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Saturday, May 11, 2013

Writing Visually by Character: 'Game of Thrones:' The Reality of Production on HBO’s Fantasy Series By David Heuring

http://www.creativeplanetnetwork.com/dv/feature/game-thrones-reality-production-hbo%E2%80%99s-fantasy-series/62434

'Game of Thrones:' The Reality of Production on HBO’s Fantasy Series



 
The television phenomenon that is HBO’s Game of Thrones premiered in April 2011 and enjoyed immediate critical and fan praise. Filmed in exotic locales in Northern Ireland, Malta, Croatia, Iceland, Morocco and elsewhere, Game of Thrones features compelling characters, bravura production design and the feature-quality cinematography viewers have come to expect from HBO productions. Medieval fantasy never looked so good on television.


Robb Stark (Richard Madden). Photo by Helen Sloan
Among the series’ many accolades are two Emmy nominations for Outstanding Drama Series, among more than two dozen nods from the Television Academy in its first two seasons. 

The show looms large in the vibrant fantasy subculture, but has crossed over into mainstream success—through season two, it is considered the third most-watched show in HBO’s illustrious, awards-strewn history.

With the launch of season three in March 2013, the contributions of three new cinematographers will hit TV screens: Anette Haellmigk, Robert McLachlan, ASC/CSC, and Chris Seager, BSC. 

They paid fealty to the cinematic look in earlier episodes created by cinematographers Jonathan Freeman, ASC, and Kramer Morgenthau, ASC (Morgenthau earned an ASC Award for his work), but inevitably added their own personal touches through their visual strategies and decisions, made in light of the new scripts and situations. Other cinematographers who have contributed in previous seasons include Alik Sakharov, ASC, Marco Pontecorvo, AIC, Sam McCurdy, BSC, P.J. Dillon and the late Martin Kenzie, BSC.

The production is scheduled in an unusual way. At the start of prep, at least ten scripts were ready to shoot. Actors are apt to stay with certain locations, while cinematographer-director teams work concurrently and fly between the various far-flung locales. At any given time, as many as five teams are prepping, shooting or rehearsing. 

A “decent” amount of prep time helps, as does two weeks, roughly, of shoot time per episode. Occasionally a shot made by one team will show up in an episode credited to a different cinematographer, but the resulting efficiency is “miraculous,” according to McLachlan and Haellmigk.


Melisandre (Carice van Houten). Photo by Helen Sloan
“Christopher Newman came up with this remarkable schedule,” says McLachlan. 

“It’s absolutely genius. You’ve got five episodes shooting concurrently. You bounce around a lot, and your 16 days per episode are spread over four months. It’s very impressive.”

To maintain a degree of consistency, producer Greg Spence distributed Apple iPads loaded with frame grabs from seasons one and two. 

As the season progressed, images from season three were added. The basic style of the show had been established, with naturalistic lighting, a sometimes-palpable atmosphere with shafts of daylight, and lots of firelight as a primary source.

Anette Haellmigk (Bunheads, State of Mind, The West Wing, The Nine) says that she was working on Big Love when she first saw Game of Thrones. She responded to the material and immediately wanted to work on it. “It touched me,” she says. 

“In a weird way, I know what to do with this. I was very familiar with mythical sagas. I thought that the look established over the first two seasons was very befitting of the show, and rather than change things, I wanted to enhance. Kramer’s episodes were the most inspirational to me.”

Haellmigk describes the look as naturalistic, but with a bit more romance or harshness, depending on the needs of the scene. For the former, she emulates the warmth of Caravaggio, and for the northern, colder world, she tries to shoot in overcast conditions or block the sun out.

Margaery Tyrell (Natalie Dormer, center). Photo by Keith Bernstein
Both cinematographers praise the production design and art direction. 

“When I first walked on, what impressed me were the sets,” she says.

 “The way they were built, and the way the textures and colors worked. I’ve never seen anything like it, not even on big feature films. It was just so tasteful, and the detail was amazing.”

Haellmigk came onto Game of Thrones with director Alex Graves, with whom she has a long professional history. She also had a working relationship with producer Bernadette Caulfield dating to Big Love.
 
“The camera style of the show, especially in interiors, includes more tableau shots,” she says. 

“It’s not like The West Wing, where you do it with long walk-and-talks. The tableau approach is good because, while you give up some movement, you gain a lot of ability to make beautiful compositions and create beautiful lighting. For some action scenes we went more handheld, and exteriors in general gave us opportunities for more camera movement.”
 
