Because OUAT was always going to be a pretty big project, Jon
and I did a fair bit of preproduction work, and in particular,
paid close attention to how we wanted the film to look and sound.
We were originally
going to do full storyboarding for it, but in the end made do
with the shooting script, the log sheets, and the log summary.
The shooting script you have already seen - it is just the
script, broken down into a series of shots. Sorting out which
shot should go where is a bit of a black art. Firstly, there's
the matter of not crossing the line - something that I'd
go into in more depth except that every book on cinema
techniques describes it, and I'd need to do a diagram which
I'm just not up to at this time of night. Heck, I'm rather
taken with the fact that the previous sentence contains three
two-letter words in a row.
Um, anyway, yes, I spent a fair bit of time with a diagram,
which I'm not going to show you, of the room. I wanted to
get a sequence of shots that would firstly, show what's
actually going on, so that we can usually see the character
who's talking, and occasionally who they're talking to, if
the conversation is rapid or we want a reaction shot without
cutting away, or if we want a bit of variety. And lets face
it. The whole movie is just a bunch of guys sitting around
a table. (Incidentally, I wrote the script to be gender
neutral, but I just didn't know any women who were interested
in acting at the time.) I figured that I'd have my work cut
out for me trying to make the film look interesting.
Jon and I discussed the look of the film, and we talked it
over with Linda as well, 'cause she was the Director of
Photography (but had no interest at all in acting, dammit).
We had pretty much no chance at all of showing the interior
action - the pirates and so on - and making it look convincing.
I briefly toyed with the idea of using puppets, but was
suddenly overcome by good taste and panic at the thought
of anyone seeing such a venture. So, we were pretty much
stuck with having the four people sitting around, occasionally
getting up to have a drink, and having a stand-up argument
at the end. Visually, boring. But we thought we
could turn this disadvantage to an asset. For one thing,
within the limitations, we could experiment quite a bit.
We decided to make a Dolly, so that we could move the
camera around smoothly and do those lovely tracking shots.
I made up a dooby-whacker from a microphone stand that would
allow many degrees of freedom for the camera while stabilising
it a bit, so that we could do tricky shots like spin the
camera above a card being turned around on the table. We
wanted to have the camera follow someone's beer from the
table to their mouth, starting sideways and ending up
vertical. I wanted camera themes - that the camera would
move and cut slowly at the beginning, and speed up as the
action sped up, and would spiral a certain direction around
the table, following the changes in the active player of the
game being played.
Well, it was pretty ambitious. We actually managed to
get a lot of the camera tricks working, though not the way that
I had initially envisaged them. The overall theme stuff was
just too hard - I was so busy trying to concentrate on not
crossing the line and getting all the shots of the players
and the cards and the reactions, that there was no chance of
getting that done at all, and frankly, I doubt it would have
made the film look much better.
But I'm getting ahead of myself again... I keep doing that.
I made the decisions on the script, worked out where to do
the close-ups, the long shots, the pans, the tracks, and so
on. It didn't really occur to me that we might want multiple
coverage: that we might want to record the same lines from
two different angles at the same time, just in case, y'know,
it didn't work out in editing. Actually, this was kind of a
blessing. Had I heard that multiple coverage is normal,
we wouldn't have gotten through the shoot, as we'd be doing
the same lines again and again from different angles. I've
heard various reports on multiple coverage. On the one hand,
it's regarded as indecisive. On the other, the editor gets
rather cross in hollywood productions if they don't have
several angles to work with. Producers tend to watch for
that kind of thing, too, and send directors back to get an
ECU of Player B reacting to Player A's announcement that it
is really just a game. In the end, and I'm getting ahead of
myself here, but it can't be helped, the fact that Jon and I
went over and over the shot choices was good because they
turned out to be perfectly decent. We still got quite a lot
of multiple coverage anyway, because it was easier in many
cases to film the bits around each shot, so that the actor
was already delivering lines and was well into it by the
time we cut to them. When I was editing I used quite a bit
of footage that wasn't part of the official cuts. In fact,
now that I think of it, we were short of some reaction shot
footage. I ended up using a shot of Simon reacting several
times, because we did a whole bunch of general reaction shots
at the end of the shoot when we were tired and careless.
I wasn't paying enough attention, and most of the shots
were unusable because Simon was corpsing (laughing, or on
the verge of laughing). My fault entirely.
The Log sheet
and Log summary are in
Microsoft Word format, so you'll just have to save the link
to disk and find a copy of MS Word from somewhere to read
it, sorry - anyway, they cover off what I viewed as the
essential details for each shot. There's space on the Log
sheet for the date, special requirements of the shot, a
description of the camera placing, and the To and From
dialogue lines. Then there is a list of takes of the shot,
giving details on which DV tape we were recording on,
the time that we started/stopped recording each take, which
minidisc the sound was recording on, and the number of the
track on the minidisc. Oh, and a space for notes on each
take, very important, it listed which takes were good and
which were bad, both technically and as far as acting was
concerned.
I'm pretty happy with how the log sheets worked. In editing,
the most useful information was the linkage between the
DV tape and minidisc recordings - I don't recommend using
separate recording of sound and video unless you can't avoid
it - and the space for notes, because it saved a lot of time
to know that I shouldn't even bother reviewing the DV tape
because the sound in that take was bad. Not so useful was
the actual recording of the exact time stamps for each take.
It was time-consuming to do, and I found out that I could
use features on the computer to prepare an automatic index
anyway.
The log summary was terrifically useful to sort the shots
in non-sequential order. That way we could avoid having
to move the camera around too much and readjust the
lighting, which was a quite time-consuming part of the
shoot.