Bleu - 83/365
It is not the language of painters but the language of nature which one should listen to. The feeling for the things themselves, for reality, is more important than the feeling for pictures.

- Vincent van Gogh

Escape From L.A., Pt. 2

(this article originally appeared at screenwriting
website Twelvepoint.com, Jan. 2010)

L of Amph 16:9

- Read Part 1 of “Escape From L.A.” -

And so, with growing dread, I came to understand that this tedium I was experiencing was actually a booming Hollywood screenwriting career – getting your latest brilliant spec read, getting a meeting, hearing about their project, pitching them your take on their project, waiting, waiting, waiting for your agent to call – and repeat ad infinitum. Ad infinitum. And if you are very lucky, someone will accidentally pay you a great deal of money to pour your heart and soul into their project, everyone involved knowing but never saying that the project will almost certainly never be produced.

I was pitching a television series idea to the production company of a woman who has produced at least one of your favourite sci-fi movies and had an arsenal of good writing samples to show and not the worst track record, and I was no closer to actually getting a story in front of an audience than back when I was on the plane to LA at age 17. I realized my entire career – and the careers of many successful writers I know – had been a case of shaking an apple tree year after year, waiting for oranges to start dropping.

I hope I don’t seem complete ungrateful. I do like apples but I just don’t want to spend any more time eating apples, wishing they were oranges.

So I moved to London.

It wasn’t quite as simple as that but it was a complete and fairly dramatic relocation. My wife had an opportunity to work here and I was suddenly completely committed to giving up the apple tree shaking thing. We sold everything. We brought the cats with us.

By the way, I am a British subject – my mum was born in the shadow of Upton Park Football Stadium – so rest easy that I’m not just another foreigner come to steal employment from decent working folk.

After arriving, I began to have The Conversation again and again. I would say to someone, ‘I’m a screenwriter and I’ve permanently relocated to the UK.’ They would stare in baffled silence, then reply, almost with tears in their eyes, ‘Why??…’ There were no screenwriting jobs to be had here, there was no film industry here. Why was I moving away from success? I would press on, explaining that, you know, I am also eager to write comics and a wide variety of genre-based cross-media content. They would immediately call the police and inquire as to the name of my social worker.

It seems to be accepted universally – and I mean ‘throughout the known universe’ – that success as a media writer is directly proportional to one’s proximity to West Hollywood. If you crunch the numbers, you’ll probably find an element of truth in that. However, it is also universally accepted that your success in politics is directly proportional to your proximity to Washington DC. ‘Success’ has a broad spectrum of meaning and doesn’t necessarily mean ‘in your and everyone else’s best interest’. Just because McDonald’s has sold billions doesn’t mean that it’s the best thing going.

One December Within a year of arriving in the UK, I had more writing jobs than I’d had in the previous five years in Los Angeles. One of these was writing an historical thriller featuring swordplay, bullfighting, torture, and ‘contemporary political resonances’ – i.e. my dream project. I was paid literally peanuts for the work. Yes, literally peanuts. Okay, maybe not literally peanuts, but it was a South African based company paying the bills and I feel confident they could have paid me in peanuts if I’d asked.

Though the money was nothing like LA money, I was writing for enthusiastic indy people who were flying on a wing and a prayer and I was being paid to write. It was such a thrill to go through the whole process from beginning to end with producers who were rabid to make a movie. I wrote a short, too, that was made by the same producers and was able to practise, practise, practise the screenwriter’s real craft – making a good movie. However, I had to supplement the screenwriting income with journalism for some media trade magazines as well as temping at a firm that sold pipes and ducts.

It was encouraging – and enlightening and instructive – to see how, when I was willing to try something completely new, trusting like a fool that a solution would materialise, that something things worked out surprisingly well.

There wasn’t any logical connection between moving house and the surge in work but I’d like to think that on some metaphysical level or other, I’d suddenly become open to possibilities outside my previous, ultra-narrow assumptions. Having a dream, a vision, is vital to success, yes, but clinging desperately to a single narrow idea – at least this was the case with me – makes one’s whole life look like the view down a toilet roll. Many, many possibilities, things that might have leap-frogged you into another dimension, pass under your nose unnoticed. When I’m clinging so tightly to an idea of myself and my future, white-knuckled, the odds are good that somewhere deep down, I don’t have much real faith in the idea. When I’m absolutely clear about what I want or, more importantly, about who I am, then it’s easier to loosen my grip a bit and look around and be open to all the myriad possibilities, idiotic things like moving to London and expecting to be able to write movies.

There have been a few surprises in the relocation. One was hearing it would take a London-based company several months to read a writing sample. I felt like I was living in the 19th century. Kind of quaint actually, if it weren’t so irritating. The biggest surprise has been the stunning amount of talent I see in the UK. If I may be very American for a moment: This country has talent and ability coming out its ass (also “arse”). Unfortunately all this talent seems too often paired with a not-at-all-amusing self-deprecation and abdication of responsibility. Over and over again I see people looking to the US as the source of all the best ideas, as the only place to be taken seriously, certainly as the only place a vision could ever become reality. I want to shake them – hard.

There has been a great deal of moaning and groaning about the economy and the decline of this or that vital industry. But when I hear news of yet another formerly unshakeable media enterprise tottering, I feel encouraged and grateful that I left the US at the right time – perhaps not a moment too soon. 20th century business models are collapsing and although we try to shore them up and repair them in the same way a doctor tries to prolong the life of a heart patient who refuses to give up smoking and eating bacon, they are not going to last. If they do, it will be in some kind of zombie-fied, tax-payer subsidised condition far removed from a dynamic, real world economy.

A producer I know got the green light on a Friday for a movie directed by Steven Soderbergh starring Brad Pitt. On Monday, the studio head called back to say that the deal was off. It was too great a commercial risk in this climate. Newspapers and book publishers are merging or closing everywhere and LA-centric media production is going down with them.

This is all good news. For me. For you, too.

Where some people see collapse and destruction, many of us see exciting change and the promise of real renewal. Something entirely new is going to rise from the ashes of the 20th century media industries, something marvelous and global. In fact, it’s already here and a many of us are jumping on at the ground floor.

