Tag Archives: HBO

Emmy-Nominated Editors on HBO’s The Last of Us

By Iain Blair

The Last of Us, HBO’s series based on the videogame of the same name, is full of violence and zombies created by a parasitic fungus. And, like the game, it’s an intimate character study that tells the story of Joel (Pedro Pascal), a smuggler, who has to protect and escort Ellie (Bella Ramsey), a teenage girl with a rare immunity to the plague, across a US ravaged by the zombie apocalypse.

Timothy Good, ACE

The nine-part series was created by Naughty Dog’s Neil Druckmann, who also created and wrote the 2013 game, and co-showrunner Craig Mazin, the writer behind HBO’s Chernobyl.  The series racked up 24 Emmy nominations, including ones for editors Timothy Good, ACE, and Emily Mendez.

I spoke with Good and Mendez about the editing challenges, collaborating with the showrunners and the post workflow.

Tell us about working with Neil Druckmann and Craig Mazin as well as how you approached the edit.
Timothy Good: Here’s the fun thing about them: They’re incredibly generous with artistic interpretation, so they told us nothing. They didn’t give me a sense of how it should be cut. They just said, “Do what you do, and we’ll see how it works.”

I’d never played the game, but Emily had, so our strategy going in was that I’d be able to interpret it for an audience who didn’t know the game, and she’d be able to understand it for people who did. Of course, Neil and Craig know the game intimately, so they’d be able to adjust it. The only thing we got in preparation for editing was the screenplay, which was a very dense, rich document with a ton of description. It was an excellent road map to what they were looking for, and we just took off from there.

Emily Mendez

How did you guys divide the episodes?
Good: I cut the pilot and Episodes 3 and 4, and then Emily and I cut four more together. Craig’s initial approach was, “Do what you do, and then I’ll see if you connect with what I’m doing.” And evidently, I connected perfectly with that because he said to me, “I want you to do as many of them as you possibly can.” I told him I’d try, but it would probably be impossible because it’s so much work.

In addition to the three episodes I’d already been given, he wanted me to cut Episode 7, which we shot out of sequence for weather reasons, but I just didn’t have enough time. That’s when I suggested bringing on Emily, and I told him I’d take over if it didn’t go well – knowing full well that she’d succeed. And she did, at which point Craig said, “Now you guys get to operate as a team,” which was awesome, as there was no way to get through four more mini-features in such a short time.

Emily, you used to be Tim’s assistant, and here you are as Tim’s co-editor on four episodes. How does that work? Give us a sense of how you guys collaborate.
Emily Mendez: We’d co-edited before on a couple of episodes in Season 3 of The Resident. When I came on this show, I was his assistant, and he threw me a few scenes to edit on Episode 3, called “Long, Long Time.” It was the first episode we worked on, and once Craig saw them and liked them, Tim told him I’d cut them, so Craig was aware I could cut. During that time, I was also working closely with Craig on temp sound design, so I was building that relationship and a kind of shorthand with him. He loves sound, as do I, and we’re both very passionate about it, so we bonded very closely over it.

Live-action video game adaptations are tricky. How did you avoid the pitfalls of making it look too much like a game while keeping it compelling for viewers?
Mendez: From the beginning, Neil and Craig took a really grounded approach. They were honoring the game but still creating a show we could enjoy and connect with. The scripts were so beautiful, and I always felt we were in a place where it’s grounded and real.

In the edit, Tim and I always took that approach, of staying grounded and connected to our characters — always story-based and character-based.

Good: The other thing is that, as Craig has said, a video game is a very active and participatory medium, while a TV series is very passive. So he had to adjust everything the game was into a passive format, so you never felt like you were a participant, but always an observer. That’s how he’d translated the game story into the screenplays with Neil. That allowed us to read them like film as opposed to a participatory medium, and always through the lens of character.

Tell us about the workflow. What editing gear and storage setup did you use?  
Good: We shot the vast majority of the film in Calgary on ARRI Alexa Minis, capturing a 2.8K extraction from 3.2K ProRes. VFX turnovers were EXR. RPL supplied our Avids, and we used their nifty cloud-based system. I believe we started out with a 32TB Unity and added more storage by the end.

Where was all the editing and post done?
Good: Mostly in small post offices in Burbank. I was in Calgary for the first three months, starting with Episode 3, and they sent me back. The picture edit of those seven episodes took one year to do. The rest of it was the sound mixing, VFX and so on.

What was the hardest scene to cut and why? 
Good: That’s a really good question. I’d say the trickiest scene was the big battle sequence in Episode 5, mainly because we had so much material. It was filmed over three weeks at night, and it was the big action set piece of the entire season. The director was Jeremy Webb, and he had four cameras running at all times, so the footage was massive. And my process is that I need to see it all. So I watch everything and catalog it all and start creating little selects of every single piece that I think will work in telling the story. Then I put it all together in a massive sequence.

Then Jeremy saw it and made his adjustments. Then Craig saw it and said, “It’s great except for one thing: The story’s being hidden. We need to find the story of the actual battle. How can we make it about Joel and Ellie’s character connection?”

I then had to spend days going through all the footage to create a skeleton of how these two interact within the context of the battle and figure out a way to show how Joel only shoots while protecting Ellie. He never shoots otherwise. Ellie’s always on the move and unpredictable, causing Joel to have to react all the time and panic at the thought of losing her.

There are a lot of VFX. Did you use temp VFX?
Mendez: Yes, depending on what we were working on. We had a VFX team in the office with us and they’d help us with temps as needed. For the battle scenes, a lot was practical but we had VFX for “the bloater.”

Good: Alex Wang was the VFX supervisor, and we had a ton of vendors — including Weta and DNeg — working on over 3,000 shots. What was great was that production design did most of the work for the actors so they could feel like they were in this world. Then VFX took over above the frame; the bluescreens would only start 12 feet above the frame and eyeline.

What about sound? Did you use sound temps?
Mendez: Yes, and figuring out the sound design was a long process. For instance, on the pilot we had some very complicated scenes, including the plane crash. In the earlier version we had a sort of chaotic soundscape with lots of layers — people screaming, alarms going off and so on. Craig watched it and suggested scaling it back, so on my second pass we had a gunshot in the distance, a transformer blowing, and so on. The sounds were more deliberately placed, which allowed more silence. So then we went with more restraint, which made it more tense, and that became our template.

Congratulations on your Emmy nominations. Where does this rate in terms of creative challenges and satisfaction for you?
Good: It’s the best thing I’ve ever done, the most wonderful collaboration I’ve ever had and the most difficult challenge ever.

Mendez: I agree completely, and it’s given me so much opportunity to grow. I’ve loved everything about it.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

The White Lotus Emmy-Nominated Editor Heather Persons

By Alyssa Heater

White Lotus

Heather Persons, ACE

The White Lotus, created, written and directed by Mike White, is a dark comedy series that follows the drama surrounding wealthy people on their lavish vacations. With a large cast and shocking, intertwined storylines, it is no surprise that it snagged 23 Emmy nominations — for both acting and craft — for its second season.

We spoke with Emmy-nominated The White Lotus editor Heather Persons, ACE, to discuss her approach to cutting the series while working in Italy, Los Angeles and Hawaii, and how she collaborated with showrunner White. For Season 2, she edited Episodes 2, 4 and 6, while editor John Valerio, ACE, cut 1, 3, 5 and 7.  Persons was nominated for her work on Episode 6, “Abductions,” and Valerio for his work on Episode 7,  “Arrivederci.”

Let’s find out more from Persons…

How would you describe the pace of The White Lotus Season 2, and how does it differ from the first? Does Mike White collaborate with you in setting the pace?
I wouldn’t say that the pace was very different in Season 2. It may have felt a bit livelier because we were covering more ground. For Season 1, we were confined to shooting solely in the Four Seasons Maui because of the pandemic, but for Season 2, we were able to roam all over Italy, and consequently, the world felt bigger. Mike wrote in more action-filled sequences, and there was more intercutting of different locations, so that helped it feel more pacey.

Mike cares most about the characters and is always wanting to make sure the emotional and comedic beats are in full flower; that’s his biggest concern. We are always just trying to land the storytelling, and if that means speeding something up or slowing something down, that’s what we do. Mike is not afraid to make something slower if it means the audience will feel the emotion more.

He’s an incredible artist. His work is surprising and original, and this project was fun with all the different storylines.

How do you approach cutting together a series that features an ensemble cast and multiple storylines that are all woven together? Can you talk about some of the challenges?
Something that really helped with cutting the various storylines together was the music. We had an incredible score from Cristobal Tapia de Veer and his colleague Kim Neundorf. We combined their music with cutaways to second unit footage — the hotel, the beach, the water, etc. — and found that this was a potent way to segue from one section to another.

We discovered this in the first season by accident… how do we get from this to that? We had some cool underwater footage, so we started experimenting. My co-editor, John Valerio, is great with transitions. In Season 2, we relied on paintings from the hotel and atmospheric footage around our locations. That was something that evolved over time. We didn’t plan it going in but found that it worked. It also helped immerse the audience in our stunning locations and made the story feel like it couldn’t happen anywhere else on earth.

Sometimes we realized that things weren’t working where they were, so we moved them, but very rarely did we drop a scene. Mike really knows what he wants, and he plans ahead. If we did move or drop something, it was usually because of tone. Sometimes we had to drop extremely funny things because tonally they didn’t fit in with the vibe in that sequence. That’s always hard to do. It’s also fun to play with how different stories bump up against each other. By shifting things, you create different connections. It’s a process of discovery.

Focusing on the episode “Abductions,” there is so much tension building between Harper and Ethan and their concerns of infidelity. Tanya is becoming more suspicious of Quentin, and Portia is realizing she is in too deep with Jack. How do you use editing to enhance that uncomfortable feeling?
This was the penultimate episode, so we were really tightening the screws for what would be resolved in the finale. Things got chaotic as they were coming to a head. We used a lot of different techniques to enhance the tension: speeding or slowing the pace, adding intense or emotional music, creating montages. For instance, in the scene where the Di Grasso family goes to the farmhouse in hopes of having a family reunion, Mike wanted to slow the pace down almost to real time so it would feel very different from the insanity of the party at Quentin’s villa or when Valentina and Mia are having sex.

Slowing things down helps you feel Bert’s loss when he realizes that there is no going back and that he’ll never be reconnected with his dead wife. When you have moments like that intercut with Tanya partying and getting down with the coke dealer, it’s like an existential truth bomb going off in the middle of a crazy party. The party is like taking sugar with your medicine; it helps it go down.

A lot of the tension and unexpected surprises were built into the writing of that episode, and we did everything we could to maximize that. Often, it is a combination of what you’re showing when, the pace at which you’re cutting, and what you’re doing with the music. Especially in that episode, we have operatic scenes and quiet, heartbreaking counterpoints. I think that’s what makes it compelling. You have the party insanity, where we are cutting more quickly in montages with great Italian party music, and slow-motion footage intercut with emotional dialogue scenes.

For instance, the scene where Jack drunkenly spills secrets to Portia while in the hotel is devastating because you realize that there is something very broken in him and that this girl is in over her head. It’s much darker than you ever imagined. It’s a quiet, slow scene between two people on a bed intercut with Tanya at the party.  It’s the contrast between those kinds of moments and how we treat them editorially that builds the tension and keeps the surprises coming.

Absolutely. You spoke a bit about incorporating music and sound. Will you share a bit about your collaboration with those teams?
We have a wonderful sound team supervised by Kathryn Madsen. The show is pretty naturalistic. There are lots of waves, lots of ambience, and Kathryn and her team sweetened all that. As a writer, Mike cares about the dialogue, and Kathryn is excellent with that.

Our sound mixers, led by Christian Minkler, were great. It was a new experience for us, mixing remotely from Hawaii, but we made it work. Composers Cristobal Tapia de Veer and Kim Neundorf were instrumental in helping us create the mood and vibe of the show. It was a thrill to get their work and incorporate it into the show. I would literally be blasting the cues as they came in and dancing around the cutting room.

They captured the danger, the sexy anxiety and wildness of the show. I temped with a cue from Christos in the pilot, and Mike loved it and quickly hired him. I’m so happy that we got to work together. I was lucky that my co-editor, John, was great with music too. He was an inspiration.

Were there any scenes in Season 2 that were particularly fun or challenging to edit?
There was a sequence in Episode 4 where Mia is plotting to sleep with the piano player in an attempt to further her singing career. She feeds him the wrong pill and he collapses. I had so much fun with that because it was ridiculous and delightful, like a French bedroom farce. It was sort of a puzzle for Mike and me to figure out how to keep all the balls in the air, to make it feel like a fluffy confection while moving other darker elements of the story forward.

I also loved cutting Episode 6, especially the party sequence with Tanya at the villa. Our DP, Xavier Grobet (ASC), shot beautiful footage for that, so it was high drama and gorgeous mayhem all the way.

Did you work on-set in Italy or remotely?
John and I each went to the set in Italy for about a month, then we cut at home in Los Angeles after that. Once shooting wrapped, we all worked from Hawaii for the remainder of the project because that’s where Mike lives and likes to work. The benefit of us going to Italy was that we could be involved in shooting b-roll. John worked with that unit to get us lots of footage inspired by the location and the story we were telling.

The White LotusDid you use any remote viewing software to help with collaboration in these different locations?
Typically when working on-location, we’d take the whole editorial crew with full Avid Media Composer setups, which can be expensive. For The White Lotus, we wanted to experiment with doing something more mobile, so we just took our laptops and worked offline every day. I traveled and worked in five or six different cities and would plug my laptop in at the hotel and get to work. It was beautiful. Then at the end of the day, I would forward my work to my assistant, Bob Allen, in Los Angeles, and he would update the system.