Haellmigk says her episodes played more with shards of light angled through scenes and sometimes bounced onto actors. These shards worked well with the established smoky atmosphere justified by the many flame and fire sources. The show often mixes cooler daylight and warmer tungsten or firelight.

 “I love to do that anyway, and I think that gives it a realistic look,” she says. “Even though we might not be aware of it in our world, that is the reality. I don’t like it when all the lights are the same color.”


Stannis Baratheon (Stephen Dillane) in Dragonstone map room. Photo by Helen Sloan
The cameras were ARRI Alexas. In season one, Game of Thrones became the first hour-long HBO series to be shot digitally. 

For season three, the images were recorded using Codex Digital recorders via fiber optic cable. The ARRIRAW file format was deemed too data-intensive given the large number of units working. 

Simultaneously, the images are recorded to the camera’s onboard SxS cards as a backup. Standard LUTs are used for basic situations, but the cinematographers are free to adapt them to the particular needs of a given scene. 

The images are finalized at Modern VideoFilm in Santa Monica with colorist Joe Finley.
 
“The ALEXA is an absolute workhorse,” says Haellmigk. “We took that camera from Morocco to Iceland and shot in rain and sun and all types of conditions. The cameras we had never failed us, ever. In terms of the dynamic range, I was able to do everything that I wanted to. You still have more dynamic range on film, but it’s getting really close now. You see a very good image. 

“You can judge your exposure on a monitor and that allows you to paint a little more. Because of this format, I think I have become more daring, because I know how far I can push it and still get an acceptable image. You have to make sure that you make the post department happy, and find a happy medium in terms of exposure. But I was very happy with the camera.”
 
McLachlan (Human Target, Harper’s Island, The One, Final Destination 3) had worked with director David Nutter in the late 1990s on the visually innovative series Millennium. They reteamed for episodes nine and ten, the final installments of season three.

“The wonderful episodes that Jonathan and Kramer had done lingered on elegantly composed and lit frames,” says McLachlan. “After looking at the episodes David had done in season two, I realized quickly that his style of shooting was much less static and much less ‘proscenium’ than Game of Thrones generally.”
 
That’s not to say that they weren’t careful about composition. 

 “David is much more about getting lots of pieces and telling the story that way,” says McLachlan. 

“Because we were doing the final episodes of the season, we had comparatively massive scenes, including a wedding that has oodles of extras, a lot of dialogue, and not much time to shoot it. 

“We had three cameras, and I had to light in way that worked from any angle. Stylistically, it will look different.”

Tyrion Lannister (Peter Dinklage), Bronn (Jerome Flynn) and Podrick Payne (Daniel Portman). Photo by Keith Bernstein
 
McLachlan recalled a dungeon scene shot amid the ruins of an old castle. “David’s feeling was that if it’s going to be completely dark, why are we in this location?” says the cinematographer. 

“You could do it on stage with black duvetyn. So I pushed a little bit of extra light in from a window at the end of a tunnel. It felt as if maybe it was bouncing off the ocean in front, so we got a bit of texture in the bricks, and added a couple of torches. 

“We certainly didn’t bring in any more electric lights. The wonder of the Alexa is that you can actually do that. I just love that camera. You take it out of the box, turn it on and it works perfectly—just like a film camera, and unlike some other video cameras. We tried to shoot at 800 ASA as much as possible, but it would depend on the situation.”
 
For most scenes, McLachlan took the edge off a bit with Schneider Optics Hollywood Black Magic filters, which combine diffusion and softening effects. “I think they’re terrific,” he says. 

“They’re my favorite for shooting digital. I had very, very light ones on most of the time, and occasionally I went a tiny bit heavier if there were cosmetic issues.”
 
Each shooting unit is equipped with a full set of Cooke S4 prime lenses and Optimo short, medium and long zooms. “Basically that’s what I carry myself when given a choice,” says McLachlan. 

“I’ve got some of those same lenses in my own package, so I was very happy to work with familiar tools. David wants the flexibility to adjust the focal length between takes very quickly, so the Angenieux zooms were on a fair bit.”


Daenerys Targaryen (Emilia Clarke). Photo by Keith Bernstein
One troublesome set was a council room carved into the rocks overlooking the ocean far below. 

The cave ceiling offers no opportunity to hang lights. Torch and candlelight work for night scenes, but daytime was another story. A sky/sea horizon backing didn’t work. 