Of course, LA will continue to be a hub of media production; just not the hub. I love LA very much but it is isolated in a distinctly American way from most of the world. Cities that are truly interconnected – sometimes to their own chagrin – with the rest of the world have a head start on cities and countries that are protectionist and attached to 20th century, pre-global thinking.

I do wish the best of luck to all my friends still playing the studio screenplay game in Hollywood but I am very grateful to have jumped into the lifeboat when I did. While they are still shaking apple trees, hoping for oranges, I plan to be making and writing pictures of all descriptions and formats, and sharing them with my audience and my partners all around the globe.

Lean Lane at Shepperton Studios
On “Lean Lane” at Shepperton Studios

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Escape From L.A., Pt. 1

‘(Los Angeles) is a country coming down from its trip. We are 91 days from the end of this decade, and there’s gonna be a lot of refugees. They’ll be goin’ round this town shoutin’, ‘Bring out your dead.’”

- “Withnail & I” (1987), Bruce Robinson

(this article originally appeared at screenwriting
website Twelvepoint.com, Jan. 2010)

When I was 17 years old, I set off for Los Angeles to attend the Cinema-TV Production School at the University of Southern California. On the plane I read William Goldman’s  ”Adventures In The Screen Trade” and planned my future.

I knew – everyone knew – that if you wanted to make movies, you had to go to LA. You also had to have a degree from a top-rate film school. A writerly alcohol and drug habit was a good idea too.

I know today – having learned through experience – that I was starting my life’s journey based on a complete pack of lies. But I was 17 years old and it was the 1980s. When you’re 17, starting a life’s journey based on a pack of lies is…well, it’s what you do, isn’t it?

I graduated from film school with a host of brilliant classmates. Some went to Portland and Seattle and actually made movies; some went back home to Texas or Connecticut. The rest of us went out into LA to seek our fortunes. Post-film school life in LA was exactly halfway between “Sunset Boulevard” (1950) and  ”The Big Picture” (1989), a fantasy veering crazily from cynical gloom to sweet comedy and back.

95% of my USC classmates began their course determined to win at least one Best Directing Oscar but the attrition rate of Cherished Film School Dreams looks a bit like a casualty roster of WWI pilots. By the time of our graduation, many of my friends had traded in their ideal visions for something more bite-sized and realistic. Why? A good film school’s job should be to impress upon its students that filmmaking is a bizarre and tedious process that sane people ought to avoid. And USC has one of the best film schools in the world. Also, students began to learn that there was a massive array of supporting crafts that go into a film production and discovered that one of these fired their hearts and imaginations in a way the vague, grandiose vision of ‘Oscar-Winning Director’ could not.

There were a few emotionally-immature, mental defectives – I among them – who refused to surrender the dream (while increasingly suspecting that they were utterly unemployable in any normal work). We graduated and began to write spec screenplays – lots of them – and gave them to anyone and everyone who pretended to want to read them.

Screenwriting is hard, thankless work. Though not like digging ditches or mining coal, obviously. Digging ditches is something useful and beneficial to society. 1000 hours spent fretting over an urban melodrama about vampires hasn’t been on the Nobel Committee’s application form for some years. But because it is hard work, rather than churning out new material, a few of the devoted dreamers became obsessed with rewriting the same screenplay over and over again – infusing it with a Great New Idea with each pass – until the thing read like a transcript for the blind of a David Lynch movie written by a teenage girl on ecstasy. Thankfully, most of them gave it all up before they went mad.

In a very few years there were only a handful of us left, writing one spec screenplay after another, each waiting for his or her particular stars to align.

My stars aligned early on. One of my first sci-fi screenplays was optioned by Mario Kassar – the Old Hollywood-style movie gangster who brought us “Rambo”, “Total Recall”, “LA Story”, “Basic Instinct”, “Terminator” and  ”Stargate”. It was in the twilight years of the era of script mega-sales, those days when coke-addled producers would shell out $3 million for an idea written by Joe Eszterhas on the back of a McDonald’s napkin.

I had the obligatory ‘tyro screenwriter’s mega-deal’ article in “Daily Variety” and every major director whose career started in television advertising was on the verge of saying ‘Yes’ to the film. Then, just as quickly, it all petered out and I was left in the tragic position of living in a big house in the Hollywood Hills, with a view of Catalina on a clear day, transported into the world of an A-List screenwriter.

I pitched ideas to every company of note in LA. I joined the long queues of writers brought in to give a fresh perspective on whatever proposed sci-fi/action/fantasy property Company X was developing. A few of those projects, after years in development purgatory, finally did escape and audiences seemed to like them. They usually ended up with a single writer’s name on them but I’m sure all of us who sat there saying to execs “The villain in Blade must under no circumstances be Count Dracula” feel a certain attachment to those projects, like when you receive news that someone you had a fling with has become married to a jerk not nearly as attractive and talented as you.

With growing dread, I came to understand that the tedium I was experiencing is the bulk of the work in a booming Hollywood career. Get your latest brilliant spec read, get a meeting, hear about their project, pitch them your take on their project, wait by the phone for your agent to call, repeat ad infinitum. Ad infinitum. If you are very lucky, someone will accidentally pay you a great deal of money to pour your heart and soul into their project when everyone involved knows but never mentions that the project will almost certainly never be produced.

I was pitching a television series idea to the production company of a woman who has made at least one of your favourite sci-fi movies, had an arsenal of good writing samples to show and not the worst track record, and I felt like I was no closer to making movies than when I was on the plane to LA at age 17.

Then it occurred to me that movies are made by people who are making movies. You know what I mean? Marathons are run by people who are running marathons, cakes are baked by people who are baking cakes. Am I making sense? It’s the simple and obvious that has always eluded me. The Hollywood studio system is about not losing money first and making movies second. That is how many successful businesses operate. It’s how NASA operates. NASA’s primary purpose is not to send stuff into space, it’s to allocate resources and personnel in such a way that everyone at NASA still has a job next year. Imagine my surprise when I realised my entire career – and the careers of many successful writers I know – had been a case of shaking an apple tree year after year, waiting for oranges to start dropping.

