Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my pleasure to welcome Eric Koretz. In this interview he talks about the evolution of digital hardware and software tools at his disposal, the changing landscape of the art of storytelling, working on commercials, minimizing disruptions on set, and how film compares to other art forms. The second half of the interview is about Eric’s work on the recently released “Frank and Lola”, a noir romance of desire, infidelity and jealousy starring Michael Shannon and Imogen Poots.

Kirill: Please tell us about yourself and your path so far.
Eric: My name is Eric Koretz and I’m a cinematographer.
I graduated from the communications design program at Syracuse University. I had a design company in school doing graphic design and motion graphics. I moved to Los Angeles after graduating and continued doing the design work. After a year of doing that I realized that I hated it, and that I wanted to do film. So I shut everything down and started PA’ing on music videos and commercials. That was back around 2001.
I also did a lot of still photography, but at that time I didn’t know that I wanted to be a cinematographer. I didn’t even know what it really was. I was more interested in directing and writing, and that’s how I started. I applied to the American Film Institute for cinematography, because I naively thought that I would just learn the camera work, while keeping to do directing and writing. My portfolio was pretty strange – photography and those hybrid projects.
When I got in, everybody else had so many years of experience and it was a steep learning curve for me. But as it went along, I realized that cinematography was all I wanted to do. AFI was a great experience. I learned a lot there from the classes but also from the guest DP’s that would come in to teach, and also from the other students.

On the sets of “Frank and Lola”. Courtesy of Eric Koretz.
Kirill: Would you say that the industry’s transition to digital opened up the field and democratized it in a sense? It takes not that much money to get a reasonably good equipment these days.
Eric: When I was in college, those 3-chip CCD digital cameras started coming out, and they changed everything. I started using those for my hybrid projects, and they were great. But I still learned film, and I was shooting video and editing on A/B rollers. AfterEffects and Final Cut were just coming out, but that’s what you had before for editing. You would take two video-tape decks, and cut between them by rolling back and forth. That’s what I learned in college before those software packages came out.
I shot film in under-grad, and I also shot film in grad school. That’s when the first big digital cameras started appearing, with the first “Star Wars” prequel using Sony 900. And after graduating AFI that’s when 5D came out. I bought it mostly for stills, and then fell in love with the video aspect of it. And it changed everything, because you could just go out and have this beautiful quality without paying that much money for the more expensive gear. That opened up a whole new world.
I did a lot of 5D cinematography right when it first started off. I was sort of on the forefront of shooting with 5D, and I think it really helped. The normal process when you get out of school is to crew and work your way up, but I was shooting all the time. I did a lot of documentaries and smaller commercial projects, and started to build from there.
Kirill: Do you miss those days, or the physicality of film as medium?
Eric: I was always trying the next new thing in terms of digital. I love the immediacy of digital. I love to be able to manipulate the image and see what you’re doing live on set. I have absolutely no nostalgia for film, and that’s different from a lot of other DPs [directors of photography]. I love what you get with the new digital cameras. I don’t miss film at all.

On the sets of “Frank and Lola”. Courtesy of Eric Koretz.
Kirill: If you look at how the technology is changing in your field, do you think there’s a lot of revolutionary steps ahead of us, or is it more about incremental evolution? Is it close to reach the maximum potential of technology at this particular phase?
Eric: The steps are definitely incrementally smaller. The main camera people are using now is Alexa Mini, which is mostly because of its size and the media that it uses. However it’s an “under-spec’d” camera. The max resolution is 3.4K, but you have to shoot open gate raw to achieve that. People have been using this camera for the last two years, while there are other cameras from RED, Sony and Panasonic that have 4K+ resolution.
It’s really about the color science, and how accurate and natural you get the colors. That’s what I’m mostly interested in seeing improved. Alexa does it beautifully, and all the other companies are improving. That’s why I still use the Alexa. I love the color science.
The push for resolution only matters in terms of how you’re viewing it. Most consumer TVs that are coming out now with decent to best specs are 4K, so it’s only natural for the cameras to progress to be 4K to match that. And the projectors that come out to be used in movie theaters are all 4K. It only makes sense to have the resolution of what your final output is going to be.
Kirill: What about the artistic side of it? Does it mean anything to jump from 4K to 6K, for example?
Eric: Artistically, I don’t think it matters. It’s more about the colors and the color science, to me anyway. I’m not against more resolution. Most DPs don’t like it when you re-frame after the fact, but it gives you the ability to sometimes shoot one size and then crop in or move it around. But it doesn’t really matter to me.