“When I had a scene that took place at sunrise, I decided to make it look like a J.M.W. Turner painting,” says McLachlan, who is the son of an artist. “So I threw a bit of blue light on the backing and then stuck a 5K ARRI Fresnel right smack in the shot, where it could light the whole cavernous set. 

We put a couple of Lee CTO gels on it and then added enough smoke to hide the stand. The Alexa was able to give a clean image without any more flaring than the filters and smoke created, and even held detail in the area around the ‘sun.’ It was a last-ditch effort to not repeat what we had all done and been vaguely unhappy with. It worked perfectly for the scene, where a critical piece of information was handed over and the situation was seen in a new light.”

In another scene that can’t be described in detail due to the tight secrecy HBO maintains, McLachlan came up with a simple yet brilliant lighting strategy to foreshadow a dramatic turn of events. The scene begins with a relatively high-key interior, with twice as many candelabras and torches as was customary. McLachlan says the extra light coaxes the audience subconsciously to let their guard down. 

At a natural turning point, the cast picks up most of the light sources and walks out, dropping the light level significantly, just in time for the darker, dramatic story point.
 
“It worked really, really well,” he says. “I get goose bumps thinking about it because it’s been a long time since I had a forum with drama as good as this show, along with the terrific art direction, not to mention adequate time to think about it and plan it.”
 
“The whole experience of working on Game of Thrones reminded me of why I wanted to be a filmmaker,” says McLachlan. 

“When we got to Morocco, we were standing on locations where they shot Lawrence of Arabia and The Man Who Would Be King. When I saw that film as a kid, it just swept me away. We were absolutely transported. Just the thought of working on a project like this was beyond my wildest dreams.”

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Tuesday, January 03, 2012

$3.2 billion in revenue/2011: Tablets, e-readers closing book on ink-and-paper era

Kindle Fire photo via AFP

Tablet computers and electronic readers promise to close the book on the ink-and-paper era as they transform the way people browse magazines, check news or lose themselves in novels.

“It is only a matter of time before we stop killing trees and all publications become digital,” Creative Strategies president and principal analyst Tim Bajarin told AFP.

Online retail giant Amazon has made electronic readers mainstream with Kindle devices, and Apple ignited insatiable demand for tablets ideal for devouring online content ranging from films to magazines and books.

Readers are showing increased loyalty to digital books, according to the US Book Industry Study Group (BISG).

Nearly half of print book buyers who also got digital works said they would skip getting an ink-and-paper release by a favorite author if an electronic version could be had within three months, a BISG survey showed.

“The e-book market is developing very fast, with consumer attitudes and behaviors changing over the course of months, rather than years,” said BISG deputy executive director Angela Bole.

Concerns about ebook reading are diminishing, with people mainly wishing for lower device prices, according to the survey.

Owning e-readers tended to ramp up the amount of money people spent on titles in what BISG described as a promising sign for publishers.

Major US book seller Barnes & Noble responded to the trend by launching an ereader, the Nook, and other chains are picking up on the strategy, according to Juniper.

“I’m among those who believe that the new e-book craze expands a person’s interest in reading overall,” said Gartner analyst Allen Weiner.

“When you can get someone excited about reading in any way, you turn on the reading ignition and it leads to all content,” Weiner said, adding that ink-and-paper works will continue to hold a place in the mix.

Bajarin believes it will be at least a decade before print is obsolete.

“For one thing, there is a generation of people above 45 who grew up with this reading format and for many this will remain the most comfortable way for them to consume content for quite a while,” he said.

“However, younger generations are already moving rapidly to digital representations of publications and, over time, they will be using e-books and tablets to consume all of their publications.”

Weiner expected hardback or paperback books to be preferred in some situations, such as home reading, even as digital dominates publishing.

“I think it is a myth that it is going to kill the print book business,” Weiner said.
“Will it force publishers to think differently?” he asked rhetorically. “Absolutely, but it doesn’t spell the demise of print (book) publishing.”

Newspapers and magazines, however, should read the digital writing on the wall, according to analysts.

“Newspapers and magazines have different issues,” Weiner said.

“Print will wind up extinct for newspapers, while magazines will need to figure out the balance between print and digital,” he contended.

Newspapers spend a lot of money printing and distributing daily editions that can’t be kept as fresh as stories on the Internet.

Meanwhile, advertising has been moving online where audiences can be better targeted and advertisers pay when people actually click on ads.

In 2011, media colossus News Corp. launched an iPad only publication, The Daily, as newspapers big and small improved mobile websites and invested in applications to get their publications on tablets.

