Showing posts with label Exhibitions and books. Show all posts
Showing posts with label Exhibitions and books. Show all posts

Sunday, August 16, 2015

Understanding Movies by Louis Giannetti

Understanding Movies by Louis D. Giannetti (Tenth Edition), Pearson Education, 2005

I am amazed that this book is not on the essential reading list for the OCA Digital Production Course. I could not put it down and found it to be extremely useful.

It aims to help the reader understand "how TV and movies communicate and the complex network of language systems they use."  Each chapter has an overview and often a summary of questions we should ask when analysing a specific area.

It covers:


  • Photography
  • Mise-en-scene
  • Movement
  • Editing
  • Sound
  • Acting
  • Drama
  • Story
  • Writing
  • Ideology
  • Critique


and the final chapter "Synthesis: Citizen Kane" is a summary of the main ideas all applied to a single movie.

It references hundreds of films and includes fascinating information as well as wide range of ideas, theories and opinions.

Visual Culture by Richard Howells and Joaquim Negreiros

Visual Culture by Richard Howells and Joaquim Negreiros (Second Edition), Polity Press 2012

I suspect I should really read this book every year whilst I am studying. There is a lot to take in and not all of it makes complete sense to my ageing brain... 

It provides an intro to analysis of visual culture, by seeking to increase visual literacy. "It does not aim to provide solutions to the meanings of specific visual texts, but instead to equip students with the means to discover for themselves what and how such texts communicate."

"A primer for the practice of looking."

The book tackles theories of visual analysis and aggregates a variety of approaches.

The first half provides strategies for the analysis of visual texts.

1. Looking at the content of a work of art - the practice of iconology
2. Looking at the form rather than the content of a visual text
3. The usefulness and limitations of art history in reading visual texts
4. Art interpretation via ideology; gender-based film study and sociological models for cultural texts
5. Semiotics
6. Hermeneutics

The authors call for "an interpretative and multilayered approach to the discover of meaning in visual texts.

The second half of the book moves from general theories to an analysis of specific media: 

7. Fine art
8. Photography
9. Film
10. Television
11. New media

Considering the breadth of the information and the complexity of some of these ideas, this book is quite palatable. It is well laid out with a summary at the beginning of each chapter to help with orientation. Each section ends with a 'Key Debate' topic and plenty of suggestions for further reading.

The Film chapter discusses the connections between film and reality, specifically focussing on time and space. It compares film with theatre and with the novel (with which it has much more in common). The authors then go on to break film down into basic grammatical units (the shot and the edit), showing how editing allows it to break loose from worldly constraints, contributing to its narrative complexity.  Film can move us from physical state to psychological insight instantly.

"...because it appears to free the viewer from the constraints of both time and space, which are so fundamental to the physical world, film at the same time appears to free us from reality altogether."

"Film is an artificial medium that goes to considerable lengths to conceal its own artifice."

"If we fail to notice the way in which real-life time and space have been left behind, the director's work has been professionally accomplished."

What may first appear to be the most realistic of media turns out to be the opposite. "We are drawn into a fantastically crafted construction and, while always intellectually cognizant of its artifice, we are still emotionally manipulated by its apparent realism."

"Among the pioneers of film semiotics are Christian Metz and Peter Wollen who argue that film communicated with three different types of sign: the icon, the index and the symbol."

"Where film particularly lends itself to Geertzian hermeneutics is in its narrative form. If cultural texts are stories we tell ourselves about ourselves, then explicitly narrative forms (which, like film, benefit from the added dimension of time) are likely to be especially rich in cultural meaning.  And because hermeneutics acknowledge ambiguity and layers of meaning beyond the literal, it is possible (for example) to interpret twentieth-century films about an alien invasion of the earth as metaphors (whether intended or not) for Western fears about communism and the former Soviet Union. The content and the meaning are never necessarily the same thing."

Marc Auge, French anthropologist created the terms 'espaces quelconques' to refer to homogeneous and anonymous spaces (such as airport terminals, metro stations) that rob people of their individuality.  Translates as 'any-space-whatever'. Gilles Deleuze sees these same places not as de-singularizing but as spaces whose apparently homogeneous universality opens them up to the emergence of all sorts of singularity.