On the sets of “Frank and Lola”. Courtesy of Eric Koretz.
Continue reading »
Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my delight to welcome Maya Bankovic. In this interview she talks about the world of cinematography and the evolution of digital tools at her disposal, how she chooses her projects and collaborators, and the balance between being emotionally involved with the story and staying aware of her job on the set. The second half of the interview is about Maya’s work on the recently released “Below Her Mouth”, a tale of desire, passion, and sexuality made by an-all female crew of storytellers.

Kirill: Please tell us about yourself and your path so far.
Maya: I took up 35mm photography as a hobby when I was a teenager, and I loved using my Minolta and spending time in the darkroom. But I didn’t want to pursue still photography because it seemed like kind of a lonely life. What I did realize was that I loved working as part of a team, bouncing ideas around and making something as a group, in theatre class for example. Having people around me was very satisfying, and I was thinking about how I could do that as a job [laughs].
I went to a film school and met a lot of new people, and it worked out pretty well, because twelve years later I still work with a lot of them. At that age I was chasing a certain type of life that would give me interesting experiences and access to other realities, while satisfying the technical part I loved about doing photography.
Kirill: As you started to work in the industry, was there anything particularly surprising for you?
Maya: It is such a demanding industry to be working in and the hours are really long, so it’s always surprising to me when people don’t love doing it yet stay. I didn’t want to risk becoming too jaded with all of that so I worked my way up as a cinematographer from tiny projects to bigger ones. I think doing independent films with people I care about has enabled me to maintain the love that I have for filmmaking, because the demands of the industry itself can make for a difficult lifestyle. Now that I’m working on larger projects with people I’m meeting outside of any kind of shared history together, I still go into a new film with that same spirit of community – it helps me ignore the stress of the business apparatus that’s always functioning in the background and concentrate instead on the creativity.
Kirill: What are your thoughts about the evolution of digital cameras in the last decade or so?
Maya: I talk about this all the time – this technological shift is the reason why I have this career. It started around 2005 when I took out a small bank loan to buy a DVX100a, which was the only camcorder at the time that could do 24p at an affordable price. Shooting in 24p was what was creating a distinction in the look and quality level among documentary filmmakers and indie filmmakers at that time, the same way cameras later on offered large sensors and we all made the leap towards that, collectively.
So that camera was the reason I was able to put myself out there as a cinematographer after I left school and lost access to the equipment there. People cared a lot about whether or not you’d shot film, which I had done a lot of at school. But you had to basically be able to afford to shoot a project on film in order to keep doing things at the industry-standard level. And the minimum price for a film project was around $20,000. But people were coming around to the idea of using my little DVX100a so that we could keep busy between those more expensive film projects.
Then the RED camera came out, and everything changed. Access to the RED and others that came out shortly thereafter levelled the field. It was no longer about the film standard, but rather about your eye. It allowed me to experiment. When you’re using digital equipment, it frees you up to play with composition or exposure or white balance without worrying about wasting film. The price of one foot of film comes to around one dollar, once it’s all purchased, processed and transferred. That’s about one dollar per second, which is a lot if you’re experimenting. I think a lot of DPs [directors of photography] felt liberated to play around more with cinematography and open up their imaginations thanks to digital cameras.

Kirill: Is there anything still missing in digital cameras from the artistic perspective?
Maya: I love the texture of film, and there’s a certain discipline that comes with shooting film. It is part of the process that is maybe gone now. It was the texture and certain imperfections that you could get that made me love shooting film. Those imperfections were not always appropriate for every project, but when they were, it was magical.
For me, now, it’s more about the quality of the story that I’m capturing. It doesn’t matter to me that digital has taken over. I love shooting film with its gorgeous texture, and I do adore the process. But in terms of the artistic or the creative approach, that should all be motivated by the story. That’s what dictates the creative direction you follow, not necessarily the thing you use to capture it.
The most important thing to me is the quality of the story that we are putting into the world, and I think that a lot of these projects wouldn’t get made if we were still counting on film, with its prohibitive costs. There would be very little money invested in stories that are more niche or fringe, because no one would want to sink a huge investment into a TV show or a film that is not guaranteed to show a return on investment by appealing to mainstream audiences. Projects that reach beyond mainstream culture’s usual narratives can get made now, and look good, and to me that is an important artistic development, because it’s a cultural one.
Kirill: To me as a viewer that means that I have more productions to choose from. These days I find myself having to decide what not to watch, because there’s only so many free hours in the day.
Maya: It’s definitely true. I think the main problem with that are the really low-budget productions which neither take any creative or conceptual risks nor provide good jobs for people. There’s an oversaturation of those types of productions in every major city in the world. When you only have a shoestring budget, it’s sort of a false dream to think that you’re going to make your mark as a filmmaker when you’re trying to make something with mainstream appeal but you’re up against thousands of similar projects of a similar scope. It’s not sustainable, but ultimately it’s the choice of the people that pursue it. Again, that’s why seeking out stories that exist outside of those story conventions are where I find most of my own feelings of personal urgency and devotion as a cinematographer. Same goes for when I’m choosing which films to watch. Because yes, there are so, so many of them.

