Blart longs to find a new wife. His love for Maya and his mom is palpable… and he clearly has a lot more love to give, but no one to share it with. (He even bears no hard feelings to the ex-wife who used and left him.) Even Maya and his mother want him to find someone, making us hurt for him in a superbly relatable way. (Also, James never mugs or lets his performance talk down to the audience, which is nice—and helps him win all those sympathy points. You genuinely feel for him.) (Another “also” – at one point, there’s a line which I LOVE… not because it’s a brilliant or beautiful line, but because it “works” so perfectly. Blart’s daughter, Maya, reminds him that he once said to her: “If I don’t have a girlfriend by November, I’ll let you sign me up for PerfectMatch.com.” (This line reminds me of a similar line from “ The Wedding Singer,” when Robbie—the Adam Sandler character—is giving music lessons to Rosie—an old woman—and she says, “If I can learn to sing this song perfectly for my anniversary, my husband will know how much I still love him.” I love these lines because they perfectly set up everything their stories require to work. They give characters specific and tangible wants: Blart wants a girlfriend; Rosie wants to sing the song. They root these tangible wants in genuine emotional motivation: Blart wants to find love, Rosie wants to let her husband know how much she still cares. They lay out what these characters need to do in order accomplish those wants: begin dating, and learn to sing. They give characters’ wants real stakes: if he fails Blart will have to do sign up for an online dating service (which he clearly doesn’t want to do), and Rosie’s husband won’t know how much she cares. And lastly, they give the characters real deadlines: November, and Rosie’s anniversary. So in each of these sentences, an entire story is set in motion. The stories may not be as weighty as, say, “ Slumdog Millionaire” or “ Revolutionary Road,” but so what? Simple sentences like these give us all the info we need to relate to and root for the characters.) Ultimately, because the storytellers don’t mock or belittle Blart—even though he’s the movie’s comedic engine—he’s relatable enough that we care about and invest in his mission (or, at the very least, we understand and relate to it). And because we care, we're willing to forgive other missteps. POINT #3: Any movie’s pretty good if the director shamelessly blasts old Survivor songs throughout… and it’s hard not to like something with “ The Search is Over” cranked through a great sound system. (I think “ High on You” was a bigger hit, but let’s be honest… “The Search is Over” just SAYS so much more.) And when the soundtrack is backed up with REO Speedwagon, Bon Jovi, and KISS… DONE. Hand this thing a “ Best Picture” Oscar and let’s call it a day. So… today’s takeaway screenwriting lesson is—what? I think, if anything, it’s that much of our battle as storytellers is simply getting audiences to care about and invest in our characters. If we can accomplish that successfully, they’ll stick with us through almost anything. Having said that… “ Paul Blart: Mall Cop” is certainly no cinematic masterpiece. And between my wife and most of the critics out there ( Rotten Tomatoes is giving it a sad 30% rating right now), I’m clearly in the minority. Oh well. It’s still got Jayma Mays, and maybe that’s enough for me. PAUL BLART: MALL COP TRAILER
SURVIVOR'S "THE SEARCH IS OVER" VIDEO
Movie Talk
Thursday, January 15, 2009 6:28:24 PM (GMT Standard Time, UTC+00:00)
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