Examples in Antonioni cinematography - "urban waste ground where buildings have been demolished, and rebuilding has not yet taken place, provide the sense of indetermination and openness that is central to the Deleuzian notion of 'any-space-whatever'. Just as the determined spaces of classical cinema allow for an ordered development of the narrative, the sense of indetermination conveyed by 'any-place-whatevers' contributes to put it in crisis, creating an instability that contaminates the identity of the characters and the rational coherence of the plot."








Understand Film Studies by Warren Buckland

Understand Film Studies by Warren Buckland, Hodder Education, 2010

A great little book as an intro to film studies - it provides a series of concepts to help filmgoers analyse artistic, technical and storytelling decisions.

It covers:


  1. Aesthetics; formalism and realism
  2. Structure: narrative and narration
  3. Authorship: the director as auteur
  4. Genres: defining the typical film
  5. Non-fiction: five types of documentary
  6. Reception: the art and profession of film reviewing


There are also some detailed analyses of specific techniques and scenes which are very instructive.  

Notes

Christian Metz: "The cinema is difficult to explain because it is easy to understand."

'Significant form' distinguishes good art from bad - where the whole is more than the sum of its parts.

Stefan Sharff: "Significant form is the opposite of pedestrian rendition... Images for together so magnificently that they ascend to a higher level of visual meaning."  (Elements of Cinema)

Debate: Should women specialise in making feminist films?  Kathryn Bigelow argues that the job of a director is genderless.

Five categories of documentary (according to Bill Nichols): 

  • expository
  • observational 
  • interactive
  • reflexive
  • performative


All in all a very good resource.  It helped give me the confidence to begin to critique films, something I would like to develop further.




Masters of Light by Dennis Schaefer and Larry Salvato

Masters of Light - Conversations with Contemporary Cinematographers by Dennis Schaefer and Larry Salvato, University of California Press, 1984

This book aims to explore the day-to-day working experience of a number of movie cinematographers.  It is a brilliant resource. Fascinating information conveyed via an interview style so easy to dip in and out of. 

This also really brings home how essential it is that the DoP is familiar with art generally, not just technical processes.  They talk about a "painterly use of light" (John Bailey) and that a cameraman "literally has to see as a child does" (Bill Butler).

I think I need to read this book again as I begin the Gesture & Meaning course...

Those featured are:

Nestor Almendros

John Alonzo

John Bailey

Bill Butler

Michael Chapman

Bill Fraker

Conrad Hall

Laszlo Kovacs

Owen Roizman

Vittorio Storaro

Mario Tosi

Haskell Wexler

Billy Williams

Gordon Willis

Vilmos Zsigmond

Tosi: "Cinematography is more than just making pretty pictures." A successful cinematographer is just as familiar with the history of the visual arts as he is with the light sensitivity of  film emulsion ...

The auteur theory is now in decline - filmmaking is a cooperative and collaborative effort by a team of artists, technicians and craftspeople.

The source of light should always be justified.

Almendros: "I believe in limitations and discipline."  "I start from realism. My way of lighting and seeing is realistic. I don't use imagination, I use research. Basically I show things as they are, with no distortion."

Alonzo: "The technology should not control the art."  "There's no such things as just flipping right into becoming a cameraman. For me it was the quality of what I could do plus being there at the right time and being tenacious about it."




Painting with Light by John Alton

Painting with Light by John Alton, University of California Press, 1995.

I found this book rather off-putting as it feels so dated (originally published in 1949). I also thought this was an odd quotation, from the author, to start with: "Life is short, but long enough to get what's coming to you.".  

Page 110: "Colored girls want to be white, and work hours to eliminate the kink in their hair, while their sisters are slaves of the latest tan style, and spend fortunes for their permanent waves." and "There's hardly a film nowadays without the feminine bedroom..." 