I hope I don’t seem a complete ingrate – I do like apples – but I just didn’t want to spend any more time eating apples, wishing they were oranges.

So I moved to London…


Waiting for Movie Stars 2


(end of part 1)


- Read Part 2 of “Escape From L.A.” -

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The V&A’s Decode, Dreaming The Future Of Digital Media

(originally printed in Videography magazine, Feb. 2010)

London’s Victoria and Albert Museum, generally acknowledged as the world’s largest institution of decorative arts and design, was founded by Queen Victoria in 1852. You might think that digital video technology was the last thing the grand monarch had in mind, but the V&A was originally conceived as a “Museum Of Manufactures”. From its very beginning, at the height of the Industrial Revolution, it sought to be a place for the study of the point of art and technology.

“Decode: Digital Design Sensations” is a new exhibition the V&A is putting on in partnership with contemporary arts & design organization, onedotzero. “Decode” runs from Dec. 8, 2009 to April 11, 2010, and strives in every way to break the boundaries of the typical museum experience. The Victoria & Albert Museum has been collecting digital art since the 1960’s. An exhibition called “Digital Pioneers” showcases this material concurrently with the “Decode” exhibition.

Today’s interconnected world of social and digital information, becoming familiar to even the most luddite household, has broken down traditional structures of space, and time too, in media. People are increasingly used to the idea of watching a movie when and where and how they want to, for example, and the 20th century notion that it is an experience restricted to a brick and mortar theater with predetermined show times is moving toward becoming a novelty of the entertainment.

Shane Walter, co-founded onedotzero in the mid-nineties, and has been on the cutting edge of digital media production since. He is named as the curator of the “Decode” exhibition, but thinks of himself as more of a producer, and collaborator. A couple of the pieces in the show were commissioned directly by onedotzero, with Walters taking an active interest in their production.

“Decode”, arranged more along the lines of an extended festival than a gallery show, takes for granted the 21st century decentralization of media and then tries to see into the far reaches of digital media with fluidity and change being the focal element. Not only does an audience have an array of choices regarding its relationship to the digital pieces presented in the show, but the pieces themselves are morphing and changing as a result of their relationship to the audience.

The exhibition is divided according to three themes – “Code”, “Interactivity”, and “Network” – each representing an element of the digital creative process. “Code” presents pieces that use computer code to create new works and looks at how code can be programmed to create constantly fluid and ever-changing works. It emphasizes the idea that the code itself is a kind of creative entity that makes content – and that is willing to collaborate with the audience if instructed to do so. It’s asif the original programmer had created another little artist existing in a virtual realm – The Code.

“Code nowadays is a raw material,” says Shane Walter, “A coder is as creative as someone is a sculptor, for example, or a painter or designer.”

A museum space is traditionally, almost by definition, a place where something is preserved in stasis. The Decode exhibition strives to turn that on its head. “We’re saying,” says Walter, “Yes, touch things as much as you want, take pictures, and you can download elements of the exhibition, you can upload things too. We want to make you, the visitor, a part of the exhibit.” Some of the exhibits in fact can’t exist without an audience there, and are designed to spring into motion in response to the movement of the visitors, as if the exhibit itself was an artist, interpreting its subject – the museum-goer. Golan Levin’s “Opto-Isolator II”, for example, takes the form of a human eye that stares at the viewer, and blinks and moves in direct response to the viewers blinking and movement. “A lot of these ideas and techniques have been around for some time, but I think only in the last five years have people been using them less as a novelty and more part of their digital toolbox.” ”

The “Network” portions of the exhibition focus on and utilize the digital traces left behind by everyday communications. Walters points out how the digital web that we live in is something living, connected to us in a very intimate way. “It’s almost impossible to switch off. Even when you’re asleep , your Facebook is still going, your Twitter feed. You’re leaving all these digital traces behind. So artists are trying to make sense of this area by data mining this realm, and using that data to re-represent the world.” Aaron Koblin’s “Flight Patterns” uses FAA data to create animations of flight patters that are both ghostly and dream, as well as fascinating and informative. Repeatedly in Decode, hard fact and hallucinatory visions combine to produce a revelatory experience.

DECODE also offers people the chance to actively participate with via Karsten Schmidt’s piece, “Recode”. Created as a digital identity for the exhibition, the code for the ever changing CG piece is available on an official Decode Google code page, which also has a detailed user guide and gui. New creations can then be uploaded as part of the Decode exhibits online gallery, contributions which are considered no less legitimate than the original Karsten Schmidt work.

A fascinating challenge Decode presents to the museum world is that the digital media in the exhibit is entirely fluid and in fact quite difficult to practially catalog in a museum’s inventory. If it’s constantly changing and altering, how legitimate is the description of the piece, and if viewers are an integral part of the experience, can they be said to be part of the museum’s archive?

Decode presents a fascinating array of digital wonders and fascinating experiences, types of things which might have been seen on by attendees of SIGGRAPH, but have not been offered to a wide audience. Technologies that might have languished as a mere curiosity, have now, in the hands of artists, been made to communicate – and in some cases, commune – with a new generation of media audiences.

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AXON – An Old Partner Provides New Solutions for Live 3D

(first appeared in TVBEurope magazine)

An axon is the part of a nerve cell that sends one cell’s signal on to the next nerve cell. Without an axon, a nerve cell might be overflowing with great ideas, but its fellows will never know about them. AXON Digital Design, headquartered in The Netherlands, has specialized for years in producing hardware for the transmission, processing, and routing of audio and video signals. Now they’re becoming a key player in getting 3D signals where they need to go.

When Belgian HD company Outside Broadcast wanted to demo the live 3D transmission of an athletics event at last year’s IBC, it didn’t go to a sleek new company selling “the latest in 3D broadcast solutions”. It went to its time-tested partner AXON. Outside Broadcast were already using AXON’s Synapse infrastructure. Their challenge for AXON was not “Can we get some new technology which will allow us to do something new?” but “How can we do something new with the technology we already have?” The Memorial Van Damme, an annual summer event being held in Brussels at the King Baudouin Stadium, concurrently with Amsterdam’s IBC, provided a perfect opportunity to give professionals a taste of the future of live 3D.

