Sunday, October 16, 2011

Problem-Solving


In taking on any film or video production you will always run into problems. I repeat, YOU WILL ALWAYS RUN INTO PROBLEMS. Professional etiquette dictates that you never refer to them as 'problems' particularly when addressing a boss or a client. Instead, you can refer to them as challenges or opportunities. This may be the formally dictated approach but I'm here to talk about problem-solving: the most necessary filmmaking tool.

Problems can occur in any stage of production and at any level of difficulty from a scheduling conflict to missing equipment while shooting. Production problems such as these take a varied bit of creativity and calm to solve. Well researched and thought out production plans leave extra time, money, equipment, etc so that any falter can be given the resources to correct. Not to be taken for granted but it also helps to keep in mind that many things can be fixed in post if absolutely necessary. This is not a solution to turn to unless all other choices have been exhausted but keeping it in the back of your mind is helpful for keeping your cool in a crisis. Other difficulties such as last minute rescheduling, missing props, or equipment failure take creativity to fix. Such creative thinking helps in finding more time or reworking shots. Even scenes themselves can be reworked as it is good to keep a flexibility in the script. Reworking such scenes can sometimes lead to a brand new approach and even better results.

Other problems can occur as overall obstacles in post production or animation. Problems such as missing or badly timed shots can be fixed by working with the speed or reworking the rhythm of the edit. Other difficulties such as lip-syncing or troublesome animations can easily be taken care of by redeveloping shot structure, timing or other creative work-arounds. A good example of such problem solving can be found in the recently released video game, "Dead Island." At one point in the game you come to someone on his knees with his head down as he tells his sob story of survival. Never does this character look up while talking but instead he bows his head for the entire piece of dialogue. Though a player may see this as a dramatic choice given the nature of his story, I see it as a clever work around to syncing up the words to his lips. (It should be noted that the facial animation and lip sync for the game are not great)



So, to recap: problems...you can solve them!

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