Chapter 12 is called DAY AND NIGHT, LADIES, WATCH YOUR LIGHT. I begins: "Every woman has the right to be as beautiful as she possibly can."  John thinks we should think more about using light as a 'beautifier'.  "Ladies' light is men's delight" apparently.  "Better light would make the girls look prettier, consequently feel happier."

"There are people who after the first drink take on a tired, sleepy, old look; these people should not drink, not even beer."

OCA: seriously - has no one written a decent book on lighting since this dude?

To be fair: there is a lot of good information about lighting techniques, theories around illumination etc and some inspiring ideas for creative lighting. Alton talks of black and white being colours and claims he can see in the dark.

Some of the equipment is obsolete now but the principles of what and why to illuminate stay relevant.  There is lots of detail about how to set up specific scenes such as around a fireplace; how to create effects such as summer moonlight or Autumn fog; different lighting approaches for varying shapes of human face... etc

Plus some great - and extensive - advice for anyone going on an ocean voyage!

One chapter is dedicated to the idea of a concert of light - a 'symphony of visual music'. Alton says that blacks, grays and whites in different densities constitute a similar scale to the one in music.


Notes

The more surfaces of an object that are visible, the better will be the picture.

The illusion of depth can be enhanced by separating foreground and background by lighting.

The spot which should appear most distant should be the lightest and vice versa to allow a progression from dark to light.

Lighting for quantity: sufficient exposure

Lighting for quality: 

1) orientation (to allow the audience to see where the story is taking place)
2) mood or feeling (season or time of day)
3) pictorial beauty/aesthetic pleasure and depth, perspective, 3D illusion

Do not try to illuminate large surfaces with sun reflectors, they never look natural.


Some other possible reads that may be a little more, er, modern...

Lighting for Digital Video and Television by John Jackman

Reflections-Twenty-One-Cinematographers-at-Work (a tad pricey!)

Cinematography-Theory-Practice by Blain Brown

In The Blink Of An Eye

In The Blink Of An Eye - A Perspective On Film Editing (2nd Edition) by Walter Murch, Sliman-James Press, 2001.

It would be hard to ignore a book whose forward is written by Francis Coppola and especially one that starts with "The thought of Walter Murch brings a smile to my face."

A very interesting book which serves to remind us that the footage is just there for the edit!  Short chapters contain advice, anecdote and inspiration.  

"It is frequently at the edges of things that we learn most about the middle: ice and steam can reveal more about the nature of water than water alone ever could."  Apocalypse Now qualifies as the cinematic equivalent of ice and steam. 95 unseen minutes for every one that made it to screen. The average ratio is around 20:1.

Editing is not so much a 'putting together' as a 'discovery of a path'.

Shadow splices - made, considered and then undone and lifted.

A vast amount of preparation to arrive at a brief moment of decisive action: the cut - the moment of transition from one shot to the next - something that, appropriately enough, should look almost self-evidently simple and effortless, if it is even noticed at all.

A film is many pieces of film joined into a mosaic of images. The joining (the cut) works, even though it represents a total and instantaneous displacement if one field of vision with another, a displacement that sometimes also entails a jump forward or backward in time and space.

Always try to do the most with the least.  Suggestion is always more effective than exposition.

How do you want your audience to feel?

Six criteria of the cut:


  • Emotion (51%)
  • Story (23%)
  • Rhythm (10%)
  • Eye-trace (7%)
  • Two-dimensional plane of screen (5%)
  • Three-dimensional space of action (4%)


All in all, a useful book.  It is quite technical though in places - I think it is really written for some who is actually be hoping to become a professional movie editor.

Film Art - An Introduction by Bordwell & Thompson

Film Art - An Introduction (Ninth Edition) by David Bordwell and Kristin Thompson, McGraw Hill 2010.

My only complaint about this book is its dimensions. Impossible to read in bed as it is too unwieldy!

Otherwise it is a phenomenal resource, jam-packed with useful information, ideas and inspiration. It contains lots of practical help with well-explained and illustrated examples.

Each chapter is summarised and includes a wealth of "where to go from here" suggested resources plus links to the blog and recommended DVDs.

The first chapter covers 'creativity, technology and business' with some fascinating insights to the industry including production and distribution.