TVBEurope asked AXON’s Chief Technology Officer, Peter Schut , how the company met Outside Broadcast’s needs. “Our Synapse modules are a hot-swappable solution. The infrastructure’s already there. For Outside Broadcast, we modified existing hardware to cope with their requirements, so they didn’t have to rewire anything. It’s very convenient if we can add these features to existing hardware.”

The principle requirement for the 3D transmission was to handle two simultaneous signals of left and right eye information provided by the stereoscopic camera rig. Outside Broadcast used a mirror splitter stereo camera rig – and so also added the necessary flipping of the mirrored image. AXON modified their already existing HXH150 card.

For the 3D transmission two left eye and right eye sources needed to be combined into a single SDI (HD) video stream. This was accomplished by squeezing both images down to an anamorphic half-horizontal size, then displaying them in a side by side mode compatible with MPEG transmissions.

“It was combining software blocks that we would previously use for other purposes,” Peter Schut says, “The card was designed to provide a 4:3 image with a pillar-box on each side to contain additional, external information. It was already ready to receive data from two sources. It was then just a matter of ‘moving the curtains around’ and the scaling algorithms.” His description makes it sound like something accomplished during a working lunch, but it is the AXON team’s skill and experience that allow for elegant, simple solutions, solutions that might take less established companies many hours – and many Euros – to resolve. AXON has prided itself on providing customers with smooth transitions when there are leaps in technology.

Outside Broadcast’s 3D demo was so impressive, that AXON was asked on the spot by EuroMedia for support in its camera motorcycles for 3D broadcast of the Tour De France and the Tour De Paris.

AXON are now offering a new dedicated 3D card, called the H3D100. The H3D100 will also be available in a 3GB version and both versions will have a variety of extra features. The inputs are the standard left and right eye images for stereo production, and feature flexible outputs that directly usable in a production switcher. Look for the H3D100 modules to feature prominently in AXON’s NAB 2010 presentations. These cards are currently being trialed on a few different projects, including L.A.-based video rental company Sweetwater. Sweetwater is also using AXON’s 3D cards to output stereo video for anaglyph viewing. Though anaglyph (you know, those different coloured lenses from the 1950’s) is not recommended for transmission or viewing by a large audience, but it is an inexpensive means of monitoring various 3D outputs.

Despite working intensively in providing 3D solutions to major players in European broadcasting, Schut – like many of us – has been reluctant to whole-heartedly join the 3D mania ubiquitous in the media industries. We asked him the eternal question: Will people watch 3D at home? Schut answered, “Until December, I would have said no. And then I saw “Avatar” – 3 hours of 3D without getting a headache. Now, I think Christmas 2010, if someone’s going to be buying a new big-screen TV, they’ll want it to be 3D capable. How much the viewers will be watching 3D, I don’t know. I don’t think the whole family, day in, day out, is going to be watching every programme with glasses on.”

Schut notes that, in the wake of “Avatar”, CES was a virtual stampede of 3D products and services – some perhaps creating more problems than would ever solve. AXON’s reconfiguring of its well-tried hardware may suggest that solutions to your new 3D challenges may not be far from home.

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Avatar (2009)

Saw James Cameron’s “Avatar” (2009) yesterday afternoon in 3D at the Shepherd’s Bush VUE Cinemas in London. Went with my Dad who has seen more movies than I am ever likely to see, including the 3D masterpiece, “Bwana Devil” (1952).

One of my first thoughts was: Now I know what the Act III of “Return Of The Jedi” (1983) should have looked like.

“Avatar” isn’t Jim Cameron’s best movie. That honour still goes to “Aliens” (1986), as beautifully plotted an action movie as there has ever been. A respectable horror movie too, but it is primarily an action movie. Still, I really found “Avatar” exquisitely beautiful in its design and execution.

Already I’m getting flack from Film World Colleagues, who thought the movie ham-fisted. Where I saw delightful design choices, they saw lipstick on a pig.

The fact that there is nothing new in its premise – that “Avatar” is “Dances With Wolves” (1990) / “Little Big Man” (1970) / “Lawrence Of Arabia” ?? (1962) / “Fill In The Blank” In Space – seems a weak criticism of the movie, though it’s been trotted out a lot over the past couple weeks.

Wes Studi (far left) in "Dances With Wolves"

Native American actor & Vietnam vet, (far left) leads a Pawnee raiding party in Dances With Wolves. He played Eytukan in Avatar

Cameron has deliberately kept the story simple, obvious even, to provide a solid framework on which he can hang all his beautiful decoration. To get clever with both design and story at the same time could invite Unmanageability – the bane of Cameron’s existence. Cameron has always kept his plots and characters very simple, virtually mechanical in their efficiency. When he has tried to reach for more complex and subtle (relatively) themes and plotting, the movies have suffered. And, recalling the tales told about the production of Cameron’s two “wettest” movies, “The Abyss” and “Titanic”, his crews have suffered too. For Cameron, “Keep it simple” is a mantra that leads to success.

The story structure in “Avatar” is really quite adroit – solid and simple. As any good writer will tell you, “solid and simple” is actually hard to pull off, because false notes – and there are some in “Avatar” – stick out like signalling antennae on an alien lifeform.

The movie has a skeleton of very simple, rock-solid sequences – like its cousin “Dances With Wolves”. “Dances”, one of the longest movies to ever win a Best Picture Academy Award, flies by for most people because it is constructed of straightforward, firmly constructed sequences. Knowing where the story is going – having “seen it before” – carries the audience along. We are always anticipating the next beat. We know what is supposed to happen next, more or less, but we don’t know exactly how it will be presented. And that is the way expert storytellers do it – just ask Hitchcock.

Oh, and Cameron stole the entire “Avatar” idea from me. I wrote, in high school, a story of a race of simple blue-skinned aliens who lived on a jungle world. A human male is drawn into defending them from a highly technological man-machine who wants to take the blue-skinned guys’ precious, sacred mineral.

Naturally, I plan to sue.