Struggling Internet pioneer Yahoo! has been recreating itself as a platform for “premier digital content” and in November it launched a Livestand news magazine tailored for the iPad.

Livestand weaves video, pictures and text in easily navigated presentations in a challenge to popular iPad social magazine application Flipboard.

Time Inc. last month brought in digital advertising veteran Laura Lang to run what is the largest magazine publisher in the United States.

“Magazines are still figuring it out,” Weiner said of adapting to the smart tablet age. “I think they are in evolution.”

As if online competition weren’t enough for the print magazine business, the US Postal Service is proposing to do away with weekend deliveries in a move that could make weeklies seem like even older news by the time they arrive.

Agence France-Presse
Agence France-Presse
AFP journalists cover wars, conflicts, politics, science, health, the environment, technology, fashion, entertainment, the offbeat, sports and a whole lot more in text, photographs, video, graphics and online.

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Saturday, February 05, 2011

Surprising Home-Energy Hogs by Oliver J. Chiang

Saturday, February 5, 2011Forbes

It's the small appliances that can waste the most electricity.

Digital picture frames are small, so it's hard to think of them as energy hogs. But if each U.S. household had one of these frames running around the clock, it would take five power plants to run them all, says the Electric Power Research Institute (EPRI), an electricity-focused research and development nonprofit.

Large home appliances like refrigerators and dryers are typical examples of energy-hungry devices, but energy hogs don't necessarily need to be large in size. Small devices are also collectively sucking a lot of energy from the power grid, and as these devices become commonplace their energy consumption rises exponentially. "It's the subtlety of the effect of large numbers of very small consuming devices," says Tom Reddoch, the executive director of energy utilization at EPRI.

Other small energy hogs include mobile phone chargers and laptop power adapters that are always plugged in to electric outlets. These chargers continue to draw energy even when the devices they charge have been disconnected. And "always-on" appliances like printers or speakers are called "energy vampires" because they also suck up power even when they're turned off or in an idle state.

Worse yet, the number of always-on devices is on the rise. Reddoch estimates that the typical U.S. home 30 years ago had about three always-on devices; today that number has climbed to more than 30.

Slaying energy vampires, however, is worthwhile in the long run. While a refrigerator typically accounts for about 8% of the typical household's total annual energy consumption, Reddoch says, vampire devices account for about 4%.

What's the best way to rein in energy hogs and vampires? The simplest answer is to turn off and unplug devices when they're not in use. If unplugging isn't practical or convenient, use a smart power strip to help stop the flow of electricity to an idle current. For instance, some smart strips allow you to set up a lead device like a computer so that when it is turned off, other supporting devices, like printers and speakers, are also turned off.

We don't often bother to change a device's default settings, but we can save energy here too. For example, you can manually lower the default brightness and intensity settings on a TV.

Knowing how much energy we waste keeping devices on all the time should also motivate us to change our habits. Kyle Tanger, chief executive of green consultancy ClearCarbon, recommends using an electricity monitor like the Kill A Watt, a product that measures the energy efficiency of household appliances, to give you a better sense of their usage cost.

We can also buy energy-efficient products, and this year happens to be a great time to do that. Consumers are eligible for a rebate from the government when they buy an Energy Star appliance. Check out the U.S. Department of Energy website for more information the rebate program.

"There isn't a secret to what's hogging the energy," says Tanger. "If people pay attention to the little lights or fans in equipment, there is a lot in energy-efficiency gain that isn't just low-hanging fruit -- it's on the ground."

Surprising Home-Energy Hogs

forbeshogs1.jpg
©iStock

Plasma TVs

Plasma TVs are hot items -- literally. While they are popular, they also consume a lot energy, giving off lots of heat in the process. A typical 27-inch CRT TV uses about 110 to 120 watts and a 42-inch LCD TV uses around 200 watts. Plasmas easily gobble the most: a 42-inch plasma TV uses up to 325 watts.

forbeshogs2.jpg
©iStock

Digital Picture Frames

Once a high-end item, digital frames are quickly becoming more affordable, with prices as low as $20 to $30. If every home in the U.S. had one of these frames displaying around the clock, though, it would take five power plants alone to power them all, the Electric Power Research Institute estimates.

forbeshogs3.jpg

Videogame Consoles

The high-level graphics processing that creates the visually stunning games on these devices also requires a lot of energy. And a lack of energy-efficiency standards for consoles, like the Xbox 360 and PlayStation 3, doesn't help. The Natural Resources Defense Council estimates that consoles in the U.S. collectively consume around 16 billion kilowatt-hours per year, roughly the same energy usage as the city of San Diego.