Other key subject areas include the significance of film form, narrative, mise-en-scene, cinematography, editing, sounds, 'style as a formal system', genres, documentary, experimental, animation, critical analysis and film history.

I particularly like all the quotations from directors and DoPs. This book makes me want to carry on studying film full time.

The cover says it is an "International Student Edition for use outside the US" - I wonder the differences are...

Notes from Grammar of the Shot

Grammar of the Shot (Second edition) by Roy Thompson and Christopher J Bowen, Focal Press/Elsevier 2009.

This is a very handy reference book which clearly explains visual language.  Essential reading for anyone planning to make films.The intro explains how “collectively, over time, we have learned to codify our visual communications” and things now have recognisable meanings. There is an established grammar – rules of depiction.  The authors argue that film language is the same for all cultures around the world and that success depends on how well the filmmaker’s vision is communicated.  They must decide early on in the creation process what is important for the viewer to see and how they should be shown the information.

Think: If I were watching this motion picture, what would I want to be seeing right now?

A shot is the smallest unit of visual info, captured at one time from one point of view.  A change in camera angle, position or focal length means it becomes a different shot.  A different way of viewing the action.

Types of shot

·      Extreme close-up (XCU/ECU) – frames one aspect of subject – eyes, mouth, ear, hand
·      Big close-up (BCU) – face occupies much of the frame; facial movements and expressions need to be subtle
·      CLOSE UP (CU) is intimate, magnified, more detailed and precise; aka the ‘head shot’, sometimes shoulder visible
·      Medium close-up (MCU) – aka a ‘two-button’ as cuts off at chest, viewers looking at the face
·      MEDIUM SHOT (MS) approximates how we see most things around us – feels comfortable; may also be called the ‘Waist’ shot – need to be careful not to ‘break frame’
·      Medium long shot (MLS) – cuts off just above the knee usually (aka ‘the Cowboy’ so in Westerns could show the firearm holster)
·      LONG SHOT (LS) or Wide shot (WS) is more inclusive – shows relationship with physical space, full body shot
·      Very long shot (VLS) – exterior or large interior, environment still important but more detail on the human
·      Extreme long shot (XLS or ELS) – often used as the ‘establishing shot’ at the beginning of a film or sequence; shows where and often when and who

Composition

Arrangement of visual elements and their placement in the overall frame is important and will convey meaning to the audience even if it is subconscious.  Gives meaning and subtext as well as beauty, balance and order.

Try not to give too much headroom as it wastes screen space and can throw off the overall composition.

When subject looks into camera it is called ‘subjective shooting’. Rare in fiction (called ‘breaking the fourth wall’). Normally the actors behave as if the camera is not there – this is called ‘objective shooting’.

Look room is the empty space we provide within the frame – empty area or ‘negative space’ gives balance to the weight of actor’s head. This also impels the audience to want to see what the actor is looking at. If the actor’s face is too close to the near ‘wall’ of the frame, it can seem congested, claustrophobic, trapped.  Negative space behind the head can imply suspense, dread, vulnerability etc

Use the rule of thirds and consider camera angles as this feeds in to the information conveyed to the viewer. A straight view from the front can be flat and boring. The ¾ front or ¾ profile is the most common angle – gives a clear view and increased degree of dimension.  The ‘taking lens’ is on an even plane – a neutral angle positioned to observe and the audience can relate.

Note that not showing the eyes clearly can create an impression of duplicity, distrust or emotional disconnect.

Another common approach is the over-the-shoulder (OTS) giving depth to a shot.  Audience sees from the character’s POV, which encourages empathy.  A view entirely from behind hides thoughts, feelings and intentions but it can create tension and suspense.

The high angle shot via foreshortening can portray the subject as weaker, powerless, subservient.  Creates a power dynamic.  Often flattering for the actor. A low angle shot often shows a looming, significant powerful person. It is the tilt of the camera lens that determines what the shot becomes.

The profile two-shot is common for a dialogue. A MCU or CU will force their faces together in an unnatural way (unless romantic or aggressive).