Of course, I ripped off – and still do – all the other sci-fi writers I knew and loved. “Avatar” is a conservatively plotted, “classic sci-fi” story, in the vein of one of the Heinlein or Asimov books. It absorbs all the flavours and styles that those great 20th century sci-fi authors – and their hundreds of imitators – spun and then sings it back in Cameron’s voice. Just as I did in my own voice via my high school “Avatar” precursor.

We are in an age of illustration in movies – and we have Peter Jackson to thank/blame for it. The goal in so many big studio movie adaptations is not to bring new insight to a story or a franchise, but to illustrate an existing property faithfully. Peter Jackson’s stunning success rested on giving audiences exactly the “Lord Of The Rings” that they had imagined – plus a bit more. A lot of people – well, myself anyway – watched the “Lord Of The Rings” movies thinking, “Wow. If I had a bit more imagination, then that is exactly how I would have imagined it.” In other movies, the source material has been so sacred that barely a word or beat is changed in the film adaptation – “300″ and “Sin City”. I think “Avatar” follows in this tradition, illustrating a sci-fi story already existing in the back of our collective imaginations. Dragon riders, floating mountains, glowing forests with trees the size of skyscrapers – we all know bits and pieces of these from books and wall calendars and dreams. It’s as if Cameron has supplied the movie to a story we had known about all along.

There’s much more to say about “Avatar”. For one, its political stance is fascinating to me. It’s a major studio movie by a major studio director that takes an aggressively anti-neocon POV. Very unusual.

But I’d like to hear your comments, then we can get into some discussion.

Watch the Avatar trailers

Click to watch the Avatar trailer

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South Pacific: 1000 Islands, 1000 Challenges

The BBC’s South Pacific – 1000 Islands, 1000 Challenges

By

Neal Romanek

(as printed in the July 2009
edition of TVBEurope)

Tanna Volcano in Vanuatu, South Pacific

Tanna Volcano in Vanuatu, South Pacific

“South Pacific” (2009) is the latest attempt by the BBC documentary team to break all previous records. The six-part series is the first to present a thorough study of a part of the world that is still relatively unexplored.

TVBEurope spoke with veteran BBC producer Huw Cordey about the production of the series. Cordey has been involved in many of the BBC’s landmark wildlife shows. He was a segment producer on “Planet Earth” (2006) and “The Life of Mammals” (2002), but “South Pacific” is his first time as producer of an entire series.

The remit of the series, narrated by Benedict Cumberbatch, was potentially as wide-reaching as the location itself. Even as broad in scope as “Planet Earth” is, it is still a definable location, but before beginning production on the series, the very definition of “South Pacific” was open to debate. “The most obvious definition,” Cordey says, “is everything in the Pacific that’s south of the equator. But that was too narrow for the series because we wanted to look at it in terms of the cultural and natural history aspects, and these things don’t always respect invisible lines like the boundary of the equator. Covering Hawaii, which is well above the equator, was entirely appropriate. It was colonized by Polynesians from the south and the animal and plant species that arrived there were carried by the same natural forces that populated the rest of the islands.”

With so many locations to choose from, literally tens of thousands of islands, over such a vast area – all the seven continents could be put inside the Pacific Ocean with room to spare – production planning had to be meticulous. Islands large enough and flat enough to feature a grass airstrip were reached by plane, but a lot of crew and equipment travel was exclusively by boat.

The series also had the challenge that very little scientific work has been done on most of the islands. Scientists simply have not gotten around to fully exploring the Solomon Islands or the island of Vanuatu.

Huw Cordey is extraordinarily well travelled. His father worked for Shell and Cordey had been all over the world long before he began his career with the BBC documentary team, yet even he was stunned by how remote the locations were. “A great portion of our locations I had never even heard of.”

The first episode of the series features the idyllic island community of Anuta. Half a square mile in area, with no harbour, and surrounded by reefs and fast current, Anuta Island is accessible only by a carefully piloted boat. From a remote port in the Solomon Islands, it took the production’s yacht – owned and piloted by the team’s cameraman – five days to get to Anuta. Cordey and his crew were dropped off, and with no place at Anuta to anchor, the yacht had to sail away to a nearby port – 75 miles away. The “South Pacific” crew were the first visitors to Anuta in two years. The previous visitors were the crew of the BBC programme “Tribe”. Cordey and his crew had an experience usually thought of as belonging to another century: “The Anutans had gotten wind of our coming only a day before our arrival because they have a VHF radio on the island which they use to communicate with a few Anutans living on the Solomon Islands.”

Filming an Oceanic Whitetip Shark, Hawaii

Filming an Oceanic Whitetip Shark, Hawaii

Surprising television audiences is never easy today, especially when the BBC has set such consistently high bars for itself. “When you’re talking about landmark television, you generally have to do two things. You either have to improve upon sequences that have been done before – either with technology or by showing better animal behaviour. Or you surprise people with something completely new. In some ways it was easy to surprise the audience because so much of it was unfamiliar.”

Varicams were used throughout the series – including the underwater sequences – with four kits shared between the crews of the six episodes. A relatively small number of cameramen were employed to cover the entire series. Having a smaller pool of photographers was more cost effective, and simplified production in not having to reinvent the wheel every time a new cameraman was introduced to the production.

“South Pacific” features all the technical sophistication of its BBC antecedents – and more. The Cineflex camera stabilization mount was used on helicopter shots, the same technology famously employed on “Planet Earth”. Cineflex mounts were rigged onto the helicopters of the obliging Chilean navy, for flights over Easter Island, a Chilean protectorate. The series features the first ever HD aerial shots of Easter Island and its foreboding statues.

Of course, the series features technical innovations used for the first time on nature TV shoots. Even before the series premiere, much buzz had been generated by online video of surfing legend Dylan Longbottom riding waves in super slow motion off the island of Pohnpei. The shots also feature the first slow motion footage showing the details and vortices of massive waves as they form and break. The images are both hypnotising and breathtaking.

cameraman Bali Strickland

Cameraman Bali Strickland with TyphoonHD4

This super slow motion footage was captured by the TyphoonHD4 camera. Like the Photron camera used on “Planet Earth” to shoot South Africa’s breaching great white sharks, the TyphoonHD4 records continuously to a hard drive cache, at extreme shutter speeds. The TyphoonHD4 is able to retain full HD resolution up to 1000fps. Its light sensitivity – essential for underwater shooting – was what made it Cordey’s choice.