It was a bit cumbersome and would be hard to do for an entire show, but just for a month, it was fine. When we got back to Los Angeles, we got all caught up.

What software do you use for editing?
I have only ever worked on Avid. I don’t use any plugins. I once heard a stylist say, “I can cut hair with a Coke bottle.” I’m kind of like that — just give me any Avid, and I can cut it for you. I’m not really a technology nerd. I’m a story nerd.

What was it like editing a project that incorporates two different languages, English and Italian, and how do you create balance? Are there people on-set who help with translating and cohesion?
I actually started taking Italian classes a few months before the show started because I thought it would be fun. I enjoyed it so much. We had several Italian actors with varying degrees of English fluency, so we did have people on-set helping them. Mike’s assistant, Chiara Nanni, who is originally from Catania, joined us in Hawaii as we finished cutting the project. She would look at clips and tell us if anything didn’t make sense or if we needed to adjust any dialogue.

You can kind of figure out what actors are saying if they’re following the script, but sometimes they ad-lib. Once we would lock an episode, Chiara would listen through and let us know what needed to be fixed. Sometimes we have subtitle cards, which she would double-check. We’d go through all of those and figure out what was working and what wasn’t. Having her there was extremely helpful.

The White Lotus

Heather Persons and Bob Allen

That’s awesome. Tell me about your assistant editor. What is your collaboration process like?
My assistant editor, Bob Allen, is a total pro. He’s worked with many of the greats — Dody Dorn, Francoise Bonnot — and is the best assistant in the world. When we work together, he does all of the sound work and mixing and all of the VFX. He has great taste and loves movies. We’ve worked together on several shows now, so we really have our system down. We’re in London working on a movie now.


Alyssa Heater is a writer and marketer in the entertainment industry. When not writing, you can find her front row at heavy metal shows or remodeling her cabin in the San Gabriel Mountains.

Perry Mason

Director Marialy Rivas on Season 2 of HBO’s Perry Mason

By Iain Blair

Perry Mason, HBO’s origin story of TV’s famous legal eagle from the ’50s and ‘60s, is back for Season 2 with a twisty new murder case for the investigator to solve. This time the scion of a powerful oil family is murdered, and Mason and team find themselves at the center of a case that will uncover far-reaching conspiracies.

Director Marialy Rivas

This season of this noir series has new showrunners, Michael Begler and Jack Amiel, creators of The Knick. They take over from the show’s creators, Rolin Jones and Ron Fitzgerald. Perry Mason’s creative team also expanded its horizons to bring in more fresh eyes, including Chilean director/writer Marialy Rivas, whose credits include Young & Wild, winner of the World Cinema Screenwriting Award at Sundance.

I recently spoke with Rivas about directing Perry Mason‘s Episode 5 and Episode 8, the challenges and her love of post production.

What were the challenges of directing your episodes, and how did you prepare?
I researched all the work they’d done in Season 1 because, of course, it was really important to get to know the show. I also studied a lot of films from the ‘30s and ‘40s, both noir and other genres, and I looked at photographs from the era. I watched the new episodes they’d already done so I could understand the approach and so I could keep the continuity with my episodes. And when I arrived on the production, I could also look at all the work done by production designer Keith Cunningham and costume designer Catherine Adair. They’d done a lot of research, so I had all those visuals to work from.

Perry MasonTell us about prep. What was involved?
It was different for each episode. It was about three weeks for each episode, maybe a bit less for Episode 8. For Episode 5, I wanted to go on the shoot of the previous episode so I could get to know the crew and see how it all worked, so I arrived early on the show.

The show has this great, moody, noir look. What cameras and lenses did you shoot on, and can you talk about working with your DP?
As this is the second season, it’s a well-oiled machine, and the camera, lenses and lighting packages were already set up by the great DPs I worked with — Eliot Rockett and Darran Tiernan. We shot with the same setup used in the first season [the Sony Venice 6K 3:2 full sensor (6048×4032) with a 2:1 aspect ratio and anamorphic lenses].

All those decisions had already been made, so when I arrived, I could just enjoy their amazing work and collaborating with them. Eliot shot Episode 5 for me, and Darran shot Episode 8. It was very interesting to work with two DPs, as they each have a different approach to the work — and even on how to shoot a scene.

For instance, both episodes have court scenes, but the way Eliot shot it was like going from a wide angle to a small, and then we changed direction with the other cameras. Whereas with Darran, I’d tell him “I want all these shots,” and he’d look at the list and decide to put one camera here, another there and so on. It was a completely different way to set up the three cameras in the exact same space, and they used different lights, but in the end it all works because their mindset of telling the story meshed together.

What about the LUTs?
They were also all set up for the first episode, so when I arrived, I could just focus on the beauty of setting up the lights and getting the look we wanted.

Talk about the shoot. How tough was it?
I’d say that for a TV show, we had the necessary amount of time to shoot each scene. Sometimes you’re rushing through scenes in TV, but here everything worked like a Swiss clock, very exact and efficient. So if they said, “This will take four hours,” it was more than enough to shoot even a complex scene.

Perry MasonThe crew was amazing, as were all the actors, and I knew the camera crew and first AD were going to give me the best possible frame. They were so talented and creative that it was almost impossible to go wrong in a sense. We had about 15 days to shoot each episode, and we were based on the lot at Warner Bros., where all our sets were built on stages. We also shot on location all over LA for certain exteriors and interiors, and we used some houses and streets. The location scouts were very smart about what they picked. You’d think that in order to create the ‘30s period, you’d need a lot of greenscreen work, but we didn’t. They carefully chose places we could shoot from different angles. Coupled with VFX work in post, we could make it look just like LA in the ‘30s.

Even though there wasn’t much greenscreen work, all period pieces need VFX. How involved were you in that?
Yes, we had to do a lot of VFX work in post, creating all the water scenes and the ships in the first two episodes, for instance. Since I arrived early, I was able to be on the shoot, and it was amazing how they did it — combining a “real” piece of ship on-set and then adding all the VFX extensions in post. The piece was big, but it was very small in comparison to the size of the actual ship and all the water, so bravo to the post team.Perry Mason

For Episode 5, we did some scenes outside a hotel and used greenscreen off in the distance. I like post production a lot, and I think the best way to do it is when you really plan it from the very beginning. You ask the post producers what they need. How can I help? Does this work? That way you plan out all the shots together, and we’re all on the same page and speaking the same language. I always try to work with the post team and the VFX team as early as possible, and we’ve used quite a lot of VFX houses on the show [including Crafty Apes, PixelKrush, Onyx VFX, Folks VFX, Digital Domain, Pixomondo, Technicolor VFX and Lola VFX].

The DI was done with colorist Pankaj Bajpai at Picture Shop in West Hollywood, but I wasn’t there for that, as it was done far later. I’m very used to doing all the grading with the DP and the colorist for all my own movies and projects, and I love the DI. It’s such an expressive, amazing tool for communicating with the audience.

What was the hardest scene to direct and shoot?
For me, it was the scene of the raid of the Latino family. We shot it on location, and it was the night of my birthday. It was very emotional and personal for me, as I grew up under the Pinochet dictatorship in Chile when the military was doing very violent raids like this one. So recreating this very powerful scene with the police and kids brought back very intense childhood memories for me.

I assume you’d love to come back for the next season and direct again.
I’d love to come back. LA in the ‘30s – who doesn’t want to shoot that? It’s that insane. You’re there with 400 extras, all in period clothes on huge sets. It doesn’t get better than that.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Editor Aaron I. Butler Talks Emotion and Workflow for HBO’s Euphoria

By Iain Blair

The rollercoaster ride and intense angst that is high school has long been a rich vein to mine for drama, and the HBO show Euphoria has drilled down deep. Now in its second season, Euphoria follows a group of high school students navigating love and friendships in a world of drugs, sex, trauma and social media.

Euphoria

Aaron I. Butler, ACE

An American adaptation of an Israeli show of the same name, it’s written, directed and executive produced by Sam Levinson. The series features a large ensemble cast that includes Zendaya, Maude Apatow, Eric Dane, Jacob Elordi and Sydney Sweeney.

Emmy Award-winning editor Aaron I. Butler, ACE, joined the show’s editing team — which included Julio Perez and Laura Zemple — for the second season.

I spoke with Butler, whose credits include the IMAX film Jesus is King for Kanye West and the film J.T. LeRoy, about the editing challenges and workflow on his first scripted television show.

What were the main challenges of the new season? I heard it was shot on film, which is a little unusual.
Yes, and the way the show’s run is also very different from most TV series. It feels a lot more like a hybrid between a feature film and a scripted TV show. They have two blocks of shooting of four episodes each. It’s a very collaborative process.

Julio is the supervising editor, and he’s worked with Sam for years. They set up post and the whole editing workflow to really focus on creativity and high quality, and we’re given a lot of freedom to experiment, try different things and get really creative. But at the same time, we’re held to these insanely high standards by Sam and Julio.

They’re both big movie fans and there was always this push to do something very cinematic and to go beyond the usual TV series look and sound. We’d sometimes go through 25 music cues to find the perfect one for each spot.

Tell us about the workflow in Season 2. What gear and lab did you use?
We were all on Avid Composers at The Lot in West Hollywood, where we shot and posted it all. As it was shot on 35mm film, it was then sent to FotoKem for overnight processing. They turned the film into Avid media files that were then imported by our AEs. We used a Nexis to store our media. A-Frame was our tech company.

How did COVID impact it?
We had our little post bubble, and inside that there was the editing team — three of us and five AEs, and we all bonded pretty quickly.

Euphoria

How closely did you work with Sam Levinson? I assume he’s very hands on?
Very. We didn’t get a lot of time with him during the shoot because he’s so busy, but as soon as post and editing began he was in there every single day. And as I said, he loves to experiment and try different things, and play with structure and intercutting, but he’s also very confident. If he sees something he likes and it works, it’s done. He’s not precious about it. He’s very happy to drop lines or scenes. And we work with Zendaya too, who is the lead, but also an EP, and she’d come in and give her thoughts. She was great.

You edited episodes 202, 205, and have a shared credit on 208. But you also cut about 60 scenes for other people’s episodes. How did all that collaboration work in terms of the workflow?
Post is very collaborative on the show, very team-oriented, and because it was so scene-based, we were always helping each other out. We had our main episodes we were responsible for, but as all the footage rolled in, sometimes someone would be totally swamped, and if one editor wasn’t so busy, they’d step in. We’d watch each other’s episodes and discuss them a lot, so it was a very organic team effort.

I heard you have a very personal story that ties into the editing of Episosde 205?
Yes. The through-line of the whole show is drug addiction, and Sam himself was an addict and brought a lot of his own experiences to the show. I also had a very personal connection to the story as both my parents were addicts when I was a kid and struggled with it.

My dad got sober and basically saved us. But my mom was never able to beat her addiction, and it eventually killed her. So I relate to Rue’s journey on two levels: the addiction side of things and also dealing with the death of a parent. It influenced me a lot when I was cutting scenes dealing with those two topics, and the big family fight scene was very hard for me to edit as I recognized so much of the behavior. They also shot for a whole month for that one episode, so there was a huge amount of footage to deal with.

EuphoriaWas that the most difficult sequence to cut?
Absolutely. The first 15 minutes was the most important, and we cut it down from 30 minutes. It was also the most difficult emotionally, and I actually cried a couple of time while I was cutting it. Sam kept stressing, “It’s not about the dialogue or the camerawork — it’s all about the emotion.” That was his directive to me.

There are a few VFX. Did you use temp VFX and what did that entail?
We’d use temps. Most of the stuff was shot practically, but the scene in 205 where Rue’s running across the street has some VFX cars — but only in the background. The main VFX vendor was Van Dyke Visual Effects [Rhythm and Hues, Ingenuity Studios, Mr. Wolf, Pixomondo and Blocked by Fire also contributed], and we worked closely with VFX supervisor David Van Dyke and his team right from the start. We don’t wait until we lock. We also worked very closely with the sound team and our sound designer, Wylie Stateman, and we had rolling mixes, so all the sound and VFX were going from day one.

We spent a lot of time on our temp mixes since there’s so much storytelling going on with the sound, and a lot of that comes from the editors. For example, in Episode 205, in the car scene where the cameras are outside the car windows, you don’t hear what’s going on inside. You just hear the rush of other cars going by, and that’s a choice I made. I was trying to capture that feeling of her being trapped like an animal in the car, and it made it feel more dramatic and emotional. That’s just one example of the editors being allowed to get really creative with the sound.

How would you sum up the whole experience?
It’s been the best job of my career. I’ve never worked with such an amazing team before. Everyone was at the top of their game, but it was also one of the most difficult experiences as the creative bar was set so high all the time. Every cut had to be just perfectly motivated. Every choice had to be unexpected and creative. So it was very challenging, but so satisfying.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Level Playing Field Composer

Anatomy of a Scene: Level Playing Field Composer Lewis Rapkin

HBO Sports and Vox Media Studios have teamed up on Level Playing Field, a four-part sports documentary series featuring a range of stories that put a magnifying glass on how public policies have contributed to inequities in the sports — such as colleges making money off of student athletes while the kids get nothing — and society at large.

Level Playing Field Composer

Lewis Rapkin

Lewis Rapkin, founder of video and music production company Oscillator Media, composed music (including the title theme) for the Level Playing Field. He was also an editor on the series.