Two people standing facing the camera is more subjective in the direct to camera two-shot. Can be difficult to frame and sometimes there is an overlap with one figure becoming more dominant. 

The OTS two–shot (most commonly as a MCU) allows intimacy and ease of viewing as there is only one person to look at.  Often have to make actors stand unnaturally close to each other to get the two-shot framing. In film language, proximity and grouping equate to unity.

The viewer is kept locked into understandable spatial relationships via the line of the horizon.  This can be broken with the dutch angle – a tilt to create imbalance and a feeling of instability.

Depth can be portrayed with the use of the vanishing point. Conversely a flat wall can show a character is trapped.    The space is divided into foreground (FG), middle ground (MG) and background (BG) and these acts as layers.

A foreground element must enhance the composition. Avoid having arbitrary elements as they may distract the viewer from more important details.  The majority of action takes place in the middle ground.  Frame shots so that the background does not overpower the main action.  The layers allow our brain to establish depth cues.  The size of a known object also triggers depth cues.  In exterior LS we see atmospherics – particulates suspended in the air.

What is in focus in the shot is the important thing for the viewer to watch.   Shifting the focus from one subject to another as the action unfolds is called pulling focus or pushing focus (or racking focus). There is also following focus when the camera is tracking a moving object.

Lighting

“… will often be your most powerful creative tool in your filmmaking toolbox.”

Factors to consider:
  • ·      Light as energy
  • ·      Colour temperature
  • ·      Natural or artificial light
  • ·      Quantity of light: sensitivity and exposure
  • ·      Quality of light: soft vs hard
  • ·      Contrast
  • ·      Basic character lighting: three point method
  • ·      Set and location lighting


Hard light can create scary, dangerous, harsh or mysterious environments. Soft light implies a sense of warmth, friendliness or romance.

High contrast, snappy or punchy lighting schemes can make for more dramatic or suspenseful imagery and help yield more depth – low-key lighting.

Flat lighting schemes can make images seem more open, friendly or brighter but flatter. High-key.

Three –point lighting method: key light; fill light; back light. Contrast ratio.
Also think about the angle of incidence.

In fictional narrative cinematography, lighting is generally meant to be motivated (generated by some actual source within the reality of the film world, like a lamp or sun).

When the light is near the recording camera’s angle on action, it is called front lighting which tends to be flat and bland.  Shadows are not welcome unless used for creative or thematic purposes.  Side lighting can cause a half bright, half dark face split.  Light behind is called kicker or rim light. Best to start with key light roughly 45 degrees from camera, fill light 45 degrees on the other side.

Top lighting cases shadows in eye sockets, which prevents audience from relating to the character.  Under-lighting can appear ghoulish. No fill will create a silhouette effect.  Light in the middle ground and deep background helps separate the layers of distance.

Any light fixture that emits light is called a practical.

Lighting and compositional choices need to serve the “story”, not fight against it or leave it bland/incomplete.  What you choose to reveal to the audience or hide from them will yield more or less info, more or less understanding and more or less enjoyment of the project.

Shooting for editing

·      Matching shots in a scene – the entire visual story needs to be told
·      Continuity – shoot coverage. You ‘cover’ the main actions form several angles and will several different framings.
·      Continuity of screen direction – filmmakers have a responsibility to the audience to present a knowable world that conforms to constant physical world rules eg if a persons moves away to the left, they must keep moving away to the left until we see some change in the movement happen on screen.
·      The line – screen direction – important narrative info and spatial relationship data can be discerned by lines of direction, aka sight lines
·      The imaginary line – the 180 degree rule (axis of action)
·      Jumping the line (or crossing the line) – reverses the established directions of left and right, inverting the film space of the unaware viewer
·      The 30 degree rule – move camera at least 30 degrees around semi-circle before framing up a new shot; will avoid what is know as a jump cut (two shots with similar framing cause a visual jump in space or time)
·      Reciprocating imagery (matching shots) – when shooting to cover one character, create exact same corresponding frame for other character; need equal numbers of shots and matching framing for each character; eg OTS allows audience to keep track of the physical placement of each character in the scene
·      Eye-line match – audience traces an imaginary line from the character’s eyes to the edge of the frame where they are looking; next shot should be object of interest revealed – important it is from a similar direction, angle and height that match the perspective from the vantage point of the character observing; must maintain and respect eye-line (this is a “setup and then payoff” scenario maker – illusion of connection and character association is made by the audience)