forbeshogs4.jpg
©iStock

Set-Top Boxes

Set-top boxes like cable and converter boxes seem like relatively innocent appliances: They typically only draw about 30 watts of energy. But because these boxes are always on, one box over the course of a year can use up to 265 kilowatt-hours, equivalent to the annual energy consumption of a 28-inch CRT television.

forbeshogs5.jpg
©iStock

Battery Chargers

Individually chargers for mobile devices like cellphones and PDAs are small energy consumers, only using 7 to 10 watts. But if they are left plugged in to electric outlets even when the charged device is not connected, they continue to draw power. Today most U.S. homes use more than one charger. Add them all up across the country, and they could consume the energy output of several power plants.

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Sunday, December 27, 2009

"Seduce Her Like Keanu Reeves" [nonfiction ebook] by Neale Sourna, only US$0.67!

http://catalog.neale-sourna.com/
NEW!

"Seduce Her Like Keanu Reeves" [nonfiction ebook, comment, 3 articles combined for PDA/ebook reader], only US$0.67!

Also, NEW ebooks available:

CuntSinger in Adobe Digital Reader NOW!!

NEW!
"All Along the Watchtower: Submerged," only US$1.97!

http://catalog.neale-sourna.com/

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Tuesday, September 29, 2009

The Future Role of Agents

September 29, 2009
by Jane Friedman

[more before]

1. KEEPING PACE WITH DIGITAL TECHNOLOGIES AND BUILDING NEW CONTRACTS AND RIGHTS STRUCTURES

...today’s boilerplate contract is inflexible and outdated. One idea put forth by Nash is that contracts become time-based, with potential for renewal, which dodges the sticky “in print” or “out of print” question that now determines the termination of most book contracts.

[more]

2. ESTABLISHING AND GROWING EMPOWERING PARTNERSHIPS AND ONLINE PRESENCES FAR BEYOND BOOK PUBLICATION

...For anyone in this publishing game for the long run, it can’t be about the sale of one book—and this is where sometimes I see a lack of vision across the board. People get so focused on selling a title or in how that title is (or isn’t) supported by a publisher, that they lose sight of the much larger goal of an author’s career.

[more]

...publishers aren’t in the business of producing books, but in the business of building authors’ careers—and connecting writers to readers.

[more]

3. DEVELOPING NEW BUSINESS MODELS FOR HOW AUTHORS PAY AGENTS FOR THEIR EXPERTISE AND PARTNERSHIP

...One agency has quietly come out with a new model that requires authors to pay a minimum commission—i.e., the agent must earn a minimum amount on a sale no matter what advance the publisher pays, which means authors would “share” a larger part of the advance upfront (or even pay out of pocket in the case of very low advances).

[more]

But, Agents may take projects knowing they will ultimately be paid by authors rather than by publishers.

[more]

...agents, like publishers, will have to survive by specializing, by being distinctive in some way.

[more]

-----
Well, if it's specialization, niche craft is right for writers then it's right for agents, too.

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Sunday, July 19, 2009

Teaching Game Design: Problems in Educating the Next Generation

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Teaching Game Design: Problems in Educating the Next Generation
[07.15.09]
- Michael Prinke
#

Introduction

The digital gaming business has grown to a multi-billion dollar industry that refuses to back down even in the face of broad economic problems and political criticisms. As such a mesmerizing and popular form of entertainment and such a lucrative one it's no wonder that students across the world flock towards it as a career interest. Digital games, though, are still a very young entertainment medium and still a black box even to veterans who have been making games since the conception of the industry.

It should come as no surprise, then, that techniques in teaching to this industry's needs are only in their infancy. What's more in so many peoples' minds games and education are polar opposites. As such, a gap exists between teaching to the professional goals of aspiring students -- and indeed the companies they aspire to work for -- and the academic goals of instructors, to an almost paradoxical degree.
Game Design and Production -- Professional Issues and Their Impact on the Classroom

An Outline

To understand where these paradoxes arise we must first understand the challenges posed in the industry itself as the challenges in the classroom are very similar. We will cover the process of game development itself and outline the challenges involved, the conflicting points of view that are currently prevalent in the game industry, and how the challenges reflect on academia.

The Process of Digital Game Production

The process of bringing a game from conception to production as detailed by Maic Masuch and Michael Rueger is as follows: http://www.gamecareerguide.com/features/761/teaching_game_design_problems_in_.php

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