Continue reading »
Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my pleasure to welcome Mark Steel. In this interview he talks about his path into the art department, the ever-changing landscape of episodic television that balances the cinematic scale with shrinking timelines, the day-to-day responsibilities of an art director on set, the present and potential future of combining visual effects with physical world building, and the place of virtual reality tools in simulated set environments. The second half of the interview is about Mark’s work on recently released “Miss Sloane”, a story that follows a formidable D.C. power-broker played by Jessica Chastain and her fight against the powerful gun lobby.
Kirill: Please tell us about yourself, and your path into the art department.
Mark: I was born in Vancouver and grew up in Ottawa. I watched a lot of TV when I was a kid. I was into animation and horror which lead to a fascination with make up and special effects. I began reading Fangora magazine and other such publications, which really introduced me to the whole behind-the-scenes world of film. In my last year of high school I was offered a co-op program at a local community cable TV station. There I got to direct all sorts of studio shows, local remote and mobile shoots.
I then went to post secondary school at Ryerson in Toronto for Radio and Television Arts. I actually wanted to be a TV director when I graduated. I found myself at the CBC as a stagehand, and began working in set decoration and props. The CBC at the time was in decline, but a lot of the old system of designers, art directors, builders, costumes, FX and all the other trades were still under one roof. It was really a wonderful and sadly broken creative place. I learned a tremendous amount about all the crafts and talents that went into production.
I worked on the last two seasons of a popular comedy series called “Kids in the Hall”. It was a highly creative show. We did hundreds of sets a season to be shot as 16mm short films, three camera studio bits, with live audience segments. It was really a master class in pushing the boundaries in television at the time.
When I left the CBC, I found that my experience as a set decorator was most in demand. Toronto production was growing, and we had three unions in the city. I did a lot of Canadian TV series and movies of the week for US networks. I found myself working with local and US production designers, and eventually I was asked by a local PD to step in as an art director on a TV series for a Disney cable channel sci-fi series. I have been working primarily as an Art Director for US projects in Toronto although I have been all over Canada and some of the Caribbean.
Kirill: What drew you into the film / TV industry, and how has that changed after a few productions?
Mark: It’s the best part-time job anyone ever has to start. While I was still in school, I had a friend who was working on film sets as a production assistant. I had an occasion to visit and found that environment to be very appealing. My early years at the CBC was a sort of institutionalized experience that was in the process of dying, as government funding was being stripped away and I really had no future there. I knew there was this “outside” industry in Toronto, and with a few connections I realized that I could make a living in the art department as a Set Decorator.
As a young person, I was very into the circus of it all. Rolling onto locations, completely taking over a space, transforming it and disappearing again without a trace. What I also began to realize very early was that I really didn’t have the patience to work on set with the shooting crew. I found the pace and the hierarchal nature of a film set to be tedious. I much preferred to take part in the research, sourcing, prep and installation of sets. I excelled as a Leadman and Set Decorator and began to build my brand off-set in the Art Department.

Kirill: As you have done a variety of both feature and episodic productions, how would you compare the pace of the two worlds?
Mark: They are really not that fundamentally different, especially these days. I developed my skills primarily in TV series where mastering scheduling was key. My training and the goals of my early mentors was to create “feature” quality look in spite of budget and schedule constraints. Progressively, the quality and demand of television series increased through the late 2000’s. At the same time many productions also demanded more for less.
I can’t say when it was exactly over that period of time that I honed the ability to deliver on shorter and shorter timelines. 8 weeks of prep became 6 weeks that became 4 and so on, but the principal tool constantly employed is communication. It is all about prioritizing the creative needs and getting to consensus as efficiently and respectfully as possible. In TV that is almost always the Producer’s call. In features it is the Director’s.
On a TV series most of the time the Director is a guest. Usually he or she has the experience with the format and understands how to efficiently get what is needed out of a shooting day. My contact with the Director is typically about problem solving around scheduling constraints and to guide them through the possibilities on standing sets. Although schedule remains a reality in the feature world as well, the priorities are driven by the Director’s vision. Depending on his / her status and the budget, greater degrees of deference must be payed. Expectations are infinitely scalable, but in the end every project has many of the same steps.

Continue reading »
Continuing the ongoing series of interviews with creative artists working on various aspects of movie and TV productions, it is my pleasure to welcome Tom Lisowski. In this interview he talks about what production design is, when it needs to stay invisible and the misconceptions viewers have about the field, how the transition from film to digital affected what happens on set, balancing artistic and financial aspects of a production, shifts in the world of story telling between features, episodic TV and streaming services, as well as his work on music videos and commercials. The second half of the interview is about Tom’s work on the recently released “Safelight”, a journey of two troubled teenagers that takes them from a highway truck stop to a road trip down the California coast to photograph lighthouses.