Here, Rapkin walks us through his favorite scenes to score.

Which scene was your favorite to score in Level Playing Field?
In the “Misclassified” episode I really enjoyed the scene where the former director of the NCAA who developed the “student-athlete” classification apologizes later in his career for doing so.

Describe this scene and the significance it has to the rest of the Level Playing Field.
This scene explained how the director of the NCAA back in the 1950s developed the term “student-athlete” to avoid giving benefits or payment to athletes. Later in his career, he has an about-face where he lambasts the system as a disservice to the young athletes. It’s a really powerful moment that illustrates the nefarious nature of how the system was set up, from the person who was responsible for setting it up. It showed how intentional these decisions were and are. It also anchored a theme of the episode about how the powers creating these systems are aware of the inequalities but do it anyway in order to keep the power structure in their favor.

Level Playing Field ComposerWhich instruments, tools, or plugins did you use to create this scene?
This cue is driven by a pretty heavy bass line that I recorded on a Fender Precision bass with a Death By Audio fuzz pedal. Then there’s panning ethereal synth washes that I created with an Arp Odyssey and analog delay. Instead of percussion, I used pizzicato strings with tempo synced delays to give a pulsing rhythmic backbone that keeps the cue propelling forward.

What technical challenges did you encounter while working on this scene?
The bass line was really the melody, and it was pretty heavy, so it could only sustain for so long before it became tedious. The challenge was to make sure that the bassline came and went with the most powerful sections of the scene. It wasn’t one big build, but rather peaks with the bass and valleys with the more sound bed elements like the synth.

Level Playing Field ComposerWhat was the dialogue like between you and Level Playing Field‘s director or showrunner regarding this scene?
Director Joe Posner and showrunner Mike Jacobs were both really supportive of the music for the scene once this cue dropped in. We had tried a few things and it wasn’t quite working. Somehow it was either too menacing, too techy or didn’t feel big enough. There was a lot of explainer-type music in the episode for historical breakdowns, but we wanted something with a little more emotion to it and that felt like it had large scale implications. This was the first episode we cut, so we were still experimenting with the vibe for the series as a whole. It was early on in the process, and it was one of those moments that set the tone for the rest of the episode.

A Black Lady Sketch Show

Anatomy of a Scene: A Black Lady Sketch Show Editors Get Emmy Nod

HBO’s A Black Lady Sketch Show was nominated for five Emmy Awards this year, including for Outstanding Picture Editing For Variety Programming. Supervising editor Daysha Broadway and editors Stephanie Filo and Jessica Hernández were recognized for their work on Season 2, Episode 3, “Sister, May I Call You Oshun?”

A Black Lady Sketch Show

Daysha Broadway

We reached out to the trio to talk about their favorite sketches to edit and more.

Which scene was your favorite to edit in A Black Lady Sketch Show?
Daysha Broadway: I would have to go with “Get Your Life.” It’s the sketch that starts the season after Dr. Haddasah’s Spike Lee dolly shot moment. The sketch is an entire short film with a beginning, middle, plot twist, end… it’s a movie.

Jessica Hernández: “The Girl Who Cried Vintage” is one of my favorite sketches. It’s an inherently funny concept, and I had a lot of fun with the music.

Stephanie Filo: My favorite sketch that I edited this season was “The Last Supp-Her.”

Describe this scene and the significance it has to the rest of the series. 
Broadway: In this sketch, Robin Thede plays a “When Pigs Fry” fast-food employee, Salina, who desperately goes to see a psychic (Laci Mosely) to find out why her life is the worst life ever or as she puts it, why her life looks like Baby Boy 2.

Psychic Sabrina tells her that her life is in shambles because of a M.A.S.H game she played when she was younger with her friend LaDonna (Skye Townsend) who miscounted during the game and is now living the fabulous life that Salina should be living. Salina then goes to confront LaDonna and tries to get her to repeat the game and switch lives.

Jessica Hernández

When Salina gets there, she sees that LaDonna lives in a mansion and is married to our guest star, Omarion, and she refuses to play the game again. It’s absolutely hilarious. So many jokes back to back. Lots of physical comedy, and it showcases the talents of our new cast members this season, Skye and Laci. It really sets the tone for the silliness and overall joyful laughter you get from the rest of the season and was probably the best math joke ever written.

Hernández: The sketch is about a plus-size woman trying to convince her friends that a store-bought jumpsuit is actually vintage. I think the sketch, like the series, blends silly, light-hearted humor with complex societal questions buried just under the dermis.

Filo: This sketch follows three women disciples (Robin Thede, Skye Townsend, Ashley Nicole Black) who were snubbed at the Last Supper and have to sit at the kiddie table. I think that this is a scene that really showcases the many talents of our cast.

The dialogue in this sketch goes by very fast, and the most amazing part of it is that about 40% of it is improv, so the jokes are stacked! Gabrielle Dennis embodying the Mary Magdalene character showcases her physical comedy chops as well. This was actually the last sketch that I worked on this season and it almost felt like a final test or the end of a marathon because I ended up combining every technique I had used throughout the rest of the season — improv moments, music timings, sound design, creating different visual effects to sell a look, finding every possible reaction shot, and pacing it up to match our show’s style.

What technical challenges did you encounter while cutting this scene?
Broadway: The crystal ball was probably the most technically challenging aspect of this particular sketch. I was really trying to sell the M.A.S.H game materializing within it. My assistant, Lilit, and I brought in smoke overlays and SFX that we layered to get the right sound for this crystal ball. I didn’t want to do anything that sounded too generic, so we ended up layering the SFX a lot to create something unique.

A Black Lady Sketch ShowI then spent a lot of time creating a matte for the contents to live inside the crystal ball and making it feel real so the VFX team could understand what we were going for. There were the contents in the ball, the light from the room reflecting onto the ball, the character’s reflections in the ball and the animation of the contents in the ball. There was also a forcefield blocking Salina from touching LaDonna and Omarion. It was a lot.

Hernández: The most rewarding part of my edit was the music, but it was also the most difficult to actualize. I decided to use the opera “Carmen” to drive the accusatory tone the sketch takes when all the partygoers begin to question whether the jumpsuit is, in fact, vintage. Timing the music for both comedic effect and harmony was the largest technical challenge. Another was the amount of actors in the sketch. It was a moving target to make sure the geography was clear and the best improvisations were used from each actress.

Stephanie Filo

Filo: The biggest technical challenge I encountered during this sketch was trying to keep dialogue from overlapping too much based on how all of the different improv moments were cut together. If you look at the “loaves and fishes” run, for example, you’ll see they’re all talking to Skye Townsend’s character at the same time. But these are each pulled from different improv moments and different takes to create one long run of jokes, so sometimes you could hear Robin, Ashley or Skye’s audio twice at the same time from two different improv moments, and so on. Ultimately, through a combination of reality TV franken-biting techniques and iZotope RX filters to clean up background sound, those moments cleaned up nicely.

What was the dialogue like between you and the series’ director or showrunner regarding this scene?
Broadway: Robin (Thede) and I talked about her character a little bit, which was helpful in choosing takes where she played Salina in the most desperate manner possible. She was also as concerned as I was about the crystal ball VFX and technical things of that nature. I had already cut in quite a few alt jokes that were great, but there were so many that were shot. So during the notes process, Robin, Lauren and I would choose which ones we wanted to use, deciding which jokes were funnier and which jokes worked for other reasons. I think because this is our second season together, they both trust my instincts on things like that, which makes the process more collaborative.

A Black Lady Sketch ShowHernández: This sketch came together rather easily, in the sense that we were all on the same page tonally. My main conversations with Robin and head writer/co-EP Lauren Ashley Smith revolved around shaping the jokes so they landed as strong as possible.

Filo: I think our director Brittany Scott Smith knew early on that she wanted to try to get a Succession feel for this sketch to amp up the funny moments. In our tone meeting about this sketch, we also noted something else that is funny about it: It’s almost as if our three characters are each having completely different conversations with themselves. With that in mind, part of the process for this sketch was trying to find takes that really showcased our individual characters’ different traits as well as the Succession vibe.

During my notes pass with Brittany, we really zeroed in on these specific elements, and then once I got to my notes pass with Robin and Lauren, we continued to dial in which moments to keep and which moments to trim. This sketch is so packed with jokes that it used to be longer than it is now; ultimately it came down to making it just the right length and as funny as it could possibly be, all while laughing hysterically and collaborating in the process.

Which video editing tools or plugins did you use to cut your scene?
Broadway: I used a lot of in-Avid effects for this sketch. There were a lot of VFX we needed for the crystal ball, echoing sound effects and music stings, a lot of split screens. I used the animatte tool, Avid’s D-Verb plugin, a pitch shift plugin, a stabilizer and a TC Electronic plugin, and we use iZotope for noise cancellation to get cleaner dialogue. We really have to pull out all of the tools and tricks we’ve learned over the years for this show.

Hernández: I used Avid Media Composer exclusively to cut this sketch, and Evercast to do notes remotely with the directors and producers.

Filo: The desired look for this scene was modeled after the show Succession, meaning a lot of hand-held shots as well as quick pans and zooms on different characters or at different moments — almost a reality show feel. With this cutting style, you almost have to rewire your brain on where the cut should land to sell the comedy of it. The frame might pan to a different character quickly and then do a quick zoom, and you want to lean into that action instead of cutting. The zooms draw attention to reactions on characters’ faces, or they zoom in right as a punchline hits.

Because so much improv is peppered in and happens on the fly in this sketch, the camera action sometimes didn’t catch those exact moments, so I used in-Avid effects such as Boris Continuum’s Pan and Zoom and 3D warp to digitally create zooms to land on specific punchlines when it was needed and to make the sketch feel uniform overall with what was scripted versus what was improv. A soft Boris Continuum Jitter effect was also useful in making sure everything felt as uniform as possible for this look.

I used D-Verb on the background harp music as well as some of the background voices in the sound design to add a large echo, which made it feel more like they were in a giant room. I also tried to amp up the sound design to feel like there were a lot of people having a good time without the three ladies, even if we don’t see everyone else.

HBO’s Murder on Middle Beach: Creating a Palette of Sound

By Patrick Birk

As the saying goes, there are two things for certain: death and taxes. But for most of us, death will come through natural causes and not murder. That cannot be said for the mother of Madison Hamburg, the filmmaker behind HBO’s Murder on Middle Beach. This four-episode series focuses on Hamburg investigating the 2010 murder of his mother, Barbara. Murder on Middle Beach eschews simple shock and spectacle and instead takes viewers on a journey as Hamburg wades through a troubled family history and miles of red tape.

Annie Medlin

While I typically write stories about projects that I’ve played no part in, this one was personal. I first met Madison in 2018 after I received a call asking if I was available to record some production sound for a documentary. I spent two days in Connecticut with Madison, producer Solomon Petchenik and cinematographer Ben Joyner. I came away from the experience hoping Madison would be able to get some answers. I never expected to see the doc go to HBO, but in retrospect, it makes perfect sense. And Jigsaw Productions has helped Madison give the project the treatment it deserves.

The sound of this documentary is composed, quite literally, of many moments tied to Madison’s life. Myriad interviews and undercover recordings, compiled over the 10 years since his mother’s murder, are seamlessly woven with audio from home videos dating back to before his birth and punctuated with the cold, dry click of a VCR. Sonically, we are transported into Madison’s world and experience a glimpse of what it means to unflinchingly examine your entire history in search of justice and closure.

Alex Loew

To find out more about the audio post side of the film, I reached out to supervising sound editor/re-recording mixer Annie Medlin and sound effects editor Alex Loew, both of whom have worked on docs in the past, including Atlanta’s Missing and Murdered and A Wilderness of Error. They are based at NYC’s Final Frame Post, and I reached out to talk to them about helping to bring this documentary to life sonically. They joined the project after a recommendation from Jigsaw. Let’s find out more.

How did you start on the project?
Medlin: After our initial conversation, Madison and I realized we were on the same page. We’d discussed character-driven sound stamps, like a haze sound to signal his mom’s memory or presence. From that, I think he felt we were a good fit for the project.

Early on he sent me a rough cut of the first episode. This was when the quarantine was really scary … around summer 2020. I usually just watch a few minutes of a project to prepare for an interview, but I knew right away that this was going to be different. I watched the whole thing immediately. It’s just such an intriguing journey that he takes us on, and that was before our work or cleanup or color correction. I was very struck by it.

This series came to you in the summer and aired by November. That’s a pretty quick turnaround.
Loew: We pride ourselves on our turnaround time. They keep us pretty busy at Final Frame. We typically go from one project to another, so we don’t have many breaks. But it’s allowed us to hone our skills into the fine-tuned aspects of sound design at a quicker pace. It went fast. We had finished the fourth episode, and then the following week, they were already up on HBO. It’s was a weird whirlwind, especially during this time.

Madison Hamburg

With such a busy schedule, what do you do to maximize efficiency?
Medlin: I think the relationship that Alex and I have really helps because I don’t usually need to take the time to do a lot of instructing about the sounds he should add and what his part will be. He just intuits it and adds a bunch of subtle Foleys and a lot of incidentals along with the more front and center sounds that we worked with in the show.

Another thing that helped was staying in constant communication with Madison and having him send us stuff. He sent us a bunch of long rolls of audio transferred from his home videos. We sifted through them at the beginning of the project and found a bunch of onboard hits and artifacts that were baked into the actual tapes. We tried to use those as much as possible.