Dynamic shots

Blocking talent.  Staging means the physical placement of subjects on the set, within the confines of the recorded frame.  Blocking talent refers to the physical movement of subjects on the set and within confines of the same frame.  Left to right can reinforce space and direction or blocking deep into the set adds to the illusion of a 3D frame.  Creative blocking will add energy to shots.

This can also have a meaning in the narrative (eg American frontier stories move right to left ie East to West)

Handheld

Advantages: gives kinetic energy; personal immediacy – subjective POV; easy to readjust framing; free movement around the set
Disadvantages: shaky; difficult to focus; difficult to cut with static shots; not neutral so may be too subjective; limits focal length flexibility

Pan and Tilt – horizontal and vertical positioning. This is not a natural movement for human visual system. Our eye travels along the space locking onto points of interest.  To help the audience accept the movement, good to motivate it eg following an eye-line.

The audience places itself in the position of the camera, identifying with the role of that observer. Slower speed means you can record images and not disturb the audience.

Shooting the Pan and the Tilt

Needs to have the start frame, the camera movement and the end frame.
Start frame is a well-composed still shot that could stand alone as a good static image; let action begin and then begin the movement.  [NB cutting on movement, either into a shot already in motion or out of shot once in motion is visually dangerous.]
Camera movement – should be smooth and steady and “lead” the movement; needs proper headroom, look room and pictorial composition should be maintained throughout
End frame – well-composed static shot that can complete the action; a steady locked-off frame to cut out from at the end of the P & T.

Pushing a camera into the set or toward the subject = trucking in. Moving away = trucking out (or tracking in and tracking out).

A wheeled dolly achieves smooth gliding.  Steadicam provides best dolly qualities with advantages of handheld photography.

A combination of several movements is sometimes called a developing shot.

Cranes, booms and jib arms can create sweeping upward to downward moves to add large areas of information and sense of grandeur.

Grammar = well-established and proven set of principles that will enable the audience to understand visual intentions

Communicating with Talent – use language that makes sense to them (eg “please slide to YOUR right by an inch or two”). Shooting an ECU, explain how tight frame is as a small movement can “break frame” (move beyond the edges of the established frame). “Less is more”.

Ensure an eye-light – life light (twinkle). Ensure the reflection shows the source coming from the correct direction of other known sources. Eyes always every important.

Safe action line and domestic cutoff. Approx 10% of picture information can be lost. Will need to compensate for appropriate headroom and look room. Keep all important action in safe zone, especially if you are shooting 16:9 imagery that might be displayed on 4:3 screen.

Shoot overlapping action for the edit – will provide good and varied choices for an action edit or continuity edit. Wide shots and medium shots may call for more overlap due to inclusion of more visuals.

Matching speed of action.  Closer shots of overlapping action should have the movements performed at a slightly slower speed.  Close ups with magnification will appear to move much faster. The less screen space and object or action occupies within the frame, the slower the movement will appear. Shoot the CU insert shots slightly slower and at normal speed to provide choice in edit.

Shooting ratio – relationship between amount of footage recorded and what makes it into the final edited piece.  Documentaries have larger ratio. 

Storyboards and shot lists – map out the framing and composition for each shot. Overheads can be simple plans of placement. Shot lists account for all shots need to get coverage for a scene.  Preproduction.

Always have something in focus.  We do not like to watch blurry images. There are special cases for creative use but focus also helps the audience to pay attention. It is almost always best to rack focus to the background focal plane as soon as the character exits the frame.  The audience can then immediately rest on the background.

Frame for correct “look room” on shots that will edit together. Compose along the 1/3 line on frame left . The shot of the other character will be mirrored in composition.  Eye-lines trace back and forth across the empty space. Allow appropriate space even though an inanimate object does not look back.

