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474 Pages·2016·16.26 MB·English
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f i l m d i r e c t i n g shot by shot visualizing from concept to screen by steven d. katz Published by Michael Wiese Productions, 12400 Ventura Blvd, #1111, Studio City, CA 91604, (818) 379-8799, in conjunction with Focal Press, a division of Butterworth Publishers, 80 Montvale Avenue, Stoneham, MA 01801,(617)438-8464. Cover design by Barry Grimes Cover photograph by Geraldine Overton Interior design and layout by Douglas R. Kelly and David A. Shugarts Illustrations by Frank Bolle and Steven D. Katz Printed by Sheridan Books, Chelsea, Michigan Manufactured in the United States of America Copyright 1991 by Michael Wiese Productions First printing, June 1991 All rights reserved. No part of this book may be reproduced in any form or by any means without permission in writing from the author, except for the inclusion of brief quotations in a review. ISBN 13 978-0-941188-10-4 ISBN 10 0-941188-10-8 Library of Congress Cataloging-in-Publication Data Katz, Steven D. (Steven Douglas), 1950– Film directing shot by shot: visualizing from concept to screen/ by Steven D. Katz. p. cm. “Published… in conjunction with Focal Press”—T.p. verso. Includes bibliographical references. ISBN 0-941188-10-8: $27.95 1. Motion pictures—Production and direction—Handbooks, manuals, etc. 2. Video recordings—Production and direction—Handbooks, manuals, etc. I. Title. PN1995.9.P7K38 1991 791.43' 0233—dc20 90–70213 CIP Printed on recycled stock I ACKNOWLEDGMENTS would like to express my thanks to the people who gave me valuable assistance in the preparation of this book. Assistance is an inadequate term for all the patience, time and knowledge that colleagues and friends generously provided. First is my friend Michael Wiese, who as a filmmaker and publisher thought that a book on the subject of visualization would be of interest to other filmmakers. Michael supported all the decisions that in the end cost additional time and money but that resulted in a better book. For this I will always be grateful. Both Joe Musso, president of the Production Illustrators and Matte Painters Union, and Gene Allen, executive director of the Society of Motion Picture and Television Art Directors, were not only highly informative about their respective crafts, but saved me months of research by helping to arrange the many interviews with their members whose illustration and design work appear in these pages. Two production illustrators in particular, Camille Abbott and Harold Michelson, gave generously of their time and expertise in helping me prepare the text and diagrams explaining the Michelson method for camera angle projection. In addition, they offered valuable insights into the craft of continuity illustration and encouragement by way of their enthusiasm for the movies. Special thanks to Steven Spielberg, who was especially generous in providing me with the lengthy storyboard sequence from Empire of the Sun, a portion of which appears in the book; to Robert C. Carringer of Illinois University, who was consistently able to direct me to useful sources of information on production design on the rare occasions he was unable to answer questions personally; to Mary Corliss of the Film Stills Archives in the Museum of Modern Art, who provided the storyboards from The Birds and valuable suggestions for researching production design. The artwork from Beverly Hills Cop II and Flashdance was provided by Paramount Pictures; artwork from La Bamba is courtesy of Columbia Pictures; and Blade Runner artwork is courtesy of Warner Bros. Pictures. The Citizen Kane art from which the reproductions were taken is in the Rare Books and Special Collections Library of the University of Illinois. (© 1941 RKO Pictures, Inc., Ren. 1968 RKO GENERAL, INC.) On a more personal level, Doug Sheffer, Jim Coon, Scott Dea ver, and my longtime producer and comrade Carl Shea all lent the kind of support only friends can provide. Warmest gratitude goes to my sister, Barbara, and parents, Betty and Stanley Katz for understanding (most of the time) that the basement could be a studio, and for the continuing belief that I would someday graduate to the real thing. Above all my thanks go to my wife and best friend Jane for more love and understanding than anyone could unreasonably expect. For Jane TABLE OF CONTENTS Introduction PART I Visualization: The Process 1. Visualization 2. Production Design 3. Storyboards 4. Visualization: Tools and Techniques 5. The Production Cycle PART II Elements of The Continuity Style 6. Composing Shots: Spatial Connections 7. Editing: Temporal Connections PART III The Workshop 8. The Basics Applied 9. Staging Dialogue Sequences 10. Dialogue Staging with Three Subjects 11. Four or More Player Dialogue Stagings 12. Mobile Staging 13. Depth of the Frame 14. Camera Angles 15. Open and Closed Framings 16. Point of View PART IV The Moving Camera 17. The Pan 18. The Crane Shot 19. The Tracking Shot 20. Tracking Shot Choreography 21. Transitions 22. Format 23. Parting Shots Appendix: Camera Angle Projection Glossary Recommended Reading I INTRODUCTION t's something