Loew: That really helped us with the initial palette. Madison definitely provided us with a ton of cool tones and weirdness that you couldn’t normally get from an everyday library. The libraries we looked at were way more sci-fi and a bit too techie-based for this. We were looking for the lo-fi kind of feel that’s really hard to get.

The Hamburg family in happier times

Medlin: Yeah, there’s something about that dry, clean VCR button sound that worked really well for me and made it feel like we were with him sifting through all these files and videos. It was important to me to make it feel like we were there with him at every step.

Loew: I think a lot of what helps the process is getting the right sounds together at the beginning. It’s not really about tweaking with EQs and having too many effects. If you have the right sound from the get-go, it helps speed things up. You get all of your paint colors together, you start mixing them, and then you have something unique.

Medlin: Yeah, a lot of these effects are just bone-dry, right in your face, so it has to be the right sound. There’s no covering it up. We were responsible for helping Madison tell his mom’s story, so it had to be right.

There were so many audio sources in this series — VHS tapes, interviews, cell phone recordings. How did you mix them into a cohesive whole?
Medlin: In order to turn this around so quickly, I dove into the world of Madison’s story. I then brought up and edited the dialogue as part of the mixing process so I would know how the pieces would fit together. That informs how much something needs to be cleaned up.

Madison Hamburg’s sister, Ali

Sometimes, there just weren’t that many options, and I had to do my best to make sure to keep my toolkit open and my iZotope license working. It’s a ton of mixing. Given that it’s a documentary, there was some leeway, and I wish that I could have cleaned things up enough so that there were no subtitles, but that’s not the reality of the process.

We use a lot of realtime RX plugins on these interviews, which is enormously helpful. It’s a big time-saver, and it keeps things consistent through the whole series. Any verité theme, like Madison driving to see his aunt or all the hidden mic stuff, is heavily cleaned up and Audio Suite’d as well as EQ’d and de-essed and all kinds of other wonderful things.

We separated the verité scenes from the talking head interviews, and that really helped me visually. So I was looking at my Pro Tools session to get a sense of what space we’re living in for how much of the film. I know it’s a show, but I think of it as a film broken into parts. I know how to comb through it really quickly; I know the limitations of RX pretty well at this point.

Loew: When Annie went through the source audio and cleaned things up, from an editing standpoint, I tried to help her out in that I’d listen to the source audio, especially the dialogue. If there was any kind of noise or background that would be hard to take out, I would look for those kinds of backgrounds to offer her, because she might find them helpful to mask whatever was baked into the dialogue tracks. Of course, Annie had the final say with what I sent her, but a lot of the time, that was my approach scene to scene. And I focused heavily on the dialogue while I was cutting the effects in for that purpose.

Madison Hamburg and his aunt

I was struck by the vintage newsreel footage that periodically appeared in the documentary. I read that Madison pushed pretty hard for that to be included.
Medlin: Absolutely. That really struck me when I started this, the use of the old footage. In the first episode, there’s that 1960s Connecticut tourist video’s audio that creates this wonderful tension between an idealized Cold War suburban America and the stark reality of living in that community. I added some pitch shifts, like a little wow and flutter in certain places, to give it that feel of variation in tape speed. Part of that, I think, is to add a little wink that this is sort of an ironic juxtaposition of these modern-day drone shots with the 1960s, lo-fi dialogue.

Loew: As far as effects go, those sections — where you have that ’50s or ’60s narrator over top — were like using the sound of a needle going over a record groove. There is that kind of background hiss against very lush backgrounds of seaside Connecticut. I felt like those areas in the film were slowed down and very cinematic. They allowed for a lot of intricate effects and background detail. It was nice to be able to combine those two worlds together in that way.

What were the most challenging sections of the film for you?
Medlin: I think the most challenging part of this was the hidden mic section of the last episode. There’s a very long stretch where Madison is spending time with his dad in New York City and they are driving in a car. He was wearing two different mics on his jacket. I think he said they were self-recording lavs, so that was a big challenge. It’s just such a long time to go without someone being directly miked.

Madison Hamburg and a detective working the murder

It’s very challenging to intercut dialogue when both speakers are sourced from the same mic the whole way through, because they have to be treated very differently. The noise floor is dramatically different in some instances. I’m pretty happy with the way it came out, honestly, considering the source. I really had to lean on our naturalistic sound design in those sections to bob and weave and make it feel like you’re still there the whole time and not in a vacuum.

Alex, did you have to assemble a large number of backgrounds to make that section happen?
Loew: For the car interior, surprisingly, not so much. It was a combination of maybe three or four car interiors — and I hate to admit this — that I would recycle throughout the show because they were very immersive. The kicker is that you keep those consistent backgrounds and then vary them with interstitial bumps and hits and little impacts that you see in the car. It makes it a little bit more of a unique background in that way, even though you’re adding incidental effects to it that might not be perceived as incidentals, but rather as just part of the background.

Medlin: You made some great choices in that scene, although they did have to be EQ’d to match so that it didn’t sound fake. Basically, we were creating the illusion that you’re a fly on the wall, and that means you have to hear everything as it happens. But it also needs to be seamless throughout the whole thing, so it almost feels like it’s playing out in real time. You’re bearing witness to this huge tense moment between Madison and his dad.

Madison Hamburg with his aunt

We want to support what the film is exploring without calling attention to ourselves until it’s time for our “big VCR” sounds. I think a huge part of this job is about supporting the editorial choices that are made. If we can make everything flows seamlessly on our end, I think it validates all the editorial choices, picture-wise

For example, Madison would listen down to a part of the film and say, “You made that transition work so much better. I’ve always bumped up against it, and we had no choice but to cut it that way. But now that I’m hearing it and watching it, it smooths the transition and makes it work.”

Another instance I’m proud of was in the first episode, when Madison is marching into the Madison Police Department for the first time to be interrogated. That was some noisy-ass production sound, and almost none of it was usable. I really had to clean up the dialogue and let it pop up in the right places and reverberate the right way, and we manufactured almost all the incidentals that you hear in that scene. All the footsteps, picking up the phone, all that stuff. I left in a few things I would normally clean up because it’s nice to hear a little bit of boom-handling noise when it’s clear that it’s just him and one other guy. It gives it that DIY feel, and it’s not supported by music. It’s just this really tense, quiet moment.

What’s a favorite moment from the series that a viewer might not realize is sound-designed?
Loew: Annie, I feel like you did a great job with the July 4th fireworks opening for Episode 2. You took those effects and made it seem like we were in it.

Madison Hamburg

Medlin: That did work really well. There’s a shot of Madison’s mom and aunts, and they’re all frolicking around in the dark. Maybe they’d had a few drinks, and they were just laughing and having fun. There’s a wonderful backward laughing sound that Alex added in that I love because you don’t really intuit necessarily that it’s backward. It just sounds like it’s off. Or it’s almost like these are actually aliens and not people, and we just don’t speak their language. I thought it was so cool, and it struck just the right tone — you’re watching these people from afar as they were 20 years ago. That really sticks out for me.

What are the most essential plugins in your toolkit right now?
Medlin: I use Altiverb for almost all my verb sends. I still like the Dolby Media Meter, personally. I use that on almost everything.

Loew: I’ll never get tired of the Media Meter. I feel it’s the best meter out there.

Medlin: We also have the Waves Diamond bundle that we use throughout Final Frame.

Loew: I do love the Soundtoys plugins, and I feel like you can really achieve a lot with just a Crystallizer and an EchoBoy. I also want to mention the Valhalla DSP reverbs. They’re 50 bucks a pop, and they are pretty incredible. Sometimes, I’ll use them for a ring out or just a subtle reverb on a background. And the modulation part of the reverb is what I love, because you can take a pretty basic background of, say, wind going through trees of a forest, and then you can add a little modulation, add a little space to it, and it becomes a totally different place … a different part of the world.

Any final thoughts?
Loew: I want to reiterate something Annie mentioned earlier. Our sound work doesn’t exist unless you have directors and editors who are willing to take chances, who really trust a sound department like Madison has trusted us. We really value and love these experiences with these kinds of directors.

Medlin: Absolutely. If we can play any small role in that, we’re extremely proud. And we support everything he’s doing; we hope that he’ll be able to film more and get the answers he deserves, for sure.

Main Image: Barbara Hamburg


Pat Birk is a musician, sound engineer and post pro at Silver Sound, a boutique sound house based in New York City.

Curb Your Enthusiasm Audio Post: The Challenge and Fun of Improv

By Patrick Birk

For decades, Larry David has been delivering cynical takes on the most seemingly inconsequential minutia life has to offer, first with NBC’s Seinfeld and then with HBO’s Curb Your Enthusiasm.

David stars as a fictionalized version of himself, alongside Cheryl Hines, Jeff Garlin, Susie Essman, JB Smoove and Ted Danson. Season 11’s major plot points included Larry’s attempts to avoid a lawsuit after his assistant accused him of sexual harassment — of course, a Larry-like misunderstanding — and his plan to open a coffee shop, Latte Larry’s, directly next door to his nemesis, Mocha Joe’s. He calls it his “spite store.”

This improvisational comedy has only a bare outline to go on, so I had to wonder: How does the post team manage to make even one scene cohesive? As a sound designer, I know that even on a tightly scripted piece, achieving a natural, well-balanced dialogue edit is a challenge.

Not long ago I had the opportunity to speak with re-recording mixer Earl Martin (Dave, Who is America, Teen Wolf), supervising sound editor Matt Taylor (Star Trek: Picard, Barry) and supervising sound editor Sean Heissinger (Star Trek: Picard, Silicon Valley) — who worked out of Formosa West in Santa Monica for the past two seasons — via a Zoom video call. The trio was kind enough to explain how to sound design a show when the script goes out the window, in addition to fielding my many questions about Larry David, the man and the character.

What is the dialogue editing process on such a heavily improvised show? How have you managed to get the flow so seamless?
Earl Martin: Years of practice. I’ve been on the show since the first episode, so there was a bit of a learning curve in the beginning with so many people talking at once. Also, with no script, when you want to find alternate takes, there’s rarely an option, so you have to just make it work. A lot of trial, error and getting creative.

Obviously, we have to do some looping at times to help things out. Fortunately, Larry’s a master looper — one of the best. He knows exactly how he delivered things in the past, and he can just hear something and repeat it. If he wants to replace it identically, or if he wants to add in something else, he’s great at that too. That’s made the process much easier.

Matt Taylor: He actually does the ADR on the mix stage, after he’s watched Earl’s mix and decides what lines he thinks he needs to do.

Martin: We always have a booth and a mic ready for anything that he wants to either fix or replace, or just improve.

Has the advent of things like EQ matching and noise reduction made your lives considerably easier, given how few alternates there are?Martin: Absolutely. That’s a big deal. Especially since they’re not working off a script, so they’re not even necessarily in the same placement or blocking through a scene. They shoot so much on location, so you have all kinds of different background noises and things like that.

They might not get what they want, so they’ll shoot another day, and the environmental ambience changes. So, again, it’s all those matching things and noise reduction. iZotope dialogue cleanup tools have been a complete lifesaver. Also using the Cedar noise reduction to smooth things out and Fab Filter ProQ3’s EQ matching in there. All that stuff has been so invaluable.

Sean Heissinger: Early, sitting on the stage with you last season opened my eyes to iZotope De-bleed. You’ll have one take where the other character’s dialogue is starting to overlap at the end of it but then they switch to another take that doesn’t have the overlap, so you’ve got to get rid of that somehow.

The Curb audio post team during a mix: Matt Taylor, Earl Martin and Sean Heissinger are pictured L-R.

Martin: Yeah, it’s amazing when it works. It’s one of those things where it just makes you so happy because it just makes all the difference. We’ve also started using Soundradix Auto-Align Post. It was a huge savior this last season. When that came out, that was pretty amazing. It lets you take 8 or 10 mics and, basically, have them all be phase accurate with each other. To be able to take a whole block of tracks and line them up instantly is amazing. It’s not always perfect, but it’s pretty close. That gave me the option to mix in the boom with the lavs to give it a more natural sound and a little more of a room tone.

What do you use to place ADR?
Martin: I’d usually use Altiverb, but I found the dialogue match was really great for auditioning. When we would shoot some ADR, you could test it by matching the production sound.

How do you handle the screaming on the show? Between Larry, Susie and Jeff, it seems like a lot of level management.
Martin: In any of those situations, we’re always going to try and use as much dynamic range as we’re allowed. Obviously, it’s a big challenge for the production mixer in the scenes where they are really screaming — making sure the mics aren’t getting blown out.

Sometimes they do get blown out, but that’s also the advantage of having several people right there at the same time. If Susie’s screaming at Jeff, her mic might get blown out, but she’s standing right in front of Jeff, and thanks to their height differences, she sounds good in his mic. So often, you’re relying on that, you’re switching between booms and lavs a lot.

With this show in general, there’s just a lot of mic switching because of how they have to shoot — boom placement isn’t always ideal. Probably one of the most creative editing spots in Curb is what mics we choose from shot to shot, take to take.

What is the sound department’s relationship with the picture editors like? What are interdepartmental relationships like in general?
Martin: Typically, the editor will come to the mix and offer insights. We usually go through and do a pre-mix before Larry comes. We’ll do a day of mixing with producer Megan Murphy and sometimes Steve Rasch will come to that. They’ll give us a list of desirable things that they want in the mix, if possible, or give us some notes about what their intentions were with a particular edit or scene. Everyone is trying to get the best product we can.

Taylor: When I came onto the show, I realized how tight everybody was after eight seasons. Everyone trusts each other. That was passed on to Sean and I, which made us feel welcome.