Matching camera angles when covering dialogue.  Shot-reverse-shot.  CUs and OTSs should match and mirror so the viewer can understand the overall scene’s lighting and character placement in the film space. 

Place important objects in the top half of the frame. They will have more weight/visual presence and are assigned greater importance.  Interesting compositions use entire frame and allow (or compel) the viewers to roam around the frame. Lighting can help with the eye direction.

Colour choices – can denote meaning also dark clothing can get lost in dark background. Bright colours appear closer.  Coloured gels on lights can create washes eg cool blue for moonlight.

Headroom. Too much forces eyes and face too low in frame. Too little looks wrong. Err towards less – safer to lose top edge for frame so chin and jaw still fully visible.  Consistent head shots in a shot-reverse-shot scenario = important. Try not to reframe drastically while the subject is speaking.

Beware of distracting objects to avoid losing impact. Keep composition strong – anything with noticeable movement or bright colour will be an eye magnet.  Make sure no strange lines come “out” from behind a person’s head.

Use depth of field to stage shots with several people – layer multiple subjects. The foreground, middle ground and near background become a combines zone where persons can be ‘blocked’ to fit within the frame. Bodies may have a slight overlap by faces should all be clearly visible and discernible.  Not often desirable to have one or more character’s heads turned away but it may seem unnatural if all looking in the same direction.  Experiment.

In a three person dialogue scene, matching two shots can be problematic. As well as getting two-shots, get clean single close-ups of all three for editing.

Try to always show both eyes of your subject. The ¾ profile is a highly desirable blocking/camera angle but not looking directly at the lens as this becomes ‘subjective’.  Full profile is a specialty shot.  ¾ approach is solid and will not disappoint the audience.

Be aware of eye-line directions in closer shots. Eye-line unites the subject’s gaze with an object of interest.

Understand when and how to perform a zoom. If the camera is locked, a zoom in simply magnifies the centre of the wider frame.  This optical shift is not possible by the human eye so it can jar.  Try hiding the movement by combining the focal length change with a panning or tilting action.

All shots should be motivated but especially dolly shots. Usually the motion of an object or character is sufficient for trucking in – this replicates what a human might do to get a closer look.

Trucking out is more unnatural though. Motivation would come from a character moving towards the camera or at the end of a scene when larger areas of the environment can be revealed.  This provides a visual overview (often with crane boom or helicopter mount) as a final summation to the story.
Movement of the talent can provide motivation to cross the 180 line. Following the action with a continuous shot changes the line.  Possible to also use a cutaway shot for the editor. His breaks the spatial attention of the viewer and the next shot may be from the far side of the original axis of action. 

Get the camera rolling before any critical action happens – ensures all equipment is up to operating speed.  Give critical extra footage at the head and tail of the shot.

Beware of continuity traps – objects on set which will change over time.  Clocks, movement of the sun, audio concerns, any background activity.

Use short focal lengths to hide camera movement.  Handheld with long focal length gives shaky and blurred image.

Avoid wide lenses for close-ups – warps face, especially nose.

Control depth of field as only one critical plane of focus.  This can easily be lost with movement.

Slate the head of your shots for identification and organisation – use a physical ‘slate’ (whiteboard) or voice.  A physical slate is held upside down for a tail slate.


  • Know the rules before you break the rules.  Otherwise you may create a visual experience that could confuse and alienate the viewer.
  • The reason for shooting is editing.  If it does not cut together it will become unusable.
  • Your shots should enhance the entire story.  Images will augment the narrative.
  • Involve the viewer as much as possible. Engagement will come from them needing to pay attention. Show, don’t tell.
  • Try hard not to be obtrusive.  The camera should be unnoticed by the audience.
  • Know your equipment. Have it ready and organised.
  • Be familiar with your subject.  Preparation and anticipation will help.
  • Understand lighting – natural and artificial. Lighting for exposure (enough to record the image) and lighting for creative purposes.
  • Study what has already been done.  Find inspiration and common themes or methods that have been explored before you.  BE WELL-VERSED IN THE ARTS!