Dr. Rudolf Diesel, the German mind behind the system, was asked to designed a waterproof housing for the camera’s first foray under the sea. The unit would be making its debut in big surf, with a reef two meters below, and would need to be manageable by a single, swimming operator. Diesel, both an engineer and an expert in marine biology, was literally adjusting the camera housing until minutes before shooting.

Bali Strickland, a 29 year old Australian who has shot some of the world’s greatest surfers and greatest surfing footage, operated the TyphoonHD4. In partnership with Dylan Longbottom, he wrestled twelve foot waves and the massive camera housing, and managed to capture some of the series’ signature shots.

Even Strickland, however, was apprehensive about the job. “There was very little room for maneuver,” Cordey explains. “Bali Strickland had to use all his skill to keep himself safe, and the camera too. He said to us right from the start, ‘Look, if I get in danger, I’m sorry, but I’m letting the camera go.’” To confirm just how treacherous the shoot was, Longbottom, who some call the best surfer in the world, moments after getting one of the shots, was pushed into the reef by a wave. He managed to get the surface, almost knocked out, with blood pouring out of one ear.

Rudy Diesel has developed a second generation housing for the TyphoonHD which weighs in at 11kg – as opposed to the series’ 20kg prototype. The “South Pacific” camera was also only able to capture two 2.5-second shots at 500 fps before it had to be returned to the boat, opened, and the footage downloaded. The latest iteration of the system allows almost as much recording time as batteries will allow.

One of the great messages of the series is that life is determined and will always find a way to flourish. Cordey points out “Every single one of those thousands of islands. has been colonized by something. In the South Pacific there is no such thing as a deserted island.”

Kennedy Island, Solomon Islands

Kennedy Island, Solomon Islands

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Solving 3D Headaches

(printed in April 2009 TVBEurope as Solving 3D Headaches: Matt Brennesholtz Helps Negotiate A Challenging 3D Future)

“I love watching 3D, it’s just that after 10 minutes I have a pounding headache.”

At tradeshows, exhibitions, screenings, even meet-ups of 3D devotees, one hears it over and over. At the Digital Television Group’s Summit 2009 in March, an overview of Sky’s plans for 3DTV was introduced with “Here’s Chris Johns to tell us about eye strain.”

There has been a mad rush to produce 3D content even though their may not be the viewership for it. Critics vocally wonder if the producers of 3D content are living in a fool’s paradise, preparing for The Next Big Thing that may never come. The Beijing Olympics was touted as the “3D Olympics”. 3D trials were to play in limited markets, primarily in Asia. The fact that few people have heard that Beijing was the “3D Olympics” may suggest how successful the experiment was.

Creating dynamic, believable and commercially viable 3D images is a challenge that has been around longer than most people suppose. 3D is usually associated with the 1950′s and the spate of anaglyph-based 3D feature films – although the anaglyph technique had been used to create 3D images since the 1850′s. The first stereoscopic motion picture patent was taken out in the 1890′s and the first 3D camera rig was patented in 1900.

TVBEurope talked with 3D expert Matt Brennesholtz, a senior analyst at Insight Media who has worked in partnership with the 3D@Home Consortium. The 3D@Home Consortium was formed in 2008 to speed the commercialization of 3D into homes worldwide. It also attempts to facilitate the development of standards, roadmaps and education for the 3D industry. In 2007 Brennesholtz co-authored a 400-page report “3D Technology and Markets: A Study of All Aspects of Electronic 3D Systems, Applications and Markets”. This all encompassing document forecast the viability of 3D display technology in a vast array of markets into the next decade. Its scope included not just stereoscopic 3D displays, but a variety of autostereoscopic displays, and rotating image plane, vibrating membrane, and micropolarizer technologies.

Brennesholtz is an expert in display technologies, having been a lead projection system architect at Philips LCoS Microdisplay Systems. He has a masters of Engineering in Optics and Plasma Physics from Cornell University and has been granted 23 patents. Still, we asked question most on everyone’s mind – why do we get a headache when we watch 3D?

“One of the fundamental problems with 3D displays,” he explains, “is the problem of convergence and accommodation.” Convergence is the ability of the eyes to stay trained on a point in space and allows you to focus on the text on a mobile phone three inches from your nose. Accommodation is the ability of the eye itself to focus in distance like a mini-camera.

Stereoscopic images rely on the brain’s default setting of always making a single image out of the pair of images received by the eyes – as opposed to how chameleons do it. The perceived “space” between the two side-by-side images in a 3D show is compensated for by convergence with the eyes going from being parallel towards being crossed and back – just as they would in watching a live event.

The element that is challenging for the brain – and for some viewers – is the image in a 3D display is always exactly the same distance away, on the surface of the screen. The convergence of the eyes sends the message that objects are moving forward and backward in space, but the real image each eye is capturing stays put. The brain is trying to tackle two different ways of seeing at once, like a computer running two memory intensive applications at the same time. The fact that the eyes are making very few focus changes, doesn’t mean that the brain is not revving like an engine every time it thinks something is moving toward it or away from it. Perhaps, like the trick of being able to pat your head and rub your stomach at the same time, the brain may get the hang of it with repeated viewing.

“There can be other human factor problems associated with bad 3D displays,” Brennesholtz notes, “with certain types of encoding, for example, but this is a fundamental problem that really is inescapable in the 3D display world.”

The most serious aggravation of the accommodation-convergence discrepancy is when the content creator puts images in the virtual space in front of the screen – the monster reaches out to camera, the enemy fires a hundred arrows at us, and the like. These are the effects that producers may push because they have greater visceral impact, but they are also the things that most bother the eyes. Brennesholtz says the solution is to place most 3D effects at the level of the screen or behind it.