Heissinger: It’s really cool to see how much fun they still have. Sitting next to Larry watching an episode, and he’s just belly laughing at the jokes. It’s a really fun atmosphere to be in.

Taylor: One person I also wanted to also mention is Megan Murphy. She’s the co-producer on the show, and she and Earl made the decision to bring Sean and I on. She’s a great person to work with. She encourages a productive yet healthy and fun environment.

Martin: She’s always making sure the show is right. Our mantra is, “check it, check it, check it.” We’re going to make sure everything’s good, everything’s right. But she’s also very cognizant of the work environment and how people are being treated. It’s really just a beautiful balance.

How has the post sound processed changed on this show from the first season to now, if at all? To what extent, if any, was Larry David involved?
Martin: I think they had a little more of a raw sound in the beginning. The style of the show was groundbreaking back then; Larry wanted it to have an almost documentary feel.

Over the years, just from listening to how it aired, they had decided to bring some of the more “raw” elements down and smooth things out a little bit. Over time, as the show has gotten more popular, we’ve gotten a better budget.

In the first season we didn’t even have Foley, so it was literally me and Megan Murphy setting up a mic and saying, “Okay, well, we need something here.” There’s a scene where Larry is trying to outrun a young woman to an office door, and he had to fall down and wrestle with her, so we had to make all kinds of sounds for that. Or their running sound, so we would just add in little things like.

So, for the next season, we were like, “All right, we have to have some Foley,” so we got a budget for that. We added a loop group in Season 9, and Matt’s been brilliant at directing that and getting it cut for us. It’s made a huge difference.

Taylor: Sean and I came on for Season 9, so we have a whole eight seasons to actually lean upon. But for this season, it seemed like they were having more specific moments where they needed group in specific spots.

It’s pretty much just like any other show: we have a spotting session and Larry and [showrunner] Jeff Schaffer will talk about what they need. Sean or I will cue the show, and then we’ll just go and loop. We usually have about four, depending, maybe six people in the loop. I think the largest session we did was for the Revolutionary War reenactment episode. Group is one of those things that you’ll subconsciously notice when it’s not in the mix. It’s always a nice layer to have.

What are some of the most fun design challenges you’ve had on the show?
Martin: One of the earliest ones that really stuck out to me was in Season 5 when Larry had squeaky orthotics. We spent a lot of time trying to get the squeaks right, and then also with Foley. Our Foley artist Ed Steidele was really good at getting Larry’s walk down in a certain way. You don’t notice it really, other than it comes off as funny, but we really went around and around getting the sound of that shoe squeak right so it was funny and not annoying.

Larry doesn’t like things to be cartoony. He wants to play things real, because if it actually sounds real it’s funnier.

Taylor: For the musical at the end of Season 9, we recorded all of that Foley, all of them stomping around on the stage during the show, all of the props and stuff. We got all the original dancers back at that stage and recorded them doing the routine. As Earl was saying, that sounds natural. This isn’t really a comedy moment, but it just elevates the show.

Martin: As far as the comedy stuff goes, Sean cut all the stomach gurgle sounds when Larry and Leon are eating the diarrhea-inducing licorice in Season 10. I remember the first time I heard it just being in tears. It absolutely enhanced the dialogue I’d cut.

In Season 9, when Larry and Funkhauser’s nephew are trying to open the pickle jar in Season 9. You wouldn’t even notice it, but it’s those little sounds that really emphasize stuff. In Season 10, it’s things like the wobbly table and the blow-up doll.

It seems like a delicate balance to strike, getting something comedic without going too cartoonish.
Heissinger: Right, and also not getting in the way of the comedy that’s already there.

Taylor: Comedy is so subjective. It’s also about dialing in what clients find funny and learning what they like. Because some people might love huge, cartoonish and super-loud Foley, but others just want subtle things.

Before I let you guys go, I need to know. Does Larry say “pre-tty, pre-tty, pre-tty” in real life?
Martin: He does. He would joke, too, that the guy on screen, that’s the real Larry David, it’s the fake one you meet in real life.


Patrick Birk is a musician, sound engineer and post pro at Silver Sound, a boutique sound house based in New York City.

Watchmen Director/EP Nicole Kassell Talks Emmy-Winning Series

By Iain Blair

HBO’s timely and time-traveling hit show Watchmen offers viewers a different take on the 1987 DC Comics graphic novel series. From the mind of Damon Lindelof (The Leftovers, Lost), Watchmen was the most Emmy-nominated series this year, with 26 nods, including Outstanding Limited Series and Outstanding Directing for a Limited Series, Movie or Dramatic Special for director Nicole Kassell. While Kassell didn’t win, she was recognized for the episode, “It’s Summer and We’re Running Out of Ice.” In all, Watchmen took home 11 Emmys this year.

Nicole Kassell on set – Credit: Mark Hill/HBO

Kassell, who won a DGA Award this year for her work on the show’s pilot, also directed Episode 2 and Episode 8 and served as an executive producer on the series, which features a cast that includes Regina King, Jeremy Irons and Jean Smart.

Kassell has been one of the most in-demand female filmmakers, having directed numerous episodes of such critically praised series as Westworld, The Leftovers, The Killing and The Americans.

I recently talked with Kassell about directing the show, the challenges and why she loves post.

What were the big challenges of directing this show?
The huge scale. We had many different locations, big set pieces, a lot of action with the pilot’s flying machines and a firefight in a cattle field — and we even did a musical set in Tulsa in 1921. So there are so many different movies within the movie. Dealing with all the logistics of shooting this and the schedule was a huge challenge.

Where do you shoot, and how tough was it?
We shot in Atlanta and Wales in the UK, and it’s very tough because there’s a huge amount of material to cover on a tight schedule. It’s exhilarating but very hard. What I love about it is the huge scale and the level of production value we’re able to get.

What cameras and lenses do you shoot on?
We used the Alexa Mini, as it’s a very compact and nimble camera and we knew we could use it in unique places, as we wanted to use extreme close-ups as well as extreme wide shots, but also with a lot of foreground elements. It was perfect for all that, and we were able to shoot in places and from angles you normally can’t do.

For some elements of the story I wanted a very controlled frame with very little hand-held work. For lenses we used a combination — Cooke S5 primes in Atlanta, plus a couple of C series and T Series Panavision Anamorphics. We also used an ARRI Swing/Shift set and split diopters and Angenieux zooms. In Wales we used Panavision Primos. I tried to use the Cookes for most of the work.

Is it fair to say your visual plan and look is more comic book than cinematic in some places?
Yes, and I’m glad you said that because that approach to shot composition came largely as an homage to the original ‘80s comic and the style of its frames. Watchmen is a very unusual comic in that its frames are mostly vertical, and that gave us the idea for a frame within a frame and looking through things. So whenever possible we tried to find a vertical format. And then in terms of lighting, we went for a very noir look, with lots of contrast and shadow.
It’s also visually very ambitious and very cinematic. What were your influences there?
The film that was the most influential for me was The Conformist, Bertolucci’s political masterpiece. I wanted this to have the same kind of gritty realism. Children of Men and Amelie were also big influences, both visually and in the tone I wanted.

Where do you your post?
We do it all at Lantana in LA. We had full editing and post production suites set up there… just down from the writer’s room. But when I was editing, it was in Atlanta. I did it all remotely because there was just too much going on there with production for me to leave.

Do you like the post process?
I absolutely love it. It’s an essential part of the storytelling, and it’s where you craft your final version, and it exercises a very different part of your brain after preproduction and production. You go into this far more cerebral, quiet space, and I find it fascinating to put all the coverage together the way you planned it and shot it, and then to sit back and see how it actually wants to come together and how it organically shifts and evolves. Finding all that and taking it to picture lock is just so crucial in the storytelling, and then working on your sound design and score have huge impacts on all the visuals.

What were the big editing challenges?
I worked with a great editor, Henk Van Eeghen, on all three episodes, and the length is always a big challenge. We’re always working to keep an episode under an hour. That means not lingering, even though you love a scene or a pretty shot, and focusing on the pacing and rhythm and being as concise as possible. You have to keep the story moving forward, and you don’t have a lot of time — just five, seven days for the director’s cut, depending on the episode.

This show has a great score and great sound design. Can you talk about the importance of sound and music to you.
Both are so crucial to the storytelling and setting the mood and tone, especially in something like Episode 8, “A God Walks Into Abar,” which has so many locations and different sounds as it takes you from Saigon to New York and Antarctica and then back to Tulsa, Oklahoma, for the big battle. We did all the sound at Technicolor Sound, and we had a great team on the show, including sound supervisor and designer Brad North and sound mixers Joe DeAngelis and Chris Carpenter.

What about the VFX? What was involved?
There was a ton of them, and we had a lot of different places doing them, including Rodeo, Raynault, Territory, Hybride, Buf, Jellyfish and Storm. That was a huge part of preproduction… figuring out what we’d do as VFX and what they’d look like. Then, or course, communicating all that very clearly with both the editor and our VFX supervisors Erik Henry and Nicholas Hurst, who was in Wales.

Erik was on the set in Atlanta the whole time for the pilot, but then the show got so big as it went to series and we were prepping and filming at the same time. He couldn’t be everywhere at once, so he brought on two alternating supervisors to help out with the prep and shoots, and then he ended up going back to LA so he could be super-hands-on with all the post and episodes coming down the pipeline. Finally, all the deliveries went through Damon and his cut.

Tell us about the DI and working with the colorist.
Our final colorist was Todd Bochner from Sim in LA. He also worked on The Leftovers with Damon. The DP, Greg Middleton, and Todd worked closely on the final color for the look that Greg and I had designed for the shoot, and it turned out great. (Read our interview with Middleton here.)

Nicole Kassell on set – Credit: Mark Hill/HBO

Will there be a second season?
That’s what everyone’s asking, right? But with the pandemic, there are no plans at the moment. It’s wait and see.

There’s a lot of talk about the lack of diversity in the entertainment business, Are things better in TV for women?
Yes, far better. Just look at the number of TV shows and episodes directed by women compared to the number of movies. It’s crazy, given how many superhero movies now star women, that so few women get the chance to direct them. It’s changing, but very slowly. There’s just far more opportunity in TV.

What advice would you give young women who’d like to direct?
Create or find material that you can also direct. That hasn’t changed from when I started. It takes enormous perseverance. If there’s anything else you might like to do, you probably should do it. For me, there was nothing else I wanted to do.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

Showrunning HBO’s dark drama Perry Mason

By Iain Blair

Perry Mason is back. But HBO’s homage to TV’s most famous legal eagle bears little resemblance to the classic Raymond Burr drama from the ‘50s and ‘60s. In an origin story that is both dark and visually beautiful, the series stars Matthew Rhys as a young Perry Mason, a struggling investigator working for a lawyer and mentor played by John Lithgow.

Kat Goodson

It’s set in Los Angeles in the 1930s and while the rest of the country struggles through the Great Depression, the city is booming thanks to oil money, the Olympic Games, talking pictures and evangelical fervor. When the kidnapping of an infant goes very, very wrong, Mason and his team take on the case of defending the parents in a twisty landscape full of moral chaos.

The HBO show is executive produced by Robert Downey Jr., Susan Downey, Ron Fitzgerald (showrunner), Joseph Horacek, Rolin Jones (showrunner), Amanda Burrell, Timothy Van Patten (who also directs) and Aida Rodgers. Lead actor Rhys is also a producer, and Katrin L. “Kat” Goodson is co-producer and handles a lot of the post.

I recently talked with Fitzgerald and Goodson about making the show, the challenges and the post production workflow.

What sort of show did you set out to make?
Ron Fitzgerald: Rolin and I didn’t want to just do a repeat of the Raymond Burr show, where he’s breaking people down on the stand every week. That’s been done very well, and we didn’t see any new ground there to cover. So instead we came up with this origin story — what made the character tick? What made him this super defense attorney? It’s noir, so we thought, “Can we do a TV show that’s like the Chinatown movie and make it at that level and with that complexity of storytelling and visual richness?” That was the goal we set for ourselves.

Talk about the look you went for on the show, and where did you shoot?
Fitzgerald: We talked a lot about it with director Timothy Van Patten, our production designer John Goldsmith and our DPs Dave Franco and Darran Tiernan, and they just set the template for the whole dark, noir look we wanted, with great, moody lighting and striking shot composition. One of the big problems was that nearly all of the architecture in LA from the ‘30s is long gone now, so recreating all that wasn’t easy. In the end we shot all over LA — from downtown to San Pedro and Pasadena — and did a lot of work in post to pull the whole tapestry together.

What cameras and lenses did you shoot on?
Kat Goodson: We shot with the Sony Venice 6K 3:2 full sensor (6048×4032) with a 2:1 aspect ratio and anamorphic lenses. Since the show is set in 1932 Depression-era LA, color management was vital to our process. It was important to establish the LUTs for both our dailies department and editorial and VFX crews in preproduction and maintain those looks throughout the process.

Our creative team would always be able to see a true representation of what the show would look like, whether they were on set, in editorial or watching dailies on their computers. Managing the look of the show was considered in every step of post production.

Where did you post?
Goodson: At Technicolor SGS and Technicolor Sound Services.

You had three editors — Mako Kamitsuna, Meg Reticker and Ron Rosen. How did that work?
Fitzgerald: In TV it’s always such a tight schedule, so Mako cut the first three episodes, Meg did the next three and Ron cut the last two. We began editing on the Paramount lot and then moved as everything got so messed up with COVID. By the end we were all working mostly remotely.