Kirill: Please tell us about yourself and your path so far.
Tom: I went to art school where I studied painting, and after that I started doing art for video games. My forte was environments – basically the same thing that I do for movies now. Because I was doing games I was hired to do a mural for a city cafe set on a TV show. The mural had some videogame-style characters in it. The production designer of the show asked me if I could also draw pictures of the sets. I ended up becoming her art director for a few different projects, TV and features. I discovered production design through her. I did go to art school, but at the time I wasn’t aware the field of production design existed. I love how through your interviews you’re bringing awareness to a field that most people are unaware of.
People know that there’s a director, a cinematographer, and actors, but they don’t know there’s a production designer. A lot of times that’s a good sign. They are in an environment and they don’t know that it was created by someone. If you do a good job, they believe it’s a real place.
Kirill: When people ask you what you do for a living, is it hard to make people understand, especially when we’re talking about productions set in the modern day? After all, we all are surrounded by these environments every single day.
Tom: There’s definitely a misconception about movies set in the modern day. Everything is recognizable, and you’re not in a cave or a castle. The misconception is that someone just showed up with the camera and shot everything. But it’s the same as when you’re writing a novel and choosing what part of an experience to describe. In a movie you’re very careful to choose what the audience sees.
Also, certain things generally look bad on camera, for example white walls. And there are certain elements and props that you use to tell your story. If a character is cold, you want your set dressing to communicate that. You tell the story through the environments, and everything in that whole movie is supporting that story. Everything you do is based on telling the story, whereas in real life everything is totally random [laughs].

Kirill: I like that you mentioned that if you do your job well, it is unseen in a certain sense. As a viewer, I want to follow the story and not look at that wall. You want to send that subliminal message, but not be explicit about it.
Tom: Exactly. We always talk about whether the production design should be invisible or visible. It depends. If you’re going to an alien planet, you’re showing an environment that nobody has ever seen before. A big part of the experience is seeing something amazing, and the audience is definitely noticing it. You’re looking at that environment, and it becomes a huge part of the experience. Some people say that the set becomes a character.
But at the same time, you don’t want the audience to be thinking about it. If somebody is designing the costumes for the characters, you want the viewer to believe that they just woke up that morning and put those clothes on. If you start thinking about what goes on behind the scenes, it takes you out of the story. But there are movies where our work is center stage.
Kirill: Does it help to have the digital pipeline on the set, where you together with the director and the cinematographer can see on the monitor how the sets are captured by the camera?
Tom: That’s especially important for the on-set dresser. They are making sure that everything that needs to be in the frame is in there. I try to be on the set as much as possible. I’m always there when we open the set and start shooting. As much as I can be I’m there to see the set through to completion.
However, a lot of the time I’m also hard at work on the next set. Often the next location isn’t available until the very last minute, so we have to be building and dressing while we’re shooting something else. So I’ll be there, looking at the monitors to make sure everything looks good, and then I have to be off to the next set. I’ll have my on-set team continue to check the monitor constantly.
Nowadays you can see the edits as you’re working on the movie. Not long after you shoot it you can see a rough cut of the scene you just did, and the director will know if something’s missing. Back in the day you had to wait forever for the film to be developed, and then for somebody to cut it together.

Kirill: Do you remember a sense of things going unnecessary slow back then?
Tom: You had to trust your gut and use your imagination a lot more when you couldn’t see it. And all the amazing film-makers didn’t see any of it back in the day when everything was done on film. They would go with their gut and hope that everything was great. Now you can see it sooner, and that makes you become a better production designer, faster.
Kirill: Bringing you back to the beginning of your career on set, what was the most surprising thing you saw around how movies are made?
Tom: I was always blown away to see the really big sets. The mechanics of it is amazing. You see a big cave, and you think that somebody brought in all these big rocks. But it’s all carved out of foam, and painted amazingly well. Or you’re looking at the walls of this mansion, and they are just a very thin piece of lauan plywood. It was eye-opening to see a lot of that stuff.
When I went from video games to the world of movies, I loved the physical aspect of everything. I loved that you can stand in front of it, look at it and walk around it. Before that I had textured polygons on a computer screen. But seeing everything in real life was a big part of the magic of it.
There are also sets where you use forced perspective, with smaller things in the back and bigger things in the front. That tripped me out early on, and I try to use that in my sets sometimes when we want to make the set seem bigger. We had this graveyard set, and we built it all on a stage. We wanted to make it feel like it went on forever, so the trees in the back are smaller so that they look like they’re further away.

Continue reading »