Another significant issue, one to induce headaches in content creators rather than viewers, is that the content has to be created for the screen size and viewing distance of the intended audience. Analogous to needing different sound mixes for DVD, theatrical, and mobile device content, each 3D version of a programme must be mastered with its final destination in mind. Sound mixers have managed complex sets of presets for each intended format, it seems likely that 3D mastering will have to learn to do the same.

Although some roadblocks to the perfect 3D experience are exactly the same as they were in the 1950′s, Brennesholtz points out that the sophistication of today’s technology may overcome the others. “Some of the other problems that have been associated with 3D, like dimness or differences in brightness and color between the two images, can be overcome with proper display, screen and video signal design.”

Brennesholtz underlines the consumers demand for a quality experience that is the principle factor in adoption of 3D. “The end user, whether he’s watching broadcast television or cable or blue ray or is sitting in the cinema, is not going to give up anything to get 3D. He’s not going to give up resolution. He’s not going to give up frame rate. He’s not going to accept flicker. He’s not going to accept headaches. Basically, he wants his 2D experience – which right now when you look at HDTV is really good – but with 3D.”

Questions about 3D are in no short supply. Approximately 10% of the population are unable to properly see 3D, and what kind of a strategy must be developed when such a large segment of the audience must automatically be discounted? Most people are unaware that many TV’s are already “3D ready”, but where is the extra bandwidth going to come from if 3D TV is going to become a reality? And finally, if eyeball convergence and focus are such core issues in 3D viewing, what happens to the 3D experience after the third beer?

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Gearhouse Broadcast’s HD-1: An Expanding Truck For Australia’s Expanses

 

(originally appeared in Dec. 2008 TVBEurope)

Gearhouse Broadcast’s new HD OB truck, called HD-1, could very well be the biggest OB truck in Britain. There is no doubt, after it finishes its transoceanic voyage next year and arrives at its destination in Australia, it will be the biggest OB truck in Australia, and probably the Southern Hemisphere.

 

HD-1 will be used in Australia for Channel 7’s coverage of Australian Rules Football. Kevin Moorhouse, Technical Director of Gearhouse Broadcast, says that on the matches the vehicle will be operating at about 70% capacity. But he anticipates that with the vehicle’s 28 camera capability, it will soon become a one-truck solution for 95% of Channel 7’s onsite productions.

TVBEurope toured the vehicle as it was being systems integrated for its new Australian venture at the company’s European headquarters in Watford, UK. Gearhouse Broadcast’s trucks are coach-built by A Smith Great Bentley Ltd. HD-1’s project manager is John Fisher, who has been in the industry for over 40 years. HD-1 is the sixteenth truck John has built and he will start integrating number seventeen on behalf of Gearhouse Broadcast in the New Year.

Making their truck builds long-lasting and future-proofed is vital for the success of Gearhouse Broadcast’s integration business model. All in, to build and integrate HD-1 was a multi-million pound exercise. The chassis alone takes between 26 and 28 weeks to construct. All the cable in the truck runs down a single underfloor channel in the center, rather than in the expands, so that – stationary and supported by the chassis – there is negligible wear on the cable over time. Kevin Moorhouse says of Smith’s construction, “They build trucks like battleships. It costs around three quarters of a million pounds just to build the chassis, but we expect to get ten years out of that chassis.” In fact, the group’s first truck, Unit 1, built almost 20 years ago, has just been refurbished and is still operating.

Gearhouse Broadcast made the decision to have no video jackfields on any inputs or outputs of the router in their OB vans. Given the router’s size it would be impossible to overpatch the router if it failed on a production. Also, with HD signals, the addition of a jack field’s extra connections introduce losses into the signal path. Gearhouse trucks have back up Cross-Point cards and I/O cards in case of router failure. It is this simple stripping away of everything that is not essential, while retaining and augmenting the most vital features, that has resulted in steady improvement in each iteration of Gearhouse’s OB trucks. Solutions to the puzzle of cramming three dozen workers into a confined space loaded with sophisticated technology – technology which, literally, cannot afford to fail – are solved with a simplicity and elegance.

The HD-1 seats up to 38 people. The triple expand configuration allows for unprecedented floor area. Closed for transport the unit width is 2.5 metres and will be fully within regulations for travel on Australian roads. Deployed, the 16.5 metre long truck is an impressive 7,5 metres wide –with 40 kilometers of cable inside.

The HD-1’s Pro-Bel 576 X 576 Video Router was first employed at the Beijing Olympics. The company’s ability to swap components in and out from their own inventory allows for fine tuning of their budgets – and rates for their customers. When Gearhouse has already earned money on equipment from previous shows, they can then offer such “used” technology – in this case, three months old – at more flexible pricing, if need be.

The Production section at the center of HD-1 features a unique 3-level step area. An engineering necessity was, in this case, turned into an opportunity for design innovation. The fifth wheel of the Australian rig is higher than the British standard and so required more area beneath the floor to accommodate it. The resulting steps up, allowing space for the fifth wheel, also create a tiered production area with unrestricted line-of-sight for each one of its 16 positions.

The new Sony LMD monitors Gearhouse used at the Beijing Olympics proved themselves superior in quality and resolution. Accordingly the production area was fitted out with twenty-one 24” Sony LMD 2450’s and eight 17″ Sony LMD 1750’s.

The Production area also features a fully specified Sony MVS 8400 4ME Vision Mixer, with 80 Inputs, 48 Outputs, and built-in DME.

The Vision & Engineering area, in addition to the Pro-Bel 576 X 576 Router, features 5 Sony HD Grade 1 Monitors, 24 HD/SDI External Remote Source inputs
5 HD down Converters, 10 Cross Converters, 10 Synchronisers, 4 SDI Aspect Ratio Converters and 3 HD Hex Splits.

The VTR section of the truck sports 12 six-channel EVS HD XT2’s with 4 Digital VTRs, as well as a Pro-Bel 576 X 576 HD/SDI and 256 X 256 AES Routers.