I’ve actually been based in Montana since March, and instead of sitting in a room with the editors and director and going through it all frame by frame, it was mostly looking at cuts and giving notes, which is a way of working that I actually prefer. Kat did a great job of making sure we all had the same monitors, headsets and gear, so we were all looking at exactly the same thing remotely.

What are the big editing challenges?
Fitzgerald: Walking the fine line between over-explaining stuff and maintaining the mystery. How much of the exposition can you pull out and still keep people drawn in and focused correctly? Especially when it’s information you need as a viewer. You don’t want to spoil the suspense.

Goodson: Perry Mason is a big story with a well-known character at its center. Deciding what to include and what to cut out was our biggest challenge.

This show has a great score and great sound design. Talk about the importance of sound and music to you and working with supervising sound editor Brad North.
Goodson: We did it all at Technicolor, and sound and music design was the last, biggest step in world-building. With a great jazz score by Terence Blanchard, multiple locales and the Great Depression as our backdrop, we worked closely with Brad and our sound team — including sound re-recording mixers Joe DeAngelis and Chris Carpenter — to bring our characters and their stories to life.

What about all the VFX? What’s involved with VFX supervisor Justin Ball?
Fitzgerald: We had various vendors working on them (including Digital Domain, Pixomondo, Technicolor VFX and Lola VFX), as we had a ton of VFX, which you always do when it’s a period piece. And there was also the usual cleanup and replacement stuff on top of some quite complicated sequences, like the Angels Flight one in downtown LA.

Goodson: Re-constructing Angels Flight was the most challenging VFX sequence of the season. Building a locale that only partly still exists in a heavily populated area in downtown LA was challenging for both production and post. Justin Ball and the folks at Digital Domain spent several months fine-tuning the location to make it feel both believable and familiar to the audience.

Where did you do the DI, and how closely do you work with colorist Pankaj Bajpai?
Goodson: We worked very closely with Pankaj Bajpai and his color team at Technicolor. From building and refining the LUTs in preproduction to delivering the final archive masters, color design was always at the forefront of our process.

Given the COVID-19 crisis, you finished Season 1 just in time. Have you started working on Season 2?
Fitzgerald: We have. We finished shooting Season 1 around mid-January and were well into post by the time it really hit, so we were really lucky compared with a lot of shows that were shut down. For Season 2, we’ve set up a writer’s room, but I find the online room difficult and exhausting, as you get so tired just staring at a screen all day. Looking ahead, we’ll have to see what happens, but we’d love it to run for quite a while, and there’s no shortage of material, as Erle Stanley Gardner wrote over 80 Perry Mason books.

Do you like being showrunners?
Fitzgerald: We do, especially the writing part and post, and collaborating with actors, directors, editorial, the music and sound teams. We love all of that, but all the administration and logistics aren’t so much fun.

What are the big challenges of running this show?
Fitzgerald: For me, it’s all the organizational aspects. There are a lot of moving parts to deal with, a huge cast. And once you leave the creative challenges, which are always welcome, it’s far less enjoyable.


Industry insider Iain Blair has been interviewing the biggest directors in Hollywood and around the world for years. He is a regular contributor to Variety and has written for such outlets as Reuters, The Chicago Tribune, The Los Angeles Times and the Boston Globe.

The sonic language of HBO’s The Outsider

By Patrick Birk

Based on Steven King’s 2018 novel of the same name, HBO’s The Outsider spins a chilling tale that begins when a model citizen from a small town in Georgia (played by Jason Bateman, an executive producer on the series) is accused of murdering a child. Detective Ralph Anderson (Ben Mendelsohn) digs deeper into the case with the help of a savant PI named Holly Gibney (Cynthia Erivo).

Mandell Winter – Credit: Sumiko Braun

Mandell Winter, who worked as the supervising sound editor on the project out of Sony Pictures Studios, was kind enough to speak with me about how he and his team created a soundtrack that sold the series’ many chilling moments. Winter’s other recent credits include Apple TV+’s Defending Jacob and Quibi’s #Freerayshawn. Last year he earned two Emmy noms for his work on Deadwood: The Movie and HBO’s True Detective.

The series is laden with tension. It’s lots of suspense punctuated by these unsettling moments. Did you develop a method for developing the suspense and horror throughout the show? If there was a method to the madness, how did you achieve it without it going stale?
Picture editors Tad Dennis, Leo Trombetta, Dorian Harris and Daniel James Scott developed the pacing through the cut, and then it was our job to interpret that. We developed a sonic language and let it evolve throughout the course of the show. We didn’t want to stay on one idea too long.

An example of this would be the scene where Fred Peterson attempts suicide. Originally, we had taken that scene and punctuated certain movements in tying the knot in the sheet or stepping on the bed. When we finally got to the mix stage and played everything, we started pulling stuff out. It became more powerful just letting the clock tick, then coming in with impact of the window breaking that brings us back into the real world.

There are points where I felt like it was very much stripped back to the bare essentials.
The nature of the show lent itself to that. We had very internal moments with our characters that allowed us to strip everything back and then come in with bold statements. It allowed for a dynamic mix.

Those dynamics play well at that moment when Jack fires a single pistol round in the middle of the woods. Just the space around that was huge to me.
Yeah, going from the quiet and the solitude of being in the forest and then having something as jarring as a gunshot goes a long way. Even though it may not be the loudest point in the show, it appears louder because it’s surrounded by silence. So we’re playing with the psychoacoustics as well.

Much of the design is a kind of stylized realism. What were some of your favorite hyper-real elements to work on when the show takes a surreal turn?
I’m particularly fond of the last episode because it gave each character his or her moment. The edit was stylized, and we went from big action to slo mo and focused on the tiniest detail — like when we’d cut between the caves where we’d hear El Cuco, and we’d cut back out to the shootout.

There were moments for everything, and it wasn’t like dialogue was competing with sound effects. Everything had its moment, and it became this beautiful dance that allowed us to pull everything back and then hit with these dynamic punches to create a wonderful mix and a wonderful-sounding show.

(While the sound crew was from Sony Pictures, they mixed at Deluxe on Stage 5 in Hollywood on the Avid S6 Console in 5.1.)

There’s a moment where Holly Gibney is alone in the dark and lets out a massive scream. How did you process that?
That was an interesting moment because the scream from production was not as long as the shot held. Cynthia Erivo put so much energy into it that she ran out of air. So we had to stretch the sound, and it was difficult to do without artifacting and having it become totally unusable since it’s a throaty scream. It’s not just a single tone that we could stretch; it had movement to it. But we found a couple different tools that helped us.

We started with Serato Pitch ‘n Time, and I think we ended up with an old plugin, Paulstretch, that allows you to stretch really, really long.

As a sound designer, would you appreciate if the recording standard moved to 96KHz?
I’d be open to it. It gives us more room for processing if we need to, especially in denoising. It could be helpful for time-stretching, as well.

How did you approach the voice of El Cuco?
The voice of El Cuco evolved over time because it goes from host to host — different actors as El Cuco. We passed different versions back and forth with Jason Bateman, trying to figure out what the exact right amount of manipulation was. We layered production, and then during stages between the hosts, we added more of an animalistic element to it and created that kind of growly sound that El Cuco has prior to becoming Claude later on.

I was specifically thinking of Claude in the cave scene at the end. What were you using for the delays and the reverbs there?
I believe we used The Cargo Cult’s Slapper quite a bit. I’m really proud of the caves and how that turned out because they filmed in actual caves. The production recordings had some problems that presented our dialogue editor, Micah Loken, with a real challenge. But once he cleaned that up, we were able to apply the reverb and the delay to make it universal, so everything felt like it was moving throughout the space.

Was that the case even in the flashback to the ‘40s, when they searched the cave for the Walker boys? Having a group of men running through a cave with jangling lanterns seems very difficult to deal with.
We ADR’d a little added bit here and there, but it was mostly production that we were able to clean up. We also added Foley to sweeten everything in there.

You mentioned that the picture editors set the tone of the show. I noticed a cut that coincides with a transient, when officer Tamika Collins’ crutch hit the station floor super-hard. Were you in contact with the picture department during the editing process?
I’ll go in for a spotting session early sometimes, before they turn it over to me, or I may get several versions of a cut. It’s not one of those shows where you get it locked and you just go forward; it’s evolving. So I may get three or four versions of an episode before we’re done. But in that particular instance, that was always there, and we were just like, “Okay, we need a loud sound there to punctuate the cut.” It’s reading what’s in front of you and interpreting how to present it.

What was the collaboration like with Jason Bateman and the rest of the creative team?
We work closely with the creative team. I’m in frequent contact with co-producer Lori Slomka and the editors. We reached out to Jason and got notes from him to discuss concepts and ideas, particularly in coming up with the voice of El Cuco. We’d pass ideas back and forth and then get him to sign off on stuff to make sure that we were interpreting his vision.

I think my biggest takeaway from early meetings was that we didn’t want to follow the traditional tropes of the genre. We wanted to play more in the psychological and less in the big jump scares. It really is in the ominous and almost insidious nature of this creature that you simply don’t know — and as the characters figure it out, so does the audience.

A major theme of the show was grief. Obviously, El Cuco feeds on it.
It’s interesting because this year I have worked on a handful of shows that deal with grief, like Defending Jacob.

We had the concept of grief in mind as we worked on The Outsider, and my team and I discussed, “What does grief sound like, and how do you play that?” We’ve found that by letting the actor remain in the environment and slowly peeling it back, silence became much more powerful, rather than just putting in sounds for sound’s sake.

The design and the score were tightly woven in and out of one another throughout the show. Did you collaborate with the music department from the beginning?
We worked closely with our music editor, Michael Brake, but the composers, Danny Bensi and Saunder Jurriaans, did a phenomenal job — their music was so haunting. When we were editing, we only had temp music, so we weren’t exactly sure what was coming to us.

Once we heard the themes on the first episode, we kind of knew what to expect, so we worked on the design in layers. The mindset was, “We want highs, mids, lows and maybe some sub stuff in there.” That way, we could peel layers back as needed so it wouldn’t compete with the music and would be complementary. We’d say, “Hey, this low-end stuff is competing. It’s getting muddy. Let’s turn that off and go with just this mid-rangy supporting piece or this high-end tension that’s not in the music.”

Having done that preparation, we brought it to the stage and worked with mixers Tateum Kohut and Greg Orloff. They blended everything so tightly that you didn’t know where one element was handing off to the other at times; it was really beautiful.

I’d also like to highlight my crew. Without them, there’s nothing. They’re a huge part of this show. Also, I’d be lost without my assistant, Eryne Prine. They all deserve the shout-outs.

Did you incorporate any techniques you developed on past procedurals, such as True Detective?
Projects build on each other, so it’s an accumulated knowledge base. I’ll learn something from one show, and I may apply a technique later to another show, whether it be the next project or four or five down the line. As you go along, you learn different ways to tell stories with sound. I’m a constant student now, trying to figure out what works and what doesn’t and how we can grow.


Patrick Birk is a musician, sound engineer and post pro at Silver Sound, a boutique sound house based in New York City.

MTI Film’s Cortex v5.3 renders multiple dailies formats at once time

MTI Film has released Cortex v5.3, the latest version of its family of products for managing workflows on set and in post. This latest release includes new features that make managing and processing data during production and post more efficient. It also adds support for the latest sound and picture formats and delivery requirements of leading distributors, including Netflix, HBO, Hulu and Quibi.

Cortex v5.3 is available in five editions, including two for DIT applications, a full-featured dailies application, an Enterprise package for post and delivery and a quality control application. The software runs on Windows 7 and 10 and uses one or more Nvidia GPUs.

New Features:
– The ability to render multiple formats simultaneously, accelerating dailies processing and other workflows.
– The option to automatically apply IMF delivery specs for HBO and Hulu as well as support for the 16:9 aspect ratio (portrait and landscape) used by the new streaming service Quibi.
– MTI Film worked with Netflix engineers to align the dead pixel detection and repair tools featured in the Enterprise edition of Cortex v5.3 with the Netflix detection algorithm. This solution, which involves importing a .csv file supplied by Netflix, means content can be prepared for Netflix while avoiding multiple redeliveries to fix all pixel defects.
– A new loudness meter includes features for monitoring, measuring and analyzing audio levels, with results viewable in graphical reports across the full timeline. It makes it easier to ensure delivery media conforms to loudness standards.
– Region of interest control for dead pixel detection.
– Composition reel to render individual events.
– Still frame exports can include window burns.
– ARRI look processing for 3D LUTs or CDL values in MXF.
– EXR custom pixel aspect ratio.
– Support for Alexa Mini LF camera.
– Framing tools for picture rotation.
– Fast import for large folders of media files.
– Support for Dolby Atmos audio reading and writing.
– The ability to combine and render multiple audio configs from a composition.

DP Chat: Cinematographer John Grillo talks Westworld, inspiration

By Randi Altman

HBO’s Westworld ended its third season in early May, and it was quite a ride. There was anarchy, rioting, robots, humans, humans who are really robots, robots who had other robots’ brains. Let’s just say there was a lot going on. This season took many of our characters — including Dolores, Maeve, Bernard and the Man in Black — out of the Westworld park and into the real world, meaning the look of the show needed to feel different.

John Grillo on set

Cinematographer John Grillo has shot eight Westworld episodes spanning Seasons 2 and 3. In fact, he earned an Emmy nomination for his work on Season 2. His resume is full of episodic work and includes TNT’s new series Snowpiercer, The Leftovers and Preacher, among many others.

We reached out to Grillo to find out about his process on Westworld and how he found his way to cinematography.

