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Communication media is an essential element of our civilization.
From Photography to Television, from halftone printing to the Internet,
humanity has relied on diverse media to record its history, communicate
ideas and entertain. Today, at the down of the twenty first century,
we are witnessing a dramatic transformation: with the advent of
powerful personal computers and software tools, the way media are
stored and processed has changed forever. Physical media are disappearing,
and with it a set of practices will soon be history too.
This phenomenon is having a very important effect in the craft of
film production. Today's most established filmmakers were formed
completely under the analog school, and have witnessed the fast
changes that have transformed many of the production processes.
In order for them to adapt to this new way of working, a new hybrid
craft is necessary, one that merges the essential elements of filmmaking
with a newly acquired knowledge of digital media and software tools.
Nevertheless, a few years from now the first generation of truly
digital filmmakers will start taking over, bringing a whole new
world of creative possibilities, points of view, and risking taking
in the use of new techniques, breaking every possible old notion
on how film should be made.
In order to understand the major trends that will influence the
formation of these new digital filmmakers and the characteristics
of their craft, I will present several driving forces that are shaping
the future of film production.
Computer Interfaces
In 2003 we can identify two trends clearly established in the evolution
of graphical user interfaces. One of them aims towards getting away
from the mouse and keyboard in favor of 'ubiquitous computing'.
Thanks to already available technology, at the experimental level
we can find many examples of interfaces based on sensors and voice
recognition.
The second trend is the creation of immersive environments. Personal
computers available in the market right now provide the processing
necessary to render 3-D environments in real time. Affordable software
tools such as macromedia Director and Virtools allow the creation
of interactive 3-D environments. We have evidence to suggest that
virtual reality is finally reaching the consumer level, and we can
expect an explosion in the use of 3-D based interfaces and working
environments. This phenomena will have a very beneficial effect,
as we can corroborate with Malcolm McCullough's words from his book
Abstracting Craft: "There is good reason to expect that three-dimensional
action and spatial thinking will expand the potential for digital
craft."
On both cases mentioned above, the common trend in the evolution
of graphic interfaces is to provide richer working environments
that allow for a better continuity, fluidity and accuracy in the
workflow. The digital craftsman from 2010 will have solid and highly
sophisticated interfaces – the fruit of today's experimental
work. Certainly, we can imagine that these new and sophisticated
input and feedback devices, as well as immersive environments will
greatly benefit the craft of filmmaking.
Visualization for film production
In February 2002, a breakthrough in film production made the headlines
of diverse special effects and technical magazines: For the production
of the feature film "Panic Room", director David Fincher
had a digital studio build to order a visualization tool that allowed
him and his crew to "pre-shoot" two thirds of the movie
in advance. As a result, Fincher was able to carefully plan out
many of the most complex scenes, by having the freedom of choosing
any possible camera angle, and arranging the actors and set at his
will. This is just the first glance of what could become an established
practice by 2010. Furthermore, it is feasible to think that the
processing power available in 2010 will allow the director to "step
in" already shot scenes, and analyze them either trough the
eyes of each character, or using any imaginable camera view. The
possibility of closure in a real scene will be a reality, in other
words, to digitally fill in the gaps to create new camera movements,
once a scene has been shot in the real world. Having 3D models of
the actors, plus an accurate reproduction of the set or real environment,
would make this dream possible.
Restructuring of the production process
In 2003 we are witnessing the powerful impact that the transition
from analog to digital media has had on the film production process.
As a result, the boundaries between jobs descriptions are being
blurred. One person with digital skills can easily perform more
than one specific task. Some processes that before were clearly
separated are being overlapped now. The nature of many jobs' skill
sets is shifting: "The most valuable worker is the one who
can combine previously separate skills creatively." We can
anticipate that this trend will continue during the next seven years,
resulting in a major restructuring of the film production process.
Influence from video games
Outside the film industry, the presence of software tools that provide
all the necessary elements for creating alternative forms of motion
pictures, such as Macromedia Flash and the use of game engines better
known as machinimia, has already exerted some meaningful influence
in the visual style of a number of feature films. We can anticipate
that this influence will go beyond the aesthetics of the work and
certainly the unique points of view as well as the skillfulness
of these alternative-digital-filmmakers will push the transformation
of diverse processes in the mainstream film industry.
Even though all of the trends presented will have an impact in shaping
the new craft of film production, the traditional skills of storytelling
and creating a visual language, will keep on being as important
as ever. The challenge of the filmmaker of 2010 will reside in using
the amazing technological resources available in a smart way, and
to avoid becoming overwhelmed by the numerous choices offered for
every step of the process. This will be achieved only by being highly
literate in digital media, and it will a part of the filmmaker's
craft to use these tools as a way to reach personal and artistic
expression.
The 2010 digital filmmaker's background will be distinguished by
a vast exposure to diverse forms of media, playing very different
roles. Interactive television, the Internet, video games and digital
media editing software will be among the pieces that will construct
his or her previous experience. As a result, very tangible skills
will work to his advantage when producing a film on a digital environment:
wide attention span, hyper kinetic ability, the capacity to perceive
many details, moving objects or notations on a screen and unique
points of view, will be among the most noticeable ones. But most
importantly, the ability to understand the possibilities and limits
of digital media, and the creativity to establish solutions and
finding shortcuts for every technical challenge will be the factors
required to achieve mastery in his or her trade. In short, the new
craft of filmmaking will be an hybrid craft that will inherit a
tradition of more than 100 years of creating moving images to tell
stories, and will possess a deep understanding and knowledge of
the digital nature of the medium.
BIBLIOGRAPHY
Manovich, Lev, The Language of New Media, MIT Press, Boston, 2001.
Billups, Scott, Digital Moviemaking, Michael Wiese Productions,
Los Angeles, 2000.
McCullough, Malcolm, Abstracting Craft, MIT Press, Boston, 1998.
Bass, Hirsch, Unkrich et al, Transitions – Voices on the Craft
of Digital Editing, Friends of Ed, Birmingham, UK, 2002.
Goldman, Michael, Pre-Viz Panic, Millimeter Magazine, Apr 1, 2002.
URL: http://millimeter.com/ar/video_previz_panic/
Lepage, Jean-Francois, PLF Pre visualizes Fincher’s Panic
Room, CG Focus online magazine. February 14, 2002. URL: http://www.cgfocus.com/NewsDetails.cfm?NewsID=317
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