HD-1 has space for three audio engineers at a Calrec Sigma Audio Desk with Bluefin technology. The Calrec Sigma has 320 channel-processing paths, allowing up to 52 × 5.1 surround channels on one Bluefin signal processing card. The truck’s audio has 320 Channel Processing Paths, 128 AES Inputs & 128 Analogue Inputs, and 128 AES Outputs, & 112 Analogue Outputs, a Pro-Bel 256-256 AES Audio Router, and a Riedel 144 X 144 Talkback System. Also included are four Dolby E Encoders and six Dolby E Decoders.

While Gearhouse Broadcast is setting new benchmarks for OB systems integration in Australia, the company will also be flying in a new and better set of tools to Sub-Saharan Africa. South Africa-based satellite broadcaster Supersport has commissioned a flyaway kit from Gearhouse for domestic football matches. It will rival anything available in Sub Saharan Africa and top most kits available in the rest of the continent. André Venter is Head of Operations for Sub-Saharan Africa, a new position created at Supersport. He vetted several companies looking for an immediate – literally immediate – solution for 8 camera Supersports football broadcasting in Africa. The production infrastructure might vary widely from country to country and for Supersport to provide consistent, first-rate service, it would need a robust kit that could be moved and deployed quickly and easily – and they wanted it immediately. Gearhouse Broadcast was the only company who, when tasked with Supersport’s request for “immediately”, responded with “no problem”. It was able to supply a loan flyaway within a week, and then set about building the three permanent flyaways. André Ventre explained “We wanted to show the world that Africa is capable of producing high quality productions that are on a par with any broadcasters across the globe.”

The fly away kit will feature an 8-camera system made up of Sony BVP E30’s, a Sony 2.5 M/E DVS vision mixer, Teletest rack mount monitors, Harris Inscriber G1 graphics, 2 x 6 Channel SD EVS XT2, Pro-Bel router, Harris glue, RTS/Telex comms system, Yamaha DM2000K digital audio mixer, and Sachtler tripods. A wide variety of Canon lenses will go with the kit too.

Word is out across African broadcasting, and Supersport is ready to ask Gearhouse Broadcast for more. First-rate, reliable technology appearing at the right time and place has stimulated a demand for more of the same.

With the world-wide credit crisis on everybody’s mind, it is gratifying to see demand for Gearhouse’s services continuing to expand. Will the OB systems integration slice of the industry remain recession-proof? Managing Director Eamonn Dowdall says they have yet to feel the pinch and adds “When people cut down on the luxuries, their subscriptions to the premium football channels is one of the last to go.”

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Writing For Pictures Workshop – London, 7 March, 2009

For you who are in London – or England – or anywhere in the UK – anywhere in Europe, for that matter – I’m conducting a workshop for writers, the first week in March…

Writing For Pictures

honing skills for writers of film, tv, games, comics

a workshop by Neal Romanek


Date: Saturday, March 7, 2009
Time: 7:00pm – 9:00pm

Location:

Price: £30 in advance (£50 at the door if spaces are available)

Ealing Friends Meeting House
17 Woodville Road
Ealing, London
W5 2SE
United Kingdom

Register Now:

Phone: 0754 508 7629
Email: workshops [at] nealromanek.com

Description:

A 2 hour workshop designed to help writers of all skill levels practice and improve their skills for writing scripts for image-based media – film, tv, comics/graphic novels, games.The workshop is open to anyone interested in writing for film, tv, games or comics – from veterans trying to perfect their skills to people who have never written fiction before.

The workshop will emphasize practice over theory, doing over observing. You will get out of it exactly what you put into it. It’s like an intense session at the gym – for media writing.

Price: £30 (payable via cash or check – PayPal link will be available within the next few days)

We are offering this low introductory rate for this first workshop only. Those who attend for this first night will receive a discount on later courses, starting up at the end of March. Spaces are limited. Sign up early.
The facilitator Neal Romanek is a graduate of University of Southern California’s renowned Cinema-TV Production school. Neal has written for the screen, games, and motion picture industry magazines and websites. He has had intensive training from some of the world’s best teachers in writing and creative process.

To reserve a place, or for further questions

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Mogulus & the Post-YouTube Era

Mogulus and the Post-YouTube Era
By
Neal Romanek
(as originally printed in TVBEurope, Dec. 2008)
(NOTE: Since the publication of this article, Mogulus has changed its name to Livestream)

Internet video company Mogulus, headquartered in New York, has taken the next logical step past the on-demand model and brought no-cost 24/7 live streaming to producers. Live worldwide broadcast has at last become available to anyone with a web connection.

Ironically, live images were one of the very first “broadcast” features carried by the internet in the late 1990’s. The main handicap was that the frame rate might be four frames per minute – and require you to refresh your browser every time you wanted to see the next frame.

Mogulus and its competitors – principally Ustream.tv and Justin.tv – represent the next iteration of internet video, and Mogulus is keen on providing a service in which on-demand, linear and live streaming video are all in the same producer toolbox.

Max Haot, Mogulus co-founder and CEO, moved to London from his native Belgium in 1995. He is best known for founding the ICF Media Platform while at sports media giant, IMG Media. The ICF Media Platform was purchased by Verizon Business in 2005. In 2007 Haot founded Mogulus with Phil Worthington, a graduate of the Royal College of Art and Mogulus’s Chief Product Officer, IMG Media colleague Dayananda Nanjundappa, and Mark Kornfilt, the company’s Chief Architect. Dayananda Nanjundappa is Mogulus’s CTO and oversees the company’s second office in Bangalore.

Max Haot explains, “Most internet video platforms center around on-demand, based on the assumption that people want to watch what they want when they want. But with Mogulus our vision is to give our producers everything that a TV station can do.” “Everything” is the ability to create a live 24/7 channel that runs all the time. Currently, most of Mogulus channels are loop-based with a playlist cycle of programming repeating itself, but Mogulus content can also be schedule-based.

The Mogulus online studio features a text ticker and overlay of simple graphics or logos. A Mogulus channel can go live at any time, allowing multiple live cameras or a mix of prerecorded and live video content. Within the same player, producers have the option of offering an on-demand library of their clips as well.

“We provide the full turn-key service,” says Haot, “So a producer does not need to understand what a content delivery network is. All he needs to do is use our browser-based Studio. And then he can take our player widget and embed it on any webpage or social network.”

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