The most current season of Westworld has completely different locations than in previous years — we are now in the outside world. How did this change the look?
We introduced more LED practical fixtures in both interior and exterior sets. The idea was to create more linear patterns of illumination. Production designer Howard Cummings created sets that incorporated this futuristic motif, whether built on stage or added them to existing locations.

We relied much more on the art department and post VFX to help us eliminate certain elements in the background that would bump against the story. Beyond that, we endeavored to find locations in Los Angeles, Spain and Singapore that either already had a futuristic vibe about them or that we could touch up with VFX. There were some that needed no extra work, like the City of Arts and Sciences in Valencia, Spain, which became Delos Headquarters, and another location in Barcelona called La Fabrica, which used to be a cement factory that architect Ricardo Bofill converted into his offices and living quarters. This would become the character Serac’s home. In the near future, not everything has changed so dramatically, so we focused on key elements like vehicles and buildings.

DP Paul Cameron, who shot the show’s pilot, directed Episode 4 this season, which you shot for him. Tell us about working together on that episode.
I’ve known Paul Cameron for many years and assisted him on a few occasions, most notably on Collateral. I’ve always admired his lighting, so needless to say there was a healthy mix of excitement and fear on my part when I heard I’d be shooting his directorial debut!

I have shot episodic TV for other DP-directors and I’ve been in that situation myself — recently directing episodes for Preacher — so I came in with a new appreciation of how difficult it is to direct.

Working with a fellow cinematographer makes the communication a lot smoother; if he asked me for a specific look or feel we were able to speak in shorthand. He was very respectful of my opinions and let me do my thing, and at the same time I was able to help him like I would any director. He came up with some great ideas that were not in the script, particularly for the opening sequence with Ed Harris. Anybody directing for the first time with actors of the caliber that we have in Westworld would be a nervous wreck, but Paul was very much in control, and we managed to have fun in the process.

What camera was Westworld shot on? What about lenses?
We shot on Kodak 35mm stock with ARRICAM ST and LT, 435 and 235 cameras using ARRI Master Primes serviced from Keslow Camera. They were very helpful in securing HD video taps for us, which were invaluable. We also shot anamorphic sequences with Cooke Anamorphic primes. We did shoot a little bit of digital here and there for wide-angle night exteriors of skylines just to make the buildings pop. For that we used the Sony Venice camera with ARRI Signature Primes. We also used the Rialto extension on the Venice to create a camera rig we mounted on a DJI Ronin-S that we called the Hobo Cam. This allowed us to shoot in the crowded streets of Singapore unnoticed — the idea being that it was a one-man operation with the body of the camera in a backpack and the sensor module mounted on the Ronin. We used Zeiss Super Speeds to keep the weight down.

Tell us about the color grade. How do you work with the colorist?
I worked remotely with Kostas Theodosiou, who was our final colorist at FotoKem. He is new to the show this season, so we had some conversations over the phone early on. I would send reference stills to dailies colorist Jon Rocke after each shoot day in an effort to lock down the look we were going for ahead of time.

We were tweaking as we went along, even retransferring some dailies when we didn’t feel they were right. For me skin tones are very important. We spent a lot of time correcting them. Film is amazing in that respect, but when you transfer it to the digital domain, it takes a lot of know-how from the colorist to dig for them.

You also shot TNT’s new Snowpiercer series. Both shows feature a lot of visual effects. How does that affect your work?
It’s like working with a ghost. You know it’s there, but you can’t see it. I’ve worked with some great VFX artists, so I depend on them to keep me on the right track. Sometimes I affect what they do by suggesting a certain look or vice versa, but it’s all worked out in prep, so usually we are on the same page when it comes time to shoot.

It used to be more complicated when I was coming up in terms of the execution, locking down cameras with 20 C-stands and such. Now they’ve come a long way, and there’s nothing they can’t do. I usually don’t even see their work until the show comes out, so it’s always a pleasant surprise.

How did you become interested in cinematography?
It was by happenstance. My dad is a jazz guitarist, and my mother is a painter. Growing up, I was surrounded by music and painting. There were plenty of art books in my mom’s house in Acapulco, where I was raised, so early on I had an interest in the visual arts.

When I was living in Mexico City, I got a job on an American film that was shooting in town. After working as a PA in various departments, I ended up with the VFX crew, and that was my first time being near a film camera. The assistants began teaching me how to load the old Mitchell and VistaVision cameras, and after principal photography was done, they offered me a job in LA as a loader.

After that I worked as an assistant for many years and was lucky to work for some of the best cinematographers around. What really turned me on to the art of cinematography was discovering the connection to my childhood interests and seeing how certain cinematographers were, in fact, painting with light. Vittorio Storaro, Sven Nykvist, Nestor Almendros and Conrad Hall were channeling Rembrandt, Vermeer and Caravaggio. I began paying more attention to the craft as I continued assisting DPs and then decided to make the leap.

What inspires you artistically?
I draw a lot of inspiration from the other arts. Paintings, photography, music and dance are great tools for learning about color, composition, rhythm and movement. For example, music is very helpful for camera choreography. How slow or how fast the dolly moves or how long a focus rack takes is always linked to the rhythm of a scene, so it becomes a beautiful dance with the actors. That’s why we always talk about beats in a scene like we do with music.

Looking back over the past few years, what new technology has changed the way you work?
Probably the advent of LED lights. It’s been a game-changer, particularly on tight schedules. Having a dimmer board able to control not just the intensity but also color and angle has freed up time to think about the other dozen things that go into creating an image.

What are some of your best practices or rules you try to follow on each job?
For me it’s about paying attention. Having your antennas up. Listening to the director. Working on a film is a group effort and I like being involved in the process and want my crew to feel the same way. We spend more time with each other than with our families, so it’s important that everyone is inspired to do their best work but also have fun doing it. The rule is always to serve the story and the director’s vision.

What’s your go-to gear — things you can’t live without?
It all depends on the project. Lately I’ve been impressed with the Sony Venice camera. I love the high ISO setting for low-light scenes. Also, I’ve grown quite dependent on the Astera Titan tubes for lighting. They are like Kino Flos but wireless, battery-powered and color-controlled. They can quickly get you out of a jam.


Randi Altman is the founder and editor-in-chief of postPerspective. She has been covering production and post production for more than 20 years. 

Behind the Title: Sound Lounge ADR mixer Pat Christensen

This ADR mixer was a musician as a kid and took engineering classes in college, making him perfect for this job.

Name: Pat Christensen

Company: Sound Lounge (@soundloungeny)

What’s your job title?
ADR mixer

What does Sound Lounge do?
Sound Lounge is a New York City-based audio post facility. We provide sound services for TV, commercials, feature films, television series, digital campaigns, games, podcasts and other media. Our services include sound design, editing and mixing; ADR recording and voice casting.

What does your job entail?
As an ADR mixer, I re-record dialogue for film and television. It is necessary when dialogue cannot be recorded properly on the set or for creative reasons or because additional dialogue is needed. My stage is set up differently from a standard mix stage as it includes a voiceover booth for actors.

We also have an ADR stage with a larger recording environment to support groups of talent. The stage also allows us to enhance sound quality and record performances with greater dynamics, high and low. The recording environment is designed to be “dead,” that is without ambient sound. That results in a clean recording so when it gets to the next stage, the mixer can add reverb or other processing to make it fit the environment of the finished soundtrack.

What would people find most surprising about your job?
People who aren’t familiar with ADR are often surprised how it’s possible to make an actor’s voice lipsync perfectly with the image on screen and indistinguishable from dialogue recorded on the day.

What’s your favorite part of the job?
Interacting with people — the sound team, the director or the showrunner, and the actors. I enjoy helping directors in guiding the actors and being part of the creative process. I act as a liaison between the technical and creative sides. It’s fun and it’s different every day. There’s never a boring session.

What’s your least favorite?
I don’t know if there is one. I have a great studio and all the tools that I need. I work with good people. I love coming to work every day.

What’s your most productive time of the day?
Whenever I’m booked. It could be 9am. It could be 7a.m. I do night sessions. When the client needs the service, I am ready to go.

If you didn’t have this job, what would you be doing instead?
In high school, I played bass in a punk rock band. I learned the ins and outs of being a musician while taking classes in engineering. I also took classes in automotive technology. If I’d gone that route, I wouldn’t be working in a muffler shop; I’d be fine-tuning Formula 1 engines.

How early on did you know that sound would be your path?
My mom bought me a four-string Washburn bass for Christmas when I was in the eighth grade, but even then I was drawn to the technical side. I was super interested in learning about audio consoles and other gear and how they were used to record music. Luckily, my high school offered a radio and television class, which I took during my senior year. I fell in love with it from day one.

Silicon Valley

What are some of your recent projects?
I worked on the last season of HBO’s Silicon Valley and the second season of CBS’ God Friended Me. We also did Starz’s Power and the new Adam Sandler movie Palm Springs. There are many more credits on my IMDB page. I try to keep it up-to-date.

Is there a project that you’re most proud of?
Power. We’ve done all seven seasons. It’s been exciting to watch how successful that show has become. It’s also been fun working with the actors and getting to know many of them on a personal level. I enjoy seeing them whenever they come it. They trust me to bridge the gap between the booth and the original performance and deliver something that will be seen, and heard, by millions of people. It’s very fulfilling.

Name three pieces of technology you cannot live without.
A good microphone, a good preamp and good speakers. The speakers in my studio are ADAM A7Xs.

What social media channels do you follow?
Instagram and Facebook.

What do you do to relax?
I play hockey. On weekends, I enjoy getting on the ice, expending energy and playing hard. It’s a lot of fun. I also love spending time with my family.

De-aging John Goodman 30 years for HBO’s The Righteous Gemstones

For HBO’s original series The Righteous Gemstones, VFX house Gradient Effects de-aged John Goodman using its proprietary Shapeshifter tool, an AI-assisted tool that can turn back the time on any video footage. With Shapeshifter, Gradient sidestepped the Uncanny Valley to shave decades off Goodman for an entire episode, delivering nearly 30 minutes of film-quality VFX in six weeks.

In the show’s fifth episode, “Interlude,” viewers journey back to 1989, a time when the Gemstone empire was still growing and Eli’s wife, Aimee-Leigh, was still alive. But going back also meant de-aging Goodman for an entire episode, something never attempted before on television. Gradient accomplished it using Shapeshifter, which allows artists to “reshape” an individual frame and the performers in it and then extend those results across the rest of a shot.

Shapeshifter worked by first analyzing the underlying shape of Goodman’s face. It then extracted important anatomical characteristics, like skin details, stretching and muscle movements. With the extracted elements saved as layers to be reapplied at the end of the process, artists could start reshaping his face without breaking the original performance or footage. Artists could tweak additional frames in 3D down the line as needed, but they often didn’t need to, making the de-aging process nearly automated.

“Shapeshifter an entirely new way to de-age people,” says Olcun Tan, owner and visual effects supervisor at Gradient Effects. “While most productions are limited by time or money, we can turn around award-quality VFX on a TV schedule, opening up new possibilities for shows and films.”

Traditionally, de-aging work for film and television has been done in one of two ways: through filtering (saves time, but hard to scale) or CG replacements (better quality, higher cost), which can take six months to a year. Shapeshifter introduces a new method that not only preserves the actor’s original performance, but also interacts naturally with other objects in the scene.

“One of the first shots of ‘Interlude’ shows stage crew walking in front of John Goodman,” describes Tan. “In the past, a studio would have recommended a full CGI replacement for Goodman’s character because it would be too hard or take too much time to maintain consistency across the shot. With Shapeshifter, we can just reshape one frame and the work is done.”

This is possible because Shapeshifter continuously captures the face, including all of its essential details, using the source footage as its guide. With the data being constantly logged, artists can extract movement information from anywhere on the face whenever they want, replacing expensive motion-capture stages, equipment and makeup teams.

VFX in Series: The Man in the High Castle, Westworld

By Karen Moltenbrey

The look of television changed forever starting in the 1990s as computer graphics technology began to mature to the point where it could be incorporated within television productions. Indeed, the applications initially were minor, but soon audiences were witnessing very complicated work on the small screen. Today, we see a wide range of visual effects being used in television series, from minor wire and sign removal to all-CG characters and complete CG environments — pretty much anything and everything to augment the action and story, or to turn a soundstage or location into a specific locale that could be miles away or even non-existent.

Here, we examine two prime examples where a wide range of visual effects are used to set the stage and propel the action for a pair of series with very unique settings. For instance, The Man in the High Castle uses effects to turn back the clock to the 1960s, but also to create an alternate reality for the period, turning the familiar on its head. In  Westworld, effects create a unique Wild West of the future. In both series, VFX also help turn up the volume on these series’ very creative storylines.

The Man in the High Castle

What would life in the US be like if the Axis powers had defeated the Allied forces during World War II? The Amazon TV series The Man in the High Castle explores that alternate history scenario. Created by Frank Spotnitz and produced by Amazon Studios, Scott Free Productions, Headline Pictures, Electric Shepherd Productions and Big Light Productions, the series is scheduled to start its fourth and final season in mid-November. The story is based on the book by Philip K. Dick.

High Castle begins in the early 1960s in a dystopian America. Nazi Germany and the Empire of Japan have divvied up the US as their spoils of war. Germany rules the East, known as the Greater Nazi Reich (with New York City as the regional capital), while Japan controls the West, known as the Japanese Pacific States (whose capital is now San Francisco). The Rocky Mountains serve as the Neutral Zone. The American Resistance works to thwart the occupiers, spurred on after the discovery of materials displaying an alternate reality where the Allies were victorious, making them ponder this scenario.

