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This issue's topic is one close to home - directing. I directed some of
the combat scenes for the opening animation to ANIME
EXPO 93 (CONSCIENCE), and I
directed the entire animated film on RIAP's
last commercially available project, NO
ENEMY BUT
TIME. This
column is dedicated to a brief discription of what a director does, and
some examples.
For those of you who
are unfamiliar with what a director does, a
director is the one who decides how a story will be told - for better or
for worse. These decisions, which involve most visual and audio aspects
of the film, can generally be summed up into two categories:
What story to tell

EXAMPLE 1: A director is given a 600 page book
to make into a two hour
(120 min.) movie. Since the average rule of thumb is one page of a
screen play = one minute on screen, the director chooses which scenes
and story lines will best support the story that the director wants to
tell and then proceeds to cut out 80% of the book.
EXAMPLE 2: In Tom
Clancy's CLEAR AND
PRESENT DANGER, Harrison
Ford's character Jack Ryan doesn't appear in the book until several
hundred pages into the story. Of course, the movie was re-written and
many characters eliminated so that Harrison Ford could be in the entire
movie not just the second half.
How to tell the story that is told

EXAMPLE: The story says that a female character
runs down a hallway in
pursuit of a demon-like creature. How does the director show this
scene? A head-on shot in slow motion? From behind at regular speed? An
Eagle's eye shot from above? In shadows? Or perhaps, like the director
of SILENT MOEBIUS, start
with a shot of a puddle on the floor of
the corridor, reflecting the walls and ceiling like a mirror presenting
the illusion of looking up from the corner of the hallway. Meanwhile we
hear the pursuing footsteps of the character (Kiddy Phenil) echoing.
Then suddenly show her foot plunging into the puddle.
Every choice the director
makes will influence the potential effect of
each scene and the way in which these scenes build the overall effect of
the film, TV show, etc. However, staging and esthetics are only one
concern. Good directors also know the capabilities and limitations of
the budget, the schedule, the talent (in animation this means the
animators, and other artists), or of the medium (film vs. video, live
action vs. traditional animation vs. computer animation). From my
experience, I have found that these limiting pressures influence the
picture a great deal, and possibly even the genesis for the unique
directing styles of anime.
For an example from
my own experience, in the RIAP short film, NO
ENEMY BUT
TIME, our heroine was to steal an injector from
a nurse at
an inoculation station. Not having the time, money, or staff to animate
a great number of characters, I originally decided to show a long shot
still (without animation) to establish setting and the characters in the
scene. Then I cut to a close-up of the medical cart - only the nurse
and one patient visible behind the cart from the waist up. The scene
then showed the nurse give the patient an inoculation, this patient
then leaves the scene as the nurse puts down the injector and begins
prepare the next patient. Next, the heroine was to pass by in front of
the camera, conveniently blocking the other characters still in motion,
and the injector was to disappear as she passed. When the nurse reaches
down for the inoculation the nurse was to do a take (facial and body
recoil in reaction to surprise) to stress the missing injector.
Our animator, Son Bui,
drew a lush, fully animated scene, with three
levels of animation and nearly one hundred cels. The blue liner (AKA
person who does shading effects), Kevin Chu, and our inkers, David Ho
and Kevin Chu (yes, everyone had multiple roles in the production!)
shaded and inked the entire scene. Unfortunately, by this time in the
production schedule, I realized that with our resources the scene would
not be painted until two weeks after our deadline for the release of the
film!
Without any options
for painting the entire scene, I was forced to
re-think this scene to find some way of either changing it, or cutting
it entirely. Since this scene was helpful to explain the following
scenes, I felt the elements of our endangered scene needed to be
preserved - I had to get creative.
Fortunately, I had
recently seen John Woo's HARD
BOILED, where
slow motion and stills were used to heighten the suspense and set the
atmosphere in a very effective way. Taking inspiration from this I
developed the following solution:
First, we painted
only five frames (all three layers) of the scene.
Then, as originally planned I still cut to a long shot to start the
scene and establish the setting. Next, I cut to black for several frames
(we were on video, so 30 frames per second), and then white for a couple
of frames. Then I cut to the first painted frame and held it for a few
seconds before fading to black. I let the black stay on the screen for
about a half second before I repeated the process (Black, Flash white,
Flash on color scene, Fade to Black, repeat) for each of the other four
painted frames.
This method allowed
me to show the key elements of the scene with as
little animation, and with as few of the painted cels as possible. The
final result was not smooth animation. The scene was a bit jumpy and
disturbing, but I felt that this was appropriate for creating tension
for the scene to follow. Of course, I really had no choice, so all in
all, I am satisfied with the result.
This decision, albeit
forced, led to a definite change in the tone of
that section of the film, increasing the tension and placing more of the
viewer's focus on the stolen injector. Unfortunately, I cannot claim
any grand vision - merely a decision forced by circumstance for that
particular scene. Fortunately, I had planned most of the film a little
better, so I was able to create a scene that was within an acceptable
range of choices.
I think this is the
best that directors on severely restricted budgets
can hope for--after all, something always goes wrong somewhere. When I
have that $35 million budget, perhaps I too will be able to make the
perfect movie. However, I imagine with all that money to make
anything possible, it will become more difficult to become creative and
easier just to go with first impressions. Fortunately, and yet,
unfortunately, I do not have to deal with this dilemma just yet.
There will be other
opinions out there about what a director does, many
coming from people who have more formal educations in film (I have
none), but I think you will find that they only differ on the details
not in the general spirit of what I have just presented, not that it
matters much, since in practice the details for a director are different
for each project. These discrepancies and many other sub-topics can be
covered under the general heading of direction, but I am writing a
column, not a text book, so they will have to wait until another day.
Fin.
--Chad Kime |
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