of a parodox that film, the art that most resembles our daydreams, is the one most difficult to bring into existence. After all, we need only close our eyes and we are in a darkened theater of our own making, screening the movies we'd like to see for an appreciative audience—ourselves. Because we suppose our imaginations are naturally cinematic it is particularly frustrating that we cannot easily commit what seem like fully formed works of art directly to film. If only we could express our daydreams as easily as the musician improvises a melody or as the painter controls color and form on the canvas. Of course it's only an illusion that we dream in sequences ready for national release. What matters is that while most artists can easily create works in their respective mediums, accumulating experience day after day, a filmmaker has difficulty practicing his craft unless he can afford the considerable expense of film production. Unfortunately, this is simply beyond the means of most artists. Even in film schools, most students are lucky to complete two or three 16mm short films in a period of four years, which means that only a small portion of their time is spent making films. In the world of mainstream features, screenwriters and actors who have managed to use their success to leverage a directorial opportunity would be hard pressed to find another way to gain experience before taking the reins of a full-scale multi-million dollar movie. This gives new meaning to the notion of on-the-job training. In film schools the primary method of teaching is the study of the film technique of classic films and the styles of famous directors. There are editing and cinematography courses, but these are largely devoted to technical processes and procedures. Necessary as these skills are, true hands-on work and discovery is limited. This lack of direct experience is perpetuated in mainstream film production where the primary creative positions—screenwriter, director, cine- matographer and editor—divide the individual artist's vision into component parts. There are unavoidable practical reasons for this division of labor, but the fact that this type of organization exists doesn't mean that the filmmaker should take management courses instead of learning the subtleties of his craft. The compartmentalization of image, sound, language and continuity fulfills the needs of efficiency, but it is a hierarchy that is fundamentally different from the way in which we visualize. The question is whether the expression of this organic, unified experience is a single craft or a combination of individual skills. My answer, and it is a personal view, is that the visualization of shots and sequences is very much a single craft called shot flow. Shot by Shot is about shot flow, principally in narrative film, with the goal of exploring the practical relationship between the three-dimensional reality of the space in front of the camera and the two-dimensional representation on film and on the screen. These are the two mediums in which the filmmaker must work: the set or location, which is a medium in the sense that it is a consciously manipulated space, and the exposed film, which resembles traditional materials in the graphic arts. The basic method used in this book is the side-by-side comparison of cinematic techniques using illustrated and photographic storyboards. Unlike the screenplay, which has been studied in depth, the storyboard is one of the least understood or documented aspects of film production. It is used not only as an instructional tool in this book but also as a useful technique for filmmakers who can describe in pictures what the screenplay describes in words. What you can expect to find in Shot by Shot is the working out of narrative and visual problems on paper and the basic vocabulary of techniques from which solutions can be fashioned. If you have leafed through the book you will have seen the many photo sequences that seem to present an encyclopedia of staging and narrative strategies. While I hope these sections are thorough, it would be incorrect to think of them as compendiums of stock solutions. The reasoning behind demonstrating so many versions of such familiar strategies as the over-the- shoulder shot is to accumulate the type of experience that would come from lining up hundreds of shots and editing dozens of sequences. While there is no substitute for actual filming, there is also no substitute for working out your own storyboard, each mode of expression posing a unique and rewarding challenge to the imagination. In all cases I have critiqued the examples in the first person, expressing my own opinions rather than stating indisputable facts. The point of all the examples in the book is to encourage your critical sense, so that when you step out onto the set and face a complex staging situation you will have the foundation from which to devise your own solutions. There are many ways to visualize a film besides storyboarding. Video and computers are useful alternatives, but the process of putting images together and working out an idea in successive versions is the best way to develop a

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