With this unique storyline, visual effects artists were tasked with turning back the clock on present-day locations to the ’60s and then turning them into German- and Japanese-dominated and inspired environments. Starting with Season 2, the main studio filling this role has been Barnstorm Visual Effects (Los Angeles, Vancouver). Barnstorm operated as one of the vendors for Season 1, but has since ramped up its crew from a dozen to around 70 to take on the additional work. (Barnstorm also works on CBS All Access shows such as The Good Fight and Strange Angel, in addition to Get Shorty, Outlander and the HBO series Room 104 and Silicon Valley.)

According to Barnstorm co-owner and VFX supervisor Lawson Deming, the studio is responsible for all types of effects for the series — ranging from simple cleanup and fixes such as removing modern objects from shots to more extensive period work through the addition of period set pieces and set extensions. In addition, there are some flashback scenes that call for the artists to digitally de-age the actors and lots of military vehicles to add, as well as science-fiction objects. The majority of the overall work entails CG set extensions and world creation, Deming explains, “That involves matte paintings and CG vehicles and buildings.”

The number of visual effects shots per episode also varies greatly, depending on the story line; there are an average of 60 VFX shots an episode, with each season encompassing 10 episodes. Currently the team is working on Season 4. A core group of eight to 10 CG artists and 12 to 18 compositors work on the show at any given time.

For Season 3, released last October, there are a number of scenes that take place in the Reich-occupied New York City. Although it was possible to go to NYC and photograph buildings for reference, the city has changed significantly since the 1960s, “even notwithstanding the fact that this is an alternate history 1960s,” says Deming. “There would have been a lot of work required to remove modern-day elements from shots, particularly at the street level of buildings where modern-day shops are located, even if it was a building from the 1940s, ’50s or ’60s. The whole main floor would have needed replaced.”

So, in many cases, the team found it more prudent to create set extensions for NYC from scratch. The artists created sections of Fifth and Sixth avenues, both for the area where American-born Reichmarshall and Resistance investigator John Smith has his apartment and also for a parade sequence that occurs in the middle of Season 3. They also constructed a digital version of Central Park for that sequence, which involved crafting a lot of modular buildings with mix-and-match pieces and stories to make what looked like a wide variety of different period-accurate buildings, with matte paintings for the backgrounds. Elements such as fire escapes and various types of windows (some with curtains open, some closed) helped randomize the structures. Shaders for brick, stucco, wood and so forth further enabled the artists to get a lot of usage from relatively few assets.

“That was a large undertaking, particularly because in a lot of those scenes, we also had crowd duplication, crowd systems, tiling and so on to create everything that was there,” Deming explains. “So even though it’s just a city and there’s nothing necessarily fantastical about it, it was almost fully created digitally.”

The styles of NYC and San Francisco are very different in the series narrative. The Nazis are rebuilding NYC in their own image, so there is a lot of influence from brutalist architecture, and cranes often dot the skyline to emphasize all the construction taking place. Meanwhile, San Francisco has more of a 1940s look, as the Japanese are less interested in influencing architectural changes as they are in occupation.

“We weren’t trying to create a science-fiction world because we wanted to be sure that what was there would be believable and sell the realistic feel of the story. So, we didn’t want to go too far in what we created. We wanted it to feel familiar enough, though, that you could believe this was really happening,” says Deming.

One of the standout episodes for visual effects is “Jahr Null” (Season 3, Episode 10), which has been nominated for a 2019 Emmy in the Outstanding Special Visual Effects category. It entails the destruction of the Statue of Liberty, which crashes into the water, requiring just about every tool available at Barnstorm. “Prior to [the upcoming] Season 4, our biggest technical challenge was the Statue of Liberty destruction. There were just so many moving parts, literally and figuratively,” says Deming. “So many things had to occur in the narrative – the Nazis had this sense of showmanship, so they filmed their events and there was this constant stream of propaganda and publicity they had created.”

There are ferries with people on them to watch the event, spotlights are on the statue and an air show with music prior to the destruction as planes with trails of colored smoke fly toward the statue. When the planes fire their missiles at the base of the statue, it’s for show, as there are a number of explosives planted in the base of the statue that go off in a ring formation to force the collapse. Deming explains the logistics challenge: “We wanted the statue’s torch arm to break off and sink in the water, but the statue sits too far back. We had to manufacture a way for the statue to not just tip over, but to sort of slide down the rubble of the base so it would be close enough to the edge and the arm would snap off against the side of the island.”

The destruction simulation, including the explosions, fire, water and so forth, was handled primarily in Side Effects Houdini. Because there was so much sim work, a good deal of the effects work for the entire sequence was done in Houdini as well. Lighting and rendering for the scene was done within Autodesk’s Arnold.

Barnstorm also used Blender, an open-source 3D program for modeling and asset creation, for a small portion of the assets in this sequence. In addition, the artists used Houdini Mantra for the water rendering, while textures and shaders were built in Adobe’s Substance Painter; later the team used Foundry’s Nuke to composite the imagery. “There was a lot of deep compositing involved in that scene because we had to have the lighting interact in three dimensions with things like the smoke simulation,” says Deming. “We had a bunch of simulations stacked on top of one another that created a lot of data to work with.”

The artists referenced historical photographs as they designed and built the statue with a period-accurate torch. In the wide aerial shots, the team used some stock footage of the statue with New York City in the background, but had to replace pretty much everything in the shot, shortening the city buildings and replacing Liberty Island, the water surrounding it and the vessels in the water. “So yeah, it ended up being a fully digital model throughout the sequence,” says Deming.

Deming cannot discuss the effects work coming up in Season 4, but he does note that Season 3 contained a lot of digital NYC. This included a sequence wherein John Smith was installed as the Reichmarshall near Central Park, a scene that comprised a digital NYC and digital crowd duplication. On the other side of the country, the team built digital versions of all the ships in San Francisco harbor, including CG builds of period Japanese battleships retrofitted with more modern equipment. Water simulations rounded out the scene.

In another sequence, the Japanese performed nuclear testing in Monument Valley, blowing the caps off the mesas. For that, the artists used reference photos to build the landscape and then created a digital simulation of a nuclear blast.

In addition, there were a multitude of banners on the various buildings. Because of the provocative nature of some of the Nazi flags and Fascist propaganda, solid-color banners were often hung on location, with artists adding the offensive VFX image in post as to not upset locals where the series was filmed. Other times, the VFX artists added all-digital signage to the scenes.

As Deming points out, there is only so much that can be created through production design and costumes. Some of the big things have to be done with visual effects. “There are large world events in the show that happen and large settings that we’re not able to re-create any other way. So, the visual effects are integral to the process of creating the aesthetic world of the show,” he adds. “We’re creating things that while they are visually impressive, also feel authentic, like a world that could really exist. That’s where the power and the horror of the world here comes from.”

High Castle is up for a total of three Emmy awards later this month. It was nominated for three Emmys in 2017 for Season 2 and four in 2016 for Season 1, taking home two Emmys that year: one for Outstanding Cinematography for a Single-Camera Series and another for Outstanding Title Design.

Westworld

What happens when high tech meets the Wild West, and wealthy patrons can indulge their fantasies with no limits? That is the premise of the Emmy-winning HBO series Westworld from creators Jonathan Nolan and Lisa Joy, who executive produce along with J.J. Abrams, Athena Wickham, Richard J. Lewis, Ben Stephenson and Denise Thé.

Westworld is set in the fictitious western theme park called Westworld, one of multiple parks where advanced technology enables the use of lifelike android hosts to cater to the whims of guests who are able to pay for such services — all without repercussions, as the hosts are programmed not to retaliate or harm the guests. After each role-play cycle, the host’s memory is erased, and then the cycle begins anew until eventually the host is either decommissioned or used in a different narrative. Staffers are situated out of sight while overseeing park operations and performing repairs on the hosts as necessary. As you can imagine, guests often play out the darkest of desires. So, what happens if some of the hosts retain their memories and begin to develop emotions? What if some escape from the park? What occurs in the other themed parks?

The series debuted in October 2016, with Season 2 running from April through June of 2018. The production for Season 3 began this past spring and it is planned for release in 2020.

The first two seasons were shot in various locations in California, as well as in Castle Valley near Moab, Utah. Multiple vendors provide the visual effects, including the team at CoSA VFX (North Hollywood, Vancouver and Atlanta), which has been with the show since the pilot, working closely with Westworld VFX supervisor Jay Worth. CoSA worked with Worth in the past on other series, including Fringe, Undercovers and Person of Interest.

The number of VFX shots per episode varies, depending on the storyline, and that means the number of shots CoSA is responsible for varies widely as well. For instance, the facility did approximately 360 shots for Season 1 and more than 200 for Season 2. The studio is unable to discuss its work at this time on the upcoming Season 3.

The type of effects work CoSA has done on Westworld varies as well, ranging from concept art through the concept department and extension work through the studio’s environments department. “Our CG team is quite large, so we handle every task from modeling and texturing to rigging, animation and effects,” says Laura Barbera, head of 3D at CoSA. “We’ve created some seamless digital doubles for the show that even I forget are CG! We’ve done crowd duplication, for which we did a fun shoot where we dressed up in period costumes. Our 2D department is also sizable, and they do everything from roto, to comp and creative 2D solutions, to difficult greenscreen elements. We even have a graphics department that did some wonderful shots for Season 2, including holograms and custom interfaces.”

On the 3D side, the studio’s pipeline js mainly comprised of Autodesk’s Maya and Side Effects Houdini, along with Adobe’s Substance, Foundry’s Mari and Pixologic’s ZBrush. Maxon’s Cinema 4D and Interactive Data Visualization’s SpeedTree vegetation modeler are also used. On the 2D side, the artists employ Foundry’s Nuke and the Adobe suite, including After Effects and Photoshop; rendering is done in Chaos Group’s V-Ray and Redshift’s renderer.

Of course, there have been some recurring effects each season, such as the host “twitches and glitches.” And while some of the same locations have been revisited, the CoSA artists have had to modify the environments to fit with the changing timeline of the story.

“Every season sees us getting more and more into the characters and their stories, so it’s been important for us to develop along with it. We’ve had to make our worlds more immersive so that we are feeling out the new and changing surroundings just like the characters are,” Barbera explains. “So the set work gets more complex and the realism gets even more heightened, ensuring that our VFX become even more seamless.”

At center stage have been the park locations, which are rooted in existing terrain, as there is a good deal of location shooting for the series. The challenge for CoSA then becomes how to enhance it and make nature seem even more full and impressive, while still subtly hinting toward the changes in the story, says Barbera. For instance, the studio did a significant amount of work to the Skirball Cultural Center locale in LA for the outdoor environment of Delos, which owns and operates the parks. “It’s now sitting atop a tall mesa instead of overlooking the 405!” she notes. The team also added elements to the abandoned Hawthorne Plaza mall to depict the sublevels of the Delos complex. They’re constantly creating and extending the environments in locations inside and out of the park, including the town of Pariah, a particularly lawless area.

“We’ve created beautiful additions to the outdoor sets. I feel sometimes like we’re looking at a John Ford film, where you don’t realize how important the world around you is to the feel of the story,” Barbera says.

CoSA has done significant interior work too, creating spaces that did not exist on set “but that you’d never know weren’t there unless you’d see the before and afters,” Barbera says. “It’s really very visually impressive — from futuristic set extensions, cars and [Westworld park co-creator] Arnold’s house in Season 2, it’s amazing how much we’ve done to extend the environments to make the world seem even bigger than it is on location.”

One of the larger challenges in the first seasons came in Season 2: creating the Delos complex and the final episodes where the studio had to build a world inside of a world – the Sublime –as well as the gateway to get there. “Creating the Sublime was a challenge because we had to reuse and yet completely change existing footage to design a new environment,” explains Barbera. “We had to find out what kind of trees and foliage would live in that environment, and then figure out how to populate it with hosts that were never in the original footage. This was another sequence where we had to get particularly creative about how to put all the elements together to make it believable.”

In the final episode of the second season, the group created environment work on the hills, pinnacles and quarry where the door to the Sublime appears. They also did an extensive rebuild of the Sublime environment, where the hosts emerge after crossing over. “In the first season, we did a great deal of work on the plateau side of Delos, as well as adding mesas into the background of other shots — where [hosts] Dolores and Teddy are — to make the multiple environments feel connected,” adds Barbera.

Aside from the environments, CoSA also did some subtle work on the robots, especially in Season 2, to make them appear as if they were becoming unhinged, hinting at a malfunction. The comp department also added eye twitches, subtle facial tics and even rapid blinks to provide a sense of uneasiness.

While Westworld’s blending of the Old West’s past and the robotic future initially may seem at thematic odds, the balance of that duality is cleverly accomplished in the filming of the series and the way it is performed, Barbera points out. “Jay Worth has a great vision for the integrated feel of the show. He established the looks for everything,” she adds.

The balance of the visual effects is equally important because it enhances the viewer experience. “There are things happening that can be so subtle but have so much impact. Much of our work on the second season was making sure that the world stayed grounded, so that the strangeness that happened with the characters and story line read as realistic,” Barbera explains. “Our job as visual effects artists is to help our professional storytelling partners tell their tales by adding details and elements that are too difficult or fantastic to accomplish live on set in the midst of production. If we’re doing our job right, you shouldn’t feel suddenly taken out of the moment because of a splashy effect. The visuals are there to supplement the story.”


Karen Moltenbrey is a veteran writer/editor covering VFX and post production.